A question about launch PvP- will there be "flaggable PvP," where you can turn it on and off, like SWG?Hi
"player driven economy": Where did you get that impression, if I may ask? I don't think I've ever said that. If I did, that's my bad, I'm sorry. SGW is a story-driven MMO modeled on the show's experience. Think about the activities you can see the characters in the show doing. Nearly one-half of the game's archetypes are in the US military. What kind of economy makes sense for a society like that? We even debated a long time not having cash for that reason. Think of the Goa'uld. Are they merchant kings? Think of the Asgard. They don't even need an economy. I work very organically from the IP outward, so inventing a 'player driven' economy didn't seem like it landed in the sweet spot of the show. In the end, we went with things like a cash system and such, but, honestly, we never considered a player-driven economy like Galaxies has. It just never made sense to me given the IP. I think in the history of the show there's maybe one episode that alludes to what the Galactic economy might be like. I just didn't think the game should be focused on that aspect.
"player driven pvp" Again, here, I don't think we've implied this, certainly not at launch. When you say this, I think 'Shadowbane.' Maybe I'm wrong. Anyway, our PvP works like this: at launch, we'll have 'opt-in' PvP (dueling) as well as a PvP all the time server. Then, some time shortly after launch, after we've seen how players use our PvP, we'll launch our equivalent of 'battlegrounds' (although they will be very different than you might expect). I think our PvP will be the most fun of any game out there, but I don't think that matches a definition of 'player driven.' However, I'll put our PvP up against any other in terms of playability.
As for which game it is most like, honestly, none. There is no other MMO that is story driven. There is no other game (TR included) that has the kind of visceral combat ours does. There is no other game that has as broad a gameplay aesthetic (mini-games and deep combat) as ours does. Comparing it to other games is really unfair. We aren't a sandbox, so comparing us to SWG is unfair to them, 'cause that's what they WANTED to be. We focused on delivering an experience that feels like the show. That's what we wanted to do (and have done, I believe).
Does that help you? I don't know what you hoped to hear.
Also, what can you tell us about the "mini-clan"-like team ability. There was something mentioned about having special features for permanent groups, like SG-teams.