This was kind of my point. It's too much like RL. When most people play games, they don't WANT to decide what they want to do. If I wanted to plan out my day, I'd get stuff done in RL. You have to have a pretty robust quest system to keep people involved.
"twice the size of the Barrens?" I don't think so, the average SWG planet was about the size of Hellfire Peninsula (IIRC, I'd have to check to be sure, but I don't remember it taking more than 15 min to run across Tatooine).
I don't see how SWG was immersive in its own context. It was immersive in the sense that it seemed like RL, with real merchants and play created content, but even my SW friend who waited in line 12 hours to see Episode III, owns all the toys (he's 32), and his online name is always a variant on "Anakin" couldn't get interested in the game, because, once you get a house, and armor, and some weapons, unless you wanted to grind out a Jedi, there was nothing to do.
FYI, I was a player in the first year, well before the prevalence of Jedi or the NGE, or any of the changes, I'm referring to the total sandbox style that they made the game with originally. I can honestly say, in retrospect, that I thought SWG was a good MMO until I got WoW on that first week it was out. I had no idea how shitty SWG really was until I stayed up all night that first night with WoW, being amazed at Teldrassil's huge trees, the music that seemed perfect, and that endless push of the questlines that guided me through the game.
I don't play anymore, but love it or hate it, WoW was an amazing game, executed and polished as they come.
J