It has a place in a line of Star Wars work that begins with the original trilogy and extends through novels by authors such as Timothy Zahn and Michael Stackpole, the Dark Horse comics, and simulator-style games such as X-Wing Vs TIE Fighter. Star Wars Galaxies was, then, far more influenced by the work done in Star Wars’ expanded universe through the ’80s and ’90s than it was by the new films being produced by Lucasfilm. The game’s development overlapped with the early part of the prequel trilogy, and its developers had chosen to set the game in the period between A New Hope and The Empire Strikes Back. It was a less strange fit for the Star Wars licence than you might think. If an aspiring Han Solo wanted a drink, then they should be able to buy one from a player who – for whatever reason – aspired to be that bartender from the Mos Eisley cantina. If the player wanted to be an adventurer, the logic went, then they should be an adventurer in an ecosystem that also included craftsmen, doctors, dancers, pilots and farmers. In the view of Koster and his team, an MMOG was a persistent world driven by systems that emphasised player participation at every level. Galaxies’ creative director, Raph Koster, had been a lead designer on Ultima Online.
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