Here are my thoughts:
1) There was a time when many/most CG's had a goal that would take "the community" to make it happen. There's no way that a single commander or small group could make it happen. These were large scale permanent changes (or not, if the CG failed) to the galaxy. Examples: new starport in a system, repair some damaged station, decide some political issue, and there are many more examples. Yes, now there's Trailblazers to build stations, but that's not the point. These were achieved only when the CG was completed within the time limit; i.e. the top tier was met. Sometimes there were lesser permanent changes at intermediate CG tiers that served as an incentive to continue. In most (all?) cases, the personal benefits to the contributors were only the credits gained as part of the CG, and, maybe more importantly, the benefit (if successful) of the ultimate objective of the CG; BUT what really made it fun was doing it with other players. Many players felt a real sense of desire to be part of these efforts.
2) Although this may still be true to a lesser extent, older CG's created gameplay that many times really fostered the idea of cooperative play, especially in wings. I have made a huge number of in-game friends over the years, many of whom I met and winged with. This is no longer common, and I can't remember the last CG I did in a wing. This is sad. Sure, there's always the CG system chat that brings people together; there's the ganker crowd, and the anti-ganker crowd; but when these things are the strongest reason that bring people together, and far more than the actual Goal of the CG, I believe that this is the reason that nowadays CG's have lost their way.
3) In the rare examples of older CG's that offered personal things like modules or whatever, they certainly required a lot of "work" to achieve a high or top tier of the CG. Even if it was just a PJ or some other cosmetic, players would wear it with pride knowing the effort it took to obtain it and these couldn't be obtained after the CG so they were exclusive. Nowadays, there's no real incentive to progress CG's. Credits are nearly worthless after you have been playing a while, not to mention the enormous credit payouts at the low tier level or worse, at the first contribution. And the real CG killer is when, like this CG and the last one, the MacGuffin is given away with a SINGLE contribution! Why on earth would anyone want to try to actually complete a CG??? How many of the last 50 CG's have been actually completed? I think that you will find that completed CG's had something very desirable to some players, but only available if the CG was completed.
4) I think that CG's are about the Community, not the Goal. When the Community works together, a MMO game strengthens its community.
1) There was a time when many/most CG's had a goal that would take "the community" to make it happen. There's no way that a single commander or small group could make it happen. These were large scale permanent changes (or not, if the CG failed) to the galaxy. Examples: new starport in a system, repair some damaged station, decide some political issue, and there are many more examples. Yes, now there's Trailblazers to build stations, but that's not the point. These were achieved only when the CG was completed within the time limit; i.e. the top tier was met. Sometimes there were lesser permanent changes at intermediate CG tiers that served as an incentive to continue. In most (all?) cases, the personal benefits to the contributors were only the credits gained as part of the CG, and, maybe more importantly, the benefit (if successful) of the ultimate objective of the CG; BUT what really made it fun was doing it with other players. Many players felt a real sense of desire to be part of these efforts.
2) Although this may still be true to a lesser extent, older CG's created gameplay that many times really fostered the idea of cooperative play, especially in wings. I have made a huge number of in-game friends over the years, many of whom I met and winged with. This is no longer common, and I can't remember the last CG I did in a wing. This is sad. Sure, there's always the CG system chat that brings people together; there's the ganker crowd, and the anti-ganker crowd; but when these things are the strongest reason that bring people together, and far more than the actual Goal of the CG, I believe that this is the reason that nowadays CG's have lost their way.
3) In the rare examples of older CG's that offered personal things like modules or whatever, they certainly required a lot of "work" to achieve a high or top tier of the CG. Even if it was just a PJ or some other cosmetic, players would wear it with pride knowing the effort it took to obtain it and these couldn't be obtained after the CG so they were exclusive. Nowadays, there's no real incentive to progress CG's. Credits are nearly worthless after you have been playing a while, not to mention the enormous credit payouts at the low tier level or worse, at the first contribution. And the real CG killer is when, like this CG and the last one, the MacGuffin is given away with a SINGLE contribution! Why on earth would anyone want to try to actually complete a CG??? How many of the last 50 CG's have been actually completed? I think that you will find that completed CG's had something very desirable to some players, but only available if the CG was completed.
4) I think that CG's are about the Community, not the Goal. When the Community works together, a MMO game strengthens its community.
Last edited: