I would very much like to remind everyone what SOE did with SWG when they turned away from classless skills and went to a "progression" path with classes. It's still considered one of the most epic examples of a company shitting the bed in the gaming industry. I wouldn't be surprised if it was used as an example of what NOT to do for MBAs or gaming development schools once you setup your game to play and feel a certain way and suddenly changing that.
We don't need another shitty F2P game requiring 10,000 hours of gameplay to fully obtain imaginary stats. If you put a number that can be increased via money, time etc in front of a person they will naturally attempt to progress in that direction. It will be the only motivating factor beyond the gear to help you move that number up the screen.
Bullshit.
That is not what nearly a million people signed up for. It's supposed to be an FPS experience but with all the other things you could never do in other games.
We are talking about vastly different experiences that people would want from a game. Fuck that.
I want to say my post was a bit confusing, since I touch on two subjects (worries?)without proper separation: first, how will players "feel" progression, and second, will all these "jobs" actually pan out to be sufficiently fun for players. This also depends on how much fun they manage to make the PvE and NPC missions and such.
I mentioned a paperdoll (stat sheet) because this is a tried and true method in MMO's to give that feel of progression, as long as those stats are coupled to being more powerful in the game.
Having said this, I think accumulating wealth, better ships, better upgrades and weapons, more coordinates of cool locations and a better reputation will go a long way for getting that feel of progression. No stat sheet needed, though I think CiG would definately do wise to implement a LOT of leaderboards, for pretty much every activity in the game. And I am also convinced that they will have some sort of "Achievement" feature/UI, where an inidvidual player(or Guilds) can keep track of accomplishments, like how many derelict ships he has tracked down, asteroid fields discovered, how many ejected players saved, how much fuel hauled and such.
Btw, I think your SWG comparison does not really fly, since the original SWG (the classless SWG) actually was the pinnacle of old fashioned character progression. When I talk about paperdolls and stat-sheets, I am not really talking about Levels and defined classes, but rather on the tried and true mechanic of building up your Avatar to more power (from rags to riches), tracked by the numbers on your paperdoll/stat sheet. There's no denying that the original SWG was extremely rewarding in this aspect.
You could build up *anything*.
SC will work a little differently, but I still firmly believe that at least one UI-element should somehow catch our "progress" in numbers (our wealth, the ships we have, our upogrades, our discoveries), so we can ogle something when we hit "C". (or "P" or "H" or "K").
Maybe an armorscore, based on the quality of our upgrades?
/duck