@Beaudacious said:
To me SWG was never a game, it was Second Life: Star Wars edition.
Pretty much this.
SWG had phenomenal community and social aspects as well as a crafting system that had more depth than any other MMO besides EVE. What summarizes SWG's good points for me is this: My roommate and I played a ton of the game after launch, though he played a lot more than I did. After dicking around with different classes I eventually settled on mastering Rifleman. When I mentioned getting a set of the best rifle in the game he said "I know a guy, makes the best stuff at the best prices. Here's the coords to his shop." Sure enough, this crafter had top quality gear. The fact that you were able to "know a guy" that could hook you up places SWG's crafting far above all other games (EVE aside).
Playing the actual game, however, wasn't that fun. Many features were missing at launch, like landspeeders. In a Star Wars game. The planets, while well done in specific towns and iconic places from the movies/expanded universe, were a mess of seemingly procedurally generated terrain out in the wilderness. Unattractive, nonsensical and worst of all: empty and boring. Everyone was a creature handler with a pair of Not-Rancors following them around. Or a couple AT-STs. Walking through populated hubs became an absurd test of your PC's ability to render everyone's pets. God help you if a fight broke out.
Other posts have mentioned exploiting Kryat dragons and such. Exploiting the gameplay felt like the rule, not the exception because the gameplay was busted. Hell, we leveled our characters with ingame macro loops while going to class because leveling advance combat classes in SWG was god-awful tedium.
So yeah...I'm not upset that Bioware is cribbing heavily from the WoW formula in terms of gameplay. The formula is familiar, and a little tired, but at least its fun.
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