jvd said:
The goal was to make this game so casual players would advance just as quickly as the power gamer.
Popular misconception, but ultimately untrue. The goal was to make the game friendlier to casual players and more accessable to casual players, which it succeeds in doing by a longshot. Not only are there professions that are highly social, but others that are easy to step into and feel useful and productive from the get-go. There are no grouping restrictions and no experience penalties for pulling more players in, and no differences anywhere near the scale of newbies in other MMORPGs between new players and experienced players. In a short time you can pick up some experience, grab a much more decent weapon (probably at competitive prices, what with all the crafting competition out there) and be smiling at the sizable chunks of damage you can deliver even to tough enemies, even if the guy next to you is doing a lot more.
There is no way to MAKE a game in which there is advancement so that "casual players would advance just as quickly as the power gamer" without bending the laws of time and space. "Power gamer" tends to suggest someone who plays a LOT, and someone whose mindset is tuned to getting the most out of the game as possible; "casual games" do not have as much time to spend on games, and/or don't share the same intensity--and typically don't seek out others for mutual benefit as much as power gamers will. (Or if they do, they do for different reasons, such as RP.) Take a console RPG of some sort, and let's say it takes about 40 hours to complete it. To the "power gamer" who could be spending 8+ hours a day in the game they'll have it done in a few days, while the one who only spends 2-or-so hours playing a game a day will take weeks. Even if both players take EXACTLY the same in-game time to get to the end, the difference in real-life time--in gaming lifestyle time--is pretty huge. By the time a casual gamer has finished the game, the power-gamer could have gotten to twice the level, unlocked every secret in the game, killed everything they possibly could, played through to every ending, and then gone on to the next game and done the same with it.
An almost universal mantra in gaming is "you play more, you get more" and it holds up for almost any hobby, job... heck, any ACTIVITY. You devote more time to exercise, you lose more weight and build up more strength and endurance. You spend more time skiing and you--SHOCK OF SHOCKS--get better at skiing. Those that do activities on a casual basis progress slower, whatever it is they're doing. (Barring huge innate talent discrepencies here.) Does this mean they're having proportionally less enjoyment? Should they just be JEALOUS of those who devote more of their lives to it, or curse the gods that it's not fair?
SWG succeeds in that it offers a broader playstyle than other MMORPGs, and it doesn't have to force you down one (or limited) path(s) to achieve the objectives you want. For instance, technically in EQ you COULD get you crafting skill to complete mastery at level 1. But as a new player how do you get the platinum to fund it? How can you kill the creatures to acquire parts you might need? How can you get to the level required to cast the spells necessary to craft many items? Answer: killing a LOT of stuff. (Other answer, but really hard to act on until you've been somewhere for a LONG while: REALLY generous friends.) In AO all skills were attached to level which were achieved by... what else? Killing stuff. E&B tried to break the mold somewhat by giving different forms of experience to acquire, but it was not diverse enough, and one form was ultimately "neat" but pointless, as Exploration experience can run out and doesn't help one appreciably overall anyway. You're still forced down the "trade stuff/make stuff" line or the "kill stuff" line, and the interaction between people as PEOPLE is pretty much strictly business.
SWG, meanwhile, offers many more lifestyles than one would find in a MMORPG, and has both advancement and USE for them within the game world, rather that feeling like a turkey bone tossed to the roleplayers. As a "casual player" it's basically your job to pursue what you'll enjoy, and adopt your style of play to what's most fitting towards your objectives--and in a game like SWG there are usually LOTS of ways to head towards certain objectives, and different ways to enjoy playing while you do so. You can focus your efforts down one or two specific directions to try to squeeze out what you want fastest, or you can "go with the flow" and advance just about EVERYthing to see what you can make work. You can play a highly self-sufficient character, or interact with others to cover your gaps so you can concentrate more in directions you want. But in a game with advancement--and MMORPGs are DESIGNED to have a ton of advancement possibilities--there is no possible way for a casual player to expect they'll move side-by-side with those players devoting much more attention and much, MUCH more time than them to the game. Certain professions are certainly less conducive to a casual lifestyle than others, but this does not mean the game is faulty nor that pursuit of it would be ultimately worthless, but it does QUICKLY let you know what's involved, and if one cannot handle the pace, one has to either change tactics, adopt a style that befits their pace, or switch tracks completely.
But so far, jvd, you've mentioned nothing huge. Once you know the game it's trivial to support one harvester, and if you're focused on it you can support a number even on two playing hours a day. And frankly, I have trouble seeing how people who only ever have two hours a day would even seek OUT a MMORPG, except those mainly wanting to use it as a visual chatter with more interesting RP, and other ways to spend their time should they wish--and as THAT goes SWG nets you a lot more than the other games!
For someone really wanting to be a crafter, and to get there fast and be competitive with ALL the other players...? Well, let me ask you this--do you see a store with one owner (who's not so interested in the intricacies of his business) that's only open a few hours a day succeeding better than one run by someone who's highly envolved each and every day, seeks out deals and opportunities with many other businessmen, and keeps abreadst of the commodities market to work it to his advantage? Crafting is a "job" in most MMORPGs, and in SWG it is interesting (to a point for most people, at which point it becomes repetitive) and useful, and also very intricate and interdependant. It's almost trivial to upkeep as a hobby--increasing it now and then when you're wanting to--but if you want to make a LIVING out of it, and feel you should be competining with other people who've made that their LIFESTYLE, then you certainly can't be casual about it.
Now is SWG perfect in its handling so far? Certainly not. There definitely need to be alternate missions (from terminals) that are easy to grab and accomplish depending on your profession ("gig" missions for performers, crafting/delivery missions for artisans, perhaps "resource hunting" missions for the explorer/not-so-combative types...) and player-created missions will also help the community work together better (when they can be instituted in non-horrifically-explitable fashion). Hopefully given time the market will balance itself out better, exploting won't be as prevalant nor as glaring, comminuties will build up, new professions and capabilities will be added and players will spread out among them... It certainly has its faults--some of them a bit painful right now--but all MMORPGs are works in progress. Anyone joining one expecting perfection and a game designed for THEM in exactly the way THEY wanted is deluding themselves.
In the meanwhile, unlike most other MMORPGs, one is not playing to get levels to kill huge things. Or playing to get levels to kill each other. (Though amusingly the PvP is SWG seems to be interesting, and as amusingly really enjoyed right now by one of my HARDCORE PvP friends, and he was basically down on everything about SWG for years and pretty much dislikes the universe. But he loves the game.
Strange... But good, seeing as how we're finally able to get ALL my friends playing the same MMORPG at the same time. ^_^ ) SWG has always been more about world-building, and world interaction, and sheer breadth of play--which it delivers. You are not FORCED to do anything but what you want to to increase in what you want to (though there are many ways that covering more skills yourself will help you along better), though not all paths net you the same advantages. It also even now offers a lot of depth to go along with the breadth of gameplay, though I'll be the first to admit that it will not have NEARLY enough for certain types of "hardcore" players. (Some may beat their heads into the PvP system until they keyboard falls to dust, and some may go wholesale combat until they quickly master abilities and take down the biggest prey they can find offhand and run out of room to advance and end up giving up and going back to old games. Some may return when more of THEIR content comes in, and some may not. *shrugs* ) Meanwhile, we already have a good look at what's to come in the first year, and if it's not enough to keep players intrigued or they run out of things they want to do, then it ceases to be the game for THEM. Of course you can't satisfy hundreds of thousands...
Basically, if the game isn't offering what YOU want out of the game, by all means drop it, but also drop thinking that a game is BAD because it doesn't offer what you want. It sounds rather like you just don't care for the gameplay and have unrealistic expectations about what you SHOULD be able to do with one of the MANY things one is able to do, and you don't feel like adjusting your playstyle to something more managable. And if you're complaining mainly from an extremely casual stance (and a max of two hours a day with no real alterations is extremely casual), then you either pick up what you CAN play, or you deal with the pacing you want to adopt.
And remember, it's still going to take you weeks and weeks to finish that RPG you just picked up.