[RB];25670167 said:I'd go with this.
In SWG, the quests were all the same (go here and kill x), no achievements, no progression (other than the professions you chose and trying to unlock Jedi), no storyline and no real 'goal'.
The entire player experience was determined by the people you met in the game and the effort the playerbase put in (resources, crafting, setting up towns, guild rivalry etc...)
If you found yourself on a server with low population you could find yourself flying on a speeder around an entire planet and not see one player.
I look upon SWG with very rose tinted glasses as the people I met made my experience amazing but I suspect if the Star Wars theme had been removed and I hadn't found myself amongst fun people, I would have dropped it like a hot potato.
You only have to look at the way WOW has adapted over the years to see the shift from Massively to Not-so-Massively (you can play on your own if you want, just give us your cash!). I suspect having an asset that is entirely dependant on the playerbase is a very risky investment in the publisher's eyes ...
I think this is it right here.
I think the industry has moved too far away from player gaming and too much into player experiencing.
So is gaming at the moment, not so much about playing a game as playing an experience now? Linear driven, lack of puzzles and complex mechanics, corridor shooters and linear stories.
It wont be for another decade until i think the industry will change, we are reaching or have reached the peak of gaming experiencing and we are seeing signs of gaming coming back into the industry, but at the moment the industry is generally made up of developers who have only existed in the experience and too few developers from the gaming era.