5 unusual memories from my time playing Star Wars Galaxies


When you play an MMO for long enough they inevitably end up affecting your life in some unexpected ways. Not only will you be spending hundreds or even thousands of hours in the game itself, but you’ll also end up obsessing about it outside of the game too. Here are five times that Star Wars Galaxies (we’re talking SOE servers here, not rogue servers) changed my life and left me with lasting memories.

1) I really did quit school to play this game

I was a pretty directionless teenager. The typical “x is a bright student and could do so well if only they applied themselves” type of kid. I just about managed to scrape through my GCSEs, but with no real idea of what I wanted to do once I left school, I made the natural decision to carry on with education for another two years. At this time I’d been playing Galaxies for about a year or maybe a little more and that was holding my attention far more than school. I’d joined a guild and all the associated activities that go with it had begun to provide the purpose I was lacking elsewhere in life. I was relied upon to participate as a tank in group raids and to gather resources for our crafting endeavours. Everyone in my guild was quite a few years older than me and I was very desperate to impress them. Where I was very much an introvert in real life, in Galaxies I wanted to show off and be recognised.

When the Chapter 7 patch dropped in November 2007 it introduced a new system called Collections – a kind of achievement system which rewarded you with loot, titles, exp, credits etc. One of the big things about this system though was that many of the Collections also recognised the first person to complete them on each server. This meant that every time somebody activated that Collection in their log they would see your character’s name next to the entry. You also got an in-game badge and title to show off and there was even an official website which listed your achievement.

Surely, I thought, this was the true pathway to gaining success and respect in life. Leaving nothing to chance I didn’t bother going into school the day that the patch dropped so that I could nab myself one of these Server First’s before they were all spent. Still, I was pipped to the post on the first couple of easily completed Collections that I focused my attention on. I realised I had to redirect my efforts into something more obscure, something which would require nothing but just straight up no-life’ing the game. And so, 650 Skreeg murders later I was Bloodfin’s Server First Skreeg Demoralizer.

By this point it was several days after the patch launched and I hadn’t been back into school since. I was two-months into sixth form and was already somehow three-months behind in my workload. So I never went back at all. Now even the Flash-based website is impossible to access so the proof of my great deed is lost forever. Maybe in hindsight that Skreeg Demoralizer title wasn’t really worth it after all.

2) Regularly staying awake until 6am to do Heroics

Alongside Collections, Chapter 7 also brought with it Heroics, which were SWG‘s version of instanced raid dungeons. I was the guild’s tank so I felt quite the responsibility to be there for the nightly runs. The problem was that I had joined a guild whose members were all based in the US and I live in the UK. As such, the 7~ hour time difference meant that we usually didn’t even begin until about 2 am. As more Heroics were added to the game it became a common occurrence for me to stay awake until the very early hours of the morning as we ploughed through each one night after night. Truly epitomising the no-life MMO addict lifestyle I would sneak into bed and pretend to be asleep just before my dad woke up to go to work sometime around 6 am.

I can remember only a few of these runs – the time everyone else wiped in one part of the Exar Kun instance and I proceeded to solo the rest of the phase was a highlight, while the time I got chewed out over Ventrillo for accidentally aggroing every damn mob on the Imperial Star Destroyer instance was a definite lowlight. Mostly though I remember whispering “heal” into my mic to not wake anybody else in our small bungalow as the Sun was slowly beginning to rise. That and the time I heard something drop behind my computer chair only to turn around and find a goliath spider on my floor in the middle of progressing through the Tusken King Heroic at 3 am.

3) Hosting monthly camping trip events on the Bloodfin server

“So, you just sat there and it was fun?” a developer innocently asked players when the team were deciding how to reintroduce camps back into the game after they were removed with the NGE.

It’s a strange thing for players to be so passionate about, but running out into one of Galaxies‘ huge open worlds, laying down a camp and unwinding with a group of friends was something quite special.

Another thing that I loved about Galaxies was its robust player event support, led by Jason Ryan aka Pex. So, I combined the two.

I don’t remember much about the events themselves. I can’t even remember how many I organised. It might have only been a few, but I know there was a Life Day themed one, and another one where I had Pex appear at the event as a character from the movies (I think it was Obi-Wan’s Force ghost but I’m not 100 per cent sure).

What I do remember is how much time I would spend planning the events, advertising them in-game and on the forums, and even making YouTube videos to promote them (I deleted that old account some years ago so sadly those videos are lost to the digital aether). This all happened back when YouTube was relatively new and just the act of editing and uploading a video to the site was very much a novelty.

Which leads me directly to my fourth memory of the game.

4) The video of the lonely Ewok that introduced me to my favourite band

Everyone knows that famous music video of MC Chris’ “Fett’s Vette” set to SWG footage, but this one was a lot more personal to me. I remember this video of a lonely Ewok set to Electric Light Orchestra’s “The Way Life’s Meant to Be” being posted on Galaxies‘ official forums back in 2008. It’s a sweet little video, but what really blew my mind was the song, which made me fall in love with the band’s music. Sure I knew “Mr Blue Sky”, but after listening to Time – the album which this song is from – ELO became my all-time favourite band.

5) Winning a competition to design a SWG fansite

So bringing us back to my first memory, as you can imagine my parents weren’t exactly best pleased with me for having refused to go back to school. Quite rightly they were worried that their 17-year-old son was becoming one of those degenerate kids addicted to their Nintendos.

They insisted that I start applying to courses at the local college to begin at the start of the next academic year. I used to spend a lot of time designing forum signatures in a pirated version of Photoshop so I fancied graphic design could be a course I’d enjoy doing. The application required a portfolio which I didn’t have, but fate would have it that there was a competition being run at this time by one of the biggest Star Wars Galaxies fansites to redesign their web layout.

Brilliant I thought, design a website, have something for my portfolio and have something to brag about in my interview. As it happens I did actually win the competition… but I think I might have been the only one to enter. Still, I was chuffed to bits to see my handiwork up on the internet. Looking back on it now it’s a bit, well, rubbish. The course leader at the college must have thought so too as my application to the course was rejected!

On the plus side, I got a bit of money and a signed copy of the game for winning the competition so it wasn’t all bad news.

My “If my house were on fire I would risk my life to rescue this” item



Back in 2018 when I published my book about the history of Star Wars Galaxies I was very conscious that I was treading a thin line with regards to making the book look as professional as possible without it appearing to be an official, licensed publication. There are of course obvious things to avoid when it comes to this sort of thing, but there are also no firmly established guidelines as to what you can get away with. More so than the interior content of the book, the cover art is a primary area of concern when it comes to avoiding unwanted attention from IP holders, and myself and Simon Bennett – who illustrated the first edition’s cover art – went to significant lengths to evoke imagery from the game which Star Wars Galaxies players would recognise, but which fans of the wider Star Wars IP would not. Similarly, I felt that the comic book aesthetic aided in the obviousness of it being a fan publication.

For two years it seemed that the above assignment had been nailed, but late in 2020 the book abruptly vanished from the Amazon storefront. Earlier this year I received several emails from Amazon communicating the reasons behind their removal. To avoid getting into any unnecessary legal hot water I won’t go into any further detail with regards to this. Needless to say, I’m not the first person to have trouble with their videogame fan publication, nor will I be the last.

I had considered letting sleeping dogs lie with the knowledge that most people who wanted a copy would have gotten one during the book’s first print run, but throughout this year I’ve had quite a few people messaging me to say they would still love to buy a print copy. Well, I’m happy to announce that the book will be available again from next month.

To make the book more obviously unofficial I’ve designed a very minimalist new cover art and have given the book a new title. The interior however remains unchanged save for a new editing pass. Therefore those who have already purchased the original book will have no need to repurchase the new edition. I’ve always been adamant that I didn’t want early copies of the book to become obsolete with later editions and that if I had new stuff on the game that I wanted to write about then it would be in an entirely new book (or on this blog). Some of the information towards the latter end of the book where I discuss the emulation scene has become a little outdated now, but that’s just a fact of physical publication and regardless, it accounts for a small and really quite insignificant part of the book.

I loved the book’s original name and I especially loved its cover art, but sometimes compromises are necessary in this game and I’m happy that people will once again be able to put this thing that I spent two years of my life writing up on their shelves. The new name also places the book within the new “The MMO Folklorist’s Guide to …” imprint under which I will publish future yet-to-be-announced titles in the coming years.

A release date and accompanying press release will follow sometime in the coming weeks, but rest assured the book will be available once again before the game hits its 10-year deathiversary on December 15.

Star Wars Galaxies Rogue Server Roundup – October 2021


The Star Wars Galaxies Rogue Server Roundup is a new monthly feature at MMO Folklorist, gathering together all the news from across all of the Star Wars Galaxies rogue servers.

SWGEmu (Pre-CU vanilla emulator)

The crawl towards 1.0 moves ever closer for SWGEmu as the Basilisk server this month received its first publish since July. Publish 10.5 is a pretty sizeable mini-publish with a whole host of fixes across the board.

This month also saw some original holiday content come to the server with the launch of its “Something Wicked This Way Comes” event. After a brief delay the event is running from October 23rd until the end of the month with a special finale event planned for Sunday, October 31st, 2021 at 6pm PDT/9pm EDT/1am UTC.

ProjectSWG (Custom NGE emulator)

While still pretty barebones, ProjectSWG continues to make gradual progress towards becoming a feature-complete custom version of end-of-life Galaxies. QA Release #22 is the test server’s first patch since June and adds the Avatar dungeon to the game as well as some new dialogue choices for NPCs.

SWG: Legends (Custom NGE rogue server)

Continuing their biggest year of content yet, SWG: Legends brings back their Galactic Moon Festival with even more content and events than ever before. The big addition this year is the spooped-out version of the Tusken Invasion heroic, which is offering new seasonal loots – if players can handle the increased difficulty. All of the server’s previous annual additions to the festival remain too, and there are also several live events running throughout the month. As always, Napyet has a great video roundup of the festival which you can check out here.

SWG RPG (Unreal Engine 4 remake)

October has been a big month for this ambitious one-person undertaking to rebuild SWG in the Unreal Engine, and players can now download an alpha version of the game. This is a very early version of the game, but significant progress has been made in getting Tatooine ported into the engine. It looks pretty dang beautiful.

SWG Awakening (SWGEmu-based server)

One of the very oldest SWGEmu-based servers celebrates its seventh (!) anniversary early next month so it has announced a weekend-long event (November 5th-8th) where players can join in on a host of live events with the opportunity of winning some rare items.

SWG Restoration III (Custom CU rogue server)

A new website has launched this month, which will facilitate a more robust help ticketing system in future. The Galactic Moon Festival has also been activated, and a mid-month patch has brought along a host of fixes. Two live events also took place on the server this month: the R3 Galactic Home Show, and Jabba’s Costume Contest.

Sunrunner II (SWGEmu-based server)

After suggesting earlier in the month that the server may be relaunched in the new year, server admin Takh backtracked and now it seems efforts have been refocused on the long-running server’s original roadmap. On the heels of that, a new update to the server has revamped the luck stat and offered players a glimpse into what is coming to the server in 2022. Mandalore has been teased once again (check out a new screenshot above), a PvP revamp, a custom Jedi system, and a “revolutionary” mystery system are all on the cards as well.

SWG Arenas (SWGEmu-based PvP server)

This new PvP server which only launched just last month received two patches in October, adding totally unique PvP systems to the Theed and Wayfar areas of the game.

An Empire in Flames (SWGEmu-based server)

For the duration of the Halloween season players can take part in a haunting new heroic – “The Temple of Exar Kun”. This month’s patch also laid the groundwork for the server’s upcoming “utility objects” system, which has been teased on EIF’s Twitter account. It certainly looks as though this will add a whole new layer of immersion to the game.

An attempt at defining the study of folklore in MMOs


For a blog called MMO Folklorist, I’ve so far managed to go almost a year without writing anything which could confidently be described as a study of folklore. The truth is however that neither myself nor anybody else that I can find has made an effort to define how folklore studies can be applied to the sphere of MMOs (and online games in general).

I am by no means a qualified folklorist, but it’s a field of study which I returned to for many of the essays that I wrote during my Literature & History degree. As such, I feel that I have enough of a grasp on the subject to begin to draw a line between what counts as MMO folklore and what doesn’t.

The term ‘folklore’ itself is a somewhat nebulous field of study which Simon J. Bronner describes in Folklore: The Basics as “bridging humanities and social science perspectives, a hybrid discipline”. Exact definitions and specializations differ between the field’s practitioners, and as usual with these sorts of things, it can all get very granular and unnecessarily (for the layman at least) academic.

In tracing the history of folklore studies, Bronner quotes the Victorian writer and originator of the term ‘folklore’, William John Thoms, whose definition integrated the studies of “manners, customs, observances, superstitions, ballads [and] proverbs”. This list has expanded considerably over the years, and modern folklore studies have embraced aspects of digital culture, particularly the proliferation of memes. Anybody who has played an online game can likely see where Thoms’s list alone could easily intersect with the behaviour and habits of the communities in those games.

There does exist a limited literature on interactions between folklore and videogames, but none of it quite manages to bring the two together in a satisfying way. There are articles about how games can integrate original folklore into their worldbuilding, and articles about games which use real-world folklore in their worldbuilding. While both are interesting articles, they’re about narrative technique rather than the identification of ‘real’ folklore in the sense of it being something which proliferates organically.

Academic folklore studies journals contain a handful of similar articles, with only one article that I could find touching on folklore in online games. Ben Gillis’ “An Unexpected Font of Folklore: Online Gaming as Occupational Lore”, from Western Folklore is a 2011 article which compares the behaviour of World of Warcraft players to that of the American work ethic. The article however seems more concerned with marvelling at the dedication of MMO players than exploring actual evidence of what Thoms would have described as folklore, and the whole thing has that usual sneery veneer which is inherent in non-videogame studies looking in on what they consider to be a lowbrow medium.

At this point, I should confess something: I didn’t just conjure the name MMO Folklorist out of thin air. The idea came after my book on Star Wars Galaxies was used as an example of videogame folklore in an article on Wired, We Need More Videogame Folklorists. The focus of the article is on another book which was published at the same time as my own book, Wes Locher’s Braving Britannia: Tales of Life, Love, and Adventure in Ultima Online. Locher’s book (and its sequel) stand alongside Andrew Groen’s epic two-volume Empires of EVE as perhaps the truest examples of MMO folklore that have been written to date.

Ultima and EVE prove to be the perfect vehicles for such stories. In the wild west early days of the genre, not only were MMOs designed around emergent gameplay and storytelling but player behaviours which are now a given were not yet established. As such, every play session had the excitement of the unexpected in the sense that an impromptu in-game visit from a GM might disrupt the game world, a game mechanic may suddenly be exploited in a way which changes how everybody plays the game until it is fixed, or a roleplaying group may pull your character into a story which was happening only at that moment and would never again be repeated. Such things can still happen in the themepark MMOs which became the standard of the mid-late ’00s onwards, but they’re far less likely.

World of Warcraft was the mould into which all those later MMOs squeezed into but even that game has its own, very famous examples which could be counted as folklore: Leeroy Jenkins, and the Corrupted Blood incident. Like Ultima, Star Wars Galaxies was the kind of sandbox game which led to many happenings that could be classified as folklore. The mysterious method for unlocking Jedi was a source of many of the game’s superstitions and behaviours that in hindsight seem ridiculous, but was, at the time, accepted by a playerbase who were willing to try anything to achieve their coveted prize. One example of this was elder members of the community telling new players that typing “/qui gon jinn” would unlock the path to Jedi. A sort of ‘newbie hazing’, the command would actually boot players out of the game, with the system having interpreted /qui as a shorthand for the command /quit.

If even a loose definition of MMO folklore is to be made, then it stands to reason that certain topics can be ruled out as being within the parameters of such a study. Articles about a game’s mechanics, for example, how combat works, or how say, quick travel impacts gameplay is obviously not folklore. Nor is industry analysis, for example, an article on the popularity of a game, or a review of a new patch or expansion. Slightly more sticky territory is examples of New Games Journalism which delve into online games. Take for example this article which is a kind of POV report on Planetside. This brand of gonzo reporting, which was briefly all the rage in games journalism, but has mostly faded away now is a bit too inorganic to classify as folklore, but there are glimpses of wider player behaviours on the periphery.

The idea of videogame folklore, particularly where it concerns online games, seems to be a fairly wide net then. So why hasn’t there been more writing which falls into the category? Well for one thing it’s difficult to pull together sources. My original intent when writing a book about Star Wars Galaxies was to gather stories of players’ experiences in the game and compile them in a manner not dissimilar to that of Locher’s book on Ultima Online. When it came down to it however most of the stories I received from players were generic in the sense that they were about a fun dungeon run or PvP battle. Good stories, but essentially ones which could be happening in any MMO at any given time. As such I chose to litter examples of the game’s folklore throughout the book, which became more of a visual history than a recounting of specific personal experiences.

Coaxing stories out of players requires the skill set of a journalist, while the act of seeking out elements of folklore oneself requires the skill set of an anthropologist – observing the behaviour of others from just the right distance, knowing when to be in the right place at the right time. Needless to say, the vast majority of MMO players do not have such skillsets. But what of those writing about MMOs on genre websites and blogs? MMO folklore is interspersed in their writing, but it’s often an unintentional addition. Most of us are just hobbyists, sharing our experiences of the games we play and our thoughts on the genre as a whole.

Little of what counts as folklore within the online games we play would warrant an article all to itself, let alone a whole book. There surely can’t be any harm though in trying to be a bit more observant of those small things which happen in our favourite games, and preserving them in some way, whether as an aside on another blog post or article, or even in a quick tweet. The purpose of folklore is ultimately to prevent cultures from losing their heritage. They allow us to celebrate and marvel at the everyday happenings of the past – of how things change and how they stay the same. Online worlds change, and eventually, they fade entirely – we could all be better served by trying to preserve memories of more than that patch that nerfed our favourite class.

Easy mode 4 lyf


Right now the internet is in the midst of its annual videogame difficulty discussion, this time thanks to the news that Psychonauts 2 will feature an invincibility mode. On the one side, there are those who are adamant that all videogames should be a brutal gauntlet where only the strong survive. On the other side, there is a somewhat more nuanced argument to be had.

Whenever I see this discussion flare up again I feel totally baffled by its continued existence. Growing up I instinctively chose the easiest difficulty mode available whenever I started a new game. It simply never occurred to me that videogames should be a challenge. While I may not have realised it at the time, games were always about the simple enjoyment of immersing myself in a different world, playing as a cool-looking character, and having FUN.

I can still vaguely remember a conversation I had with one of my friends sometime in my early teens where he told me that he completed all of his games before buying new ones, often 100%-ing them. This came as something of a shock to me. I had by this time played dozens, if not hundreds of games across three generations of consoles, but I could probably count the number of games that I had completed (and by that I mean reached the end of the main story) on one hand.

This revelation genuinely made me consider whether I was some sort of pretender, while my friend was living among the pantheon of the “Real Gamers”. Still, I never really changed my habits. Usually, I’ll play on the default difficulty setting these days to get what I would consider “the developer’s true vision of the game”, but I’ve no qualms in flicking the difficulty down if it’s a choice between that and banging my head against a wall.

The truth is I’m not good at videogames. I have awful hand-eye coordination, pitiful reaction times, and my brain just isn’t wired to figure out logic puzzles. I could probably improve at some of those things, but I don’t particularly care to. I just want to enjoy the world and story that the developers have created, and sometimes simply mess around with the game mechanics.

If you’re the kind of player that enjoys completing games on Nightmare difficulty mode, or takes pride in figuring out impossible dungeon puzzles without reading a walkthrough then more power to you. I wouldn’t want those things to be taken away from you and yes, I am impressed by your skillz. When development teams are ploughing an impossible amount of hours into building their stories and worlds, however, maybe don’t begrudge them for letting as many people as possible experience what they’ve crafted. And please, don’t berate people for wanting to play a game a different way from you.

The alternative May the 4th


Somehow the whole “May the 4th be with you” joke has become a real thing which Disney continues to embrace more and more each year. This year the date sees the beginning of a new animated series over on Disney+, while gamers can bag themselves a cheap deal on the extensive catalogue of Star Wars titles available on digital games stores.

Outside of a few tchotchkes being handed out to players of The Old Republic and Squadrons however Disney isn’t really offering gamers anything new. That’s where the fans step in. Here are four Star Wars Galaxies rogue servers who are offering players something a little different on or around the May the 4th date.

Legends: City in the Clouds Expansion

After years in development, Bespin is coming to SWG Legends. This is by far the most ambitious content drop on any SWG rogue server to date and from my early impressions back in January the claim that this is a full-fledged expansion seems absolutely justified. Players of every profession will have something new to do and there are sure to be plenty of surprises that we still don’t know about. It’s pretty likely that the release of the expansion will see the server flying past the 3000 concurrent players mark sometime next week which is an incredible feat, but it’s yet to be determined how this will affect the gameplay experience with so many players scrabbling over the new content at once.

Play SWG Legends

Restoration III: The First CU Rogue Server

The history of Star Wars Galaxies can be divided into two distinct eras: NGE and pre-NGE. Between those two however, the short-lived Combat Upgrade overhauled the game in a somewhat less severe manner than the NGE. As the CU-era lasted less than six months it doesn’t quite have as many fans as the other two eras, but there is certainly a contingent which argues that it was the best version of the game’s combat systems, and would’ve resulted in a stronger game had LucasArts and SOE stuck with it. As Restoration III is based on the same source code as SWG Legends, the server will also feature the Jump to Lightspeed expansion as well as lots of custom content. It’s not quite ready to launch yet, but a release date is set to be announced on May 3rd.

Play Restoration III (currently in testing)

An Empire in Flames: Schisms of the Force Update

One of the longest-running pre-NGE servers, An Empire in Flames is celebrating its fourth anniversary by releasing the Schisms of the Force update, which promises to bring Jedi to the game in an all-new way. Although concrete details are scarce on just how the system will function, the server’s Discord and Twitter channels have given an exciting visual preview of some of the new items and abilities that players can expect to find in the update (including Inquisitor and Ahsoka-style lightsabers!). Considering the ways that Halyn and the team at EiF have been able to push the limits of the SWGEmu code, players can be certain that this system will have plenty of unique features that set it apart from other servers’ implementations of the glowbat-wielding alpha class.

Play An Empire in Flames

Sunrunner II: Mandalore

Empire in Flames‘ twin server has been around for a couple of years now, and while the two share a fair amount of content, their server manifestos are quite different. Where you’ll find post-ROTJ content and experimental systems on EiF, the focus on Sunrunner II is to attempt a continuation of the game in line with the live development team’s original concept for the game. Lead developer Takh and his team have repurposed a lot of the post-NGE content into a form which suits the pre-NGE game, but they’ve also created several new planets. While it won’t be coming on May 4th, the latest planet, Mandalore, has been well into development for a few months now and should be ready to launch in the not-to-distant future. It promises to be “the most detailed custom planet” on the server so far and will feature new quests, collections and instances.

Play Sunrunner II

And for those looking for something a little different…

Star Wars Galactic Battlegrounds: Expanding Fronts Update

It’s been well over a decade since a new RTS set in the Star Wars universe has been released, but the modding community for both Galactic Battlegrounds and Empire at War have flourished in recent years, filling a gap in the market which Disney has otherwise ignored. The Expanding Fronts mod was first released back in 2016, but a new update is set to be released on May 4th. There aren’t any update notes yet, but players can expect balance and AI improvements, graphical improvements, and all new units based on the sequel trilogy and expanded universe, as well as The Clone Wars, Rebels, and The Mandalorian television shows. As the base game will be on sale this weekend, now would be a great time to check this out if you’ve been itching for some Star Wars real-time strategy.

Play Star Wars Galactic Battleground: Expanding Fronts (base game required)

Preview: Star Wars Galaxies Legends is getting the Bespin expansion you always dreamed of


Being one of the most iconic settings from George Lucas’ original trilogy, those who called Star Wars Galaxies their home have long been asking for the opportunity to take their characters to Bespin. Now, at long last, players of the revived MMORPG will finally have the chance, when the unofficial fourth expansion – The City In The Clouds – hits servers at a time not too far far away. I was lucky enough to get a hands-on preview of the new content this weekend and was blown away by what I saw.

The first thing that struck me when I landed on Bespin was the skybox. I didn’t realise it until I landed, but if it had looked wrong it would have totally ruined the feeling of actually being on Bespin. Instead, you feel instantly as though you’re right there and immersed in the location as it appeared in The Empire Strikes Back. The colours are a moody mix of oranges unlike anything else in the game, and the sky is alive with all manner of ships zooming around between the floating city’s platforms.

Thanks to the various screenshots that have been released by the SWG Legends team over the past year we’ve had a pretty good idea of what Bespin was going to look like. I have to admit though, that I was still a little nervous that the huge number of new models the team had created wouldn’t look as though they seamlessly belonged in the game. As with the skybox, my fears were instantly allayed – every model and texture captures the rest of the game’s aesthetic perfectly. That’s not to say however that there aren’t surprises in terms of the environment crafting. Blue holographic advertisement boards help provide a pop of colour which contrasts well with the orange skies and grey-white buildings. The effect is something we’ve not seen in SWG before and it helps to distinguish the planet from others.

The Crafter’s Hall

Where the city comes into its own however is in its sheer verticality. Save for a few underground bunkers or two-storey houses, SWG has always been a very horizontal game in terms of its landscapes and architecture. The closest to a multi-level area that immediately comes to mind is the Rryatt Trail on Kashyyyk, but even that feels very much as though it’s separate areas pasted on top of one another. On Bespin pretty much every building has multiple levels – and they’re all individually hand-decorated. Sometimes these different levels are accessed via ramps, or more often elevators, but what’s so great is that you can actually look down from one level and see what’s happening on the one below. Not an instanced area in sight. With all this attention to detail, you would imagine that Bespin would be a rather small area. Quite the opposite, however – it’s MASSIVE! As such, I found myself frequently getting lost both outside and inside buildings. That’s not to say that the map design is frustrating, but like all real cities (and good videogame ones), there’s plenty of space to get disorientated before you begin to recognise landmarks and eventually learn every shortcut on the block. This certainly isn’t an on-rails experience like the live game’s previous two expansion planets Kashyyyk and Mustafar.

The developers have already shown off a few of the iconic locations that they’ve recreated in the game, and there’s not much to say about them except they’re probably the best recreations of those areas that have ever been seen in a Star Wars videogame. Sure games like the Battlefront series may have recreated them with more realistic graphics, but those games are so action-orientated that you rarely get the chance to truly soak them in. Even more exciting to me however are the newly imagined areas, such as the cantina, the museum, and the various platforms between the buildings. RoarAsh, the game’s Project Admin, expressed that these areas were built with the intention that players could use them as their own spaces for socialising and hosting events. He also announced that the team has several live events that they plan to host on Bespin once it’s released, including a firework pageant which draws on lore from the Star Wars Expanded Universe.

Attempting the new heroic. I don’t think I’ll be seeing my name on the leaderboards.

While you can visit the planet’s POIs of your own volition, the developers informed me that many of them are also involved in the game’s quest lines. I didn’t partake in any of the new missions during my short preview, but I was able to learn a few things about what they would entail. In something of a first for the game, the quests would be split down factional lines, with both a Rebel and an Imperial storyline available to players. Odih and Kicco, the developers who scripted the new questlines promised lengthy quests with an emphasis on story. In keeping with the game’s timeline, the events of the quests will bring players right up until the events that take place in The Empire Strikes Back.

As well as traditional questing, players can take a shot at the new Holonet Battle Arena heroic. This heroic will differ from the existing ones in the game as it offers players an unceasing horde of enemies to duel against. Players can enter the arena solo or in teams of two or four, and have ninety minutes (or until they die) to beat as many waves of foes as possible. I entered solo and managed a couple of rounds before kicking the bucket, but anybody with some actual skill in the game’s meta will see their name posted on the heroic’s leaderboards.

New content is nothing without new rewards however and the team has gone out of their way to make sure there is something for everyone on Bespin. By participating in quests, heroics, or in the new PvP zone players can earn new wearables, decorations, and vehicles, as well as a host of items which were available as loot cards in the Star Wars Galaxies Trading Card Game, but which have never made their way over to Legends.

Six new armour sets are available, with two for each faction, as well as two for neutrals. These include iconic armour sets such as the Death Trooper, as well as newly imagined sets such as the CCT Protector set, which looks like a more menacing version of the game’s fan favourite Composite armour.

The developers also assured me that most of the new decorative items they’ve created to bring Bespin to life can be purchased as craftable schematics so that players can jazz up their own homes with them. Speaking of which, if you want to make a home on Bespin, housing units can be purchased for 25 million credits – a hefty sum, but trust me, you’re going to want one.

This spicy new Entertainer jacket has blinking lights on it’s back.

It’s not all about the fighting though! Traders and Entertainers are also getting their own quests and rewards, including new heroic jewellery sets which grant bonuses to crafting and reverse engineering, as well as a new dance. Meanwhile Beast Master’s will have their chance to tame two new beasts, and pilots will be able to take flight in new ships including the huge Cloud City Luxury Shuttle (which includes the ability to open and close the shields to get a scenic view of the clouds).

The new space zone itself promises to be the same size as the other space zones in the game, but it will differ radically in that players are flying around inside the Bespin atmosphere rather than out amongst the stars. I didn’t get the chance to pilot a ship during the preview, but even as the galaxy’s worst pilot I can’t wait to coast around because that sky box is just so freaking beautiful!

Looking out of the new Luxury Shuttle

Even though I was being guided around Bespin for three hours and didn’t experience any of the story content I really feel as though I’ve barely scratched the surface of Bespin as a location. I seriously cannot overstate just how much their is to explore on this new planet, and the attention to detail requires you to spend time taking in every single room. The team behind the expansion are clearly very excited to deliver this new content and for good reason. With the promise that The City In The Clouds is set to be released in the very near future, this is set to be one of the major MMO releases of early 2021 – fan created or otherwise.

Why 2021 would be the perfect time for Star Wars: The Old Republic to come to consoles


A note before beginning: this article is pure speculation on my part. No official mention of a console port of SWTOR has been made by any employees at Bioware, EA, or Disney.

2021 is a milestone year for Star Wars: The Old Republic. Likely because of the lack of big-budget western MMORPGs to have been released over the last decade, SWTOR still feels like one of the newer games in the genre. In my mind I place it alongside Guild Wars 2, Final Fantasy XIV and The Elder Scrolls Online – four games which, for a while, all bore that most prestigious of titles “WoW Killer”. SWTOR was the first to be released, and this year it reaches its tenth birthday (GW2, FFXIV and ESO will celebrate theirs in 2022, 2023 and 2024 respectively).

While the last year has been a slow one for SWTOR thanks to y’know, obvious reasons, the game is still in active development and has a healthy population. It might not be one of the “Big Four“, but it’s certainly hovering not far on the periphery of those titles. With that ten-year marker on the horizon, where could SWTOR go next? The obvious answer would be an expansion, but let’s assume for a moment that Bioware might be feeling a little bit more ambitious and are instead aiming to bring the game to consoles.

From the very start of 2020, the game’s devs have been teasing big things for SWTOR‘s tenth anniversary. A forum post in January from the game’s Project Director, Keith Kanneg, teased that 2021 “seems like a great target to work towards doing something major”, and continued that the team were making plans for “the next few years”. These kinds of empty teases have been repeated over the course of the year, but we’ve yet to be given any clue as to what this “something major” could actually entail.

Of course, an expansion is the likeliest candidate. The last expansion, Onslaught, arrived in late 2019, so a two-year gap would be the usual timing we have come to expect between MMO expansions. If that were the case however I feel as though by the end of 2020 the developers would have been more forthright in saying “yeah, an expansion is coming next year”. A simple acknowledgement that an expansion is on the way isn’t that big of a deal that it needs to be shrouded in secrecy, and it has the added effect of reassuring people that the game is still going to be chugging along quite nicely into the foreseeable future.

Alternatively, there won’t be a full-blown expansion in 2021, and that “something major” could just be one or several big patches planned. Even if these were to feature some usual expansion features such as a new planet or species addition, it would still be a disappointment for players, as most would likely interpret it as being an effective end to all major content releases in the game’s future. If that were the case then SWTOR could doubtless tick along for years still, but things are really only downhill from there and that’s not a good look for any live service game – especially one which bears the Star Wars moniker.

One reason why an expansion may not happen in 2021 is that Bioware seems to have its hands full at the moment. New Mass Effect and Dragon Age games are in the works and there’s also the ongoing operation to salvage Anthem a project which we know has swallowed up many devs from the SWTOR team over the past few years. Things have been silent on that front for a ridiculously long time now, and frankly, with the studio departure of Casey Hudson and Mark Darrah at the end of 2020, I feel that Bioware has either already thrown in the towel with their mega-budget failure to build a new live service game, or are at least on the precipice of doing such. This could be good news for SWTOR.

Bioware and EA had a HUGE amount of cash and expectations riding on Anthem and its failure has without a doubt left Bioware with a big gaping hole in both its wallet and in the goodwill department. The announcement of new Mass Effect and Dragon Age games will hopefully solve the latter problem, but in the meantime, something will have to be done to remedy the former. Being a decade old, at this point, SWTOR is practically bringing in pure profit for the studio. It’s been running a much smaller crew over the past few years, and although it has its issues, the free-to-play/subscriber/cash shop model works at both keeping a sizeable playerbase, as well as providing plenty of options for players to spend unseemly amounts of money. The recent addition of The Mandalorian themed content to the game’s cash shop has been a massive success, and the amount of dev time spent making an armour set compared to the amount of money it brings in must be pretty darn impressive.

While content patches may have been relatively slim for SWTOR in 2020, the playerbase grew enormously last year when the game finally hit Steam in the summer. Even though the game has received more than its fair share of bad press and forum bashing over the years, its popularity on Steam proves that people are interested in trying the game out – if you give them the right platform to do it from. When Daybreak was sold to EG7 at the end of last year we learned in precise figures just how important a wide-distribution model for MMORPGs is. Nobody could have guessed before then that DC Universe Online of all games was wracking up close to half a million monthly players. Only a small percentage of these were subscribers, but that still equated to over $26M of revenue. Bioware needs some of that money right now, so why would they not make it a priority to get the game ported into the console market space?

Outside of the profit motive, there are other reasons why now is a good time for SWTOR to make its way over to consoles. With the game’s 6.2 patch, Echoes of Vengeance, the main overarching storyline has finally been wrapped up, and numerous loose threads involving warring Mandalorian clans and wounded Sith Lords make this a narratively exciting time to be a SWTOR player. A decade is a long time to be dealing with one main threat, and although the conclusion was satisfying the prospect of something new feels way overdue. The fact that players can now play the complete “Emperor Arc” is a pretty good selling point in terms of the sheer amount of content on offer there, and the prospect of a new story arc beginning offers a great jumping-in point as well.

Likewise, there have been rumblings for some time that a graphics upgrade of some sort is on the horizon. This has kind of been going on now for the last five years, with the introduction of improved NPC models in the Knights of the Fallen Empire expansion, and the steady stream of revamped cinematics being added with every patch. In the November 2020 live stream, there was some muffled talk about rendering that was quickly hushed, so it seems that there is also something in the works on that front. SWTOR may have received some criticism for its janky animations early on in the game’s lifespan, but its heavily stylised graphics means that it has never been an objectively bad-looking game by any stretch of the imagination. Since the introduction of the improved NPC models however there’s a jarring difference in quality between the old and the new, and the game would look much more current-gen if these upgraded visuals were implemented across the board.

Personally, I’m hopeful for SWTOR‘s future. Unless EA can pull another Squadrons-sized surprise out of the bag this summer it’s looking like 2021 will be a Star Wars-free year for gamers. The franchise is currently riding high from the popularity of The Mandalorian, and SWTOR has plenty of themed content available to play to that crowd. Plus this month also see’s the start of the new High Republic cross-media project, so there are obvious marketing opportunities to be exploited there too.

Of course, as I mentioned at the start of this article, all of this is purely conjectural and I could be way off the mark. The opportunities present in bringing the game to consoles are obvious, but perhaps it simply isn’t possible at all. HeroEngine, the game engine on which SWTOR was built, has proven to be a notorious roadblock in the game’s development over the years and there are no other games built on the engine which prove that it’s portable to consoles (The Elder Scrolls Online was reportedly set to use HeroEngine before development switched to an inhouse engine). I’m no expert in such matters, but even if a little bit (or a lot) of additional money had to be spent on making this possible though, the aforementioned reasons prove that it could be more than worthwhile to do so.

An Empire Revisited: Life Day in SWG Legends


I’ve now racked up close to forty hours in SWG Legends – most of which has been spent powering through the Legacy quests. I remember them being boring when I first played them over ten years ago but compared with the story-driven MMOs which have come since SWG‘s introductory quest line is absolutely excruciating. Somehow the developers (the SOE developers, not SWG Legends‘ that is) managed to make even Jabba’s Palace an utter snoozefest.

There is so much story potential to be mined from the menagerie of characters that made brief appearances in the throne room scenes of Return of the Jedi, yet players are left looting creatures’ livers for Jabba’s chef. Still, that’s nothing compared to what players face when they reach Naboo. Remember for a second that the mandate for the NGE was to provide content that was “Star Wars-y and iconic”. By the time you fight your 3000th generic gang member outside some generic base in the middle of a generic field on Naboo you begin to realise why this phrase was so maligned and ridiculed by players back in 2005.

This guy is hanging around Jabba’s Palace, but why would you want to do quests for him when you can help the palace’s resident chef make Jabba’s favourite dinner?

Anyway, I’m done with Naboo now, and ready to set forth on Corellia. Before I’m forced to start mowing down thousands of Meatlumps (those most iconic Star Wars characters), I thought I’d take the time to check out some of the Life Day celebrations taking place right now on SWG Legends. I’m one of those people who actually enjoys holiday events in MMOs, and I have fond memories of Life Day on the live SWG servers. As such, I’ve been looking forward to seeing what the team at SWG Legends have added over the past few years.

Back in the live game, Life Day had grown so that it eventually encompassed three cities on the core planets of Tatooine, Corellia, and Naboo. While players on SWG Legends can still celebrate at these locations, they’ve sensibly made the Wookiee homeworld of Kashyyyk the event’s new central hub. The team have added new rewards for partaking in the seasonal quests, but what I love most about this new area is the grotto, which just looks fantastic. Whichever team member was responsible for designing this deserves all the kudos for creating a space which genuinely makes you feel warm, cosy, and of course, festive!

I’ve similarly been impressed with the server’s revamp of the Lucky Despot in Mos Eisley. What was previously a cool shell of a building with little going on inside is now an exciting place to explore which actually feels alive. NPCs are moving around and doing things, there’s music, and the d├ęcor feels unique rather than just the same generic furniture and paintings adorning the walls as in every other NPC building in the game. There may not actually be much to do there content-wise, but in a sandbox game like SWG, it’s so important that places feel immersive and interesting. I would definitely host an event or even just hang out with some friends here sometime in the future.

It’s certainly a lot more interesting than the perennial favourite social spot in Mos Eisley, the cantina. Which, speaking of, has been subject to a thread on the game’s forums discussing whether or not it should be revamped similar to the work done on the Lucky Despot. Players generally seem split on this and I can understand why. It is without question the place where players have spent most of their time over the years and therefore there’s a lot of nostalgia tied up in the place.

Still, there’s no denying that the atmosphere from the films is sorely missing in SWG‘s interpretation. All the background characters are there, and the layout is spot-on, but it still feels kind of … empty. Players all tend to huddle around the front end of the bar, which means the back of the bar and the side rooms are eerily quiet save from the odd AFK Entertainer. Personally, I feel that there’s room for improvement here and judging by the interior design work I’ve seen at the Life Day grotto and the Lucky Despot I would be completely comfortable with those team members having a go at breathing a bit of new life into the cantina.

The newly revamped Lucky Despot.

At the end of the last entry in this series, I was left wondering whether or not to join UMBRA – an Imperial guild that had offered me an invite. Well, I went ahead and joined, getting myself a nice little house in the city of Rivermont on Rori while I was at it. As a low-level character I’ve not really had the opportunity to interact with the other members very much so far, but last night I attended my first guild event. One of the reasons I joined the guild was because of its emphasis on hosting events, and they sure didn’t disappoint!

Our city was all decked out for the holidays, and a race, present swapping, and costume contest were organised, with some great prizes on offer. I mostly lurked on the outskirts of the event, making a minimal effort in the outfit department by donning a Life Day jacket which I had purchased with the event reward tokens I had earned earlier that day. I had a great time and everyone in the guild seems really friendly, so I’m jazzed that I’m going to have a good group of people to do endgame content with. First though, I’d better go sort out this Meatlump problem on Corellia…

Rivermont City Hall decorated for the holidays.

An Empire Revisited: My first ten hours in SWG Legends


As soon as I hear John Williams’ iconic music playing over the log-in screen, I’m instantly taken back to that first time I played Star Wars Galaxies. Having installed the 10-day trial from a demo disc packaged with a copy of PC Gamer magazine, the fifteen-year-old me could have had no possible idea of the impact that the game would have on my life. Back then I created a Human Commando – a character who would be my ‘main’ for the duration of my time on the live SWG servers.

I always regretted choosing to be a Human when so many other much more interesting species were available. Over the years I created many alts – a Sullustan Structures Trader, an Ithorian Munitions Trader, and a Wookiee Entertainer. This time around I was going to choose another species which I had never played before – a Rodian. I made him blue with orange tresses (because if it looks good on movie posters it should look good on aliens too right?) and chose the ‘outdoorsman’ outfit option as I remembered that it was the only way to obtain that particular chest piece and I may want it somewhere down the line. As for my profession, I chose to indulge my nostalgia and become a Commando.

Ikatoonoo modelling the Outdoorsman Vest.

When first thrown into the tutorial area of the game, new characters are automatically set to the game’s FPS-style targeting mode. This twitch-based combat system was one of the ways the development team attempted to fasten the pace of the game as part of its 2005 New Game Enhancements revamp. Bolted onto a game which was built with a queue-based combat system in mind this new system generally worked like rubbish and a more generic (but still optional) tab-targeting system was added not long after the NGE launched. As a new player back in 2005 I used the FPS-style system to get myself through most of the way to endgame before I was informed that the tab-targeting system was pretty much the only way to be combat viable.

Having spent so many hours using that janky FPS targeting back in the day I felt a strong pang of nostalgia using it to blast away the first few targets in the tutorial. That feeling soon wore off however and it wasn’t long before I popped open the game’s options menu to set my controls and hotkeys the way they used to be. As with I’m sure every other MMORPG player on the planet the first thing I do when starting a new character in any game is to get the game looking and feeling right. UI elements should be positioned and locked in perfectly, and graphics options should be ramped all the way up and then back down again until things run buttery smooth (pretty enough for observing the scenery, but not at the cost of losing frames in combat).

SWG Legends‘ options menu is largely unchanged from the live game, but I did spot a couple of new additions. The original voice chat system has been removed (I don’t know of anybody who used it anyway) and an option for Discord integration has taken its place.

Most interestingly however is the addition of a new vertical toolbar. This is an absolute boon for a game which has as many different commands as SWG. I’m still torn whether to dedicate it to buffs or emotes, but that’s a bridge I will cross when I come to it. As it is I have only a scant few combat commands anyway so it isn’t an issue of any particular immediacy. As for the graphics, my mid-range system can handle them maxed-out with the exception of non-character shadows, which have always been horribly optimised and have never looked particularly good anyway so there’s no great loss in having them switched off apart from when taking the occasional screenshot. I was also able to turn on the “show all object names” setting (essential for spotting items in the game’s Collection system), with little impact on my framerate except when in player houses.

Whether this smooth laglessness is a product of just having a modern system or updates by the Legends team I’m unsure. For those wishing to push the game a little harder the game’s launcher has the option to install the ‘ILM’ mod which adds higher resolution textures, a more diverse selection of music, and new animations. Coupled with the recommended ReShader preset it doubtless makes the game look a lot more up-to-date, but for me it made the game feel just a little bit too different. A prescient reminder of the troubles which developers of long-running games face in trying to keep their game updated without losing its core essence. If you’re somebody who has never played Star Wars Galaxies before then I would absolutely recommend using ILM, but otherwise, your mileage may vary (there are options to include only specific parts of the mod, and the whole thing is easily removed for those who wish to dabble).

As much as I want my time in SWG Legends to be spent experiencing as much new stuff as possible I also want to tick off a few boxes of things I never did the first time around. One of which was to pick up this badge for completing a series of piloting missions. Badges are SWG’s version of an achievements style system. This specific one can’t be obtained once players leave the tutorial zone.

From what I could tell the tutorial zone was unchanged from the live game, so after a good look around I boarded the Millennium Falcon and headed down to Mos Eisley where the real game begins. Upon hitting the ground I’m struck by the sheer number of players milling around. Being the starting point in the game, as well as being one of the most iconic locations from the movies, Mos Eisley was always SWG‘s main hub, but this was about as busy as I could ever remember it being on the live servers. I’m talking patch-day busy, but this was an average weeknight. With so many characters standing around this gave me a great opportunity to check out some of the new wearables that had been added to the server. Most players it seems however were wearing the old fan favourites. Mandalorian armour obviously being a popular choice right now, as well as Jedi robes, Nightsister style clothing and factional armour.

When players land in Mos Eisley they are instantly transitioned from the tutorial quest series to the ‘Legacy’ quest series. This is the main storyline for the game which carries all combat classes through to around level fifty. Aside from the odd interaction with a character from the movies, it is – like most MMO storylines – absolutely tedious stuff. Still, it’s the quickest and most efficient way of levelling up, so I decided to grit my teeth and press straight on with it.

Before doing so I made my way over to the cantina to pick up a buff from a player of the Entertainer profession. Yes, Star Wars Galaxies not only had (has?) dedicated crafting professions, but also a non-combat profession whose job it was to play music or dance in order to buff players (they also had ‘Image Designer’ skills, which is basically galactic cosmetic surgery). Some things never change and I wasn’t at all surprised to see the cantina full of scantily clad female Twi-lek’s writhing around. One male Wookiee Entertainer offered a little bit of variety so I decided to get my buff from him.

Entertainer’s can tailor make buffs using the ‘Build-a-Buff’ system. Chiirook here was helpful enough to provide me with what I wanted when I couldn’t quite remember exactly what all the options were. I later found this site which allows you to play around and find the perfect buff to ask for.

I remember the Legacy quests being a breeze back in 2005, so I was quite shocked to find myself being incapacitated as much as I was so early on in the game this time around. Having been used to playing Star Wars: The Old Republic, a game where it is almost impossible to die during the main class stories, I ran into combat in SWG Legends with the same “aggro everything and spam your specials” mindset. That didn’t work out so good for me. This meant that (for now at least) I was stuck drawing out one or two enemies at a time and waiting for my health and action bars to recover in-between before picking off the next ones. Not exactly an exciting prospect when faced with 80 more levels of fetch quests (the max level players can reach in SWG is 90).

Things are made even less exciting by the rewards gained through these quests – mostly buff items and the occasional new weapon which is the same weapon that you already have just with a different name and marginally better stats. Now I understand why handing the player new pieces of armour and weapons after every quest wouldn’t work in SWG; the dedicated crafting professions would be redundant were that the case. I really feel however that there are ways to make more exciting rewards available to players on these quests. The obvious solution is for quest givers to grant players schematics, thereby encouraging them to start interacting with crafters and becoming an active participant in the game’s complex player economy. Such a change would obviously require a decent chunk of development time, but I strongly feel that it would be worth it if they want to encourage non-veteran players to stick around.

With all my nay-saying regarding the Legacy quests however, it did lead to my first spontaneous player interaction on Legends. One particular boss in an early dungeon is on a ten-minute respawn timer, so myself and another player – Sumas – grouped up to prevent the other from having to wait longer. A small interaction, but sometimes such things can lead to longer lasting things. Such was the case during my original SWG playthrough, where after grouping together with a random player to complete a quest when we were both around level fifty, a chance encounter some months later led to me being introduced into his guild wherein I made many more great friends.

Back in Legends, as it would happen the very next evening I bumped into Sumas again, where we stopped and chatted for a while about the progress we had been making (I also showed him how he could claim a few rewards such as the Flash Speeder and Collectors Edition Goggles – pre-order items for boxed editions of SWG which the developers of Legends have helpfully made available to all). Sumas told me he was playing with his brother and was struggling not to pull too far ahead as his sibling was rerolling characters until one felt right. He hinted that he may reroll himself and it got me thinking whether I might bump into him again someday in some different guise.

Later that evening, as I headed back to Mos Eisley to get rebuffed following a deserved deathblow for charging at a nest of angry Squills, I noticed something outside of the cantina which I hadn’t seen before. A level 90 character was running a macro which cycled through his many pets, and for a brief second, I saw one which must have been new to SWG Legends – the Loth wolf.

Despite being an animal lover I never dabbled in SWG‘s Beast Mastery system, but I knew for a fact that this was a new addition to the Legends server as the Loth wolf’s first appearance was in the Rebels animated series, which debuted long after SWG had sunsetted. As quick as I noticed this creature he was gone again so I hastily sent a private message to the owner in the hopes that he would give me a better look.

Slewbacca, the Beast Master in control of these pets, was more than happy to show off not only his Loth wolf but many of his other pets as well. This included his Terentatek – another new beast exclusive to the Legends server (he also informed me that a full list of the new pets added to Legends could be found on the SWG Pets website). After spending quite some time talking to Slewbacca – who was also a live veteran, but had been playing Legends for three years already – he asked me if I would be interested in joining the guild in which he was an Officer. This was an exciting prospect and one which I was not expecting to be faced with so early on. Not wanting to rush into anything this serious so quickly I told him that I would sleep on the idea.