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Games Entertainment

Star Wars Galaxies Only to Allow One Character Per Account 361

frotty writes "The developers of Star Wars Galaxies recently announced that the game would only allow a single character per purchased account on any server. This has outraged some, and relieved others." Click on the link to see the reasoning behind this move.
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Star Wars Galaxies Only to Allow One Character Per Account

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  • Hmmm... (Score:2, Informative)

    by packeteer ( 566398 )
    It's per PURCHASED account of course. Im sure they would be more than willing to let you buy several accounts to have more than one player.
  • by dagg ( 153577 ) on Saturday December 14, 2002 @05:16AM (#4886168) Journal

    Breaking News!:

    As of tomorrow morning at 9:00AM PST, slashdot users can only have one userid.

    Tomorrow Morning::

    All usernames except for CowboyNeal and CmdrTaco are deleted. It turned out that every single identity on SlashDot were alter-ego's of those two individuals. This is all one huge marketing scheme.
  • by nhaines ( 622289 ) <nhaines@@@ubuntu...com> on Saturday December 14, 2002 @05:19AM (#4886174) Homepage
    Holocron very, very elegantly explained just why they're doing this. Read and find out.

    http://boards.station.sony.com/ubb/starwars/Foru m3 /HTML/088000.html

    After this article, I completely agreed.
    • Not that elegant.... He lists the pros and cons, mostly just glosses over the reasons people want more than one character, and misses an obvious (and tried-and-true) solution to the problem of having characters in multiple factions: allow multiple characters on a server, but in one faction only. Dark Age of Camelot does this.

      Another concern would be how viable it actually is to play on different servers. With most MMORPGs, your connection to the server plays a large role in how well you'll fight, especially in PvP. For that reason people choose a server that is closest to them physically, so they can enjoy a good connection. You'll probably find one or two SWG servers with a good connection, but on the further servers you'll always be playing second fiddle to the locals.

      In the end I agree with the poster who said "You can have my 10 characters on 10 servers, if you give me just 2 characters on a single server". Raph Koster goes on about experimenting (dabbling as he calls it), muling and twinking, and he does not miss the fact that these are in fact very popular playstyles. That leads me to believe that this is primarily a business decision: these playstyles are in fact so popular that people will happily fork over money for an additional account once they are hooked. I'm not sure that Raph is the one that made this decision, it might have been some drongo from Lucasart marketing. But it's a smart move... look at Ultima Online, where one gets to play 5 characters per server on all the servers. Even so, some players have as many as 5 accounts. Personally I think that anyone playing SWG and liking it, will very soon feel the need for an additional account.
      • Muling shouldn't be allowed, period. It is just a form of cheating and it doesn't matter how many accounts a person sets up, there should be a ban on using one character to supply / twink / buff another, or spy on rival factions or whatever. If the game balance were right in the first place, there would be little need for this, or least players would have to pay someone else for the privilege of fetching stuff for them.


        I don't see that it would be necessarily hard to catch most cheats. Correlating transactions between players, IP addresses, credit cards, addresses and other personal info should enable it quite easily. A player so flagged could be monitored by an admin and kicked when they were caught doing it.

      • by Codifex Maximus ( 639 ) on Saturday December 14, 2002 @11:00AM (#4886882) Homepage
        The problem with DAOC is that it is nothing more than an analysis of EQ and trying to address the little nitpicking issues people had with it.

        1. People didn't like waiting for ports in EQ. DAOC provided rentable horses.

        2. There were problems with low level chars wearing hi level gear. DAOC wouldn't allow the lowbie to wear gear that was outside it's level range. I feel that if a char were personally successful due to real gains then they should be able to purchase the advanced gear - DAOC would not allow this.

        3. There was the problem with gear never wearing out in EQ. DAOC solved this problem by having degradable gear. Not a bad idea really.

        4. People complained that they were spending too much time getting their body back in EQ. DAOC used the concept of the headstone. Go to the headstone and pray. You get your exp back. No need to worry about lost gear at all - you already got it back. Where is the risk?

        DAOC is not a bad game. It merely examined what people didn't like in EQ and tried to address them. In the end, it seemed that they handed them the game on a silver platter. At first you might be pleased! Indeed! But, you soon begin to realize that the game is not as challenging. There is no real risk and without risk there is no danger of failure. With no danger of failure there is no perceived success. Risk of failure is what makes gambling challenging - the potential rewards are great but skill has not alot to do with it though some. Risk of failure is what makes ANYTHING challenging.

        Risk vs. Reward is the idea or vision of Verant. I agree with it. You risk much and through good planning and skill - not to mention a bit of luck you get the reward. If it's just handed to you on a silver platter then all you have to do is just sit there and wait for it to fall in your lap. No challenge... no risk... no fun.

        Some of the good new ideas have gotten back into EQ but I hope Verant continues to try to maintain balance of play so it stays challenging.

        YMMV

        Don't know about physical location of servers. That is beyond the scope of the SCS or MCS issue. However, I do maintain that different servers have different economys and userbased societies - it has a direct bearing on which server different folks will want to play.
        • DAOC is not a bad game. It merely examined what people didn't like in EQ and tried to address them. In the end, it seemed that they handed them the game on a silver platter.

          Yes. Verant has been picking and choosing the features/improvements that DAOC builds, and then they just copy them outright. In the short-term this is a good thing. EQ is a better game because of DAOC. The new EQ user interface is almost a carbon copy of what DAOC did first(fadeable windows being the most important).

          The long-term effect of this however isn't good. SOE/Verant continues to stay in the forefront of competition because there's no real IP protection in the games business. I'm usually the first to denounce IP protection, but in this case the debate is especially nasty.

          After what verant/SOE has done w/ the new Planes of Power add-on, I'm certain that I don't want SOE monopolizing the MMORG market. Unless games like DAOC can capitilize on thier fresh/good ideas/changes, SOE will continue to stay ahead and draw customers.

          Let me say it again, in the last year or so the only good improvements in EQ have come from thier devs observing other games. All of the bad decisions have come from SOE trying to leech more money from the customer.
  • by mackstann ( 586043 ) on Saturday December 14, 2002 @05:20AM (#4886176) Homepage
    in other MMORPG's people have dummy "mule" characters that only exist to hold items and whatnot, while there's nothing wrong with that, it makes things a little less realistic. with only one character, you can focus on actually developing that character, and playing the game, not inventory management. (and other things.... IANAMMORPGP)
    • by Sycraft-fu ( 314770 ) on Saturday December 14, 2002 @07:15AM (#4886411)
      Whoa, whoa, whoa, stop right there. You can take that "realistic" shit and sell it to the tourists because I'm not buying. A MMORPG, based on Star Wars, the same universe with the Force, droids and Jar-Jar Binks, REALISTIC? Give me a break.

      When companies (and verant is famous for this) claim something needs to be done or can't be done to keep the game realistic, it is nothing mroe than a cop out in its ultimate form. The only one of these kind of games that is even remotely realistic is the Sims, and it's not really an RPG in the classic sense.

      There are legitamate reasons for doing this but "realism" isn't one of them.
      • by flimflam ( 21332 ) on Saturday December 14, 2002 @01:25PM (#4887485)
        First of all, let me say that I don't play any of these games (I prefer to waste my time reading slashdot and the like *ahem*), but that said....

        I think what it means is "consistent with the rules/laws of the imaginary universe". If things aren't consistent, the game loses its appeal. (I guess)

      • I think "verisimillitude" or "suspension of disbelief" might be a better word than "realistic." I don't think we're talking about realism in terms of whether or not it's believable that a fictional universe has Jar-Jar and the Force, but realistic in terms of whether or not it's believable that a fictional universe has a section of the populace that exist for no other reason than to stand in one place forever and hold valuable loot for one other person.

        I think that's a significant difference. I can accept that a fictional RPG universe has Trandoshan bounty hunters, but that the same universe has Trandoshan bounty hunters lounging around in people's living rooms just holding all their crap is a different issue.
  • by Anonymous Coward on Saturday December 14, 2002 @05:20AM (#4886177)
    Don't worry, Chris' game company won't do that!

    Right? I mean, he's not posting stories about outrage in the MMORPG world in order to bolster his own efforts?

    I'm not going to link to the site, as they don't need even more free slashdot press, but people should know that Chris started his own "revolutionary" multiplayer game company recently.

    They'll have a super duper game out soon.

    It will be much better than Star Wars, which is outraging its users, right? I'm glad Chris is still a slashdot editor, so he can bring this to our attention.

    Conflict of interest? Don't worry, I'm sure the slashdot community will mod this down sufficiently. (Especially now that I've assumed they will.)

    I bet we'll see some great MMORPG polls up soon too...
  • Storage costs? (Score:5, Insightful)

    by hobbs ( 82453 ) on Saturday December 14, 2002 @05:20AM (#4886178)
    The basically have storage costs and controlling of mischievous behavior as the two primary reasons for a single character system, with storage costs mentioned first and at length. Give me a break. Here's a quarter, buy another 10MB of disk space (their fees are a lot higher than that ...). Even with replication I don't buy that storage costs can be that much, unless some engineer really screwed up how to store a character efficiently.

    The mischief factor I can understand, but why not state that first? It seems like they aren't perhaps being as honest and forthright as they could be.
    • Re:Storage costs? (Score:5, Informative)

      by joechip ( 59514 ) <<moc.liamg> <ta> <acitaics>> on Saturday December 14, 2002 @06:15AM (#4886298) Homepage
      It is not just the costs of the raw disk space,
      but the enormous time and expense required to maintain/backup/restore a large database. Your 25 cents will not go very far.

      Also, the access times would increase with more data to churn through, causing complaints about lag. These raise their CS costs and also cause bad word of mouth on the boards.

      And, from my reading of the entire article (not just the bullet points), muling is a major reason for the change to SCS. Even more so than the storage costs.

      They are trying to attract mainstream folks who have never tried evercrack and want something more than Sims Online. This means not catering to the muling that the average person would find unfair.
  • by geekoid ( 135745 ) <dadinportland&yahoo,com> on Saturday December 14, 2002 @05:21AM (#4886179) Homepage Journal
    ..
    Many people, myself included, like to try out different aspects of a game, online or not.
    I ,know I would want to see what would happen if I choose a different branch in the game.

    Imagine if you could on choose to drive 1 car in grand theft auto? or only play 1 sim. those games would have lasted maybe 5 minutes.

    I was on the border as to weather I would play this, and unless the policy changes, it is a definate no.

    I probably would have stop playing as soon as I heard:
    "Willing to trade 5 Yodas heads for 1 Darth Vader light sabor"
    • by Kilbasar ( 617992 ) on Saturday December 14, 2002 @05:33AM (#4886209)
      The original post wasn't so clear about this. It's one character PER SERVER. There are 10 servers, so you can make 10 characters. Want to try out a totally different race, class, or whatever? Just make a new character on a different server. Don't like it? Use your other character on your other server. The only people this hurts are those who use mules, and I see that as a very good thing.
      • Assuming there are only ten branches in the game, which is doubtfull, however if there are only 10 branches in the game, its going to be real boring.
        • I wish people would actually read the entire content.

          With a single character, you can learn the bottom half of the tree of EVERY SINGLE profession, with the given 200 points. That means with just one test character, you have a good understanding of the mechanics of all the professions.

          With a single character, you can completely master three professions, and do the bottom half of a fourth.

          I think most people who are knee-jerk angry don't realize how drastically different this game is gonna be from the traditional "pick your race, pick your stats, pick your profession, hope you didn't screw it up!" MMORPG character creation system we have today. If anything, it'll be more like Asheron's Call 2, which encourages players to dabble in a little bit of everything (but for all that, doesn't have enough variety).
          • For a person who's beta tested and played AC2, Daoc, EQ and AO, this decision rackles most people.

            It's seen as an obvious money grap decision to appease the masses of casual players. AC2 still has 3 base professions, with 6 specializations. It STILL gives you the option to play more then one character per server.

            DAOC came out and decided to restrict your play to only 4 characters per regular server (the hardcore PvP and test servers were allowed more), they have since changed this rule since the competition offers more.

            If this game honestly wants the staying power, and appease the masses who actually play, not just the Star Wars fanbois, they'll allow more then the SCS.

            "New Concept" indead. Star Wars: Galaxies, Episode 4, A New Hype.
    • by sweetooth ( 21075 ) on Saturday December 14, 2002 @05:34AM (#4886212) Homepage
      You can have more than one character. In fact you can have 10 I believe. However, you can only have one character per server. It's to prevent twinking etc.

      So, you can try any branch you want, try and character type you want, you just have to try them on differant servers.
      • so your saying there are only 10 character/branch posibilities?
        • by sweetooth ( 21075 ) on Saturday December 14, 2002 @06:00AM (#4886269) Homepage
          No, I have no idea how many character branch possibilities there are. I'm saying any one individual can try 10 character branch possibilities at any one time. However each character resides on a differant server. With most MMORGS you can have multiple characters on one server. This allows players to swap items between thier characters etc. Many people feel this puts other players at a disadvantage. So some games are starting to limit the number of characters a player can have on a particular server.

          Of course you can get by this by simply purchasing an additional copy of the game and paying the monthly fees for two accounts.
        • Actually, you can have 8 characters in total (per account) if you have them on different servers. Each character has been said (based on amount of skill points available) to be able to master up to three sepparate 'routes'. You can also, at any time, unlearn one route and start practicing on another one. This mean that you can have 24 routes practiced/mastered (I guess time is a factor here) at any one time, and if you want, change any of those to other ones at any other time. You just won't be able to pass items between your various characters.
      • Suppose, however, that you wanted to play with a group of friends. Should you go to all the other servers and make characters there to find out what you like and *then* start playing with your friends? Or perhaps you should make a character and delete it and make another and delete it and make another and delete it and make another and delete it and then decide that you liked your second character the most?
    • Imagine if you could on choose to drive 1 car in grand theft auto?

      I think it would be more along the lines of "Imagine if you could only choose to play as one person in Grand Theft Auto!"

      Picture this: Imagine if you had to go through life as only one person! You couldn't have your mule lives just sitting around holding shit for you! I cant imagine a life without my twenty mules!

    • by A non moose cow ( 610391 ) <slashdot@rilo.org> on Saturday December 14, 2002 @07:08AM (#4886396) Journal
      I dont think so. This is the only condoned Star Wars MMORPG. People will play it regardless of this rule.

      Also, most people like to pick a character and play it for what it is. The more powerful it grows, the more they will want to stick with it. Players who are discouraged by this rule have likely been spoiled by the benefits of twinking. It seems that this idea will make for a richer gaming experience where people take the world more seriously. Your choosing not to play based on Sony not allowing lots of character switching is probably the exact result they were aiming for.
    • 1) Pick a popular franchise
      2) Make a cheap as in shoddy game around it
      3) Short term profit
      4) Repeat

      "Hey, I don't feel like playing my Fighter today... I feel like using my Thief instead... can you guys all ditch your characters and go to this server?"

      Yeah, right...

      Why does everyone always talk about this "Mule" crap when this subject is brought up? I've been into RPGs off and on since '81, and I can't remember a long running campaign EVER where I just used a single character. Why? I would periodically feel like PLAYING a different ROLE. That is, after all, the entire purpose of a ROLE PLAYING game....

      Not that I care... there's hasn't been a quality product from the Star Wars franchise since ROTJ came out, and you'd be a fool to expect it to change now...
      • by C0deM0nkey ( 203681 ) on Saturday December 14, 2002 @11:55AM (#4887092)
        "Why does everyone always talk about this "Mule" crap when this subject is brought up? I've been into RPGs off and on since '81, and I can't remember a long running campaign EVER where I just used a single character. Why? I would periodically feel like PLAYING a different ROLE. That is, after all, the entire purpose of a ROLE PLAYING game...."

        Yes...but did your other roles exist solely to support your primary role. For example, did you create a Cleric/Healer character in order to have someone whose sole reason for existence was to act as paramedic to your Warrior (and I'm not talking about the initial investment in time -- obviously, you had to spend some time getting the Healer's level up to a respectable point so he could meet all of your Warrior's needs -- not only routine healings but resurrections and such, as needed)?

        The issue becomes particularly cloudy if your Cleric/Healer does not actually adventure with you and instead waits for you to visit him whenever you need something....or when you want to store some gold....or for any other reason that places the Cleric/Healer in a pure support/increased carrying capacity role.

        Your Cleric/Healer has now destabilized the local economy. If you can get free healing from your Cleric/Healer, why would you ever go to any of the other Healers in town? (And even if you move money from one character to the other in order to simulate "paying" for the healing service, you haven't really paid for anything -- you've moved money from one storage location to another; both of which you own).

        As a Gamemaster, I have always allowed my Player's to create and play multiple characters but I have never allowed them to create/play them simultaneously and I have never allowed one Player's character to support another of that same Player's characters. My reasons? Economics -- it is a lot easier to motivate players to take on adventures when they are strapped for cash. If Joe never had to seek assistance outside his own pack of PCs, he'd become fabulously wealthy and overly powerful -- not on the basis of his excellent skills but on the basis of exploiting a loop-hole in the game mechanics.

        One positive in most face-to-face RPGs, at least, is that your character typically does not improve in skills when you are not actively playing them (I am aware that some RPG Systems support "off-time" skill advancement but have never seen it widely used after playing RPGs for over 20 years). Now consider MMORPGs where you do not even have to be present for your character to be gaining/improving skills. Now not only have you destabilized the local economy but you have also turned that "extra character" into a factory. Now...maybe "Sword Factory" is an interesting role to you...

        With mules existing to solely support primary characters, why would anyone bother playing a character with a support role? Why would I bother to play a weaponsmith or other artisan when I know other players can create their own, tell them to study/learn their craft, leave them and come back to an accomplished character who can now provide a service to them for, essentially, free.

        Most MMORPGs I have seen (and most MMORPG players I have talked to) are more about accumulation of wealth and power than they are about ROLE-playing. SWG, it seems, is actually attempting to provide a ROLE-playing experience -- you don't have to be a combatant to make a difference. Choosing to be a merchant, opening a shop and supplying other adventurers can be a fun role (I'm thinking about the barkeep or equipment supplier who can function as the local rumor mill here...) as long as "mule" characters are eliminated...if a Player has no reason to visit your store because he's got a pack of mules meeting his every need then there is no reason for you to create that merchant character.

        Just my opinion...

        codemonkey

      • by Photon Ghoul ( 14932 ) on Saturday December 14, 2002 @12:02PM (#4887122)
        Why does everyone always talk about this "Mule" crap when this subject is brought up? I've been into RPGs off and on since '81, and I can't remember a long running campaign EVER where I just used a single character. Why? I would periodically feel like PLAYING a different ROLE. That is, after all, the entire purpose of a ROLE PLAYING game....

        People talk about mules because in many games these alternate characters, whose sole purpose is for a specialized method of getting around imposed gameplay rules, run rampant. The use of mules deteriorates the economy, the community and the role-play aspect of the game. This is due to anonymity, less player investment in the mule character, benefits from specialization that a "real" character can't hope to compete with and more.

        Role-Play? While I understand where you're coming from, the sad truth is that in MMORPGs the majority of the player base does not role-play. Multiply the number of players that don't role-play by how many alternate and mule characters you have and the true role-players are swamped by a population that just doesn't give a frell about anyone else.

        If anything, the lack of insta-anonymity, muling and increased character investment should only help to increase the level of role-play.

        I hope. Not that I'm going to play it, simply because I don't really want to play a mega-blockbuster movie franchise game. Although the single-character-per-server idea tempts me to.
    • Thats a poor comparison. The whole point of the games you mention is being able to have multiple cars/sims.

      I'm playing nethack at the moment, so I have little sympathy for people complaining about not being able to have multiple characters. I am just happy keeping one guy alive.
    • Here's a nother example why this will have to change, as the former-Verant-now-SoE is in charge.

      A friend of a friend who still plays EQ got her "main" character to level 60 recently. Except that as soon as she did, it reset to level 50.

      Not suprisingly, they are less than pleased that they have had to wait over a month on Customer Service to resolve the issue. Upon asking for billing credit, since she can't play that character, she was told "well you have other characters on that account, so you can still play!"

      With one character per account, they won't be able to use that excuse. I have absolutely no faith in their Customer Service's ability to bridge the gap, haveing experienced it first hand myself.
      BR Nope. not going to touch that stink-bomb, even if I win a freebie account. No company hates the people who play its games the way Verant/SoE does.
    • Yeah, you like to have your cake and eat it too.

      They are obviously making this game for people who want to spend time playing the game instead of those people who want to spend time being indecisive and regretting past decisions.

      If you want to have X characters, and have them all progress slowly, then you can do so on the ten different servers. If you honestly, after choosing 10 of the available paths, find that you find all the players you've created to be fun/entertaining/useful equally, and couldn't imagine getting rid of one to try another path, then I'd say you are having a very good time. If you want to try a different path, then one or more of them aren't making you happy enough, and you should destroy one or more to make room to try new "styles" of playing

      Games like this, I suppose, are a good outlet for those who can't be decisive about simple decisions like what cereal they should eat for breakfast.

      If you can't make a choice, and stick with it with no regrets knowing very well that you may lose all the effort you put into it, then no wonder you are trying to escape to a fantasy world. You'll never accomplish anything here, so you might as well try to accomplish something useless in a fake environment.

      Don't assume that another character class or playing style is going to be more fun or better than what you are playing now. This goes back to regrets and indecisiveness. The world doesn't need another sheep.

      -Adam

      Sucks to be ewe.
  • by tgrotvedt ( 542393 ) on Saturday December 14, 2002 @05:23AM (#4886185) Journal
    ....I believe they are limiting the characters in an evil plot design to get some of these people laid!
  • by product byproduct ( 628318 ) on Saturday December 14, 2002 @05:23AM (#4886187)
    It can only store a single ASCII character per purchased account?
  • I want to kill myself IRL, be reincarnated as someone else entirely, and then be able to ressurect myself.

    Yes, I know this is just a game, but the point is that we want it to be fairly realistic. We don't want to have anyone who is someone else in disguise. And besides, the other point is that this hardly matters. It is just a game. It has rules. Play by the rules or if you don't like them, find a different game.
  • by jazzyfox ( 97118 ) on Saturday December 14, 2002 @05:28AM (#4886198)
    In trying to present reasons why the popular desires for multiple characters per server aren't warrented, the one that is probably most popular was completely glossed over.

    "I want to try something new without having to leave my friends."

    Later on in the thread someone posted a statistic from a poll on the site, stating that nearly 50% of people were going to choose their server based on their friends. This is how most people tend to play these games, with friends. So now if you want to try a wookie instead of a human, gotta give the big adios to your buddies.

    There are some situations where a limitation on characters per server is a good thing. Dark Age of Camelot, for example, limits your choice of the three realms to play in to one realm per server for most servers. They do this to discourage 'spy' characters. But within that choice of a single realm you can make 8 characters. Feel free to try out that new spec, or different class, and still be able to have fun with your friends.

    I had no real opinion on this game before. But I'm the type that likes to try my "alt of the week". If I can't try it out with my friends, no way I'm getting the game. Pretty effective way to discourage community if you ask me.
    • Later on in the thread someone posted a statistic from a poll on the site, stating that nearly 50% of people were going to choose their server based on their friends. This is how most people tend to play these games, with friends. So now if you want to try a wookie instead of a human, gotta give the big adios to your buddies.
      Eh? Why? I plan to coordinate with my friends and we'll all have our secondary characters on the same servers. What's so hard about that? It's just a little communication.

      -W

    • Well you can still try your alt of the week, just on a different server. The designers are attempting to create a more realistic economy and game. IN RL you can't have 10 jobs and pick which one you want to do each day why should you be able to in their VL?

      Even still the developers made clear you'd be albe to relinquish skills and go back down the tree (your only set characteristic is your race). I think the ability to have characters on different servers + the ability to alter skill paths is an acceptable compromise.

      The other factor is that mules and multiple characters destroy economies. Sure, you might use the account just to try out your alt, but someone else might be creating a whole guild of craftsmen to annihilate the competition ... all on one account. With production being automated while away from the game this would effectively create an unworkable economy where only the lucky would being able to support themselves.

      You can still try out that character with your friends ... just convince them all to create characters on another server. Its not really *that* much of an inconvience is it?
      • You can still try out that character with your friends ... just convince them all to create characters on another server. Its not really *that* much of an inconvience is it?

        Actually, it is. This example comes from deeper in the thread..

        You have a group of friends. People are going to level at different rates. It's entirely possible that you level pretty fast, yet have a friend who doesn't. So you start an alt that you play with him or her. That way no one really misses out. The specific example used was a guy who created an alt on AC to play when his less-dedicated friend did. Both of them had other friends playing on the same server, so rolling new characters on another server wasn't the best idea.

        Another, somewhat more practical reason would be that I don't want to have to hop over 10 different servers checking to see who is online from my group of friends. So to get started, I'm going to have to first find my friends, or hope that the character I feel like playing is on the same server as someone else who does, then go through the usual mmorpg tasks of setting up a group, a place to hunt, etc. So yeah, that's pretty inconvenient for me.

    • " In trying to present reasons why the popular desires for multiple characters per server aren't warrented, the one that is probably most popular was completely glossed over."

      I agree, and this points out the major reason why I won't play anything Verant/SoE is involved in. They not only don't listen to their players, they actively disdain them.

      The very concept that a company would be so arrogant as to effectively say "I know this is what you want, but you shouldnt. Here's the VISION" is laughable.

      Now that there is competition in the market (DAoC being an excellent example, and the one I play) the EQ team has pretty much removed most of the anti-player aspects of Brad McQuaids "Vision", unfortunately, they've kept the piss-poor customer service, so even though I know they'll wind up doing multi player servers within about 4 months of the release, I aint touching this one.

    • That's a good point, the thing is, that your friends will be in the same boat.

      I've found that we tend to get tired of our characters around the same time. It's easy to start over with a new one on a new server.

  • by NateDoggITH ( 631581 ) on Saturday December 14, 2002 @05:45AM (#4886239)
    There is no rule out there that states "Thou shalt allow all users to have multiple characters on one account". If the fact that some one can only have one character bugs you that much don't pay $x per month to play. Simple. Or, start writing your own games and get your own servers.

    And...

    IT'S A GAME! If this were something really important then by all means make a fuss, but not for an online RPG!
  • One of the reasons they cite for limiting accounts to one player each is server storage space. Here's an idea: if a player wants to, allow him to download his character and store it on his own computer -- then he can create a new character and play it until he decides he wants his old one back or discovers that his MMORPG addiction is destroying his social life ( ;) ). If he chooses to go back to his original character, let him upload it and play from where he left off.

    There are two main ways a user can cheat in a system like this:

    1. He can download, modify, and upload his character file to get extra items or status, and
    2. He can download his character, do something risky but with a large possible reward online, and re-upload his character file if he isn't successful and ends up losing something.

    Both of those problems could be solved by associating a unique ID and last-downloaded date with every character in a user's account. Character files containing the above data would be made available for download, and only the unique ID and date would remain on the server taking up very little space after download. Since the data would be encrypted using a fast, proven symmetric cypher and the server would be the only entity in posession of the key, the user would be unable to determine the internal format of the character file or modify data to gain in-game status.

    Don't confuse this with DRM -- this is actually capable of working. Digital Restriction Mechanisms will always fail because in order for them to make content available to the user, the user's computer must be in possession of enough information at one time or another to obtain a decrypted copy of the "protected" content. This is not a requirement for the character-saving system, as the user never needs to have access to the character data stored in the file. Every character file could contain a copy of the goatse pic and no one would ever know.

    This system prevents users from uploading stored characters to erase mistakes by including a last downloaded date and a unique ID in the character file. If the last downloaded date in the character file is older than the last downloaded date stored on the server for that character's unique ID, or if a user tries to upload an earlier copy of their active character, the server would reject the upload.

    Of course, that's only a technical solution to the problem. It doesn't stop the rich from buying more than one account and getting around every single restriction imposed by single player accounts, but I have a feeling that the service providers kinda like it that way. Maybe EQ or Blizzard (Diablo II) will implement something like this and save themselves some storage space?
    • This is completely retarded. This person has never played any sort of MMORPG. You NEVER, and I mean NEVER trust the client software to do any sort of calculation that would allow for cheating, including sending it the only copy of character data. No matter how it was encrypted, it would be cracked in all of about 2 hours after release.

      I can't believe this got modded up.


    • by Effugas ( 2378 ) on Saturday December 14, 2002 @09:52AM (#4886712) Homepage
      You're absolutely correct. Using client storage capacity to store encrypted alts is a particularly elegant solution. The reason why it works -- unlike the stream obfuscation of Everquest et al -- is because the client never receives the symmetric key for the encrypted data. It's remote storage; the carrier for a megabyte blob of something or other. There's no "partial disclosure"; AES or 3DES will deploy just fine, and no kiddie's getting around it. Throw a timestamp and an HMAC into the file pre-crypto, just to prevent various forms of corruption attacks.

      Pretty trivial, and there goes the DB problems (in exchange for a bandwidth hit).

      The job of the game is to be addictive and fun for as long as possible. Supporting group play, both in-house and across geographic boundries, is empirically one of the more important techniques for "keeping people hooked". If deciding to try an all-new character forces me to lose my original investment, I'm not likely to switch. But since my original interest was driven by boredom, I'm also not likely to continue paying $10 a month now that the entertainment value has ceased.

      On a similar note, nobody ever paid $10 a month because they really felt good about supporting that EULA.

      Yours Truly,

      Dan Kaminsky
      DoxPara Research
      http://www.doxpara.com
    • Good idea. Certainly possible, 100% secure and eminently acheivable.
      Well, provided eminently means with an extra, oh, say 50 dev days? Plus 25 test days for alpha, add in another 25 dev days for beta support and bugfix.
      And then add... um... say 1 extra CS person per 10000 players to handle queries (and that's conservative). (== $5 per player per year)
      You're increasing dev costs by around $150k and increasing ongoing CS and support costs by I guess $50k per year per 1000 players.
      Oh, and bandwidth. The players are big, remember? Add bandwidth costs of $10k per 1000 players for u/l and d/l.
      Oh and you'd also be reducing their revenue, since if they allow this to happen they'd be throwing away a fair amount of dupe-account revenue.

      The real bullshit here is that it is storage costs that are the problem at all. They claim that going over the 'threshold' costs an extra 10x for DB costs. But do they then know the exact amount of storage they'll require? That would imply they know exactly how many people will be playing! Damnit, I'm going to go and buy 3 extra char accounts now, and bankrupt them.

  • by USC-MBA ( 629057 ) on Saturday December 14, 2002 @05:53AM (#4886251) Homepage
    By now,everyone should be familiar with Richard Bartle's classic article [brandeis.edu] about the four types of MORPG players. To-wit:
    The four things that people typically enjoyed personally about MUDs were:

    i) Achievement within the game context.
    Players give themselves game-related goals, and vigorously set out to achieve them (...)

    ii) Exploration of the game.
    Players try to find out as much as they can about the virtual world. Although initially this means mapping its topology (ie. exploring the MUD's breadth), later it advances to experimentation with its physics (ie. exploring the MUD's depth).

    iii) Socialising with others.
    Players use the game's communicative facilities, and apply the role-playing that these engender, as a context in which to converse (and otherwise interact) with their fellow players.

    iv) Imposition upon others.
    Players use the tools provided by the game to cause distress to (or, in rare circumstances, to help) other players. (...)

    Note that Holocron's writeup assumes out of hand that Star Wars: Galaxies players are only concerned with developing their characters, that is, that the only legitimate way to play the game is within the "Achievement" context. This is viewing the potential market for this game through far too narrow a field.

    There are any number of legitimate reasons why MMORPG players who prefer the three types other than "Achievemer" would run multiple characters. "Explorers" would want to try many different classes or races. "Socializers" would want a different character to suit different moods or hang out with different crowds. "Imposers" (player-killer types) would need plenty of backups....

    Furthermore, Holocron's post made no mention of whether any reasonable pricing scheme other than forcing users to start entire new accounts (doubtless containing much redundant information) was even considered.

    The statement that multiple accounts are used primarily for muling belies an overly constrained mindset about how and why people play MMORPGs. I can only conclude that cutting out three fourths of SW:G's potential market with this draconian pricing move will only have a negative impact on profits.

  • A big reason given for this policy is the storage fees. It's expensive for them to store everyone's character server-side.

    Frankly I'm surprised no MMORPG's have attempted client-side storage yet. The security problems are relatively trivial. MAC (keyed hash) the data before it leaves the server and verify it when it comes back. The client transmits the MACed data when he starts a session, the server modifies it locally during play, and the client gets back the updated and reMACed data when he logs off. If the client tries to modify his char data, the server detects the change and refuses to load the char. If the client gets disconnected before receiving their updated char file, then have the server store it so the data isn't lost.

    With an onboard secure coprocessor card, the MACs can be computed and verified quickly and cheaply with little risk of key compromise. The player will have to wait a little longer to load up the game, but if the alternative is one char per acount I'd certainly do it.

    This should significantly reduce the storage costs, but with a corresponding (but probably not equal) rise in bandwidth costs. It all hinges on the cost per byte of bandwidth versus storage. If there's ever a point when bandwidth is cheaper, this model should be viable.

    • You missed the commentary on how the data is stored, db records, distributed, load balanced database records. In the future a distributed non-db storage scheme is plausible, but for current game architecture, apparently it's not.

      Second, to add to the resolution, it's not just storage space with the database model, it is also licensing fees (a much larger portion of the actual TCO).

    • Pretending that it's even possible to make it 100% secure, there are still major problems. What if you want to play from another computer (say you play for half an hour at lunch at work)? You have to somehow get a copy of your character on to all the computers you might want to play from. What about game rooms? Where do you store your character if you never play on the same machine twice in a row? Save it to a floppy or a CD-RW, and hope it doesn't get demagnetized or lost?

      What if your hard drive crashes? Or you have to reinstall Windows and it formats your drive? (I know, don't be silly, Windows is perfect!)

      It will never work. The first time any of those things happen to make someone lose their character, they will quit the game. Of course, they will first cost you at least as much money as they've paid you in support calls trying to get their character back. Why, you'd have to keep server side backups of every character to make sure they always existed somewhere. But that's crazy talk!

      • First of all, it is not 100% secure. It is 99.99999999...% secure, since it is possible to make changes to a file without changing its cryptographic signature, but the odds of finding the right change is very slim and the odds that the change that slips by the signature algorithm will not corrupt the file are are also very slim. The biggest potential security hole is where a player gets access to the server and can change the signature stored on the server. This, however, is also has pretty slim odds. Although if a player was able to gain administrative access to the servers, all bets on character integrity are off anyhow. You don't get the part about responisbility. The downloaded character becomes the player's responsibility. After you download the character and it is deleted from the server then it is the player's responisbility to take care of it. They can put that message in big bold letters on the game interface and in the EULA. Also, they can post some guidelines for how to properly keep your character safe. (e.g., burn the character to 3 CD-Rs, buy a really nice storage case for each one and give two of the CD-Rs to your friends to keep for you.)

        In fact, this kind of thing could be a potential boon to the company because they could sell a secondary service where they store a "deleted" character for you for some nominal fee ($2/mo?) in addition to your game fee. They could use a lot cheaper storage, too; they would be storing and backing-up a flat file instead of a live database. On top of that, don't allow the characters to be deleted and restored more than once per week.

        When you get tech support calls about lost characters, you just say, "Sorry, we told you to be careful but it's your responsibility. Goodbye." Your argument about protecting people from their own klutziness comes from the same kind of thinking that advocates that the government should protect people from their own stupidity. It is the root of censorship, anti-drug laws, soddomy laws, and generally anything else that the government does to trample individual freedoms in the name of protecting people from themselves.

        I think you underestimate the character of a person who screws up (looses their character) and knows it's his own fault. He's not going to give up playing a game he likes just because he made a dumb mistake.

  • by bockman ( 104837 ) on Saturday December 14, 2002 @06:00AM (#4886272)
    It allows up to 8 (!) characters per account. And with some extensions, you can have even more!!!
  • by Anonymous Coward on Saturday December 14, 2002 @06:05AM (#4886282)
    to wonder if game companies have considered keeping profiles on players based on everything done and said in the game?

    If some value could be had from something like that, how long would it take for some enterprising game companies to captalize on it?

    Some angry words passed between you and some other person in the game, echoing forever onwards throughout your life? Picture your resume sitting before the hiring officer of some company in the future:

    "Hey Bill, pull the personality profile, and credit reports for this stack of applicants."

    "Sweet jesus, this guy sure is a live one!"

    *sound of balled paper hitting bottom of wastebasket*

    And there's a whole lot of stuff that seems perfectly normal when in context but could be quite useful in the hands of someone who wants to destroy you.

    Make some nasty comment about some future politician? Big Mistake, because guess who he plays golf with on Sundays? that guy, what's his name, Poindexter's succesor. ANd you better believe they're gonna find plenty of stuff on you to shut your ass up real quick-like.

    In a way, tribes who think you've stolen their souls whe their pictures are taken, have grasped a small part of something. If someone has sufficient information about you, they do have your soul. Everything would be predictable to them. Even if you had a chnace to confront them, they would know ahead of time how to counter the arguments, because they've reviewed arguments you've had in the past. If you tried to take them to court...out comes the shitstorm of information. all that stuff you said all those years back. Have tremendous power over you through this knowledge alone, not mentioning all the possibilities for blackmail.

    Ahhh contraire! You have nothing to hide, do you?
    Sure. If that lets you rest easier at night, you keep on believing that. Otherwise, you might want to ponder the sorts of things about your life that will be bought and sold like a credit report.

    Maybe I wasn't clear enough. You don't need to be a criminal to be concerned about this. Any information about you, is power that can be used against you. If people are execerting effort to gather information about you, chances are goodwill towards you isn't a major factor in their efforts.

    Ok, now I'm sounding paranoid. But think about it. I'm not saying to go hide in hole and treat life as if it were some precious secret, I'm just pointing out that it may not be wise /to go to the other extreme/ and blast a shitstorm of personal information about yourself every day on the internet. And it is easy to do, an example being these games.

    In this way, the only true speech is anonymous speech.
    • Would it be too far fetched to wonder if game companies have considered keeping profiles on players based on everything done and said in the game?

      If some value could be had from something like that, how long would it take for some enterprising game companies to captalize on it?


      Yes, and this is quite frankly what is most dissapointing about this decision. It means that games like SWG will always be just games. I don't know how many of you are aware of this, but there are thousands of people who support themselves finacially by playing Everquest. They put a great deal of time/effort into accumulating valuables in order to sell them for real cash to real buyers. There are also service players who sell accounts, or offer to PL your character for a fee.

      Regardless of your stand on the morality of these kinds of people, one has to admire the fact that a thriving middle class structure has actually managed to develop within an completely artificial world. This is the kind of stuff that Neil Stephenson wrote about. It was something that SOE didn't plan for, and it's something they have been trying to stop ever since.

      SOE has been telling the gaming community at large that they will not tolerate sharing thier profit space with anyone. Regardless of whether or not it improves play, or expands thier subscriber base. SOE is god, players are the sheep, and they intend to keep it that way. Instead of allowing an ecosystem to develop where players can actually become professionals within the game, SOE is ensuring that its games will always be played by weekenders and late nighters...or kids during thier summer-time break. I think it's a big mistake.

      A very important niche of the gaming community is being marginalized. I'm disappointed at Sony's lack of effort in trying to expand on what is one of the more interesting "side effects" of EQ. Instead they are greedily covering thier territory, and disempowering thier user base to such extent as to ensure that what happened in EQ won't be possible in SWG or EQ2.
  • I don't like the attitude there. Too much talk about EULAs really annoys me.

    I suppose the point is, the marketplace will decide. I have decided. I won't spend my money on their product.

    N.
  • 2 Characters??? (Score:2, Interesting)

    by Anonymous Coward
    Independance? Allowing 2 characters per galaxies wouldn't allow you to live on your own without any interaction with others. Now I agree that 4 or more characters per galaxy could become a problem, but allowing 2, I see no problem with that. And 2 characters is a million times better that SCS.

    Griefing, well I'm not quite sure of all the forms of griefing, but I sure it can be summerized at "pissing people off". SCS will not stop this, I will(well not myself, I don't harress others, I respect others and the feelings) just go to another server and piss people of there to get my griefing "fix".
    Allowing 2 characters per server would allow for much griefing. If a character is reported, then the GM/Dev/Guide should track done the users account, and warn every character on that account about the griefing, then if it happens again with any other new or exsisting character on that account, ban them...seems simple to me..

    If you are worried about spying and whatnot, then just have MCS-Single-Faction-Servers...All toons have to be Rebel, or Imp, or neutral. You cannot have combinations.

    I believe SCS was just a simple way of getting this game out earlier because they are running out of time to impliment any of these logical systems.
    • "I believe SCS was just a simple way of getting this game out earlier because they are running out of time to impliment any of these logical systems."

      Sounds likely to me.
  • I'll say it flatly--a character record in SWG is FAR larger than you think. There's a business reality to see here. We share fancy databases over multiple servers. Said fancy databases cost $X up to a certain size. Then they cost ten times that if you go over that limit by one byte because you have to buy the "next size up." As it already stands, our programmers are nervous that we're storing too much data per character. Heck, we got asked, "You can live with 20 items in inventory max, right? 150 items total per character across the entire game?" Do the math on the items stored with a character above, and start getting scared.

    Say a player takes 1 megabyte of space. How many pennies does a meg cost these days? Plus backup, plus electricity, blah blah blah. Say 50 cents per player? And you're paying $10 to join? That hs to cover advertising, development, etc.. so ten bucks helps to cover all that. Perhaps having secondary players at 50 cents a shot wouldn't be a bad idea since the only added cost then is storage space.
    • Re:I don't buy it (Score:5, Interesting)

      by foniksonik ( 573572 ) on Saturday December 14, 2002 @06:38AM (#4886346) Homepage Journal
      Remember that this is all being kept in a COMMERCIAL database, the kind with licensing fees and really good performance. TCO isn't just the hard disk storage space. Think administration, think redundancy (as in mirroring), think backup, think load balancing, add in bandwidth costs for balancing, mirroring, etc. and shit adds up.

      I work for a storage technology company. These are real details that do cost cash. BTW this is the short list of expenses.

      • All fair points - but if you read the aricle, you'll see the guy is complaining about space being taken up, that people are not really using. They just have lots of characters that they use occasionally. So load balancing, bandwidth costs, etc don't come into it. They need a certain level of that for the game no matter how many characters are used - it seems to be a storage only issue.

        Having said that, the admin, redundancy, backup etc are real issues. Most people seem to be missing the fact that if the servers/player data are mirrored, they're taking up that space many times over, in multiple hard drives and multiple tapes/backup systems, etc.

        Tim
  • Deleted characters? (Score:2, Interesting)

    by anethema ( 99553 )
    Maybe I should have RTFA a bit closer, but I couldnt tell...
    Can you delete the one character to play a new one on that server?
    Maybe an option for these outraged people is to explore their first character as much as possible, then delete it, and explore new avenues.(sp?)
    Or I guess selling your game along with the high level character and buying a new game and starting over is always an option to...
  • by foniksonik ( 573572 ) on Saturday December 14, 2002 @06:53AM (#4886373) Homepage Journal
    Anyone interested in knowing how much it takes to maintain Terabytes of database storage:

    Hardware
    - Storage
    - CPUs
    - NIC cards
    - Cables
    - Electricity ($$$)

    Licensing (Commercial)
    - OS
    - Database
    - Admin seats
    - User seats
    - Storage Admin Software
    - Admin seats

    Administration
    - Salary
    - QA at 60k/yr
    - Admin at 75k/yr
    - Manager at 80k/yr

    These are all very ball-park, but you can see that there is a lot more than $1/GB involved here.

    Sure you can buy a hard drive for about $1/GB for personal use but you don't count all the man hours involved in maintenance or you don't have enugh activity to need maintenance or any of the other tasks involved with serious database activity.

    I hope this starts you thinking about all the effort that goes into keeping a very active DB going.

    There's more, much more to say about this but I'm done for now.

    • Almost every single one of those items are the same regardless if you have 20GB of storage or 1TB of storage. I know this because I have a fileserver with six 120GB drives forming a RAID 5 array, and other than needing more than one controller due to the number of drives involved, everything else is the same.

      So don't tell me that you need more license seats because you have more storage available. I call bullshit.
  • I know that in Warcraft III, Blizzard has a ton of data to store when it comes to team games. What they did was set a 30-day inactivity limit, at which point the record for that team is erased. To me, this seems a bit more fair than "you can only have one team" (character in this case).

    I'm curious if this idea is feasible for them, because it would make more people happy I bet... Or maybe set an inactivity limit for additional characters to 30 days, and let the person keep their selected primary character indefinitely. Then if they go away for a bit, they don't lose everything.

    But the fact that he's complaining about how much data each customized face takes up makes it sound like they didn't plan this thing out very well. They could have sacrificed a bit of customizability in exchange for smaller data sets.

    Anyway, enough ranting... That's just my opinion.
    • Because people would simply switch to the other char and play it a minimum time and then leave it in the dark for 25 days. Et Voila !

      personally whatever the decision ground8economical, buisness, Customer support, $$$) I don't care. i think it is a good idea because so much things screwing the conomics of the game which put me off in other RPG are simply higher level char having a quasi monopoly on goods and all stuff on alts.

      Now if *everybody* is limited to 1 char... Then one can hope to balance economy a bit better. I wasn't interrested in SWG. Now I am !
  • by vaguelyamused ( 535377 ) <jsimons@rocketmail.com> on Saturday December 14, 2002 @07:16AM (#4886413)
    Reading the responses of most people I don't understand why most people are hung up on the storage issue. Maybe it will cost them lots of money, maybe it won't, at the same time we're ignoring the gameplay issues that I think are core to SOE's decision. The people who are screaming the loudest about this are the Everquest and other MMPORPG power players. They want SWG to be Everquest in the Star Wars universe. They want muling so they can store huge amount of accumulated loot. They want to be able to twink new characters with the latest and greatest stuff. In order to build a complex or powerful item in SWG requires multiple skills that a single person can't have. This makes sense. Most of us can't build a car from scratch, much less a VCR or telephone. I'm not talking about assembling them from pre-made parts, I'm talking about building every individual component themselves. By requiring users to depend on each other to get the things they want requires interaction between the players and discourages being an a-hole to everyone you meet. If you can have 10 characters per server than you won't need anybody you can build it all yourself, no interdependency, no socialization. I honestly believe that the reason that SOE is using one character per server is to improve gameplay and interaction. Having played several other MMPORPGs this is something that desperately needs improvement. Maybe it will work, maybe it won't, but I believe it's worth a try. For those who want to twink, mule and grief, keep your EQ accounts.
  • by SWG-Tang ( 634218 ) on Saturday December 14, 2002 @08:27AM (#4886507)
    I am a SWG beta tester since beta 1 batch 4.
    Please read the post by Holocron on the reasons behind SCS when you can.
    1. http://boards.station.sony.com/ubb/starwars/Foru m3/HTML/088000.html

    SCS is critical to many aspects that are only unique to SWG and not other MMOs. This is not a SCS Vs MCS issue. But more of which will be best for SWG.
    I am sure alot of old school MMO gamers will be put off by it but here's my take anyway :)

    First of all, the customizability of SWG needs SCS. It's not only when you create your character but also after throught your SWG gamelife! The Image Designer Profession can alter your look, hairstyle, tatoos, cloths etc. There will be 3 layers of clothings. Your house and many other things can be customized and personalized. Your pets can also grow! Not just in its stats and skills but its size! There are many more other features of the game that can be customized. This customizability aspect of SWG is unseen in any other games. And it needs SCS to maintain a feasible server/CS cost.

    SCS ensures a player-driven economy will not get destroyed by excessive muling and self-sufficient players. And it secures the roles of the crafter professions in the economy. Trading at this scale will also foster a tighter community.

    SCS also means no more two-face cowards that play their main hero then logon their griefer char once in the while to just piss people off. With only one character per server, and such heavy emphasis on interdependency, every single actions you do in game counts. Griefer can still buy separate accounts, but he would have to pay to do that and that atleast covers the additional CS he caused.

    There are many more reasons and benefits SCS will bring to SWG. The only benefit MCS I can see so far is satisfying the old MMO gamers "habit". I canforesee SWG's SCS concept will only be the first in the 3rd generation MMOs. As MMO becomes bigger, more detail and more complex, they will need SCS.

    It all boils down to one question, do you want to play UO/AC/EQ-in-space, or do you want to play SWG? Those who gets put off by SCS and refuse to play SWG, I am sure a good portion of them will try out SWG when the others rave about it when its launched. Ya, I have that much faith in it. ;) I will stop here before I carelessly break my NDA :p

    P.S. In a nutshell SWG's SCS means, for each account you own, you can have 10 character but only 1 on each server.
    SCS - Single Character Servers
    MCS - Multiple Character Servers
    CS - Customer Support

    -Tang

    • by LiberalApplication ( 570878 ) on Saturday December 14, 2002 @11:41AM (#4887038)
      Real life is single-character-per-server, and I'm still surrounded by griefers and idiots who aren't accountable for their actions! Admin! Admin!

      ...but seriously though, I very much hope that SCS will increase player-accountability. Heck, I very much hope that SCS will increase actual RP. With only one character to work with, perhaps people would be more willing to really *play* their characters and flesh out the Star Wars universe.

      After all, what would ruin the experience of living on Tattoine more than being constantly subjected to conversations like this:

      A) Psst! Hey, Bob, it's me. Al.
      B) Bob? Dude, you're a CHICK!
      A) Yeah, I know. I just finished watching "Bring it on" so I wanted to be a hot acrobat for a day.
      B) Dude! You're hot! Let's go back to my hut.
      A) Uh... I think I'll go make a Wookie instead. C Ya.

      (some time later)
      B) Dude, you are one HOT Wookie! Let's go back to my hut.

  • SOE sure has its head in the sand here. Mythic just raised the number in Dark Age of Camelot to 8/server(24 on Gareheris, pendragon, Mordread, and Andred, actually).

    So why would you want more than 1 characters on a single server?
    -Friends: People make alt characters and still want to be with their friends.
    -Crafting: No one class can do all the crafts, and there are people who take pride that have a high skill crafter for most/all the craft trades. High level crafters are an asset to the entire realm.
    -Roleplayiing: Yes, there are people who actually roleplay. And some roleplay more than 1 character.

    Unless SOE changes their policy, I won't be picking up SW:G myself.
  • by deus_X_machina ( 413485 ) on Saturday December 14, 2002 @09:31AM (#4886644)
    I'm sorry, but if you have enough time in your day to seriously play an MMORPG, manage multiple characters in it, and then go on /. to moan that one character just isn't enough in order for you to get the full experience out of it, I would like to have your job.
  • ... to take business advice from a bunch of goobs who can't spell or cobble together a proper sentence.

    Seriously... all those replies from what appear to be either adolescents or illiterates stating categorically how bad an idea this is and how they'll lose money! Yeah, I'm sure there's heaps of business experience and acumen behind each "sence" and "their" [they're] and "are" [our]. One poster even mis-spelled his own god#&^%$ name for fsck's sake!

    I'll play. And I'll play safe in the knowledge that the worst of the whiners will be off on their pouting protest of what's probably the most anticipated (and probably, eventually, most profitable) MMORPG ever and not getting in way of my enjoyment.

  • by Codifex Maximus ( 639 ) on Saturday December 14, 2002 @10:36AM (#4886832) Homepage
    MCS or Multiple Characters per Server is a very abused thing.

    1. Mules. Many characters are created just to hold lots of items or carry them places the main character cannot go. Sum up the capabilities of the main and all the mules and you have a super-character at the expense of the game company and the other players game enjoyment.

    2. Low level char is acting an ass so people around him get mad at him and wont group with him. He goes and gets his high level character and spawn camps preventing others from enjoying game. Harassment is a very real thing. Now you got an alt war on your hands and it's a support nightmare due to the fact that it's hard to identify alts.

    3. Hi level players decide to start alts. They twink (give hi level stuff to their own low level characters) and now the new main chars of new players are at a disadvantage. Nothing like being passed over for a group because your Bronze armor didn't stack up to the Cobalt armor of your level 10 warrior competitor.

    4. The one-stop-shop. You got yer Shamans making potions, your enchanters making jewelry and fetching components for the shaman. You got yer gnome tinkering. Why would you need to do business with anyone else?

    People will always find a loophole in the rules. The SCS (single character per server) idea will address some of the inequities currently brought about by the abuses of MCS (multichar per server). I'm sure that the more financially endowed players will purchase multiple accounts (like they are doing even now with MCS) so that they may continue to abuse the game - with SCS they will be forced to pay for abuses AND they will be more accountable for same.

    Some ideas:
    To address some of the problems with SCS such as wanting to dabble with a new char class. They could have a short lived tryout character at the end of which time the user could decide whether they wanted the original char or the new char. Only one would live. HOWEVER, this would also allow the transfer of goods from one to the other i.e. the new char benefitting from the old char's accumulated wealth and items - an abuse.

    They could allow users to purchase more slots per server. Would still allow abuse of trade as purchasing additional separate accounts BUT would keep users from transferring directly from one char to another - they'd need a cooperative mule.

    To sum up:
    The SCS idea is the best one they've come up with yet to address inequities.
  • by mvpll ( 542255 )
    All those MUD, MUSH, MOO, whatever admins who dream of doing it commercially should take special note here.

    When you do it for free, you can tell people this is how it is, like it or lump it.

    When you do it for a living you have to kiss ass and attempt to convince people that your (bosses) decision is the right one for them (the people indirectly paying your wages and keeping you in a job).

    So be careful what you wish for and remember that sometimes hobbies are enjoyable mainly because they are hobbies...

    Note: In either case you still have to listen to them bitch and moan.
  • Holocron addresses the desire of families to have one account (and presumably one simultaneous user per account) but multiple characters, one for each family member:
    I don't know if you have any idea how much a pain in the neck it is to deal with a family whose account is cancelled because the 14 year old harassed somebody, thereby forcing us to ban grandma, two aunts, six sisters, mom and dad, and his elder brother who is away at college. Arguing this issue with the poor people involved over the phone probably not only eats up their entire monthly fee, but that of a half dozen other people, just in the CS [customer service?] costs....
    Good point.
    The fact is, if I want cable TV in another room, I have to pay for an additional cable outlet. If I want a phone for my daughter or heck, for myself in my office, I have to pay.... I have multiple computers on my home network, and I pay for the extra IP addresses....
    Bad points. In theory, maybe. In practice, we have cable and phone drops all over our house, and a residential broadband router; and I don't pay the service providers involved for any of those, and I like it like that!

    I'm actually impressed with (1) their insistence on a good business model, and (2) their serious cluefulness and proactivity about online gaming in general and MMORPGs in particular.

    And I'm very nervous about what a time sink (read: addiction) Galaxies could be, at least for me. For that reason, I probably just plain won't buy it.
  • I'm sure that announcement relieved some of the stress from the other games out there. The industry standard is more then one account and no matter what the reasons people expect it.

    Personally I enjoy have an alt around. Over time even casual players will reach a certain maxim. When that happens for myself, I don't want to switch servers just to try out another character.

    He spoke of building strong communities and in my opinion nothing will fragment this worse then players being forced to other servers to try another character.

    We know the real reason, casually dressed behind user concerns, they want to keep the total cost per player down.

    Not that I have played the game yet, but the quoted storage space was quite high with regards to what I have been accustomed too. If it is such a big deal, have the total storage space as a shared resource between all characters for a given account. (ie, shared vault but individual storage on characters). In the end, all the characters are married to each other via the account ID so this can't be terribly difficult to implement.

    My other guess is the worry regarding twinking characters, but no matter what you do this is going to happen. You can limit this to an extent but it would create inflexibilities trying to completely remove it.

    Again, no matter what problem they say this character limitation fixes it is going to happen. The only difference now happens to be SWG picks up a few extra bucks along the way.

    What is really sad is they KNOW they can get away with it. Damn you Star Wars fans... just try to be picky for five minutes.
  • The biggest reasons being cited for having one character per server are...

    Twinking
    I don't see this changing; in a lot of MMRPGs, while alts may be big twinkers, this pales by comparison with guildmates/friends. A friend finds a second +4 Sword of the Frenzied Wampus - he'll give it to you. One character per server may actually make this worse, since there is a greater chance of picking up items that you don't want for any of your characters.
    In other words, twinking will still happen - but will be even more focussed on large guilds than it is now.

    Muling
    Muling will still happen, but to a lesser degree. I foresee a world in which people who buy second accounts create mules on some worlds - and share the use of the mule with a friend. This already happens in some multi-character games (quite common in Asheron's Call 1 which lacks banking).

    The Spying Issue
    Spying could be a problem, since factional/PvP is being played up so much. However, DAOC solved this very simply - allow multiple characters per server, but they all have to be in the same faction.

    The player economy
    If SWG's tradeskill system is as complete as Verant say it will be, then crafting has the potential to play a big role in the game; this is a good thing in that interdependant players tends to create a good atmosphere. It is also a bad thing in that new players are dependent upon the existing economy - and if they don't find people to help them, they will have a really unhappy time; this happens already in Asheron's Call 2 which has a player economy. Only having a single character on a given server would make me less likely to craft; I don't want to craft all the time (I play to escape reality, not simulate work!), so I like the opportunity to craft for a bit and then go and save the galaxy - without having to worry about coordinating cross-server guild relationships with friends/guildmates.

    Overall, I think SWG is shooting itself in the foot with this. I personally wasn't going to play anyway - Star Wars isn't my thing, and I'd hate to see a 13 year old screaming 'D3WD, US3 F33R M! L33+ J3D! SK1llZ' - but I know a few people who are considering it. Not one of them is happy about this move.

  • (and have to tread softly around my NDA)
    What folks need to realize here .. is that this is a dead horse.

    People, especially .. err .. not highly social people, are quite often afraid of change.
    [anyone remember when Taco announced the subscriber member plan HERE? - rest my case.]

    There are only a few folks on the beta forums who have (from a year or two ago) been saying they want mcs only. Almost everyone else is just picking a bandwagon. (I myself am neutral .. maybe leaning towards SCS after reading some of the arguments NOT posted in that article.)

    What a LOT of folks seem to forget .. is that this is SOE's game ! Here is an example that WONT break my NDA :P :

    I used to work for games workshop - you know .. warhamemr .. warhammer 40k etc.

    They make some 300 million Pounds Stirling selling toy soldiers (about 1/2 a billion US depending on exchange).

    Every 3-5 years they changes the rules in their games. Fix bugs, make them easier to play etc.

    EVERY TIME they do this .. they get tonnes of greif from their existing customers. Of course, this isn't suprising as their products are targeted at *13 YEAR OLD BOYS*.

    As a general rule, the folks who complained the loudest were the 30 year old geeks who had been playing their product for YEARS.

    after all .. 13 year old boys are pretty easy to win over - and 1/2 of them don't know the rules anyways :P [Anyone who has ever worked a Games-Day in the US or the UK know this :P]

    Games-Workshop rightfully totally IGNORE all these complaints. After all .. they make like 1/2 a BILLION bucks a year .. they probally know more of what makes their product sell than a 13 year old kid does.

    They make desicisions based on what is good for their sales, what is good for their games, and what will make them less confusing and more fun for the boys that just turned 13 this year, and have never seen it before. You see .. every year there are more and more 13 year old boys. THAT is who they target. Its called business growth people.

    If you were an investor, would you give capital to a company like this ? :

    Exec : "And each year we review our product to see if it falls into the expectitaions of our existing customer base, and if it doesnt, we take all their suggestions - and rewrite it at our expense. Just to make everyone happy."

    Investor : "Oh .. so they buy your product again to get the new rules ? That sounds like you can resell it countless times then :) *greed*"

    Exec : "well, no .. they already own the rules, we just make sure that they are happy."

    Investor : "Oh, Well it sounds like these customers are very important to you .. what do your current customers contribute to your bottom line annually ?"

    Exec : "Well, past the first six months, not that much really, since they have bought almost everything they need already. Actually most are complaining because they don't want to spend more money."

    Investor : "So what your really saying, is that your letting your customer base affect your vision of your company. Hmm .. Still .. your a very specilized company, I can see how you might turn the educated outlook of your customers to your advantage. What was the average age of your customers again ?"

    Exec : 'Ummm .. 13"

    Investor : "oh ... *NEXT!!!*"

    I mean .. imagine a company betting their entire company future on the very malliable influence of 13 year olds. That would be like letting gamers design your online game for you ... oh .. wait.

    DiaKatana Anyone ?
  • Thank God. (Score:3, Interesting)

    by megaduck ( 250895 ) <dvarvel AT hotmail DOT com> on Saturday December 14, 2002 @12:45PM (#4887319) Journal

    I know there's a lot of hard-core MMORPG players here that won't be playing SWG because of this MCS vs. SCS thing (Acronym overload!). I, for one, will be playing because of Sony's decision.

    One reason I've stayed away from MMORPGs in the past is because of all the chatter about "muling", "twinking", and fscked economies. I want to play an online RPG that feels like an RPG, not some twisted inventory management competition. I mean, can you imagine trying to sell multiple characters to a D&D group?

    I think Sony is trying to create a MMORPG for the common man, or at least the common gamer. Flame all you want, but I think it's grand.

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