{"id":127,"date":"2015-06-05T07:45:35","date_gmt":"2015-06-05T12:45:35","guid":{"rendered":"http:\/\/www.empireinflames.com\/?p=127"},"modified":"2015-06-03T17:13:17","modified_gmt":"2015-06-03T22:13:17","slug":"friday-feature-development-philosophy","status":"publish","type":"post","link":"https:\/\/www.empireinflames.net\/?p=127","title":{"rendered":"Friday Feature: Development Philosophy"},"content":{"rendered":"<p>I&#8217;m going to take a step back from our regular Friday features to write a bit about our development philosophy.\u00a0&#8220;What&#8217;s the purpose? Why are you making the decisions you&#8217;re making? What are you focusing on?&#8221; Those are questions we&#8217;ve been hearing regularly, and I&#8217;m going to try to give you a look into the mindset we&#8217;re using. So, without further ado, the general philosophy we&#8217;re working with.<\/p>\n<p><strong>Freedom is everything.<\/strong> The sandbox was SWG&#8217;s greatest strength. Unlike the vast majority of MMOs, players could always leave a mark on the game &#8211; quite literally. Player-crafted goods reigned supreme; player cities dominated the landscape; player interaction drove PvP.<\/p>\n<p>The original team did wonderful things to make the game open. It&#8217;s something we don&#8217;t want to lose.<\/p>\n<p>The profession revamp is designed to make the game even more flexible than it used to be! A problem in SWG was that professions that &#8220;did&#8221; things were pigeonholed into doing it a certain way. My go-to example is always smuggler: to be a smuggler, you had to specialize in pistols. (Unless you were a triple threat, with TKA\/smuggler\/pistoleer.)<\/p>\n<p>Wanted to use carbines instead? Well, prepare to have a large number of points tied up in things you can&#8217;t use, from the pistols line in marksman to all those pistols-only combat specials.<\/p>\n<p>Worse, at end-game PvE levels there were only a handful of professions (or even templates!) that worked. Fighting Krayts, for example, virtually had to have the heavy armor piercing T-21 or Power Hammer. Professions like pistoleer, carbineer, TKA, and fencer were out in the cold at the end-game level.<\/p>\n<p>So we&#8217;re doing our best to open things up further, make the game more open than it\u00a0already is. We want people to pick a profession because it&#8217;s fun to play, not because it&#8217;s the only way to complete content.<\/p>\n<p>&nbsp;<\/p>\n<p><b>Structure is necessary.<\/b> SWG failed to impose rules it needed to keep the game going on a long-term basis. The worst offender was the housing system &#8211; the devs failed to anticipate what would happen. Namely, players built rings of houses at the edge of the no-build zone around starports. The more time went on, the worse it got.<\/p>\n<p>PvP withered away as it became clear players had nothing to gain, but things to lose by engaging in PvP. A small, dedicated crowd (both ground and space) kept at it, but it was never what it could have been. Alternatively, it never reached the heights we saw during the Anchorhead\/Bestine wars.<\/p>\n<p>The idea, then, is to impose some structure where there wasn&#8217;t any before. Not because players are playing the game &#8220;wrong&#8221;, but to keep the game healthy and to channel energies into activities that are fun for multiple people.<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Eliminate the grind.<\/strong> Those of us who played from the beginning are now twelve years older than when we started. Many of us have kids that weren&#8217;t born when we first played\u00a0<em>Star Wars Galaxies<\/em>. We have jobs, spouses, family, commitments that we previously lacked.<\/p>\n<p>We&#8217;re not eliminating the grind entirely &#8211; players still have to level professions (even if it&#8217;s much quicker than the old days), acquire resources, and so forth. But the days of spending weeks camping a boss spawn or trying to get that last perfectly-tuned pearl are not the the defining characteristics of the\u00a0<em>Empire in Flames<\/em> project.<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Provide fun.<\/strong> This probably shouldn&#8217;t be the fourth entry on this list, because that&#8217;s hardly fair to the importance we put on it.\u00a0<em>The game should be fun<\/em>. Leveling skills should be fun. Crafting should be fun. (Well, for those who like it &#8211; I&#8217;ve personally never played a game where I enjoyed crafting. That&#8217;s my personal preference, though.) Running through a dungeon should be fun. Engaging in PvP should be fun. Building a city should be fun. Decorating should be fun.<\/p>\n<p>Even when we had content under the various SWG implementations, fun was often substituted for grinding. Kill collections became monotonous, item collections had a &#8220;rare&#8221; item that sapped the enjoyment from looting pieces.<\/p>\n<p>We want players to have fun, not swear at that stupid item that\u00a0<em>just won&#8217;t drop<\/em>.<\/p>\n<p>&nbsp;<\/p>\n<p><b>Give players something new.\u00a0<\/b>Seems like an odd statement, but it&#8217;s true. It&#8217;s why we&#8217;re working to allow players to own\u00a0buildings that were previously only for NPCs, or build entirely new professions, or implement new planets entirely.<\/p>\n<p>We&#8217;re a server built by players who loved the game in all its forms, and we all had things we wished the SOE dev team would have done. Now it&#8217;s our turn to prove that those things could have been great.<\/p>\n<p>&nbsp;<\/p>\n<p><b>Use what worked.<\/b> There are SWG emulator teams that are committed entirely to a certain era of the game &#8211; pre-CU, CU, or NGE. The problem is that, arguably,\u00a0<em>none of those systems worked well<\/em>. Pre-CU was an unbalanceable mess; CU depending heavily on creature\/player levels that undercut the freedom of the skillpoint system; and the NGE removed the freedom of character building.<\/p>\n<p>We played through SWG from the very beginning, and we understand that somethings worked very well, but many things didn&#8217;t. We refuse to pigeonhole ourselves into thinking just one way; instead, we&#8217;re going to take the elements that worked well and make them work together.<\/p>\n<p>Are the changes going to please everyone? No &#8211; but there&#8217;s not a version of SWG \/anywhere\/ that \/everyone\/ likes. Period.<\/p>\n<p>&nbsp;<\/p>\n<p>So now, when you&#8217;re questioning a decision we&#8217;ve made or a method of implementation, take a look at this and you can likely see how it fits in with our philosophy. Will we make everything perfect? I doubt it. But we&#8217;ll do our best to build a server that&#8217;s still fun to play, twelve years after\u00a0<em>Star Wars Galaxies\u00a0<\/em>first released.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;m going to take a step back from our regular Friday features to write a bit about our development philosophy.\u00a0&#8220;What&#8217;s the purpose? Why are you making the decisions you&#8217;re making? What are you focusing on?&#8221; Those are questions we&#8217;ve been &hellip; <a href=\"https:\/\/www.empireinflames.net\/?p=127\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[],"class_list":["post-127","post","type-post","status-publish","format-standard","hentry","category-friday-feature"],"_links":{"self":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts\/127","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=127"}],"version-history":[{"count":1,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts\/127\/revisions"}],"predecessor-version":[{"id":128,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts\/127\/revisions\/128"}],"wp:attachment":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=127"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=127"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=127"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}