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  • Hyperspace Beacon: Star Wars Galaxies 2

    by 
    Larry Everett
    Larry Everett
    10.05.2010

    It happens all the time: When a new game is coming out we attempt to compare it to something familiar. "Jumpgate Evolution is like EVE combined with Star Wars Galaxies: Jump to Lightspeed." "Guild Wars 2's battles are scalable like Warhammer's." Even Rich Vogel, the Executive Producer for Star Wars: The Old Republic, couldn't get away from comparing his crafting system to an existing MMO when we interviewed him at E3. "It will be very similar to what WoW has," is what he said. Granted, Blaine Christine later set our minds at ease at PAX: "I think it's a different take on crafting than what people will be expecting. It's not the standard implementation." Unfortunately, the stigma of comparison was already there. One of my favorite features of MMO creation is the fact that there are no real rules regarding gameplay style. Granted, in the early days of MMO design, a creator had to consider the heavy latency of dial-up connections, so most games were designed to be turn-based. However, now there really is no limit to gameplay style, so there are no rules regarding what makes a game an MMO besides its having a persistent online world. There are no rules that say a game must have similar gameplay to other games that came before, even a prequel. Guild Wars 2 is a great example of this, yet people, inevitably, are going to attempt to compare Guild Wars and its sequel -- sometimes to the point of being unfair about it. Current Star Wars fans cannot help but compare SWTOR to Star Wars Galaxies. Follow me after the break as I make an attempt to debunk this stigma.