Now, that’s probably oversimplifying things just a tad, but in any case Walton let fly with an interesting post on the Crowfall forums yesterday that gives a bit more insight into SOE’s decision to blow up its Star Wars sandbox in late 2005 and replace it with an alternate version that ran for another six years.
Among the many insights are Walton’s player population numbers (SWG briefly topped 400,000 players before settling down to between 200,000 to 250,000). Walton also lauds the SWG development team for managing to bring a feature-rich sandbox to market in a very short time. “And this was all done for under $18 million in under three years (2 years and 9 months),” Walton says. “This was and remains an unprecedented achievement in building a AAA MMO.”
Oh, and Walton confirms what some fans have suspected for years, which was that player Jedi were a huge problem and ultimately detrimental to SWG’s health. “The holocron addition and hints on how to get a Jedi ended up slowing net growth of the game and undermined the in-game community as people tried to macro their way to Jedi,” he writes.[Source: Forum post; thanks Dystopiq!]