
I have been a part of many Massively Multiplayer Online game launches. I am, you might say, a connoisseur of new MMOs, the consummate dabbler of online gaming. I love to experience the opening of a new world, to be first to leave virtual footprints on the far side of a new frontier, among that small band standing at the shore of a grand new ocean. Additionally, it may also just be that I draw from a secret well of pleasure in witnessing the failure of others, and there are few places where rich veins of failure run more deeply into the loamy ground of disappointment than in MMO launches.
I was there for the launch of EverQuest, EverQuest 2, Asheron’s Call, Asheron’s Call 2, World of WarCraft, Anarchy Online and Dark Age of Camelot. I know from personal experience that even in games that may somehow survive their rocky breech birth and establish long legacies of profitable success, the launch can become something best forgotten. Catastrophic lag, broken quests, crashes to desktop, inoperative login or account servers, broken worlds, zones going offline, horrible imbalance, power outages, bizarre bugs, game breaking exploits — these are just a sampling from the smorgasbord buffet of game launch nightmares.
And those are just the ones you can actually do something about. That’s to say nothing of lack of fan interest, empty servers, bad initial reviews, negative buzz coming out of beta and having to launch a half-complete game because your company is just flat out of money. The likelihood of a successful MMO launch, even for the best of companies, are the kind of odds that would make even Vegas blush. So really, what chance did Star Wars: The Old Republic have at a stable, smooth, customer-pleasing launch?
And yet...