Galaxies From Home: A Meandering SWG Retrospective

I don’t know if this is the ‘appropriate’ place for this, and I suspect this will tread dangerously close to outright blogging. But, I don’t have a blog, and I’d intended this to be a discussion for anyone even remotely interested, so here we are.

I. Introduction – An Adventure Manual
II. The Decline and Fall of the Corellian Empire
III. Sandbox Starbound
IV. Interplanetary Socialite
V. The Forced
VI. Take to the Skies
VII. Night Elf Thanksgiving
VIII. Age of the Meta, Age of the Wiki
IX. You Can Never Go Back
X. …Can You?


----------I. Introduction – An Adventure Manual----------

Here and Now, There and Then

A few weeks ago, I started earning a livable wage for the first time in my 36 years of life. Given… well, everything, this is a development that I feel strangely guilty about. Avoiding obvious social commentary about how this is what it’s supposed to be for everyone, I’ve been seizing the opportunity to experience familiar things without the Sword of Rentocles hanging directly over my head. It was in this spirit that, during my first week on the job, I found myself listening to BT’s album Emotional Technology.

Released in early August of 2003, I picked up EmoTech the first week it came out, a few weeks before I went back to college for my sophomore year. The album featured heavily in the next ~18 months of my life – a period characterized by literal failing grades due to undiagnosed ADHD, a supremely awkward living situation in a substance-free dorm with a strict, uncompromising RA as a roommate, a neglectful lack of support from home due to parents in a loveless relationship well into the process of slow collapse, and a blanket of depression that I would frankly call a natural response to the above. BT played a big part in helping me maintain some semblance of sanity.

So, how was listening to it again from a position of relative security? Hard to say for sure, but I don’t think ‘cathartic’ is quite it. Perhaps closer to the mark is that the melancholy of late 2003 was the sea salt sprinkled on top of a gourmet confection, and EmoTech was the sweeter for it. Reexperiencing it in retrospect was having the culinary understanding to appreciate the confection for what it truly is.

Emotional Technology was also released just over a month after LucasArts’ new hit MMORPG, Star Wars Galaxies: An Empire Divided. Published at the tail end of June 2003 by Sony Online Entertainment, SWG sought to bring well-funded brand recognition to a genre just beginning to flex its muscles in a freshly burgeoning period of high-speed internet. BT’s album circumstantially became my unofficial soundtrack for Galaxies, often accompanying me late into the evening as I underwent my maiden voyage into MMO gaming. To say I merely played this game during its golden age, or even that I played it a lot, would be a gross understatement; on the other hand, it would be equally unfair to say that I tryharded Galaxies, as for reasons that will be discussed in some detail, the experience itself was hardly at all about reaching some sort of endgame. Suffice it to say that the game was formative to the person typing this, molding how I viewed, played, enjoyed, critiqued and reflected upon my favorite hobby.

House Flylighter

Early August, 2003. I had just returned home to Maryland from a week-long trip to New Jersey. I had used the trip as an excuse to quit my summer job at Target early, as I’d be returning to college out of state soon thereafter, and I didn’t feel like coming back to town just to spend my last meager weeks of free time jockeying a cash register. I went to spend the day with a childhood friend, whom we’ll call Matt (mostly because that is in fact his name), and the day’s events led us to an evening in front of his computer. He had a game to show me.

I had watched several different friends play Everquest before, but due to hardware limitations, the graphics came down just this side of bad abstract art. It would only be technically accurate to say that it ran at multiple frames per second, framerate being a concept I didn’t even have the vocabulary to explain at the time. In both instances, I quite literally couldn’t tell what was going on. But this new game, Star Wars Galaxies… it was beautiful, and it was silky smooth. I could see what was going on, and I could tell that those other real people in the world with Matt’s character were, in fact, other real people.

After a few minutes spent in Theed, Naboo doing lord remembers what, Matt unceremoniously takes off towards one of two huge orange beacons. He had acquired a pair of missions for cash, and while they weren’t precisely in the same direction, it didn’t seem to matter. It probably took him near four minutes of straight running to get to his first mission, but the economy of time was lost on me in the moment. He arrived at his first mission, which turned out to be just a pile of brush and rock surrounded by these little chubby froglike creatures. Matt whipped out a pistol of some sort, got a bead on one of the frogs, and started blasting. The frog closed the distance within maybe six seconds, and started taking chunks out of him. The next ~20 seconds consisted of Matt’s character shooting at his own feet like an absolute fool. Rinse and repeat for the other four or five frogs around the nest; there was also some ineffectual running around mixed in for good measure. It was ridiculous, and I loved it.

Matt then demolished the nest, taking care of the few froggy stragglers that came out of the nest to defend it, and upon mission completion, a hearty fistful of credits were added directly to his inventory through some arcane means. His inscrutable trio of ‘life bars’ were all low, so he plopped down onto the grass to let them regenerate. After maybe thirty seconds of this, during which his bars slowly edged towards full, Matt said, “oh yeah!” and then dropped a GOD DAMN CAMPSITE right where he was standing. A tent or two, couple of torches, and a campfire. Maybe a stool. He then resumed sitting, except in a grassy campsite instead of the plain ground. I’m not certain it made a lick of difference to how fast his life bars came back. In that moment, I was sold anyway.

Matt’s other mission involved a camp of about five gangsters. Unlike his previous amphibian prey, all five of the gangsters started fighting back, shooting back, as soon as Matt attacked. He might have gotten one or two before the rest of them laid his character out on his back. “What now?” I asked. “We get up and do it again,” he replied simply, and his character got right back up. It turns out that the answer to “what now” isn’t always quite so simple, but this was low level content, so Matt parked his ass on the grass again for another minute or two, then polished off the gang.

Two notable things happened on the way back from his missions. Not far from his own scene of the crime, some other player was fighting a handful of BIG ol’ beasts of some kind or another. I asked Matt if he was gonna help out. “Fuck ‘im,” Matt said, and with comically perfect timing, the poor soul got full-on Worldstarred and ate shit the instant Matt was passing by. The beasts, it turned out, were aggressive, and they immediately turned on Matt, who pressed F5 on his keyboard and watched as his character gained a momentary boost of speed that left the whole affair in his cowardly dust. Sold, again!

Closer to town, there were a handful of small buildings in a little cluster. “Those are probably some people’s houses.” Upon walking up to investigate, that is exactly what they were, signs on the front of each matter-of-factly proclaiming ‘Suchandsuch’s House’. Matt tried two front doors. One was locked, but the other opened automatically as he waltzed up to it. The house was practically barren, some random gear nonsense on the floor in the main room and maybe a table and chair. Seventeen years later, I can’t claim to remember such details. I DO remember Matt explaining that you could decorate houses in SWG while simultaneously trying to steal just about everything there (to no avail). I also remember being sold. Again.

It turns out that this was going to be the only evening I got to hang out with Matt, as his family was going on their own weeks-long family vacation to Myrtle Beach the next day. I told him there was no way I wasn’t getting the game, and the only tidbit of information he gave me was that your character has a first name and a last name, and that he and his two brothers all took the surname Flylighter.

Guide of Expectations

The very next day, I went to Best Buy and procured BT’s Emotional Technology and a copy of Star Wars Galaxies: An Empire Divided. I didn’t make the trip until evening, as I spent the day with a different friend who escaped the lure of SWG entirely, although he was ironically one of the two who showed me Everquest, and I did yank him into World of Warcraft with me in the years to come. So it was that sunset comprised the backdrop for my first listen and installation. I can’t explain exactly why I wouldn’t have it any other way, but I feel like starting that day off early would have been a shame.

The installation was long and arduous, and there was patching involved. Much in keeping with other PC games of the time, the installation screen featured a slideshow of various screenshots from the game showing you the type of things you could get up to, but my mind wasn’t exactly on the presentation. See, when I was watching Matt, there were a lot of moving parts that I didn’t understand. I wanted to step into the game with at least some knowledge of how to play, and the game shipped with this veritable encyclopedia of game information.

And it had character, too – over 170 pages of stuff worth knowing, with semi-regular ‘breaks in transmission’ by a smuggler named Shug Ninx in order to give an in-character primer on the relevant topic. The manual looked great, it had weight, it had flavor, and I ended up reading through almost the entire thing before starting the game. (Naturally, I couldn’t find a PDF of the thing to save my life, at least not of the old version, so I sloppily scanned it in myself) There was a bit of an inherent flaw to this approach, as half a novel’s worth of info ingested all at once is invariably going to go in one ear and out the other, but I ended up using it more as a way to see all the gears in the machine at a glance. I decided mid-read that, same as any other game, I would learn to play as I played, and I’d just take the opportunity to learn what to expect.

So, what can the reader expect? Masturbatory drivel, mostly, because I am ENTIRELY untrained in this sort of thing. Self-deprecation aside, while re-listening to EmoTech wasn’t quite cathartic, I expect this mind palace exercise will be. Finding people to talk to about Galaxies at length is nearly impossible nowadays, but I still have a need to get my thoughts out. There was a time where I would need others to love the game like I do, but I’ve grown past that. There was a time where I would need others to play the game like I have, but I’ve grown past that. I have not, however, grown past the need for others to know the game in some capacity. I guess that is part of the feeble need to be understood that we all possess.

Well, I’m here to talk all about it. I want to explain the game, inside and out – at least for the period of time that I played it. These discussions will be interspersed with contextual first-hand recountings of events as they unfolded, a la The Most Interesting Man in the Galaxy. While these stories won’t be embellished in any intentional way, a lot of them happened in a manner that I suspect make my character sound like a hero. The thing is, any apparent storybook heroism is really owing to the systems that comprised the game’s world, a byproduct of necessary social interactions. I expect any other player that was even remotely invested in their character has similarly spectacular tales. It’s what made the game so god-damn mystical. It’s why I obsess about it seventeen years later, even though I don’t play it anymore.

After this memory expedition, I will go experience it again, in some fashion. However, like the recent release of WoW Classic, you only get one second first impression (lol). Therefore, I find it necessary to focus the part of my life that held these most treasured moments first, in order to assign the proper weight to when I once again breathe Nabooian air under the happiest of sad circumstances.

Khylan Flylighter of the Eclipse galaxy was born in the city of Tyrena on planet Corellia, just after midnight on August 9, 2003.

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I think everyone has one perfect virgin MMO experience, and then nothing every compares. It was Galaxies for me, too, and it poured misery as much as it poured joy. What a great thing it was.

@Father.Torque, you are needed

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Excited to read further! SWG always appealed to me as a sprawling and mysterious universe, and, like many people in that universe would, never making it off the starting planet drove me crazy with wonder more than any other mmo I have played. I would love to try it again some day. It seems like an unparalleled sandbox experience.

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Early 2000s MMOs were a genre I was always deeply interested in but also deeply financially gated from, and I’ve spent much time throughout the years poring through old forums and reading tales of people experiencing them “in their prime” — all that is to say this thread is right up my alley and I’m looking forward to reading more of your stories.

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I’ve never played an MMO unless you count The Endless Forest

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this rules

there’s a story i read about this game (i think), a perfect lightsaber fight where the guy who drops racial slurs and fights dishonorably gets dropped at the last second, and now i can’t find the damn thing. but it’s a really good story.

my MMO was graal online, to my everlasting shame

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It’s about Jedi Outcast

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that’s why i couldn’t find it!!

This article is a foundational piece of NGJ and its title is unforgettable. The web 2.0 site that hosted it is apparently gone, but here it is reposted on reddit:

And it is definitely NOT about Galaxies.

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I know nothing about star wars games, forgive me for thinking galaxies was the game where people did light saber battles online

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Unfortunately, Galaxies became a game where people did light saber battles online, but part of the original allure of what I sort of refer to as its Golden Age was that the existence of player jedi was just a legend. It was something that allegedly could happen, but nobody knew how, nobody had done it, and part of its supposed gameplay revolved around keeping your existence secret, so they could be walking among you! You know… like in the original movie trilogy.

I’ll be talking a little more about that in the next section.

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Leave it to my luck to undergo like seven major events in rapid succession just after taking on this exercise. The next couple installments shouldn’t take quite as long to output!


----------II. The Decline and Fall of the Corellian Empire----------

Reminiscing on the good old days of Star Wars Galaxies, for me, necessarily comes with a bittersweet tinge. Certainly, there were the living circumstances that surrounded my play, but again, I believe that those experiences end up in retrospect lending more positive potency to the escapism given me by the game. Instead, I feel the ache for what could have been. The Galaxies timeline was a tale of mysterious wonder and immense promise dismantled piece by piece, an executive mandate for better fiscal performance that ended up resembling a digital, massively-multiplayer subscription funeral march. So, before we get into the gameplay nitty-gritty, I’d like to take a quick glance at the life of SWG, birth to death, and share my view on how the game started down the path to fatality. Frankly, I think there is at least one major plot point in its downfall, perhaps the most important turning point, that almost everyone else misses entirely. Once we’ve gotten that out of the way, we’ll rewind time and talk through the gameplay itself, infused with the backdrop of a game steering towards failure. That’s right, this retrospective is the bad Tarantino film of clumsy, self-aggrandizing prose.

How Do I Videogames: Media Edition

At launch, Galaxies boasted roughly 300,000 subscribers, a number paltry by today’s standards but impressive when compared to its contemporaries (Everquest, for reference, garnered only 10,000 launch subs). Folks there from the start proudly proclaimed themselves ‘Day 2 subscribers’, because the servers never made it online for a single second on launch day. Despite the hiccup, critical reception leaned positive.

But it didn’t lean very positive. There were plenty of middling to negative press reviews to go around. Thing is, I really don’t get most of the complaints. SWG was by no means a shining beacon of design perfection, but a great deal of criticisms were easy to debunk at a glance. GMR Magazine: “The whole game is a bit too complex for its own good – the skill system itself might put off those who have never played an MMORPG.” The skill system looks hard to understand right up until you stare at it for 15 consecutive seconds. A skill tree has 18 skill boxes, progressing from bottom to top; click a box to learn what skills are prerequisites (hint: the boxes directly under it), how much XP you need to learn the box, and what the box gives you in terms of benefits. There are tons of skills over the course of the game’s many classes, but it is the exact opposite of confusing. Plus, if you goofed up, the game let you drop skills on the fly. I wonder how many back-to-back strokes the writer had upon glancing at the Path of Exile skill tree.

Alright, rapid fire, let’s knock out a few more. PC Format: “Stormtroopers shouldn’t be easier to kill than llamas, and Rodians shouldn’t wear hotpants and start dancing in campsites.” They weren’t, and get over yourself. Game Revolution: “Star Wars Galaxies just doesn’t offer anything to the MMORPG genre and it never really feels much like Star Wars. Watch a group of brawlers running around hitting creatures with axes and sticks and you might never even guess it’s a Star Wars game at all.” Whoa, you sure beat the hell out of that strawman! Watch a group of players hitting stormtroopers with axes and sticks, or gungans, or banthas, or rebel troops, or rancors, or womp rats, and you might never even guess you had a point at all. netjak: “A guy can only sample for minerals, craft Mighty Rods of Fishing +1, and shoot the same crap for so long before they realize that it’s just freaking boring.” Hoooooooooooly shit, this mother fucker right here. We’ll talk about it more later, but Galaxies has the most robust crafting system I’ve seen in any game ever, and while I can’t claim to have played every MMO, I’m fairly confident that it is unparalleled to this day. You wanna know why you’ve never heard of netjak? I bet it’s because they smeared feces like this across an HTML editor on a regular basis. God, I hope that guy got sued for libel.

Anyways, these types of reviews were technically the minority, but neither was the critical consensus overly positive. Considering SWG was such a big name entering such a small arena, one would expect reviews to be skewed unfairly towards admiration, so in my opinion, the game got a rough deal from the news outlets. In a way, Galaxies found itself fighting an uphill battle out of the gate, at least from an outsider’s perspective. However, for the people actually playing the game, the overall mood was outrageously positive.

The Twilight Void Collective

You know the trademark of a great game? Everyone’s too busy playing it to go talk about it. I mean realistically this doesn’t happen, as society is too connected to the internet nowadays for anything in the world to go undiscussed for any length of time. Well, it very nearly happened on a daily basis for early Star Wars Galaxies. You see, the game had a central community hub – a forum on Sony Online’s spartan Web 2.0 offering Station.com. A casual glance at said forum circa 2003-2004 could leave the observer feeling like the game was dead, and indeed, conversation would seem permanently confined to a slow drip, were it not for an approximate 2-hour period starting before sunrise daily.

Many years ago, I wrote briefly about Bethesda Softworks’ underappreciated 1996 masterpiece The Elder Scrolls Chapter II: Daggerfall. The game’s position as having the largest game world pre-Minecraft evoked a natural sense of mystique and wonder, a virtually endless playground for one to imagine hidden possibilities. This wonder lent a very strange emotional side effect to Daggerfall’s (and Bethesda’s) other trademark trait of rampant bugginess. A hot play session on a hotter summer’s night could leave a middle schooler abruptly and inscrutably dumped into the obsidian void of the DOS prompt at 2 AM, staring at a fatal error message numbering easily in the four to five digits, with the same 3 MIDI notes that happened to be playing at the instant of the crash stretching into Sound Blaster infinity; the middle schooler’s reaction would always be a mixture of confusion, startlement, curiosity and unease. “What did I do? What caused that? What was I on the verge of uncovering? Did I find a ghost in the machine OH MY GOD.” In that blessed moment, shit would get very Real. This is an experience lost in translation with Gavin Clayton’s much cleaner Unity port of Daggerfall, though I still highly recommend giving it a test drive.

MMO infrastructure was still very much in its pioneer stage in the early 2000’s, and as such, SOE shut down the Galaxies game servers on a nightly basis, lest it fall victim to crippling stability issues. This daily maintenance period most regularly lasted between 1 ½ to 2 ½ hours, and while I cannot remember precisely what time the servers came down, it was somewhere in the 4:00-6:00 AM timeframe, EST - perhaps our very own @Father.Torque can remember more acutely, as I distinctly remember him present with me for that twilight deadline on more than one occasion. At any rate, darkness still lingering outside, gameplay was involuntarily severed in a way that harkened immediately back to Daggerfall, with one key difference: instead of a solitary experience, it was as if thousands of voices suddenly cried out in terror, and were suddenly silenced.

What followed was a nightly occurrence where players would descend upon the SWG forums like a plague of locusts, peppering just about every subforum with idle conversation, fresh insights, tales of heroic exploits, advertisements of goods… what appeared by day to be a half-abandoned husk of former greatness exploded into a veritable Night Circus of lively discussion. For many, myself included, this became a decompression ritual; as someone keen enough to schedule all afternoon classes, I would often seize the opportunity at server down to take a brisk, chilly walk around campus before dawn, returning maybe 20 minutes later to see what juicy tidbits of bedtime reading the forum had cooked up for me in the meantime. For others – also myself included, in my worse moments – this became a time for reconnaissance, gathering intel to form an agenda for the moment the servers came back up. Whatever the approach, once a day, Station.com became a veritable den of excitement, most of it overwhelmingly positive.

However, as in all communities, dissent brewed.

Thirsting for a Worse Thing

When I discussed examples of negative reception earlier, I intentionally left out one fairly common complaint – a poorly thought-out opinion that festered like a dirty wound until it rotted the game from the inside. Father.Torque finds himself once again name-dropped here for very nearly touching on it over a decade ago on Selectbutton.net Podcast episode 9: Galaxies vs. WoW. In the podcast, he explains that Penny Arcade’s Gabriel eviscerated SWG upon the lifting of the review embargo, but I find that to be a slightly uncharitable characterization of tone. Before PA (and Gabe in particular) became known for stunningly tonedeaf hot takes, one might check their website for decent opinions on games and stumble upon posts like the aforementioned, in which Gabe comes to the conclusion that the way LucasArts/SOE constructed this particular MMO was just ‘not for him’. He wanted to be a hero figure like in the movies (something that WAS accurately mentioned in the podcast), and he wanted to jump right IN to being that hero figure. This is a naïve expectation from an MMO that, if embraced in the design process, inevitably results in overly-sterilized massively singleplayer fiascos like Star Wars: The Old Republic. However, Gabe wasn’t particularly rough in the analysis, settling on a rather muted wish that Galaxies was something that it wasn’t. Still, there was truth in intent spoken between the lines.

“Maybe some day a developer will combine all the best stuff from games like X-Wing vs. Tie Fighter and Jedi Knight into one game that doesn’t involve the poking of [womp] rats with sticks.” This sentence by Mike Krahulik is the Rosetta Stone in understanding what slowly poisoned Galaxies. A few things of note: the combat, while imperfect, was so very much more than hitting womp rats with sticks; even if it wasn’t, the game itself was so much more than just combat (as I will detail in my next few installments); and even if that wasn’t the case, for Gabe’s sake, the best parts of X-Wing vs. Tie Fighter WERE later added to the game and then improved upon. None of this ended up mattering to him in the long run, as Gabe never ended up being enticed back to the game even after the space expansion, and that’s because at its heart, we all know what people like Gabe mean when they say they want to be a hero in the Star Wars universe. It isn’t about smuggling goods nor being a bounty hunter as he says elsewhere in his opinion piece, as there’s nothing even remotely heroic about the act of smuggling in this context, and you could effectively be a bounty hunter even at release. It’s all about that sweet, sweet jedi nectar.

Maybe you didn’t look at that beautifully gigantic, gigantically beautiful SWG user’s manual I uploaded. I can’t blame you, no matter how much I love it. I’ve skimmed it numerous times cover to cover since then, and while I haven’t meticulously read it like a prize novel, I’m fairly confident in stating that the prospect of playing as a jedi is mentioned approximately zero times over the manual’s 170 pages. In a way, this makes perfect sense – the game takes place during the events of the original movie trilogy timeline, when jedi were ostensibly nonexistent. Still, somewhere in the game’s advertisement, whether it was in some developer interview or during one of the installation slideshow’s screens or a one-sentence blurb on the back of the box, there was a mention along the lines of “who knows – maybe you could find yourself unlocking the secrets of the Force…” That’s all it took.

And in a vacuum, that’s brilliant! Imaginations burned white-hot across the game’s fanbase about whether or not there even was such a mention, and if there was, if it wasn’t just some developer yanking people’s chains. Among the background static of the daily early morning forum scrum, rumors flew wild and free. Someone had a badge in their profile (an early analogue to achievements), the Mark of Intellect, that nobody had ever seen before. They said they got it on Tatooine, and the scavenger hunters immediately blitzkrieged the desert planet. Someone found a wandering hermit who pointed towards a Mark of Altruism badge. Almost nobody else could seem to find that one. Someone found out, god knows how, that there were two more Mark badges that literally nobody had, and they were all part of a meta-badge, the Mark of the Hero. This MUST be part of unlocking jedi! Someone was out in the deep boondocks of Dantooine and saw a wandering Dark Jedi Master, and engaged him in combat only to have their dicks kicked RIGHT IN. Someone in the lush wilds of Endor stumbled upon a stories-tall entity called a Gorax that seemed to hit even harder. Several people found strong enemies on Dathomir called Nightsisters, the strongest of whom seemed to be able to use the Force. Theories suggested you had to create a lightsaber somehow. I even distinctly remember one individual swearing up and down that they talked to an NPC that flew them to Hoth, a planet which straight up didn’t exist in the game files.

The chase was fun when it was a community charting The Unknown, a following of trails that had no promise of leading towards a goal that had no promise of existing. Naturally, a small gathering of players had a problem with the way things were progressing. You see, they were playing a Star Wars game, and Star Wars means jedi, and they were the most dedicated Star Wars mans, and therefore they should be jedi, and the developers owed them this. By my recollection, these were always the same handful of forum warriors bleating that they completed X task that seemed tangentially related to larger Star Wars Universe jedi lore and it didn’t seem to make any difference which was such bullshit. If you asked almost any player that was interested in the hunt for force sensitivity, the answer was almost invariably that the hunt was fun and having a jedi would be cool but not expected. Of course, since these people weren’t upset, they had no reason to post rapid-fire about it. And relatively early in internet social history as it was, SOE forum moderators had seemingly no experience with a raucous vocal minority. They just saw a large concentration of complaints.

Holocron Holidays

At this point, events are best corroborated by nerdSlayer’s excellent entry of his Death of a Game series on the subject. Word of forum discontent climbed the corporate ladder to the decision makers. The holiday season is approaching, and the players want jedi? Then give them jedi! We have shareholders to impress, and this game isn’t going to put itself into Christmas stockings! And so it was, that a misinformed community services team and Capitalism conspired to begin constructing a gallows for their own product. Word was given to the development team to give in-game hints towards the system to unlock jedi. And boy, did that system suuuuuuuuuuuuuuuck. At character creation, from the game’s 32 different launch professions, a pool of 4 or 5 were randomly chosen (I remember 5 at the time, but I may have been mistaken in the moment, and others have claimed 4 since). If you mastered those 4 or 5 professions, Ta Da, you’ve unlocked a jedi! That was it. That was all! What a letdown. The hints that were provided to lead players to this discovery were jedi and sith holocrons dropped at a very low rate by certain humanoid NPC enemies. Whether the holocron was jedi or sith, they did the same thing: if used by a player, they would shatter and then give the player a popup listing one of the professions that they needed to master. If the holocron was silent and didn’t list a profession, that was the indicator that you only had one profession left until you unlocked jedi, and you would have to start guessing from there.

Overnight, gameplay no longer revolved around living in and exploring the Star Wars universe, and instead revolved around mindlessly grinding enemies for holocron drops followed by mindlessly grinding through professions that held no interest whatsoever to the player grinding them. In the most obvious turn of events of 2003 including the war in Iraq, gameplay suffered immensely, and people burned out. Even for those not interested in jedi whatsoever, this just resulted in a more hollow experience through their being surrounded by players suddenly much less interested in living in the moment. And, naturally, jedi started showing up. Only a select few, at first. But I’m sure you can guess what happened next.

Onward and Downward

The impending avalanche of glowstick-wielding ravegoers presented issues of gameplay and balance to be addressed by the developers. We’ll speak more later about how jedi functioned, but for now, suffice it to say that they had to make jedi even easier to obtain in order to try and salvage fun value out of the game, but jedi had to become weaker in order to prevent the obsolescence of other combat professions. Instead of fixing anything substantial, this upset existing jedi who were about to be nerfed, took the wind out of the sails of people who were still trying to grind for their own jedi, and opened the floodgates for people who had previously not wanted a jedi due to the forbidding grind.

Players drizzled away from the game. With most of the development efforts seemingly centered around how to handle jedi, unrelated new content was sparse. Casual players originally drawn to the community-centric nature of the game found a playerbase largely excised from the game’s original lustre, and left for untold greener pastures. MMO lovers began to search for new homes, many of them finding one in the April 2004 North American release of Lineage II. The Jump to Lightspeed expansion for SWG was released in October 2004, introducing space flight and ship combat elements to the game that in my opinion were quite excellent but also largely divorced from the now crucially hamstrung ground game. Of course, a month later, World of Warcraft came along and basically beat Galaxies into effective obscurity.

Events from here are mostly only known secondhand to me, as I had stopped playing by this time, but nerdSlayer does a good job of recounting them in his video. As an attempted remedy to the sorry state of the ground combat game post-jedi, and spurred on by World of Warcraft’s monumental entry into the MMO sphere, Sony overhauled the combat in its entirety, introducing a numerical level system that more readily resembled traditional RPG tropes. The ‘Combat Upgrade’ (CU) level system had more bearing on player power than profession choice and gear did, bleeding away much of the agency once granted by player choice and scaring away a sizable portion of the already dwindling playerbase. By this point, with the jedi situation handled for better or worse, two more expansions were introduced to middling success: Rage of the Wookies and Trials of Obi-Wan. The most controversial business move, however, and thus the one most often pointed to in the game’s downfall, was the decision to simplify and speed up gameplay to imitate World of Warcraft even more. The collection of changes, dubbed the New Game Enhancements (NGE), was announced one single day after the release of the Trials of Obi-Wan expansion in November 2005, and was rushed to live servers within two weeks. It pared down the game’s professions (which at this point numbered 34) down to just nine, and you were forced into choosing a single profession per character and sticking with it. The combat was changed to more resemble WoW by speeding it up and taking a more action-based approach. Ironically, everyone who wanted to play something like WoW had already left for WoW, so the remaining playerbase was understandably outraged and shrunk even further. It was at this point that SWG could be neatly codified into its own trilogy of eras: Pre-CU, CU, and NGE.

By New Year’s 2006, Galaxies had functionally become the MMO Ship of Theseus; so many parts had been removed and replaced with unrecognizable game mechanics, so many aspects of the original design philosophy forsaken in the name of chasing subscriber numbers, so many original gung-ho players long since gone and replaced by meager Star Wars diehards, that calling it Star Wars: Galaxies was technically correct at best. The way nerdSlayer tells it, plenty of polish, new content, bug fixes and other improvements were introduced in the years to come, but were essentially performed for an empty auditorium to the sound of one hand clapping. The game was mercifully put down behind the SOE shed on December 15, 2011; even for a game that I loved so much, to describe the occasion with composition emotionally appropriate for its momentousness would be to merely state that it was an event that happened.

Ghosts of Greatness

In my estimation, most of the events along the Galaxies timeline were more or less inconsequential in causing its eventual death. I lay the blame a very small amount at the piece of shit implementation they went with for unlocking jedi, and most of the rest on the decision to make that unlock system a known variable to appease forum whiners and corporate suits. I stand by this assessment facing a myriad of differing opinions from others more active in the post-SWG ‘community’: many blame the game’s transition to the Combat Upgrade, many others point to the hideous WoWification of the NGE, and some such as nerdSlayer look more analytically towards a general mishandling of player expectations and lack of transparency. One video, How Jedi Killed Star Wars Galaxies, sort of hits the right ballpark for slightly different reasons. The game would very likely have succumbed in the long term to the MMO death of old age that 99% of them seem to, but there was so much to love in the early days of the game that I firmly believe its original vision stood a chance of gracefully transitioning into a long-term installment in the MMO sphere.

Others have believed this as well, so much so that they’ve recreated the server code for the game from the ground up in the form of emulator servers. The most conceptually impressive of these incarnations involves the pre-CU community, whose efforts could not include any captured data from server interactions with the client. Since the game had fundamentally changed from its early days, those seeking in hindsight to recreate the first era of Galaxies had to do so from scratch without any available analysis of traffic caught across the wire, the painstaking process instead involving a marriage of the data found on early client disks to a wealth of information of all types collected and archived off the internet (a prime example of such archival is Biophilia’s SWG PreCU Scrapbook). Surprisingly, the more active SWG community is the NGE emulator community, centered around recreating the late-stage maligned version of Galaxies. While I have in the last year actually developed a newfound respect for the latter era of the game, both emulator communities miss the mark on what made the game great, and recreating that magic may be a dimension of nostalgia that is impossible altogether. We’ll be talking in-depth about that in the closing sections of this project, but next, I’d like to dive us all into the glory that is Pre-CU Star Wars: Galaxies.

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They even biffed this more – because becoming a Jedi was really the only elder player goal, and the global drop so sparse, they were worth months of average player income. When a friend and I found one killing caveman Dathomirians that first summer we were earning maybe 50k credits a month. The Holocron sold for 2 million. So that part of the game was just…pointless for a while.

Worse, they decided to give one to every single player for the first Wookiee Day (christmas). Whoops, there goes the entire in-game economy as it falls into hyperinflation!

and then they bugged it and gave everyone another Holocron the next day by accident

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Also worth noting that lead designer and excellent softie Raph Koster has a good postmortem on the development of the game on his blog:

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I’ve read this before, and it’s just - achingly sad.

That original permadeath, bounty hunter-centric Jedi design… it’s so good.

Some billionaire arts patron just needs to give Raph Koster money until he can make the SWG he originally envisioned.

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