Living out a life in Star Wars Galaxies. It was really neat for the first few weeks. Before long though, doing the exact same thing every day got repetitive. There's no real content, like NPCs or Quests to go through. The tedium was compounded by a plethora of other annoying issues with the general poor quality of the testing that went into the game.

It was great while it lasted though. I'd go out into the Tatooine wastelands for days at time hunting, living off the land, making tents, campfires, or supplies out of the monsters I hunted, only to return to my small desert home now and again to tend to my farm. When I needed more supplies or to tend to my body (wounds, etc), then I'd pack up and make the long trek into Mos Eisly. Once there I'd sell all my monster hide and stock (wheat and timber was my preferance) to some merchant, get my weapons repaired or upgraded from another crafter. Then I'd head over to the cantina for a hour or two and relax, listening to the musicians, trading rumors with the dancers about what they heard about going on the world or on different planets (it was big with no streamlined chat generals that were used). Somewhere along the line I may teach other soldiers skills and apprentice them a little. Then finishing up by stopping by the hospital and letting a medic patch and fix up all my wounds. All that interaction was basically 95% with players. Only time I ever interacted with NPCs really was either skill trainers (no players above me to train me) or the C-P30 type robot to travel between planets.

That type of gameplay has a lot of potential but you still need real content to keep the game driven, to push it forward. Without it, things just grow repetitive. Koster believed that players alone would drive content but most people simply don't want to host events and such. Often, and always with many gamers, they're playing for spoon-fed entertainment, not to invest work into creating their own entertainment.