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* FollowTheLeader: After ''VideoGame/WorldOfWarcraft'' redefined what success meant for an MMORPG, SOE decided they wanted in on that. Future patches and expansions saw the introduction of numerous [=WoW=]-style elements to the game including instanced dungeons, [[PuzzleBoss Puzzle Bosses]] and even an interface heavily reminiscent of [=WoW's=]. This became a common complaint in the game's later years.


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* UrbanLegendOfZelda:
** Exar Kun's Tomb, an eerie empty location with little significance spawned a rumor if you examined the crystals on the bottom floor enough you could hear or see Exar Kun briefly. He was later added to the game as instance dungeon, and his tomb suddenly became infested with brainwashed Rebels he controlled. ** Also the Meatlump gang members who came in different ranks but with no leader led some players to believe there was a Meatlump King. Sure enough he and an entire Meatlump city was added later on.
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Unfortunate Implications is Flame Bait. Changed to Does This Remind You Of Anything.


** Also a large part of the reason why the painting ''Victorious Reign'' got second place in the contest and thus banned from the live servers. To put it simply, the poster depicted a Stormtrooper [[UnfortunateImplications giving a pose that's too similar to the "Heil Hitler salute" and having a red background with a black thunderbolt that resembled the logo for the SS]] (even though the Empire was created as a Nazi allegory in the first place).

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** Also a large part of the reason why the painting ''Victorious Reign'' got second place in the contest and thus banned from the live servers. To put it simply, the poster depicted a Stormtrooper [[UnfortunateImplications [[DoesThisRemindYouOfAnything giving a pose that's too similar to the "Heil Hitler salute" and having a red background with a black thunderbolt that resembled the logo for the SS]] (even though the Empire was created as a Nazi allegory in the first place).
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YMMV


* FanNickname:
** "Glowbat", for lightsabers, and "Glowbat-wielders" for Jedi (usually used derogatorily)
** "Rave Party" for a group made up predominantly of Jedi
** "Wookiee World" for Kashyyyk
** "The Village People" for the Jedi-aspirants stuck grinding at Aurilla.
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Moved from the main page

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* DummiedOut: The Gorax was a rare spawn on Endor that was removed in an early patch, and game code existed for an Imperial AT-AT from the game's beginning, but no in-game spawns for it were created. Many years later, both were formally introduced to the game.

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* ExecutiveMeddling: Possibly why the game was shut down. SOE said they were interested in keeping Galaxies going, but allegedly EA demanded exclusivity on Star Wars MMO's from Creator/LucasArts. Despite this, ''Clone Wars Adventures'' (a browser-based Star Wars MMO ''that SOE also maintained'') continued to operate concurrently with ''VideoGame/StarWarsTheOldRepublic'' for almost three years.

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* ExecutiveMeddling: Possibly why ExecutiveMeddling:
** The infamous NCE update was
the game was shut down. SOE said they were interested in keeping Galaxies going, but allegedly EA demanded exclusivity on Star Wars MMO's from Creator/LucasArts. Despite this, ''Clone Wars Adventures'' (a browser-based Star Wars MMO ''that SOE also maintained'') continued result of this as Sony Online Entertainment wanted to operate concurrently compete with ''VideoGame/StarWarsTheOldRepublic'' for almost three years.''VideoGame/WorldOfWarcraft'' by simplifying the classes, more focus on co-op dungeons and allowing newer players to create Jedi characters rather than Jedi being a rare prestige class.


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* ScrewedByTheLawyers: Possibly why the game was shut down. SOE said they were interested in keeping Galaxies going, but allegedly EA demanded the exclusive rights to run a ''Star Wars'' MMO from Creator/LucasArts, or Creator/LucasArts decided to shutdown Galaxies to avoid competing with EA's MMO. Despite this, ''Clone Wars Adventures'' (a browser-based Star Wars MMO ''that SOE also maintained'') continued to operate concurrently with ''VideoGame/StarWarsTheOldRepublic'' for almost three years.
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None


* ExecutiveMeddling: Possibly why the game was shut down. SOE said they were interested in keeping Galaxies going, but allegedly EA demanded exclusivity on Star Wars MMO's from Creator/LucasArts. Despite this, ''Clone Wars Adventures'' (a browser-based Star Wars MMO ''that SOE also maintained'') continued to operate concurrently with ''[[VideoGame/StarWarsTheOldRepublic TOR]]'' for almost three years.

to:

* ExecutiveMeddling: Possibly why the game was shut down. SOE said they were interested in keeping Galaxies going, but allegedly EA demanded exclusivity on Star Wars MMO's from Creator/LucasArts. Despite this, ''Clone Wars Adventures'' (a browser-based Star Wars MMO ''that SOE also maintained'') continued to operate concurrently with ''[[VideoGame/StarWarsTheOldRepublic TOR]]'' ''VideoGame/StarWarsTheOldRepublic'' for almost three years.



* TroubledProduction: SWG was a poster child for this trope more or less throughout its entire lifespan from initial development through shutdown.

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* TroubledProduction: SWG was a poster child for this trope more or less throughout its entire lifespan from initial development through shutdown. A large amount of the reason for this is attributed to being forced to release the game before Christmas and the rush to include Jedi.
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** Players were originally supposed to be able to give one another quests using a "Player Contract".

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** Players were originally supposed to be able to give one another quests using a "Player Contract".Contract".
** The first concept for Jedi involved it being a pseudo-hardcore mode with permadeath. The idea was that the player would start out very weak - weaker than a starter of any other profession - and slowly build their strength. However, any time they used their lightsabers or Force powers in view of another player or human NPC, they would be reported to the Empire (similar to the "Visibility" system Jedi used in the pre-CU days). The Empire would then start sending task forces to attempt to kill the player - first low-level Mooks, like stormtroopers, then eventually bounty hunters and Inquisitors. If the player continued, they would eventually face off with high-end [=NPCs=] like Mara Jade or Boba Fett. Eventually, if they lasted long enough, Darth Vader himself would attack the player and it would be impossible for the player to win. If a player died, they would lose all progress in the Jedi profession, but their main character would get access to a "Blue Glowie" power that could summon the ghosts of all previous Jedi players that had made it to the "Master" rank.
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** Also a large part of the reason why the painting ''Victorious Reign'' got second place in the contest and thus banned from the live servers. To put it simply, the poster depicted a Stormtrooper [[UnfortunateImplications giving a pose that's too similar to the "Heil Hitler salute" and having a red background with a black thunderbolt that resembled the logo for the S.S.]]

to:

** Also a large part of the reason why the painting ''Victorious Reign'' got second place in the contest and thus banned from the live servers. To put it simply, the poster depicted a Stormtrooper [[UnfortunateImplications giving a pose that's too similar to the "Heil Hitler salute" and having a red background with a black thunderbolt that resembled the logo for the S.S.]]SS]] (even though the Empire was created as a Nazi allegory in the first place).

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moving from ymmv page and deleting a buicnh of natter


* ChristmasRushed: The game, highly anticipated before its launch, suffered numerous delays (including one cause by switching developers) before Creator/LucasArts finally put their foot down and demanded that Creator/SonyOnlineEntertainment release the game in summer of 2003. Unfortunately, the game was nowhere near ready and the lead developer, Raph Koster, later described frantically removing reams of incomplete code, to the point where the only incomplete code he wasn't removing were things that the game actually needed to run. With the benefit of hindsight, the end result of this rush could charitably be described as disastrous. The game was bug-ridden and largely devoid of content on launch, numerous promised features - like space travel, player-owned towns, and vehicles - had to be delayed to later patches and most of the underlying systems of the game were horrendously imbalanced and broken. Despite the best efforts of the developers, the game never truly recovered from the problems created by its early launch and most of the game's subsequent problems had their roots in the decision to gun for a Summer '03 launch window.
** Apparently not learning their lesson, SOE wound up doing this a second time in 2005 with the New Game Enhancements (NGE), a particularly reviled update that completely rewrote the game code from the ground up and dramatically changed the way the game was designed and played. A long-awaited Combat Upgrade launched in May of that year had gone over poorly with the community and the developers decided they needed something bigger to draw in more players. A conceptual mock-up of what would become the NGE was created and shared amongst the developers and producers. SOE gave the project a tentative go-ahead and the devs were given a mere six months to put together a complete rewrite of all of the game's core systems, all while putting together the game's third expansion pack AND maintaining the current code with regular updates. Several of the developers would later claim that those six months involved some of the highest workload they'd ever had to deal with and because SOE still hadn't fully decided to use the new system, they had to effectively code for two different game systems at once. The NGE was finally launched with two weeks warning to the players (only two weeks because that's exactly the point when SOE confirmed they were going ahead with the switch) and managed to turn the game into an even buggier mess than it was at launch, resulting in an enormous exodus of players.

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* ChristmasRushed: For summer, not Christmas, and only after it had been delayed a few times. The game, highly anticipated before its launch, suffered numerous delays (including one cause by switching developers) before Creator/LucasArts finally put their foot down and demanded that Creator/SonyOnlineEntertainment release the game in summer of 2003. Unfortunately, the game was nowhere near ready CU and the lead developer, Raph Koster, later described frantically removing reams of incomplete code, to the point where the only incomplete code he wasn't removing NGE were things that also likely rushed to coincide with the game actually needed to run. With the benefit of hindsight, the end result of this rush could charitably be described as disastrous. The game was bug-ridden and largely devoid of content on launch, numerous promised features - like space travel, player-owned towns, and vehicles - expansions, which themselves had to be delayed to later patches ready by Episode III's film and most of DVD releases. After the underlying systems of the game were horrendously imbalanced and broken. Despite the best efforts of the developers, the game never truly recovered from the problems created by its early launch and most of shutdown, SOE's CEO said this was probably the game's subsequent problems had their roots in the decision to gun for a Summer '03 launch window.
** Apparently not learning their lesson, SOE wound up doing this a second time in 2005
biggest problem and Galaxies' [[http://www.raphkoster.com/2011/06/24/swg-is-shutting-down/comment-page-1/ original creative director agreed with the New Game Enhancements (NGE), a particularly reviled update that completely rewrote him]].
-->''"Here's what I would have done differently...I would have given
the game code from the ground up and dramatically changed the way the game was designed and played. A long-awaited Combat Upgrade launched in May of that another year had gone over poorly with the community to develop and the developers decided they needed something bigger to draw in more players. A conceptual mock-up of what really polish it quite a bit...I would become the NGE was created have really taken our time and shared amongst the developers and producers. SOE gave the project a tentative go-ahead and the devs were given a mere six months to put together a complete rewrite of all of the game's core systems, all while putting together the game's third expansion pack AND maintaining the current code with regular updates. Several of the developers would later claim that those six months involved some of the highest workload they'd ever polished combat right so we never had to deal with and because SOE still hadn't fully decided to use do the new system, they had to effectively code for two different game systems at once. The NGE was finally launched with two weeks warning to the players (only two weeks because that's exactly the point when SOE confirmed they were going ahead with the switch) and managed to turn the game into an even buggier mess than it was at launch, resulting in an enormous exodus of players.NGE."''\\
- '''SOE CEO, John Smedley'''
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* FanNickname:
** "Glowbat", for lightsabers, and "Glowbat-wielders" for Jedi (usually used derogatorily)
** "Rave Party" for a group made up predominantly of Jedi
** "Wookiee World" for Kashyyyk
** "The Village People" for the Jedi-aspirants stuck grinding at Aurilla.

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* WhatCouldHaveBeen: Raph Koster, the game's original creative director, has posted a series of articles on his blog detailing his original vision for Galaxies. This included a more in-depth skill tree system, various alterations to combat, and - most notably - a much different system for unlocking Jedi that rewarded players that sought out a broad-range of in-game experiences rather than promoting power-gaming.

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* WhatCouldHaveBeen: Raph Koster, the game's original creative director, has posted a series of articles on his blog detailing his original vision for Galaxies. This included a more in-depth skill tree system, various alterations to combat, and - most notably - a much different system for unlocking Jedi that rewarded players that sought out a broad-range of in-game experiences rather than promoting power-gaming. Amongst the most notable changes:
** There were several classes that were dropped or which never got beyond the conceptual stage. These included "Miner", "Storyteller", and "Writer".
** Each profession was supposed to have a different number of skill trees, which could have a different number of skills in them. Some, like Image Designer, were meant to be small and require few skill points, while others were supposed to be longer or have more branches.
** The requirements to unlock Jedi originally involved more than just mastering professions, with requirements including killing certain rare monsters, visiting certain locations, performing certain actions, etc.
** Players were originally supposed to be able to give one another quests using a "Player Contract".
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Not an example of "What Could Have Been"


* WhatCouldHaveBeen: Raph Koster, the game's original creative director, has posted a series of articles on his blog detailing his original vision for Galaxies. This included a more in-depth skill tree system, various alterations to combat, and - most notably - a much different system for unlocking Jedi that rewarded players that sought out a broad-range of in-game experiences rather than promoting power-gaming.
** Despite the (justified) complaints from the fanbase, the Combat Upgrade was arguably the game's highest point from a design perspective. (Most) everything worked right, professions had clearly defined roles in combat and abilities to help them get the most out of it, groups were viable and had a much easier time handling difficult content (since now everyone was damaging the same "health" bar), and even some releases of new content that kept the (remaining) players engaged. Had it been given more than six months before being replaced with the New Game Enhancements, SWG would, at the very least, be remembered far differently than it is today.

to:

* WhatCouldHaveBeen: Raph Koster, the game's original creative director, has posted a series of articles on his blog detailing his original vision for Galaxies. This included a more in-depth skill tree system, various alterations to combat, and - most notably - a much different system for unlocking Jedi that rewarded players that sought out a broad-range of in-game experiences rather than promoting power-gaming.
** Despite the (justified) complaints from the fanbase, the Combat Upgrade was arguably the game's highest point from a design perspective. (Most) everything worked right, professions had clearly defined roles in combat and abilities to help them get the most out of it, groups were viable and had a much easier time handling difficult content (since now everyone was damaging the same "health" bar), and even some releases of new content that kept the (remaining) players engaged. Had it been given more than six months before being replaced with the New Game Enhancements, SWG would, at the very least, be remembered far differently than it is today.
power-gaming.
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* ExecutiveMeddling: Possibly why the game was shut down. SOE said they were interested in keeping Galaxies going, but allegedly EA demanded exclusivity on Star Wars MMO's from LucasArts. Despite this, ''Clone Wars Adventures'' (a browser-based Star Wars MMO ''that SOE also maintained'') continued to operate concurrently with ''[[VideoGame/StarWarsTheOldRepublic TOR]]'' for almost three years.

to:

* ExecutiveMeddling: Possibly why the game was shut down. SOE said they were interested in keeping Galaxies going, but allegedly EA demanded exclusivity on Star Wars MMO's from LucasArts.Creator/LucasArts. Despite this, ''Clone Wars Adventures'' (a browser-based Star Wars MMO ''that SOE also maintained'') continued to operate concurrently with ''[[VideoGame/StarWarsTheOldRepublic TOR]]'' for almost three years.
Is there an issue? Send a MessageReason:
None


* WhatCouldHaveBeen: Raph Koster, the game's original creative director, has posted a series of articles on his blog detailing his original vision for Galaxies. This included a more in-depth skill tree system, various alterations to combat, and - most notably - a much different system for unlocking Jedi that rewarded players that sought out a broad-range of in-game experiences rather than promoting power-gaming.

to:

* WhatCouldHaveBeen: Raph Koster, the game's original creative director, has posted a series of articles on his blog detailing his original vision for Galaxies. This included a more in-depth skill tree system, various alterations to combat, and - most notably - a much different system for unlocking Jedi that rewarded players that sought out a broad-range of in-game experiences rather than promoting power-gaming.power-gaming.
** Despite the (justified) complaints from the fanbase, the Combat Upgrade was arguably the game's highest point from a design perspective. (Most) everything worked right, professions had clearly defined roles in combat and abilities to help them get the most out of it, groups were viable and had a much easier time handling difficult content (since now everyone was damaging the same "health" bar), and even some releases of new content that kept the (remaining) players engaged. Had it been given more than six months before being replaced with the New Game Enhancements, SWG would, at the very least, be remembered far differently than it is today.
Is there an issue? Send a MessageReason:
None


* TroubledProduction: SWG was a poster child for this trope more or less throughout its entire lifespan from initial development through shutdown.

to:

* TroubledProduction: SWG was a poster child for this trope more or less throughout its entire lifespan from initial development through shutdown.shutdown.
* WhatCouldHaveBeen: Raph Koster, the game's original creative director, has posted a series of articles on his blog detailing his original vision for Galaxies. This included a more in-depth skill tree system, various alterations to combat, and - most notably - a much different system for unlocking Jedi that rewarded players that sought out a broad-range of in-game experiences rather than promoting power-gaming.
Is there an issue? Send a MessageReason:
None


* ChristmasRushed: The game, highly anticipated before its launch, suffered numerous delays (including one cause by switching developers) before Creator/LucasArts finally put their foot down and demanded that Creator/SonyOnlineEntertainment release the game in summer of 2003. Unfortunately, the game was nowhere near ready and the lead developer, Raph Koster, later described frantically removing reams of incomplete code, to the point where the only incomplete code he wasn't removing were things that the game actually needed to run. With the benefit of hindsight, the end result of this rush could charitably be described as disastrous. The game was bug-ridden and largely devoid of content on launch, numerous promised features - like space travel, player-owned towns, and vehicles - had to be delayed to later patches and most of the underlying systems of the game were horrendously imbalanced and broken. Despite the best efforts of the developers, the game never truly recovered from the problems created by its early launch and most of the game's subsequent problems had their roots in the decision to gun for a Summer '03 launch window.
** Apparently not learning their lesson, SOE wound up doing this a second time in 2005 with the New Game Enhancements (NGE), a particularly reviled update that completely rewrote the game code from the ground up and dramatically changed the way the game was designed and played. A long-awaited Combat Upgrade launched in May of that year had gone over poorly with the community and the developers decided they needed something bigger to draw in more players. A conceptual mock-up of what would become the NGE was created and shared amongst the developers and producers. SOE gave the project a tentative go-ahead and the devs were given a mere six months to put together a complete rewrite of all of the game's core systems, all while putting together the game's third expansion pack AND maintaining the current code with regular updates. Several of the developers would later claim that those six months involved some of the highest workload they'd ever had to deal with and because SOE still hadn't fully decided to use the new system, they had to effectively code for two different game systems at once. The NGE was finally launched with two weeks warning to the players (only two weeks because that's exactly the point when SOE confirmed they were going ahead with the switch) and managed to turn the game into an even buggier mess than it was at launch, resulting in an enormous exodus of players.



** Also a large part of the reason why the painting ''Victorious Reign'' got second place in the contest and thus banned from the live servers. To put it simply, the poster depicted a Stormtrooper [[UnfortunateImplications giving a pose that's too similar to the "Heil Hitler salute" and having a red background with a black thunderbolt that resembled the logo for the S.S.]]

to:

** Also a large part of the reason why the painting ''Victorious Reign'' got second place in the contest and thus banned from the live servers. To put it simply, the poster depicted a Stormtrooper [[UnfortunateImplications giving a pose that's too similar to the "Heil Hitler salute" and having a red background with a black thunderbolt that resembled the logo for the S.S.]]]]
* TroubledProduction: SWG was a poster child for this trope more or less throughout its entire lifespan from initial development through shutdown.
Is there an issue? Send a MessageReason:
None


* ExecutiveMeddling: Possibly why the game was shut down. SOE said they were interested in keeping Galaxies going, but allegedly EA demanded exclusivity on Star Wars MMO's from LucasArts.

to:

* ExecutiveMeddling: Possibly why the game was shut down. SOE said they were interested in keeping Galaxies going, but allegedly EA demanded exclusivity on Star Wars MMO's from LucasArts. Despite this, ''Clone Wars Adventures'' (a browser-based Star Wars MMO ''that SOE also maintained'') continued to operate concurrently with ''[[VideoGame/StarWarsTheOldRepublic TOR]]'' for almost three years.
Is there an issue? Send a MessageReason:
None

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** Also a large part of the reason why the painting ''Victorious Reign'' got second place in the contest and thus banned from the live servers. To put it simply, the poster depicted a Stormtrooper [[UnfortunateImplications giving a pose that's too similar to the "Heil Hitler salute" and having a red background with a black thunderbolt that resembled the logo for the S.S.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ExecutiveMeddling: Possibly why the game was shut down. SOE said they were interested in keeping Galaxies going, but allegedly EA demanded exclusivity on Star Wars MMO's from LucasArts.

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