3/12/10 8:30 AM -
GDC: BioWare's Walton on Adding Space Combat to Star Wars Galaxies & Customer Retention 
by emlaeh
, posted March 12th, 2010 at 8:30 AM
One of larger portions of BioWare Austin's Co-Studio Director Gordon Walton and consultant Scott Hartsman's GDC session, "MMO Retention -- Learning From The First 25 Years," highlighted some of the game change management issues MMO developers encountered trying to retain existing customers. Although we plan on issuing a more comprehensive article on how some of the topics discussed in this session may relate to Star Wars: The Old Republic, we decided to release this very telling quote about Walton's experience with introducing space combat in an expansion for Star Wars Galaxies.
 
Gordon Walton: So when I worked on Star Wars Galaxies, we did an expansion called Jump to Lightspeed, which added all the space elements to Star Wars Galaxies. It was a huge expansion and an awesome space experience, actually.

But what we found was that a lot of the players who were playing the game that we had were not thrilled by us having space -- because they knew it came at the expense of adding more stuff to the stuff they were already playing. So it wasn't positive for retention, because the game was a very different game. It was a 3D space game. And in fact, a whole lot of people who play RPG type games don't really do the 3D thing that well -- it isn't their strongest suit. That was part of what we found out. The control scheme had to be different; everything had to be different. It was not as advantageous to us as we had hoped.

And in fact, we had a backlash of some anti-retention from the current customers that we already had because they were enjoying the game they were playing and wanted more of that, or wanted that fixed more than they wanted to fly around space in the Star Wars universe. It wasn't that flying around space in the Star Wars universe wasn't cool: the problem was that they wanted more of what they were already doing.

So all things that you do, no matter what you do when you're changing the game, you're going to have hopefully intended (consequences), and you're also going to have some unintended consequences. The rule that we kind of violated there, for me, was that we did too big of a jump from what was available. So customers want change, and they want the game experience to change over time, but they typically react badly to huge changes to the game. You leave people behind, and they don't have the time to kind of warm up to it.

I think it is about the on-ramp. The on-ramp is a big, steep, huge set of stairs that you kind of have to climb up -- where if you walk up gradually, then you tend to bring more of the audience along with you. Because again, it isn't one audience that we have; it is a whole bunch of little micro-audiences that are motivated completely differently from what we think on the side of those of us who make the game. They are motivated differently. The ones that are just like us we understand perfectly, and unfortunately they are a minority.

Taking Walton's words into context, we can probably develop some speculation of how space combat could be seamlessly integrated into Star Wars: The Old Republic... and without turning the people who don't jive with the Z axis into a perceived failure.

32 Comments
Comment by Dervish made on March 19th, 2010 at 10:21am
I must respectfully disagree with "And in fact, we had a backlash of some anti-retention from the current customers that we already had because they were enjoying the game they were playing and wanted more of that, or wanted that fixed more than they wanted to fly around space in the Star Wars universe." As a frequent user of SWG at the time of JTL's release who spoke with many fellow players, I never encountered this sort of attitude described in the above-quoted passage. The only person I ever encountered who was upset with JTL was a big fan of the X-wing vs. TIE Fighter series who was turned off by the flight controls of JTL which he saw as over simplistic.

The above quoted assessment also fails to take into account that JTL was released one month prior to World of Warcraft's release. Many of my guildmates were already sucked into WoW's open and closed beta tests and didn't even bother to play SWG vanilla, let alone the new expansion.

Although I agree that content should not be changed radically as it was when the NGE was implemented, I observed that JTL was better received by the remaining SWG subscribers than was recounted here.
 
Comment by Spongy made on March 13th, 2010 at 8:59am
i REALLY hope this means that they're going to be including space flight/combat/travel FROM THE START (as opposed to not including it at all).

Flying around in space, exploring, dogfights, landing in & taking off from spaceports, collecting ships & test driving them all. Even flying to some missions which were on moons or other spaceships/spacestations. I enjoyed that all immensely in SWG.

I enjoyed grouping w/ people on the ground also, but imho the game would have gotten boring if it wasn't for space. JTL made the game much more immersive/intersting to me. It was the CU/NGE that killed the fun for me.

I also tend to think that the people who liked the space flight weren't heard from because they had nothing to complain about; as opposed to the more hardcore RPGers who tend to be more vocal & persistent. The squeaky wheel gets the grease i guess. Again though, i REALLY hope this just means space flight from the beginning as opposed to just eliminating it.
 
DH Team
Comment by emlaeh made on March 13th, 2010 at 7:15pm
Forum stuff is signal-to-noise ratio. The most accurate tool at anyone's disposal is good analysis of hard data.

Numbers.
 
Comment by TheTargetDemographicGuy made on March 15th, 2010 at 9:11am
That's definitely true.

Numbers do have to be interpreted though.

As Walton was saying, they aren't able to read the minds of their customers. So more vocal customers may add more meaning to numbers whether accurate or not.

If 5 people leave a game, and only 1 says why; even if 4 ppl left for a completely different reason; all they have to work from is the one person who voiced their opinion.
 
Comment by Macer made on March 12th, 2010 at 7:32pm
I wouldn't be surprised if space and space combat would be implemented in the initial game. Now that he learned by having the ground game first and then ditch it to have space, it would be best to have both and improve it from whatever errors or flaws come by. Therefore, the game will be awesome all around without making any freak changes like WoW is doing. BioWare's intelligent minds from using quality games and management experience to enhance the game further and will provide a huge benefit to everyone from start to endgame without feeling left out.

From there, BioWare is spending a load of money and EA is loving every bit of BioWare's success. This game is going to be not only bigger than WoW, but will break a new generation of MMO gaming genre. See you in 2011.

<3 DH Team

-Macer
 
Comment by homestar made on March 12th, 2010 at 5:47pm
Wait a minute, you mean it wasn't JTL that saved SWG from being a total failure? JTL was the only part even half worth playing in my opinion.
 
Comment by jerlot made on March 13th, 2010 at 12:28am
See, its not just about you and your small group of people you talk to. I am sure they have more concrete data, you know, being able to look at subscriptions, getting email from all customers and getting surveys. Just because 90% of the .01% of the population you talked liked JTL doesn't mean its a huge success.
 
Comment by piethief100 made on March 13th, 2010 at 8:35am
I'm not insinuating that I've conducted an exhaustive survey - just that I was surprised by the remarks. No need to jump down my throat.
 
Comment by piethief100 made on March 12th, 2010 at 10:30pm
I completely agree. JTL was a fantastic expansion and I can't remember meeting anyone in the game who thought differently.
 
Comment by Blackmun made on March 16th, 2010 at 7:33am
That would be because the people who thought differently quit the game...

That's the entire point of this newspost...
 
Comment by piethief100 made on March 17th, 2010 at 9:38am
I think at this time that subscription numbers were still increasing...
 
Comment by JediJoeK made on March 12th, 2010 at 3:26pm
I think Gordon was just using JtL as an example as to show how not to add content to an MMO post-release. Especially something as drastically different from the base game as it was.

It's hard to say whether this is any indication they will have space combat or not, although it has been alluded to on a couple occasions by the developers. On what level it will be still remains to be seen.

I would not rule out a space combat system that moved away from the 100% twitch style of combat. I still like the idea of guild-run capital ships with player-controlled turrets. That does make it sort of twitch based but is definitely limited.

That being said, we have to remember there is a ground game going on too. I'm afraid if they DO start loading a bunch of content into space, the ground part may suffer due to lack of focus. But who knows they might have given the hero engine to a different group of devs and said, "here, build a space game."
 
Comment by engrey made on March 13th, 2010 at 11:33am
I would think space and ground content would be in at launch, unless the space content is really nothing special. As for your comment about another dev group working on space, if only BioWare bought folks who are making a game called Black Prophecy. The type of physics, systems, and the way that space combat will work in that game is just amazing.

http://www.massively.com/2010/03/12/gdc10-an-in-depth-look-at-black-prophecy/
 
Comment by JediJoeK made on March 13th, 2010 at 1:59pm
Wow that looks amazing... But if they made space combat look like that with a very in-depth mechanic wouldn't it overshadow the base ground game? We would essentially be getting two games in one. I would think of space combat (in TOR) as being more of a large "perk" that compliments the ground game rather than having two entirely separate entities counteracting each-other. We would then have five pillars...

Don't get me wrong I'd love to see a very involved space combat system, but aside from a consumer's PoV I would think a developer would want to focus on the one central aspect of the game rather than give players too many opportunities to stray from what the base game has to offer.
 
Comment by Darth_Infamous made on March 12th, 2010 at 3:15pm
Sounds like a main goal is to get space combat into the base game before launch, and not to add it in later as an expansion or patch
 
Comment by jerlot made on March 13th, 2010 at 12:31am
Or to add a small bit of space combat and work it in slowly either by releasing more space stuff or make it part of your progression. He specifically stated he thought they alienated the MMO crowd by dropping a 3d space sim. Putting an entire space system in at launch or a year after will still make the same impact on MMO players/
 
DH Team
Comment by emlaeh made on March 13th, 2010 at 7:18pm
I like how you think. ;)
 
Comment by The BBP made on March 12th, 2010 at 1:37pm
Oh em gee......
 
Comment by noviere made on March 12th, 2010 at 10:34am
It's pretty easy to interpret what he's saying in a few different ways(as evidenced by this comments thread).

I personally think he's saying that avatar combat and space combat will be very much alike... Rather than having space combat play out like X-wing vs. TIE Fighter, it will be more like STO. I'd actually be pretty happy with this, as I suck at flight sims.
 
Comment by chronium made on March 12th, 2010 at 11:48am
Really STO's space combat is a simplified version of x-wing vs tie fighter. You're just forced to stay in 3rd person view and the ships are slower because they're Starships not fighters, but overall they generally use the same concepts.
 
Comment by noviere made on March 12th, 2010 at 2:15pm
I guess so. What I meant though was having it more like tab-targeting and attacking, rather than relying on the player's ability to aim and such.
 
Comment by RogueJedi86 made on March 12th, 2010 at 9:39am
I can actually interpret Walton's quote in a different way that other MMOs can compare to. He's basically saying when you release a new expansion, you stop development on the pre-expansion game. You have to shift your focus to the new stuff, which can alienate people. To put it in WoW terms, it's like how with each expansion, the previous expansion(and base game) is immediately turned moot. People only zip through the base game and BC to get to the WotLK content. That puts all the focus on the 71-80 game in Northrend. That pushes the mentality of "the game begins at 80", which in turn alienates any and all new players who are not in the latest thing. And soon, even WotLK/Northrend in all its glory will be demoted to "that place you go to level to get the Cataclysm stuff". Let's face it, for a newbie, seeing that WoW has 80(soon to be 85) levels is a VERY daunting task.

A good example of a game that defies that is FFXI. The level cap is 75, and has been since launch, through 4 or 5 expansions. Each new expansion added new leveling zones, and new end-game dungeons, but the end game is the same level(75) for someone who played through all the expansions, or someone who just plays the base game. I really like that system, because it never alienates the newbies. Their level cap is the same as that of someone who has been playing for 5 years. It's no more daunting for a newbie than it is for an experienced player(who only has advantage in knowing what the level range for every zone is).

I'd love to see TOR try a system like FFXI's. With TOR being story-focused, I can see that working very well. Say an expansion adds an epic storyline across 5 new worlds, there's no reason it can't be available for the base level cap. You add new storylines for lower level players(that higher levels can still do for story), plus a sweet epic storyline for level cap. You could still add tricky new raids with each expansion, but the focus would be more on going from Tier to Tier(like WoW's mid-expansion patches) instead of from level cap to tiers to new level cap to new tiers and so on. You don't alienate someone who just started with having a large amount of levels to gain that only gets bigger with each expansion. When you take away the emphasis on level cap, you can start re-emphasizing the story.
 
Comment by DirectX made on March 12th, 2010 at 9:50am
It would be cool to see a static level cap. Maybe I'm in the minority, but I've never found leveling to be "fun". Systems that focus on leveling higher and higher tend to be the ones where you can't change your character without going through a boring or painful process. It is the ability to customize your skills and gear stats that is entertaining. Not grinding for levels. I want to alter the way I fight enemies anytime I get bored. Variety is awesome.
 
Comment by DirectX made on March 12th, 2010 at 9:34am
This quote was as blunt as you could be without actually saying it: there won't be a space simulator in TOR. There can be character combat aboard spaceships, owning your own ship, or planet travel similar to Mass Effect 2 or KoToR. But it's safe to say, you won't get to go pew pew lasers.
 
Comment by DarthBoza made on March 12th, 2010 at 9:06am
"The rule that we kind of violated there, for me, was that we did too big of a jump from what was available."

It seems that IF space combat is implemented, it will be implemented at release, and not in an expansion afterwards. All or nothing, apparently :)

crosses fingers

Great catch guys, should be interesting to see how the community reacts to this insight. It's classic Bioware enigma.
 
Comment by FarScholar made on March 12th, 2010 at 9:32am
I personnaly always thought we would have space combat at release and I'm still convinced it might be the big reveal of this year's E3
 
Comment by DirectX made on March 12th, 2010 at 9:36am
I hoped for it, but never expected it. His quote is crystal clear; introducing a different control scheme and play style for the user was a mistake. One they aren't likely to repeat.
 
Comment by chronium made on March 12th, 2010 at 9:52am
The mistake was introducing that stuff in a expansion and not at release. Bioware has already said space combat is in the game but what I think Gordon Walton might be suggesting for TOR is that it will be in the game just to get us used to the system and then they will slowly build upon it with the rest of the content.
 
Comment by DirectX made on March 12th, 2010 at 10:17am
I don't remember ever seeing an announcement that space combat was in the game. And respectfully disagree that he was only talking about an expansion.

" And in fact, a whole lot of people who play RPG type games don't really do the 3D thing that well -- it isn't their strongest suit. That was part of what we found out. The control scheme had to be different; everything had to be different. It was not as advantageous to us as we had hoped. "
 
Comment by Caliber made on March 12th, 2010 at 11:16am
Taking Walton's comment as a whole seems to imply that the mistake was just dropping a huge game changer post-release with no gradual lead-up to get players acclimated to the new system.

He uses the example of RPG-players typically not doing well with 3D as a reason for why a gradual lead-up is necessary.
 
Comment by DarthBoza made on March 12th, 2010 at 10:45am
The space combat "confirmation" was a part of a slew of end-interview questions with Rich Vogel, so it's not really been confirmed as much as alluded to.

I agree, it's completely enigmatic what this developer commentary states, one can read "Yes, space combat at launch!" or one can read "We don't think people really want it, so it'll be there to the extent we think people want it", or one can even read "Nope, no space combat, not that disaster again"

It's just an insight into a developers mind. Let us remember that Gordon isn't the Lead Designer, but does have influence on the development of the game.
 
Comment by Niirohanso made on April 16th, 2010 at 4:40am
Does everyone realize that this is Star Wars? Regardless to what he says, not putting space combat in a game with genre that is all about the idea of space AND land wars wouldn't make sense. In the movies they had dog fights and had to battle their way to board the enemy ships. It goes hand in hand imo. Might even draw an entirely different crowd that enjoys flight combat and would then consider playing TOR. Making space combat available and not mandatory would indefinitely please everyone.