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UNLISTED YOUTUBE LINK: https://youtu.be/pfV3x1DCvXk

Hey Early Access Patrons,

This one is not going up for at least a week as I'm about to head off on a short vacation. Produced by Jeremy Jayne who is a longtime fan of Star Wars Galaxies; this video is a wonderful exploration of the game's history and design from the iconic Raph Koster and features loads of insight into the troubled development and ultimately the "Jedi Problem" which led to the MMO's downfall.

00:00 - Intro 00:53 - Taking Over the Project04:12 - The "Jedi Problem"16:53 - A Jedi Before Christmas20:13 - Player Behaviors29:37 - Outro31:43 - CREDITS

Let us know what you think!

Danny

Files

How The Jedi Took Down Star Wars Galaxies

00:00 - Intro 00:53 - Taking Over the Project 04:12 - The "Jedi Problem" 16:53 - A Jedi Before Christmas 20:13 - Player Behaviors 29:37 - Outro 31:43 - CREDITS

Comments

Mark van Dijken

Worth the wait! Great video. I never got into galaxies but I do remember the time period when there were a lot of different variations on the MMO concept. I had a friend who would hop from MMO to MMO and he was very hyped about Galaxies.

David Grier

Raph is the best. You could do 12 hours on this game, it was fascinating. The fact that it was tied to this huge property but was a sandbox game where almost every ingame item was player-crafted is a miracle that could have only happened once, and it attracted such a diverse player base. There were pvp tryhards and social players who just wanted to chat playing along in the same complex ecosystem, with ingame systems to support these playstyles (one of the few games where you can earn a living as a hairdresser.) The crafting system is the best I've ever experienced, by far. He made it sound like permadeath was axed, but it was actually in the final version at launch, in which you had to master a random 5 of the ~40 professions to unlock the jedi character slot. Permadeath was exciting, you'd be flagged for pvp if anyone saw you use a force power or pull out your lightsaber, so you had to grind xp in faraway corners of sparsely populated planets. Lag and bugs lead to permadeath being phased out pretty early.

Eric Bowman

Wasn’t expecting this to be so deep philosophically. Great video! It has me thinking about trophy hunting. A lot of the time trophies are rewards that urge the player to interface with the games different systems. “Kill 10 enemies by knocking them into power lines” and whatnot. It frequently feels like a chore rather than a challenge. As a player I don’t mind “seeing the horizon” as long as it’s an enjoyable challenge, not a checklist.

Björn Blankenheim

I really loved the video. Very insightful. I'm fascinated, how the "So everyone is a jedi now" problem became thing in game design. But as far as I understand it, the video never actually talks about it that way. It seems that the real problem was, that it destroyed the moment to moment gameplay, and not necessarily that there were too many... interesting.