Star Wars Galaxies Review
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Perhaps the most poignant moments in SWG are when you walk into a player city. I have yet to set foot in a player city and see another real player. They are ghost towns, populated by houses with signs like (Phat Lewt's Cantina) and (Sexy Mel[L337]'s Night Club,) in which nobody resides. It's actually kind of depressing thinking about all the work that went into creating these cities and the fact that the game is so devoid of incentive to play that their creators just abandoned them.
I have several other complaints about the game, such as the fact that the devs have now incorporated MMORPG lingo into some of the pop up messages that you get throughout the game. To me, it just tells me that they've given up. I really don't recall Yoda telling Luke, (Concentrate. Use the force. Get the buffs you will. Tackle mobs you must.) But these complaints are mostly nitpicky. Likewise, there are some other good things about the game like more instanced content areas but they take so much grinding to get to the point where you can even think about them that I didn't even try.
In closing, a lot has changed on the surface of Star Wars Galaxies, but very little has changed fundamentally. It is still a game that emphasizes the worst aspects of the genre, but it does so with a little more polish and a little less frustration. I can't say whether it will be complemented by the Jump to Lightspeed expansion, but my best guess is that the ground game will quickly become an afterthought. After all, who would want to endure the tedium of Tatooine when fun can be had seeing if you can do the Kessel run in less that 12 parsecs?