
Star Wars Galaxies
» see starwarsgalaxies.com as it lived, on the wayback machine
~ the eulogy ~
star wars galaxies launched on june 26, 2003. sony online entertainment built it. lucasarts published it. the pitch was unusual for an mmo of the era. you could pick a profession outside the iconic ones (musician, dancer, image designer, architect) and make a living serving other players. cities were built and governed by player mayors. crafted items had quality stats from raw materials gathered on different planets. becoming a jedi was hidden behind a chain of unlock conditions that the developers refused to publish, so the player base reverse-engineered them across forum posts for almost a year before the first jedi appeared.
the launch was rough but the world worked. by mid-2005 swg had built a player base that knew its planets and its economy down to the obscure jedi unlock conditions. then on november 15, 2005 sony shipped the new game enhancements. the nge collapsed the skill tree into nine fixed classes and rewrote combat to feel more like a third-person shooter. the secret jedi unlock chain was retired, and jedi became a starter option you could pick at character creation. characters that players had spent two years building were retired or rewritten without warning. subscribers cancelled in waves within the month. forum posts from that november are still cited in mmo design talks twenty years later as the case study of how not to relaunch a live game.
the game survived for six more years on a smaller, angrier player base. lucasarts and sony renewed the contract until late 2011. when it lapsed, both sides decided not to extend. the servers were switched off on december 15, 2011. a 2013 source code leak gave fan emulation projects a head start, and two of them are still running. swgemu rebuilds the pre-nge era as it stood in 2004. project swg rebuilds the nge version for the people who actually liked it.
i missed swg. by 2003 i was on a turkish ultima online private server, paying nothing, on dial-up that could not reasonably support a 3d mmo with a us east-coast subscription. swg was sold as a boxed pc game with monthly billing in dollars, which closed the door for most of the people i played online with. i learned about the nge years later through retro mmo writing, the way you learn about a wedding you were not invited to from somebody else's photos.
~ the dossier ~
| Born | june 26, 2003, sony online entertainment / lucasarts |
|---|---|
| NGE patch | november 15, 2005 |
| Killed | december 15, 2011 |
| Lifespan | around 8 years 6 months |
| Made by | sony online entertainment |
| Killed by | lucasarts contract expiry, after years of nge fallout |
~ how it landed ~
the original swg was an unusually patient mmo for 2003. instead of a clean class system you had a mesh of professions, and you could mix them by spending skill points across different trees. crafters were a real economic class. entertainers were not joke characters, they buffed combat stats and were required at the start of any serious fight. the world had open-world player housing on rented terrain, which meant you could ride a speeder for ten minutes between cities and pass actual neighborhoods built by other people. it felt closer to ultima online's sandbox lineage than to everquest's theme park.
~ the nge ~
the new game enhancements arrived on november 15, 2005. sony's stated goal was to make the game easier to get into for new players. the actual change was a complete rewrite of the combat and class systems, shipped on a wednesday with one of the shorter test windows in mmo history. characters that did not map cleanly onto the new nine-class structure were converted automatically. the secret jedi unlock chain that had defined the social fabric of the game for two years was retired. the term "pre-cu" (combat upgrade) became a permanent bookmark in the community vocabulary, marking the version of the game that no longer existed.
~ what really happened ~
the official cause of death was contractual. sony online entertainment's license from lucasarts ran out in 2011, and neither side wanted to renegotiate the terms with the player base swg had left by then. the announcement was made in june 2011. the final shutdown event ran for several days in december 2011, with players gathering on a single server for the closing fireworks. the last screen showed the servers offline at midnight pacific time on december 15, 2011.
~ what replaced it ~
the source code leak from 2013 changed what fan preservation looked like for swg. swgemu had been reverse-engineering the pre-cu client since 2005, and the leak gave them ground truth to work against. the project is still active in 2026, running a slowly converging recreation of the april 2004 patch. project swg rebuilds the nge era for players who came in late and consider that the real game. neither one is endorsed, neither one is shut down. they sit in the gray zone where most dead mmos eventually live, kept alive by people who refuse to let their saturday-night routine close just because the company stopped paying for the lights.
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other gaming: Before Crisis: Final Fantasy VII, ELORG, Dynamix, Crash Bandicoot: On the Run!
also died in 2010-2014: Google Friend Connect, Bump, Suite101.com
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