- cross-posted to:
- [email protected]
- [email protected]
- cross-posted to:
- [email protected]
- [email protected]
I’m only an hour into this person’s 4 hour(!) review/criticism of the Star Wars hotel and am baffled at how poorly this was handled.
I’m only an hour into this person’s 4 hour(!) review/criticism of the Star Wars hotel and am baffled at how poorly this was handled.
I’m surprised we haven’t seen a post Lucas Star Wars MMO looking to capitalize on the number of people who just want to experience an open ended Star Wars universe to role play in.
They might have had the same idea, but the devs they are letting make Star Wars games are (usually) making turd after turd, so I could see the hesitation
Open-ended, “sandbox” style MMOs are a lot trickier to get right than “theme park” style ones like Star Wars: The Old Republic. Games like SW:TOR require a lot of content to be developed, but you can at least be pretty sure that if you develop fun quests then players who like questing will have fun.
For a “sandbox” style MMO, you have to design systems that lead to interesting player interactions… and then hope players actually interact. This is complicated by the market share for sandbox games being smaller overall, meaning you can’t guarantee there will actually be a sizable player population. Also sandbox-style players are sharply divided on basically every topic from “how much PvP should there be” to “how much grinding should there be” so you quickly find yourself either targeting increasingly narrow slices of players or trying to appeal to multiple playstyles at once, which is even harder.
I think this is why sandbox games have mostly moved towards smaller worlds and self-hosted servers, like ARK and Rust, where they can thrive with small player counts and individual play groups can tweak the experience to better suit their needs.
There hasn’t been a great track record with recent Star Wars games though… likely due to shitty execution thinking rabid fans won’t care if the game is good.