Starwars Galaxies, pre CU
Games
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That's not cancelled, that's just a game that was taken down.
There's a bunch of private servers for it too. My first experience is the game was through one of them and it was pretty great.
I completely forgot private swg servers exist. Maybe I'll try to find one and give it a try
Man I miss SWG.
I'm hoping the new Dune Awakening game will be good. It gives me some SWG vibes.
Really? I was already planning to check it out, 2 people in my D&D group are going to try it ... now I really really want to.
I just hope that PvP is not a requirement. That ruins games.
I don't know if I've seen anyone else compare it to SWG, so it might be hopeful lol.
PvP isn't supposed to be a requirement afaik. It does sound like it's more helpful to have people in a party vs playing solo though.
PT. Still have it saved on my PS4 I think.
The cancelled suite of Alternate Reality games.
Omfg...
Yesssssss. Our entire family loved The Dungeon so much. My father wrote a letter to the developers and got a response, with excited descriptions of upcoming games in the series that never came to be. The producer or developer, or whoever wrote him back was bragging about how the next game would have characters you could actually see while in combat! (E: referring to The Arena)
The Dungeon already sort of gave up on the original design. Philip Price wrote The City and the extension mechanism that things were supposed to plug into, but the new developers who finished The Dungeon didn't use any of it. So it was a one-way trip... Except you couldn't actually transfer characters, it was broken. :-/
I went back and played The Dungeon about 15 years ago and I just about cried because it was so fucking bad by modern standards lol
PlanetSide 1, the MMOFPS that was the former record holder of "Most players in an online FPS battle," which was eventually surpassed by PlanetSide 2.
In its heyday it was a fascinating sociology study.
During EU prime time, players would self-organize into squads of about 10 players. They would apply light pressure to the entire map simultaneously. Territorial gains would be made by attacking undefended bases.
During USA prime time, players would self-organize into platoons of about 30 players. They would press a few strategic locations with medium force. Territorial gains came from fixing operations (using a small force in an easy to defend location to keep a large population of opponents busy) and local numeric superiority at lightly defended bases.
During Chinese prime time, players would group up into a singular mass. Everyone just ran face first into the meatgrinder. No territorial gains were made.
I played ps2 heavily for a couple of years. Fun game.
I remember organizing several squads to play tactics when the main zerg pushes were off doing random stuff. There was a lot of planning and tactics that had to happen specifically around guessing what the public players would end up naturally pushing for. Colloquially known as "the zerg". Almost treated like a mass of self-organizing players, but in reality they were just individuals who happen to follow each other to random places.
Eg. leadership comms would be flooded with plans of "The zerg is pushing towards Tawrich, We should send Alpha and Bravo over to Zurvan to split the TR forces (maybe recapture that) and Charlie to crown to intercept backup/vehicle spawns. Delta needs to fuck off with pulling those tanks... get in the fucking building."
Unreal Tournament series
UE4 movement was buttery smooth
The StarCraft FPS.
I'm still mad about it.