Title: SWTOR Post by: Jayce on October 22, 2008, 12:54:54 PM I haven't really been following this too closely, but I also havent' seen the announcment posted here:
Quote It’s a very exciting time at BioWare as today we are announcing one of the most anticipated Massive Multiplayer Role Playing Games (MMORPG), Star Wars™: The Old Republic™. http://www.swtor.com/ (http://www.swtor.com/) Edit: damn, it was buried in the other thread. Den me! edit: ok don't den me. Also link fixed thanks to EWSpider Title: Re: SWTOR Post by: LC on October 22, 2008, 01:07:44 PM Needs a new thread anyway.
Title: Re: SWTOR Post by: Brogarn on October 22, 2008, 01:10:19 PM Needs a new thread anyway. I kind of thought the same. Title: Re: SWTOR Post by: fatboy on October 22, 2008, 01:23:09 PM agreed.
wish I could go to the link, but alas, I am at work :tantrum: Title: Re: SWTOR Post by: EWSpider on October 22, 2008, 01:23:56 PM That link didn't work for me, try this one:
http://www.swtor.com/ The game looks really bland and uninteresting from what I've seen so far, but I'm more interested in whether or not they used the Hero Engine and how that's working out for them. Title: Re: SWTOR Post by: Venkman on October 22, 2008, 01:25:08 PM Here's what we know so far (http://forums.f13.net/index.php?topic=8738.945):
1) No combat details 2) No class progression details beyond it being personal story arcs at first/for awhile (implication is AoC Tortage) 3) NPC henchmen are in. You can socialize with them in various forms including furry stuff romance. 4) Graphics are way early but not inspiring. Example 1 (http://pcmedia.ign.com/pc/image/article/922/922115/bioware-mmo-project-untitled-20081021113627678.jpg). Example 2 (http://pcmedia.ign.com/pc/image/article/922/922115/bioware-mmo-project-untitled-20081021113635115.jpg). 5) No idea on schedule. 6) No idea on beta. Title: Re: SWTOR Post by: Slyfeind on October 22, 2008, 01:30:00 PM I don't know what a "story-based MMO" entails, but that doesn't sound very fun.
Title: Re: SWTOR Post by: Soln on October 22, 2008, 01:37:17 PM from Darn's good list and the opinions in the other thread it sounds very very GW-like. Which is very surprising and disappointing.
This is EA and they are not big on risk. But they could've given WoW a run for its money if was a full MMO, not just a hub&spoke online story board. But wait and see. Title: Re: SWTOR Post by: Mrbloodworth on October 22, 2008, 02:12:40 PM I don't know what a "story-based MMO" entails, but that doesn't sound very fun. Unless its voiced over, it means more text to skip and hit "Accept". Title: Re: SWTOR Post by: Goreschach on October 22, 2008, 02:16:51 PM I don't know what a "story-based MMO" entails, but that doesn't sound very fun. Unless its voiced over, it means more text to skip and hit "Accept". You know those unskippable cutscenes whenever you make a new character in WAR? It'll be like that after every quest. Title: Re: SWTOR Post by: Tige on October 22, 2008, 02:27:36 PM Unless its voiced over, it means more text to skip and hit "Accept". Options/Sound/Disable Voice Overs I learned that after one trip through town in eq2. Title: Re: SWTOR Post by: Venkman on October 22, 2008, 02:40:09 PM hub&spoke online story board. That's a cool way of saying it. I may need to steal it :-) Title: Re: SWTOR Post by: Azazel on October 22, 2008, 02:42:21 PM Not even worth speculating or talking about at this stage. Really. Think of all the shit that other MMOs promise at that initial press release to be part of the game at launch. Hero classes? (WoW) Dogs of War to balance RvR? (WAR) etfuckingcetera.
Expect one part KOTOR and two parts WoW with less polish than the latter and a minimum 6-month-release pushback. Wake me this time next year. Or in 2010. Title: Re: SWTOR Post by: AngryGumball on October 22, 2008, 03:05:08 PM Dogs of War to balance RvR? (WAR) etfuckingcetera. Yeah that one really had me sold on WAR something I was interested in I was suckered. Title: Re: SWTOR Post by: Comstar on October 22, 2008, 03:59:23 PM They should have called it SWOTR instead: Secret Weapons Of The Republic! SWotR is a much more snappy acronym.
So, we get ANOTHER Star Wars game, that has no starship combat. Title: Re: SWTOR Post by: Lantyssa on October 22, 2008, 04:23:52 PM I wouldn't bet on that. They know it was idiotic of SWG to ship without space, and I rember a job posting in the other thread about them looking for people who have worked on space sims. It was one of the earliest clues this was going to be Star Wars.
Title: Re: SWTOR Post by: TripleDES on October 22, 2008, 04:25:48 PM There better be some F13 exclusive beta invites...
Title: Re: SWTOR Post by: Checkers on October 22, 2008, 04:48:06 PM Ugh. Again with two factions . . .
Title: Re: SWTOR Post by: tmp on October 22, 2008, 05:12:33 PM Ugh. Again with two factions . . . Well, it *is* Star Wars. You're either with Yoda or against the wall when the Title: Re: SWTOR Post by: Cadaverine on October 22, 2008, 05:24:24 PM I want to be excited, but I'll be damned if I can summon any interest. Maybe when they have something playable, and it doesn't turn out to be another boring grindfest full of amateur hour cock-ups at every turn.
Title: Re: SWTOR Post by: Ingmar on October 22, 2008, 05:26:55 PM Bioware saved Star Wars for me once already, so it will take a lot of disappointing news and schedule slips and feature cuts and the like to burn through their buffer of :heart: :heart: :heart:.
Given that this is an early MMO announcement though, I won't rule it out. Title: Re: SWTOR Post by: taolurker on October 22, 2008, 05:28:13 PM Ugh. Again with two factions . . . One of the factions is the Sith, whom there was only ever supposed to be two of. After I post this, I am forgetting this game exists. Title: Re: SWTOR Post by: NiX on October 22, 2008, 05:44:23 PM This is EA and they are not big on risk. But they could've given WoW a run for its money if was a full MMO, not just a hub&spoke online story board. I thought they started this pre-EA?Title: Re: SWTOR Post by: Triforcer on October 22, 2008, 05:46:26 PM Ugh. Again with two factions . . . One of the factions is the Sith, whom there was only ever supposed to be two of. After I post this, I am forgetting this game exists. Oh no you din't. Anyone want to take this one? Title: Re: SWTOR Post by: WindupAtheist on October 22, 2008, 06:08:13 PM I'll do it. I suppose it's only right.
The Sith Order only instituted the "Rule of Two" in the aftermath of the Seventh Battle of Ruusan, when Darth Bane betrayed and annhilated the existing Brotherhood of Darkness, about 3000 years after the KOTOR era and 1000 before the movie era. Prior to this, the Sith had numbers roughly equal to the Jedi. While the Jedi have always basically been the same, the Sith have gone through a number of die-offs and resurgences, with the title "Darth" dropping in and out of use and the structure changing drastically more than once. Now you know, and knowing is half the battle. This message brought to you by the f13 resident Star Wars dork. Title: Re: SWTOR Post by: Hayduke on October 22, 2008, 06:23:24 PM Not even worth speculating or talking about at this stage. Really. Think of all the shit that other MMOs promise at that initial press release to be part of the game at launch. Hero classes? (WoW) Dogs of War to balance RvR? (WAR) etfuckingcetera. Have they even reached that stage in development where they overreach and overpromise ground breaking features yet? Cause I don't see it based on the announcements so far. While it's fun to snicker when OMG GREAT STUFF gets scaled back or cut entirely until the game is eventually released as a dessicated clone of a 10 year old game this announcement seems kind of conservative and meh-worthy. Title: Re: SWTOR Post by: Venkman on October 22, 2008, 06:33:32 PM Now you know, and knowing is half the battle. Wrong IP! :grin: Title: Re: SWTOR Post by: ajax34i on October 22, 2008, 06:57:52 PM Example 2 (http://pcmedia.ign.com/pc/image/article/922/922115/bioware-mmo-project-untitled-20081021113635115.jpg). Those lightsaber hilts are freaking huge. It's like they're holding champagne bottles with beams coming out of them. Title: Re: SWTOR Post by: Ratman_tf on October 22, 2008, 08:19:23 PM They should have called it SWOTR instead: Secret Weapons Of The Republic! SWotR is a much more snappy acronym. So, we get ANOTHER Star Wars game, that has no starship combat. Star Wars Battlefront. Republic Commando. (? Did they have space pew pew in that? I only played like the first few levels.) Title: Re: SWTOR Post by: Taonas on October 22, 2008, 10:51:40 PM By the 2 screenshots posted, it looks like there going for subscriptions rather then graphics.
It looks like the WoW engine, but with starwars models. Crap graphics + simple gameplay seems to be the way forward in the MMO gaming market. Title: Re: SWTOR Post by: Wasted on October 23, 2008, 01:41:16 AM How dare they chase those pesky subscriptions. :awesome_for_real:
Title: Re: SWTOR Post by: DraconianOne on October 23, 2008, 01:46:42 AM They should have called it SWOTR instead: Secret Weapons Of The Republic! SWotR is a much more snappy acronym. So, we get ANOTHER Star Wars game, that has no starship combat. Star Wars Battlefront. Republic Commando. (? Did they have space pew pew in that? I only played like the first few levels.) Battlefront didn't. Battlefront II did but it was pretty arcadey and not so much on the X-W:A sim side. Republic Commando didn't. On the other hand, it did have big explosions. Title: Re: SWTOR Post by: Tarami on October 23, 2008, 02:04:45 AM Flash site. For the sake of humanity, just stop. I can't browse it even if I wanted to.
Title: Re: SWTOR Post by: Ratman_tf on October 23, 2008, 02:12:41 AM They should have called it SWOTR instead: Secret Weapons Of The Republic! SWotR is a much more snappy acronym. So, we get ANOTHER Star Wars game, that has no starship combat. Star Wars Battlefront. Republic Commando. (? Did they have space pew pew in that? I only played like the first few levels.) Battlefront didn't. Battlefront II did but it was pretty arcadey and not so much on the X-W:A sim side. Republic Commando didn't. On the other hand, it did have big explosions. Mah point is that while I like Star Wars space (when it's done good) it's not necessary for a good SW game. Title: Re: SWTOR Post by: Ironwood on October 23, 2008, 02:15:24 AM I'll do it. I suppose it's only right. The Sith Order only instituted the "Rule of Two" in the aftermath of the Seventh Battle of Ruusan, when Darth Bane betrayed and annhilated the existing Brotherhood of Darkness, about 3000 years after the KOTOR era and 1000 before the movie era. Prior to this, the Sith had numbers roughly equal to the Jedi. While the Jedi have always basically been the same, the Sith have gone through a number of die-offs and resurgences, with the title "Darth" dropping in and out of use and the structure changing drastically more than once. Now you know, and knowing is half the battle. This message brought to you by the f13 resident Star Wars dork. We appreciate you geeking out so we don't have to. Title: Re: SWTOR Post by: Yegolev on October 23, 2008, 06:30:46 AM Bioware saved Star Wars for me once already, so it will take a lot of disappointing news and schedule slips and feature cuts and the like to burn through their buffer of :heart: :heart: :heart:. I'll help you by pointing out that this is Bioware Austin, not Bioware Proper. Title: Re: SWTOR Post by: Mrbloodworth on October 23, 2008, 06:58:53 AM (http://images.mmorpg.com/images/latestgucomic_t.jpg?cb=10/23/08)
Title: Re: SWTOR Post by: Signe on October 23, 2008, 07:02:00 AM Are those potatoes?
Title: Re: SWTOR Post by: Mrbloodworth on October 23, 2008, 07:17:41 AM Are those potatoes? More like fly's, the two in the back are part of a series. Most times, eating popcorn on the side of the bug zapper, watching games...well... yeah. (http://www.gucomics.com/comics/2008/gu_20080924.jpg) Title: Re: SWTOR Post by: Venkman on October 23, 2008, 07:23:04 AM I don't get it.
Title: Re: SWTOR Post by: Bzalthek on October 23, 2008, 07:44:56 AM The flies are MMOs, the Bug Zapper represents the ultimate end of all MMOs. Shadowbande and Horizons have been hovering on that brink of death for so long, they have become bitter and sarcastic residents of that purgatorial zone.
If you're looking for funny, probably best to look elsewhere. Funny is his acorn, but at least he's not wearing lipstick. Title: Re: SWTOR Post by: Cyrrex on October 23, 2008, 08:18:46 AM Re: two faction discussion. I need to dust of my SW Geek badge, but aren't the Mandolorians a viable possible third faction during this point in the timeline?
Only other comment I'll make at this point is that, despite all the early hate, this is essentially KOTORO. It's pure money hats. It may end up sucking, but I hope nobody here is suggesting it won't sell at least a million boxes. Title: Re: SWTOR Post by: Signe on October 23, 2008, 08:55:37 AM I can't believe I didn't see that they were flies. For some bizarre reason, I thought the wings were just some sort of background. D'oh!
Title: Re: SWTOR Post by: Yegolev on October 23, 2008, 08:59:50 AM I thought the wings were background or perhaps bubbles, and the potatoes were well-formed cartoon turds.
Title: Re: SWTOR Post by: Mrbloodworth on October 23, 2008, 09:03:09 AM I thought the wings were background or perhaps bubbles, and the potatoes were well-formed cartoon turds. They are turds, of a sort. The Zapper: Quote The Zapper- Although not a character as much as a representation of the death of things in the game industry, in some cases the characterization includes not just games, but game companies, developers, publishers, and other concepts or things relating to the industry that all share a similar impending doom, it has made numerous appearances in many comics, with a few flies appearing as characters heading towards the zapper, indicating the something's, at least at the time of the comic being made, likely demise. Games,Companies and etc that have been represented by flies unless noted otherwise in these strips at one point or another include; Shadowbane and Horizons are constantly in the comics as either commentators or watchers of the other flies in most cases they provide the dialogue of the strips, Ghostbusters, Wet, Brutal Legend, Wish, Acclaim, Cyan Worlds, Mourning, The Phantom Gaming Console, Uru Live, Asheron's Call 2, Dragon Empires, Mythica, Ultima X: Odyssey, Imperator, Wolfpack Studios, Atari, Infinium Labs, GU Comics, EI Interactive (Although as a Lightbulb), Endsless Saga, Planetside, Auto-Assault, Seed, Gametap (As the gametap emblem), Computer Games Magazine, Massive Magazine, FASA, Ryzom, Gods & Heroes, The Nintendo Wavebird, Star Trek Online, Arden: The World Of William Shakespeare, Perpetual/P2, Netscape Browser, Stormfront Studios, Istaria, Flagship Studios, Matrix Online, Star Wars Galaxies, Rubies Of Eventide, Warhammer Online.(introduced: July 1, 2004) (http://www.gucomics.com/comics/2007/gu_20070703.jpg) Title: Re: SWTOR Post by: LC on October 23, 2008, 09:07:29 AM Bioware saved Star Wars for me once already, so it will take a lot of disappointing news and schedule slips and feature cuts and the like to burn through their buffer of :heart: :heart: :heart:. I'll help you by pointing out that this is Bioware Austin, not Bioware Proper. Good point! It will be the same assholes who brought us other shit-in-a-box titles like: Star Wars Galaxies Shadowbane Tabula Rasa Numerous Canceled Projects Title: Re: SWTOR Post by: Simond on October 23, 2008, 10:29:30 AM The flies are MMOs, the Bug Zapper represents the ultimate end of all MMOs. Shadowbande and Horizons have been hovering on that brink of death for so long, they have become bitter and sarcastic residents of that purgatorial zone. He used to be mildly amusing before he turned /gu from "Comics I make for my EQ guild " into "Comics I make to pay the rent"If you're looking for funny, probably best to look elsewhere. Funny is his acorn, but at least he's not wearing lipstick. Title: Re: SWTOR Post by: Mrbloodworth on October 23, 2008, 10:30:37 AM The flies are MMOs, the Bug Zapper represents the ultimate end of all MMOs. Shadowbande and Horizons have been hovering on that brink of death for so long, they have become bitter and sarcastic residents of that purgatorial zone. He used to be mildly amusing before he turned /gu from "Comics I make for my EQ guild " into "Comics I make to pay the rent"If you're looking for funny, probably best to look elsewhere. Funny is his acorn, but at least he's not wearing lipstick. Don't be a hater. Title: Re: SWTOR Post by: Bzalthek on October 23, 2008, 10:56:04 AM His earlier stuff was alright, I read it regularly. But he seems to have been struggling for a while. It's almost like he's just going through the motions. A large part of the break, I think, is he went from EQ comics where he had a more personal connection to the absurdity we all faced, whereas today's comics are largely a few tidbits he gleans from gaming news sites and he slaps a little something together.
Title: Re: SWTOR Post by: Dtrain on October 23, 2008, 11:17:31 AM His earlier stuff was alright, I read it regularly. But he seems to have been struggling for a while. It's almost like he's just going through the motions. A large part of the break, I think, is he went from EQ comics where he had a more personal connection to the absurdity we all faced, whereas today's comics are largely a few tidbits he gleans from gaming news sites and he slaps a little something together. Agreed. Back in the classic EQ - Planes of Power time period, Woody was really dialed in to the pulse of that game and it's community in a way that only another player could be. Obviously he stopped playing and moved on to other things that did not consume him quite as much, and the comic has become unreadable for it. (At least for me anyways.) This is going to sound pathetic, but it kind of encapsulates the sadness you have when you realize that there will never be another one like 'your first.' (MMO that is.) Title: Re: SWTOR Post by: Hayduke on October 23, 2008, 11:57:46 AM Bioware saved Star Wars for me once already, so it will take a lot of disappointing news and schedule slips and feature cuts and the like to burn through their buffer of :heart: :heart: :heart:. I'll help you by pointing out that this is Bioware Austin, not Bioware Proper. Good point! It will be the same assholes who brought us other shit-in-a-box titles like: Star Wars Galaxies Shadowbane Tabula Rasa Numerous Canceled Projects Damn that's cold. You make it sound like a halfway house for battered mmo developers. Oh god, someone check on McQuaid :ye_gods:. Title: Re: SWTOR Post by: HaemishM on October 23, 2008, 12:33:21 PM Damn that's cold. You make it sound like a halfway house for battered mmo developers. Oh god, someone check on McQuaid :ye_gods:. Don't worry. He's on the nod in a pool of his own filth at this point. Title: Re: SWTOR Post by: UnSub on October 23, 2008, 11:31:16 PM Damn that's cold. You make it sound like a halfway house for battered mmo developers. Oh god, someone check on McQuaid :ye_gods:. Don't worry. He's on the nod in a pool of his own filth at this point. ... but I'm sure they've got his resume. Title: Re: SWTOR Post by: ashrik on October 23, 2008, 11:49:37 PM Seriously though
I know it's off topic but is he attached or related to any know project at the moment? Title: Re: SWTOR Post by: Ubvman on October 24, 2008, 01:55:53 AM Back on topic sort-of.
if SWTOR is a success, it will be in spite of rather than because of the the Star Wars IP. Like someone said earlier in this thread, NGE was all Lucas' peoples doing. Add this picture because it made me LOL - (http://www.geocities.com/eqdoktor1/humor/darth-vader-lord-vader-demands-an-explanation.jpg) Title: Re: SWTOR Post by: Venkman on October 24, 2008, 09:24:27 AM Err... (http://www.gamesindustry.biz/articles/ea-and-lucas-arts-star-wars-mmo-to-be-bigger-than-wow)
(http://driph.com/words/wp-content/uploads/2008/05/awesome.gif) Quote EA and LucasArts: Star Wars MMO to be bigger than WoW EA and LucasArts are aiming to take on World of Warcraft with BioWare's newly announced MMO, Star Wars: The Old Republic. Speaking to Videogaming247, EA Games' president, Frank Gibeau, spoke of the company's ambition to use the Star Wars IP to build up a user base to overtake that of Blizzard's. "We have very high expectations for this," Gibeau explained. "Just look at the base of Star Wars fans, plus what BioWare can do. Trust me: we want to win. EA's reputation is for wanting to win." "This is going to be a powerful category and there's lots of ways to compete in this category. [Blizzard] created a much larger opportunity for everybody else, but that doesn't mean it's going to stay that way." LucasArts' Tom Nichols agreed, adding: "When World of Warcraft came out, everybody thought, 'No, the market is only this big, because that's as big as EverQuest was.' Blizzard showed that it could be much larger." "Our goal is to show that by bringing storytelling to the genre that we can attract an even wider audience. Plus, we have the benefit of this huge brand, which has done very, very well for nearly 30 years." When asked specifically if the game would be bigger than World of Warcraft, Nichols said: "I think this game has that potential." Title: Re: SWTOR Post by: Nija on October 24, 2008, 09:36:51 AM Good old clueless suits. It doesn't matter what industry you look at, they all have 'em.
Title: Re: SWTOR Post by: WindupAtheist on October 24, 2008, 09:41:40 AM I'll confess. KOTORO-meter aside, I'm not really that excited about this project. If it doesn't sound too disastrous in beta I might shell out for a box a bit after launch and play the free month just to see what's up, but that's as far as my enthusiasm goes. That whole bit about the Seventh Battle of Ruusan? I had to look that up on some nerd website.
I'm a huge nerd myself, for the Star Wars movies, but I've basically avoided most of the games/books/comics/whatever. I didn't even play the original KOTOR until last year when I made that thread about it. Title: Re: SWTOR Post by: Margalis on October 24, 2008, 10:03:05 AM Sky high expectations married to low competence. Should be a good time.
Title: Re: SWTOR Post by: Soln on October 24, 2008, 10:31:07 AM Worked for Spore. :uhrr:
And Walton was the father of the Sims Online. Yeah, we'll see. Title: Re: SWTOR Post by: Jayce on October 24, 2008, 10:40:45 AM Made a few corrections, in teal for great justice.
Quote EA's reputation is for wanting (but failing) to win." "Our goal is to show that by bringing storytelling to the genre that we can Plus, we have the benefit of this huge brand, which has done very, very well for nearly 30 years except for that minor problem with the last time someone tried an online game with it." When asked specifically if the game would be bigger than World of Warcraft, Nichols said: "I think this game has that potential," and then burst out laughing, having failed a valiant effort to say it with a straight face. Title: Re: SWTOR Post by: ajax34i on October 24, 2008, 11:00:07 AM What do you guys expect them to say at this point (or any point)?
"Yeah, we don't really think our product will succeed, and we think our investors are idiots, but hey we'll take their money and go through some motions. Oh yeah, and our employees and programmers completely lack any sort of talent, and we have a complete lack of faith in their abilities." What do you expect a company to say about its product and about its hopes for the future? Hmm? EDIT: In my opinion, if they truly believe that storytelling has the potential to attract so many players, they will have hired a lot of writers. There are quite a few (popular, contemporary) sci-fi writers who have written Star Wars paperbacks etc., and I'd expect them to tap that talent. If the game is to succeed or fail based on the quality of storytelling, they have to. They should advertise the writers. Title: Re: SWTOR Post by: Jayce on October 24, 2008, 11:16:41 AM They ought to say nothing at this point. Hyping your product this far in advance can only serve to create unrealistic expectations.
My post was only to poke fun at the interview or press release or whatever. I never pay attention to these things until they're at least in beta, preferably release. Until then, in spite of whatever information people claim to have, it's all (probably wrong) speculation. Title: Re: SWTOR Post by: Hayduke on October 24, 2008, 11:27:32 AM It's bullshit and it seems harmless enough and most people will ignore *now*. But a month after launch a horde of trolls with shit-eating grins will be plastering these statements all over the forums to show why the game is an abject failure. You'd just think that one day they'd learn.
Title: Re: SWTOR Post by: Stormwaltz on October 24, 2008, 11:29:33 AM I'll help you by pointing out that this is Bioware Austin, not Bioware Proper. I said this in the other thread, but I'll say it here for those who missed: a lot of people from "BioWare Proper" transferred to Austin to work on Old Republic. I don't know how many overall, but there were six from the writer / tech designer circles I run in. The most important was James Ohlen. He's been with the company since Shattered Steel, was the guiding hand on the Baldur's Gates, and served as head of design for many years. The game could still be crap, but it would be BioWare crap, made by many of the same people who brought you BG, NWN, KotOR, and Jade. Title: Re: SWTOR Post by: Slyfeind on October 24, 2008, 11:44:52 AM What do you guys expect them to say at this point (or any point)? Lucas got this one right while he was writing The Phantom Menace: "I'm not interested in breaking any records." Title: Re: SWTOR Post by: LC on October 24, 2008, 12:13:07 PM I said this in the other thread, but I'll say it here for those who missed: a lot of people from "BioWare Proper" transferred to Austin to work on Old Republic. I don't know how many overall, but there were six from the writer / tech designer circles I run in. The most important was James Ohlen. He's been with the company since Shattered Steel, was the guiding hand on the Baldur's Gates, and served as head of design for many years. The game could still be crap, but it would be BioWare crap, made by many of the same people who brought you BG, NWN, KotOR, and Jade. It's like dropping your rolex into the dirtiest public toilet imaginable. Title: Re: SWTOR Post by: Riggswolfe on October 24, 2008, 12:26:23 PM Just a quick note:
SWG did not fail because of the IP. It had huge numbers when it launched remember? It failed because of the execution. Honestly, if I was at Bioware Austin I'd have a board devoted to things to learn from SWG. Don't: Launch without vehicles or space. Make a grind that kills. Ignore itemization so crafters can rule the game. Forget the content. Use HAM or something equally retarded to force players to go see other players who are just running macros anyway. Title: Re: SWTOR Post by: ashrik on October 24, 2008, 12:27:49 PM I'll help you by pointing out that this is Bioware Austin, not Bioware Proper. I said this in the other thread, but I'll say it here for those who missed: a lot of people from "BioWare Proper" transferred to Austin to work on Old Republic. I don't know how many overall, but there were six from the writer / tech designer circles I run in. The most important was James Ohlen. He's been with the company since Shattered Steel, was the guiding hand on the Baldur's Gates, and served as head of design for many years. The game could still be crap, but it would be BioWare crap, made by many of the same people who brought you BG, NWN, KotOR, and Jade. Title: Re: SWTOR Post by: Lantyssa on October 24, 2008, 01:03:49 PM Don't: Have a plethora of bugs.Title: Re: SWTOR Post by: schild on October 24, 2008, 01:04:21 PM Quote The game could still be crap, but it would be BioWare crap, made by many of the same people who brought you BG, NWN, KotOR, and Jade. Don't try to fleece us, Stormwaltz. Please :( Edit: In fact, until it's a success, it's probably smart to remove yourself from the direct line of fire. I have a feeling, from everything said - particularly that bigger than WoW shit, that there will be LOTS of collateral damage. Title: Re: SWTOR Post by: shiznitz on October 24, 2008, 01:57:07 PM Back to the subject of graphics, those images linked are good enough to keep me interested. There is no need for games to go all-hyper detailed. It didn't help AoC.
Title: Re: SWTOR Post by: eldaec on October 24, 2008, 02:09:55 PM Will pistol damage stack with rifle damage?
Or would that conflict with Star Wars canon now? Anyhow, 'story-based MMOG' sounds too much like Guild Wars PvE to get excited. (I'm guessing the pvp element will also be Guild Wars style sport-PvP) I never really understand how anyone expects story-based to work in an environment where you are interacting with thousands of people who all have the same role in the same story. Title: Re: SWTOR Post by: ajax34i on October 24, 2008, 04:35:13 PM Maybe they're thinking of making it like WoW's "story": players get involved in the many subplots (dragons infiltrating Stormwind, king kidnapped, the Thrall subplots, the many subplots going on with pretty much each zone and/or dungeon and its boss) and they get lore bits and plot info as they grind the NPCs. But as far as the main story: the re-opening of the portal, the resurgence of the BEs, trolls, and (soon) the Scourge, that's handled via periodic expansions.
I mean, expansions are a given, right? Anyway, judging by how Episodes 1 - 3 were, "a zillion subplots" seems to resonate with George Lucas (and he just couldn't cram everything he wanted into 3 2-hr movies, but it's possible to cram into a MMO without skimping on the narrative of each subplot). So, I mean, the Death Star will be frozen in space after having just destroyed Alderaan, grave threat, no hope, and all that, and until the expansion hits we'll just be the thousands of Bothans that die to acquire its schematic. Title: Re: SWTOR Post by: Venkman on October 24, 2008, 04:37:31 PM the FIFY. I have nothing else to add :grin: Title: Re: SWTOR Post by: LK on October 24, 2008, 05:54:58 PM "Story-based" says to me that they are going to use that as an excuse to not make a good games system that will be fun once you run out of story content.
See: Mass Effect. Title: Re: SWTOR Post by: Hayduke on October 24, 2008, 07:34:58 PM Story-based mmo sounds to me like DDO. Just with a very slightly less :uhrr: IP and a mostly single player based game with an excuse for micropayments to avoid software piracy. But I'm probably really far off-base.
Title: Re: SWTOR Post by: Goreschach on October 24, 2008, 07:41:23 PM Story-based mmo sounds to me like DDO. Just with a very slightly less :uhrr: IP and a mostly single player based game with an excuse for micropayments to avoid software piracy. But I'm probably really far off-base. DnD is probably the closest you'll ever come to an IP that you don't have to shoehorn into a DIKU based mmo. Star Wars, on the other hand, is just a couple bantha tracks behind Startrek and it's teleporters and make-stuff-ators. Title: Re: SWTOR Post by: UnSub on October 24, 2008, 09:50:51 PM Don't: launch the game if it lacks the 'stars' and 'wars' of the IP. I know some people loved SWG, but it was one of the worst adaptions of the IP that it possibly could have been. Oh, and 'story-based'? No-one cares if the controls suck and the classes are completely unbalanced. Title: Re: SWTOR Post by: Stormwaltz on October 25, 2008, 12:14:55 AM Don't try to fleece us, Stormwaltz. Please :( I don't want to. I only want to correct this rumor that the team doesn't include anyone from what's traditionally considered "BioWare." I honestly have no idea what the game will look like in the end. I only know what it looks like now. I can't comment on that, and it obviously still requires a great deal of polish. Title: Re: SWTOR Post by: taolurker on October 25, 2008, 12:18:55 AM Alpha invites how soon?
That is the best thing you can do to appease this crowd. If there's one for me, then you will have 700 word bug reports to look through too. PS: Get some more community people and forum moderators ASAP. Title: Re: SWTOR Post by: Triforcer on October 25, 2008, 01:26:24 AM http://www.eurogamer.net/article.php?article_id=265389&page=2
I can't help but point out this gem: Quote That's no longer the case, says Erickson - and as a result, the class narratives in SWTOR are "the most unique stories we've ever told". What's more, even if you play through the entire game as a Jedi, then do it all again as a Sith, "You will not see one repeated piece of content. Not one quest, not one line of dialogue, nothing." :awesome_for_real: I almost feel like I should pay the devs a subscription fee just to watch their goals get cut from release, one by one. EDIT: Article also says that when you have a group encounter, you don't even have to get a full group- AI can fill in missing slots. This is sounding less and less like an MMO all the time and more like GW or Diablo. Title: Re: SWTOR Post by: UnSub on October 25, 2008, 01:32:50 AM From the same article:
Quote We're not talking about any of that today, of course. The even bigger questions, such as whether complex storylines and AI buddies will work in MMOs, won't be answered until the game is released - and that could be years from now. SWOR, the hottest MMO of 2011! :why_so_serious: Here is the rule of MMO marketing: show, don't tell. Until you can put it up on the screen and we can see how it plays, it is all hype that is just going to end up strangling your product under the weight of expectations. Title: Re: SWTOR Post by: Triforcer on October 25, 2008, 01:49:41 AM From the same article: Quote We're not talking about any of that today, of course. The even bigger questions, such as whether complex storylines and AI buddies will work in MMOs, won't be answered until the game is released - and that could be years from now. SWOR, the hottest MMO of 2011! :why_so_serious: Here is the rule of MMO marketing: show, don't tell. Until you can put it up on the screen and we can see how it plays, it is all hype that is just going to end up strangling your product under the weight of expectations. That was the reporter's musing, not the dev's (at least the way I read that article). I continue to maintain this is much farther along than anyone here thinks. Didn't Stormwaltz, before the announcement, confirm that whatever MMO they were developing was currently playable, at least in some alpha fashion? Title: Re: SWTOR Post by: Goreschach on October 25, 2008, 02:10:59 AM SWOR, the hottest MMO of 2011! :why_so_serious: Am I the only one that hates the acronym SWTOR? You can't pronounce it, and it's too long to spell out. We should all start using SWOR. KOTORO, however, was the best mmo name yet. Title: Re: SWTOR Post by: Fordel on October 25, 2008, 03:47:22 AM We should just keep calling it KOTORO, maybe it'll stick.
Title: Re: SWTOR Post by: Venkman on October 25, 2008, 04:12:41 AM Alpha invites how soon? God no. They can't avoid veterans getting in to the game. But no way should a company expedite entry for a group that has a long track record of turning on those games either by not buying the box or not lasting the first month. Then add to that the perfect storm of it-needs-to-be-better-than-SWG, MMO, and EA.That is the best thing you can do to appease this crowd. Nah. They need to run the other way :grin: Title: Re: SWTOR Post by: Triforcer on October 25, 2008, 04:54:35 AM I am already having fun on the boards. When I explained to an old SWG pre-beta board vet that I was a college "sophomore" at that time, the boards changed it to "sop****ore." Its good to see that the Galaxy-spanning war won't be marred by naughty language.
Title: Re: SWTOR Post by: UnSub on October 25, 2008, 05:30:01 AM From the same article: Quote We're not talking about any of that today, of course. The even bigger questions, such as whether complex storylines and AI buddies will work in MMOs, won't be answered until the game is released - and that could be years from now. SWOR, the hottest MMO of 2011! :why_so_serious: Here is the rule of MMO marketing: show, don't tell. Until you can put it up on the screen and we can see how it plays, it is all hype that is just going to end up strangling your product under the weight of expectations. That was the reporter's musing, not the dev's (at least the way I read that article). I continue to maintain this is much farther along than anyone here thinks. Didn't Stormwaltz, before the announcement, confirm that whatever MMO they were developing was currently playable, at least in some alpha fashion? I can accept that Bioware might have a playable engine, or at least one that works well enough in some areas to show off. However, look at what they are promising: - a completely unique, distinctive story for each class (although if the classes are "Jedi" and "Sith", maybe that won't be an issue) - massive worlds and numerous races that fit with the SW mythos - a companion system that interacts with the player and reacts to what they do - irreversible choices for characters, so that when a player goes down a certain path, they'll have to make some decisions; this means that multiple paths per class will need to be developed, so that players can actually experience the different alternatives - plus all the usual game systems that Bioware didn't want to discuss In their own words, SWOR is the biggest game they've ever done. Working engine is great, but there is a lot of stuff to add to it to create the MMO they are talking about. Title: Re: SWTOR Post by: eldaec on October 25, 2008, 07:13:04 AM - irreversible choices for characters, so that when a player goes down a certain path, they'll have to make some decisions; Irreversible choices, that's worked ever so well in previous mmogs.... Quote In their own words, SWOR is the biggest game they've ever done. Working engine is great, but there is a lot of stuff to add to it to create the MMO they are talking about. tbh, those examples just sound like the usual fluff statements to me. My guess; Bioware haven't even decided how any of this is really going to work. The fact that they say it is 'currently playable' just means they've bought an engine and installed it. Title: Re: SWTOR Post by: Triforcer on October 25, 2008, 07:29:01 AM Exactly. I'm not worried about a late release date because of those features, since they are crack fantasies and will be cut (probably sooner than later).
Title: Re: SWTOR Post by: Venkman on October 25, 2008, 07:32:13 AM What features? There's none detailed to any sufficiency to have an expectation about, good or bad.
Title: Re: SWTOR Post by: Triforcer on October 25, 2008, 07:51:27 AM The feature of every class having a completely separate content experience, and (according to a couple interviews) the fact that this game won't have any MMO quests in the traditional sense (the exact quote was "you'll never walk into a cantina and have a stranger ask you to rescue his cat").
Unless Jedi and Sith are the ONLY classes, there is simply no way that the first will happen. You can NEVER create enough static content to satisfy everyone and keep everyone occupied (at least, when you expect said people to come back month after month and pay you money). For SWTOR to base an MMO around doing this is very troubling, given most people just want to click through quest text anyway. Most single player RPGs give us (at most) a few dozen hours of content, and they are going to create 10 or 12 separate single-player games and keep patching in new content in a manner that nobody finishes their content? Maybe the Defense Department could do that if it threw its budget at it, but even EA will fail. Title: Re: SWTOR Post by: lesion on October 25, 2008, 08:15:53 AM Swuh-tor, philistines.
Title: Re: SWTOR Post by: eldaec on October 25, 2008, 08:36:44 AM Maybe the Defense Department could do that if it threw its budget at it, but even EA will fail. Even EA? You speak as if EA's involvement is a plus. Title: Re: SWTOR Post by: Venkman on October 25, 2008, 09:04:14 AM The feature of every class having a completely separate content experience, and (according to a couple interviews) the fact that this game won't have any MMO quests in the traditional sense (the exact quote was "you'll never walk into a cantina and have a stranger ask you to rescue his cat"). That's not a feature. It's a system. Its success will rest mostly on content. As a system, what they've said so far barely qualifies as the title of the initial email that talks about the eventual need for a basic scoping document. There's so little that we know at this point the only expectation is whatever each of us imagine it could maybe someday turn out to be. That of course is the problem itself and the reason saying nothing at all is better than the bits they've said so far. Title: Re: SWTOR Post by: eldaec on October 25, 2008, 09:12:16 AM That of course is the problem itself and the reason saying nothing at all is better than the bits they've said so far. Ordinarily I'd agree, but this is Star Wars, so they have to give us plenty of time to reach page 100. Title: Re: SWTOR Post by: WindupAtheist on October 25, 2008, 10:57:26 AM I've said before that I don't really want a world, I want a game pretending to be a world. This super-instanced Guild Wars shit doesn't even do an adequate job of pretending.
Title: Re: SWTOR Post by: SnakeCharmer on October 27, 2008, 01:53:39 PM New art interview (http://www.tentonhammer.com/node/47423). One thing stands out:
Quote Will the game be able to scale up if you have a really kick ass computer? Ideally, I want to scale up frame rate. If you have the biggest, baddest machine, you should be able to run at some pretty high frames per second. So basically, it will be crap graphics at 140 fps. Awesome. Title: Re: SWTOR Post by: Goreschach on October 27, 2008, 04:47:18 PM New art interview (http://www.tentonhammer.com/node/47423). One thing stands out: Quote Will the game be able to scale up if you have a really kick ass computer? Ideally, I want to scale up frame rate. If you have the biggest, baddest machine, you should be able to run at some pretty high frames per second. So basically, it will be crap graphics at 140 fps. Awesome. Or maybe they're just not even trying to hide the fact that you'll get 5 fps in cities. Title: Re: SWTOR Post by: Ghambit on October 28, 2008, 12:41:44 AM In honor of this game's development, I'm dressing as SPOCK for Halloween. :grin:
Title: Re: SWTOR Post by: schild on October 28, 2008, 12:48:52 AM http://www.mobygames.com/developer/sheet/view/developerId,46413/
Star Wars: Galaxies - Episode III Rage of the Wookiees (2005), LucasArts Entertainment Company LLC Star Wars: Galaxies - The Total Experience (2005), LucasArts NHL 2005 (2004), Electronic Arts, Inc. Star Wars: Galaxies - Jump to Light Speed (2004), LucasArts Star Wars: Galaxies - An Empire Divided (2003), LucasArts CyberStrike 2 (1998), 989 Studios Heh. It's like I don't even have to try. Still doesn't explain how screenshots were ever released with lightsabers the size of a bantha. Title: Re: SWTOR Post by: Triforcer on October 28, 2008, 01:21:56 AM I still don't get what the fuss is. Stylized TF2-style graphics don't really age in the way we normally think of graphics aging. This is one thing that WoW nailed. Photorealistic stuff ages badly because there is always better photorealistic stuff the next year.
Title: Re: SWTOR Post by: SnakeCharmer on October 28, 2008, 07:02:57 AM Still doesn't explain how screenshots were ever released with lightsabers the size of a bantha. But oversized weapons make you feel powerful. Title: Re: SWTOR Post by: trias_e on October 28, 2008, 07:38:29 AM Quote I still don't get what the fuss is. Stylized TF2-style graphics don't really age in the way we normally think of graphics aging. This is one thing that WoW nailed. Photorealistic stuff ages badly because there is always better photorealistic stuff the next year. Agreed, any game you want people to play for years to come should go this route in the first place, for an MMORPG it should be a no-brainer. I remember having a conversation about the personal story-based MMORPG a long time ago, I believe on this site. It seems to just be a tragic concept. Either you make the storyline meaningless to the character development and no one will give a shit about it, or you make the storyline matter in development and end up with a bunch of characters who are pissed about how their character turned out and have to re-roll to make the 'correct' choices. You can't let people switch at will, because again, the story doesn't matter at that point. Honestly, the only way I could sort of see getting around this is a faction based end game where the choices you made during the story-line aren't permanent, but just push you to certain directions of gameplay. Even there it's likely that in the end game people would view this as a inconvenience instead of a benefit, unless you push some seriously incredible evolving RP/story angle really well and make people feel involved in whatever faction they find themselves. God, even that sounds idealistic as hell. Title: Re: SWTOR Post by: Venkman on October 28, 2008, 07:43:35 AM Agreed. If players want storyline that means they want a unqiue place in the world. But for that place to matter there has to be some consequence to the choice. Otherwise you're just waiting for WoW to steal back your players.
Faction/Reputation is a good way to do that, something that's been devolved even before EQ1's shallow implementation of the "Air of..." from Ultima IV. But considering how much whining there was on the most recent Scourge Invasion in WoW, I highly suspect any amount of game-changing consequence woudl only be met by derision. And /angryquits. Title: Re: SWTOR Post by: Ghambit on October 28, 2008, 08:14:04 AM I still don't get what the fuss is. Stylized TF2-style graphics don't really age in the way we normally think of graphics aging. This is one thing that WoW nailed. Photorealistic stuff ages badly because there is always better photorealistic stuff the next year. Stylized photorealism is where we should be going with gaming. The two arent mutually exclusive. Why is it that people seem to think they can only have one or the other? Art and Tech CAN be used simultaneously. Matter of fact, Bioware made a good example of this with Bioshock. So please can we stop it with the photorealism vs. style argument. Photorealism will ALWAYS be a better pallette to work from (unless your game demands anime), and original style makes the best brush strokes. Title: Re: SWTOR Post by: Ghambit on October 28, 2008, 08:26:00 AM Quote I still don't get what the fuss is. Stylized TF2-style graphics don't really age in the way we normally think of graphics aging. This is one thing that WoW nailed. Photorealistic stuff ages badly because there is always better photorealistic stuff the next year. Agreed, any game you want people to play for years to come should go this route in the first place, for an MMORPG it should be a no-brainer. I remember having a conversation about the personal story-based MMORPG a long time ago, I believe on this site. It seems to just be a tragic concept. Either you make the storyline meaningless to the character development and no one will give a shit about it, or you make the storyline matter in development and end up with a bunch of characters who are pissed about how their character turned out and have to re-roll to make the 'correct' choices. You can't let people switch at will, because again, the story doesn't matter at that point. Honestly, the only way I could sort of see getting around this is a faction based end game where the choices you made during the story-line aren't permanent, but just push you to certain directions of gameplay. Even there it's likely that in the end game people would view this as a inconvenience instead of a benefit, unless you push some seriously incredible evolving RP/story angle really well and make people feel involved in whatever faction they find themselves. God, even that sounds idealistic as hell. What's ironic in all of this is that SWOR will ultimately have LESS of a story than sandbox-SWG. When you dont give the players control over the story, the gameplay eventually fizzles out. Regardless of the choices Biolucas gives you with storyline, it's still just one bloated choose-your-own-adventure game. REAL story-based game theory is more based on Mad Libs than anything else. Make an infinitely flexible framework and let the players evolve it themselves. For Star Wars, just add the pew pew, ships, and the "hhoe-pers" and you're good to go. Lastly, any story-based Loot-oriented SW done during KOTOR (while being a Jedi) will ultimately fail because lets face it... Jedis arent too keen on LOOT. So using the WoW motto of phat lootz till you die isnt going to work here. I'd be willing to say Bioware should be "mindful" of adding enough flexibility into their title, because it's not like Jedi run around space collecting things... or even really improving/adding to their skillset much. Hell, what is it? They swing a sword, move things, and shoot lightning... and run fast sometimes. That's it. What they need here is a story-based sandbox action space shooter. Title: Re: SWTOR Post by: Tarami on October 28, 2008, 08:29:27 AM I still don't get what the fuss is. Stylized TF2-style graphics don't really age in the way we normally think of graphics aging. This is one thing that WoW nailed. Photorealistic stuff ages badly because there is always better photorealistic stuff the next year. Matter of fact, Title: Re: SWTOR Post by: Dexter on October 28, 2008, 09:41:11 AM Video of the PR presentation btw.:
http://www.videogaming247.com/2008/10/27/star-wars-the-old-republic-the-entire-reveal-presentation-in-video/ And here's a small guess on what features they're probably still considering: http://www.ahazi.org/forums/showpost.php?p=165362&postcount=1 A storybased MMO might actually work if they don't overdo it and dip&throw a few story-elements and cutscenes here and there instead of instancing half the game... Title: Re: SWTOR Post by: tmp on October 28, 2008, 09:58:44 AM Photorealism will ALWAYS be a better pallette to work from (unless your game demands anime), and original style makes the best brush strokes. Better for what? Considering it increases hardware requirements, demands more processing power, much more detailed coontent *and* makes immersion much harder to achieve (the uncanny valley effect) ... there actually seems to be very little incentive to go that route, when you think of it.And speaking of pallette, photorealism is typically brown with some green thrown in the mix. Is why even movies nowadays stylize the hell out of that photorealism whenever they can. Title: Re: SWTOR Post by: UnSub on October 28, 2008, 10:17:40 AM Still doesn't explain how screenshots were ever released with lightsabers the size of a bantha. But oversized weapons make you feel powerful. ... and aren't compensating for anything at all. Title: Re: SWTOR Post by: Slayerik on October 28, 2008, 01:21:28 PM I've said before that I don't really want a world, I want a game pretending to be a world. This super-instanced Guild Wars shit doesn't even do an adequate job of pretending. What is going on, this is like the 5th time this month I've read a WUA post and thought... "Right on." Bizarro world? :) Title: Re: SWTOR Post by: wuzzman on October 28, 2008, 01:25:22 PM telling a great story through a persistent world, hmm the fail is coming.
Title: Re: SWTOR Post by: SnakeCharmer on October 28, 2008, 01:45:22 PM telling a great story through a persistent world, hmm the fail is coming. Depends on how much of the 'world' is persistent. Main trading and social hubs where the world never really (and doesn't have to) changes? Sure. But when the main story line locations and times are wholly dependent on how far each person has progressed on their story / level are completely instanced? Maybe not SO much. This ain't your normal MMO inbound, folks. Unless you count global chat. Title: Re: SWTOR Post by: Rasix on October 28, 2008, 01:49:23 PM This ain't your normal MMO inbound, folks. HAHAHA. Can we bronze this? Title: Re: SWTOR Post by: SnakeCharmer on October 28, 2008, 01:50:53 PM I hope the implication wasn't there that I thought it would be a good one, friendo.
If so, I sincerely apologize. Edit: Clarity. Title: Re: SWTOR Post by: Venkman on October 28, 2008, 04:50:54 PM But when the main story line locations and times are wholly dependent on how far each person has progressed on their story / level are completely instanced? Maybe not SO much. We'll see. I'd like to believe they don't make the same mistake LoTRO did where so many more-than-WoW quests had such wierd quest-step disparity issues. Title: Re: SWTOR Post by: SnakeCharmer on October 28, 2008, 05:13:38 PM But when the main story line locations and times are wholly dependent on how far each person has progressed on their story / level are completely instanced? Maybe not SO much. We'll see. I'd like to believe they don't make the same mistake LoTRO did where so many more-than-WoW quests had such wierd quest-step disparity issues. I dunno. I don't think it's a number of quests thing. I only played the trial for a couple days for LOTRO so I'm not all that familiar with it. The feeling I get for SW:TOR is that as your character progresses, your world changes, but doesn't change for anyone else. They only see the changes if they group with you and (temporarily) become part of YOUR timeline. And you don't necessarily need them (other players) because of your companions (a la Mass Effect) that you chose between missions (or at any given time that you return to the Normandy, if memory serves). The parts that don't change are social centers. In a round about way, that's fine with me since I prefer solo PvE, but love some group PvP. The whole consequences matter meme is something that bothers me as well. If it's a single player game, I can replay from the beginning to that point of proverbial no return in fair record time - or save right before hand. An MMO? Not so much. I don't want to think I've wasted 100 hours because I took the wrong path; whether real or perceived (which, honestly, is there any difference?). I'm not keen on the art direction, I'm not keen on the graphics approach (better computer only gets better fps, otherwise the game will look the same on a garden variety budget rig as it does a tricked out quad core SLI power rig), and other stuff. It's really a game not for me, in that I'm just too damn old. Title: Re: SWTOR Post by: WindupAtheist on October 28, 2008, 08:52:06 PM What is going on, this is like the 5th time this month I've read a WUA post and thought... "Right on." Bizarro world? :) We need a good Trammel thread to dredge up the old animosity, but anymore I don't even have it in me. I blame WoW. Everyone plays it, everyone does as much PVP as they do or don't feel like, and even the biggest carebear does a little sport PVP on the side. But seriously, if KOTORO (fuck it, I'm calling it that) instances all or most of it's zones, that's a total deal-breaker. If I want something like that, Diablo 3 will be out by then, with no subscription fee and gameplay/loot that's virtually guaranteed to be 1000% more fun. Title: Re: SWTOR Post by: Iniquity on October 29, 2008, 01:05:51 AM I've always thought that the solution to the whole 'global consequences of your actions' thing is radically small server sizes. I.e. 100-200 people max, with hundreds of servers. Gives people much more of an opportunity to shape their environment.
Title: Re: SWTOR Post by: Koyasha on October 29, 2008, 01:20:09 AM The feeling I get for SW:TOR is that as your character progresses, your world changes, but doesn't change for anyone else. They only see the changes if they group with you and (temporarily) become part of YOUR timeline. WoW is already doing this with their new 'phasing' setup in Lich King, except (rather shortsightedly) they have not (to my knowledge) included any way to bring others into 'your' timeline. So if I want to help a guildie on a phased quest because we just feel like playing together (the quests are supposedly designed to be soloable if necessary, but whether they NEED the help or not is irrelevant) I can't. I'm forbidden from playing with them because I'm not on the same step of the phased quest.Either way, it is an interesting implementation and if they are indeed planning something like this for the Old Republic, I'll be at least interested to see how well it handles and whether it's extremely jarring or not. It's not as though we don't already have a complete lack of immersion as far as mobs respawning, dungeons respawning, etc, goes in all current games. I've always thought that the solution to the whole 'global consequences of your actions' thing is radically small server sizes. I.e. 100-200 people max, with hundreds of servers. Gives people much more of an opportunity to shape their environment. That sounds basically like NWN, just with professionally managed small servers all run by one company. Some of the better and longer lasting NWN servers have had exactly this. The DM and world builders react to the actions of the players in the world, changing the zones as necessary. Thing is I'm not sure such a thing would work on a large scale because every single one of those hundreds of servers would require a dedicated and personal staff of at least a few people to react to and implement the changes the players make.Title: Re: SWTOR Post by: Triforcer on October 29, 2008, 03:33:31 AM All of the "world changing" in SWTOR (horrible, horrible name btw, I pronounce it sweater in my head) will be of 2 varieties:
1) Offline Tortage stuff, and 2) In-game (i.e., multiplayer) limitations on powers/loot based on your choices. I disagree with #1 making up a large part of an MMO, but #2 has its problems as well. Here are the possible scenarios (for the Jedi class, just to pick one): (1) Your (irreversible) in-game choices mean that at endgame your Jedi has Force Heal, but can never get Force Lightning. Response: "Wtf, I have to reroll to get out of this gimp power to get the awesome IWin Lightning?? I quit!" (2) Your (completely reversible) in-game choices mean that at endgame, you can "respec" to Dark Jedi by grinding Jedi Master NPCs for a few hours to get the powers you want. All story becomes totally meaningless, because all your choices can be wiped out easily in the end. (3) Your storyline/choices has no effect on your powers or equipment. The story stuff is thus completely meaningless. The game will start out as 1, move to 2 within two months (because the first people hit high level) (except with a horrible horrible grind to change) and a few months after that changes to total insta-respeccing. Hell, even the ability to permanently lose a certain companion ("wtf, I clicked on the wrong dialogue option BECAUSE OF LAG!1!! and lost my Dashade forever, I'm permagimped against Jedi now /ragequit!") will monumentally piss people off. People like to think that their characters (even if, by definition, limited to their own class skills) can always theoretically have any option open to them- i.e., no way to permanently ruin a faction, switching from gnomish to goblin engineering, etc. SWTOR will launch with permanent choices, but very quickly dispose of them. Title: Re: SWTOR Post by: Tige on October 29, 2008, 07:03:10 AM This looks hauntingly familiar to what Bioware's SWOTOR team has said so far about story driven classes;
http://www.gamebanshee.com/previews/dragonage1.php (http://www.gamebanshee.com/previews/dragonage1.php) and http://www.gamebanshee.com/interviews/dragonageorigins1.php (http://www.gamebanshee.com/interviews/dragonageorigins1.php) Quotes of note, Dan in this case is Dan Tudge Project Director/Executive Producer Dragon Age: Origins Quote Dan: The Origin Stories are one of the defining features of the game. Your choice of Origin Story not only determines how and where your adventure begins, but defines how the world sees you and how you see the world. Quote Dan: We wanted Dragon Age: Origins to immerse the player in a rich story that really made them feel that it was their own unique story, and that their decisions had a meaningful impact on how the story unfolded. Quote “For the first time, you choose how your character’s story begins and that choice changes how your story unfolds. From a grim barbarian wanderer who is the last of his kind, to an exiled dwarven prince betrayed by his brother; each of the many 'origin' stories spins its own heroic tale of intrigue and romance. Each origin story completely changes the setting and events of the game's first chapter and unlocks different storylines, villains, romances and items throughout the course of the game. Looks like DA:O will give a lot of insight in what SWOTOR has in store. Title: Re: SWTOR Post by: Venkman on October 29, 2008, 01:57:47 PM But when the main story line locations and times are wholly dependent on how far each person has progressed on their story / level are completely instanced? Maybe not SO much. We'll see. I'd like to believe they don't make the same mistake LoTRO did where so many more-than-WoW quests had such wierd quest-step disparity issues. I dunno. I don't think it's a number of quests thing. I only played the trial for a couple days for LOTRO so I'm not all that familiar with it. It wasn't so much a quantity thing as a style thing. Do you remember that Darkshire quest in WoW where it was like 14 steps or something through a fairly interesting story line? There's a few quest series like that in WoW but the game is largely one to three quest steps and that's about it. LoTRO, at least from what I remember into the late-20s, had many many more quest-series. It made perfect sense for the world and the lore, but it made it harder for people to help each other in a situation that was concurrently mutually beneficial. It usually was a lot more one person helping another and then vice versa, thus doubling the time and repeating the content over and over. It drove a wedge between those who quested together anyway and those who soloed but needed the occasional help that, at least at launch, was a bit harder to find because nothing lined up. Ideally, the Origin Stories stuff in Swatter is more like AC1 monthly quest/content/world updates after a single-player Tortage type front end. I can't see them completely relying on the personal stories for all players all the time because while one branching story-arc and side missions works well in a single-player game, it becomes really unwieldy and crazy expensive in a game with multiple classes. Unless you dumb down the quests such that the "choice" is merely between the red or the white sauce. Title: Re: SWTOR Post by: schild on October 30, 2008, 12:11:31 AM The reason this single player -> multiplayer shit about SWTOR is the discussion of the week is due to two reasons, well OK, three.
1. Bioware excels at making single player games, so Edmonton is probably forcing that part. It's largely a terrible design, whether or not they succeed. If I want to have an amazing storyline where I'm the hero, I'll play a single player game designed as a single player game. Nothing is worst than a single player game dropped into an MMOG design paradigm (Oblivion, I'm looking at you, /snore). 2. Bioware Austin simply doesn't know better, which is inexcusable. Someone needs to be in the goddamn room and say "This is stupid" - of course, no one has been at Mythic telling Mark that his latest roundup of ideas is dumb as bricks so I can't understand why I would think someone might be at another EA studio. Once again, even if they succeed on this single player stuff, it's still stupid. If you want to make a single player game, just f'ing make one. 3. Nobody at Bioware Austin knows how to make an MMOG. See what I did there? /chortle. Edit: Also, game is still so unbelievably ugly that they're already fighting an uphill battle. They really should not have shown anything yet and just shown a logo or something. At the same time, none of that matters. The box is going to say BiowareEA. Not "The Team That Brought you Games You've Already been Pissed off about" or "From the guys who wanted WoW's sloppy seconds." Title: Re: SWTOR Post by: Triforcer on October 30, 2008, 12:19:47 AM I suddenly realized why they didn't call this KOTORO. If it goes the way of the NGE, it least it doesn't poison the name of the franchise.
Yeah, its obvious, but I'm naive in some ways. Title: Re: SWTOR Post by: Triforcer on October 30, 2008, 01:03:27 AM 2. Bioware Austin simply doesn't know better, which is inexcusable. Someone needs to be in the goddamn room and say "This is stupid" - of course, no one has been at Mythic telling Mark that his latest roundup of ideas is dumb as bricks so I can't understand why I would think someone might be at another EA studio. Once again, even if they succeed on this single player stuff, it's still stupid. If you want to make a single player game, just f'ing make one. Although I disagree with the graphics hate, this is the single most correct thing you've ever said in the MMO forum. At some point, this game will either become full Diablo co-op, or someone at EA will sit down with them and say "Look, MMO-wise, this is retarded." I'm betting the latter happens, probably late enough to delay the game 18-24 months. Title: Re: SWTOR Post by: Merusk on October 30, 2008, 09:41:17 AM Nobody wants to make single player games. They're too easy to pirate and don't bring in monthly bucks. Business-wise it's smarter to just create one, add in network support to be "of those MMO-thingys", lop off all the support staff and limp along collecting $15-$20 from idiots who don't realize they're now paying $100 for a game they used to pay $50 for.
Title: Re: SWTOR Post by: schild on October 30, 2008, 09:44:09 AM Nobody wants to make single player games. They're too easy to pirate and don't bring in monthly bucks. Business-wise it's smarter to just create one, add in network support to be "of those MMO-thingys", lop off all the support staff and limp along collecting $15-$20 from idiots who don't realize they're now paying $100 for a game they used to pay $50 for. Well, duh. I was speaking purely from a design standpoint in relation to the company involved and the people making the game. Title: Re: SWTOR Post by: Ingmar on October 30, 2008, 12:21:18 PM I would totally play Star Wars Guild Wars.
Title: Re: SWTOR Post by: Merusk on October 30, 2008, 03:02:36 PM Nobody wants to make single player games. They're too easy to pirate and don't bring in monthly bucks. Business-wise it's smarter to just create one, add in network support to be "of those MMO-thingys", lop off all the support staff and limp along collecting $15-$20 from idiots who don't realize they're now paying $100 for a game they used to pay $50 for. Well, duh. I was speaking purely from a design standpoint in relation to the company involved and the people making the game. Ahh, gotcha. Title: Re: SWTOR Post by: Fordel on October 30, 2008, 04:27:54 PM I would totally play Star Wars Guild Wars. I wouldn't pay a monthly fee for one though. Title: Re: SWTOR Post by: Draegan on October 30, 2008, 06:43:55 PM I don't think enough people chortle on the internet.
Title: Re: SWTOR Post by: TripleDES on October 31, 2008, 06:58:36 PM The story stuff might be nice if all of it was voiced. I guess they could keep all that stuff server side and stream it down as needed. Like this they could set up new in-world missions with voice, but without all the silly big-ass patching (unless world content needs to be updated).
Title: Re: SWTOR Post by: stu on November 02, 2008, 07:25:54 PM Interview with SWTOR writer Daniel Erickson at Gamasutra.
http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1 (http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1) Title: Re: SWTOR Post by: Ghambit on November 02, 2008, 11:09:35 PM Interview with SWTOR writer Daniel Erickson at Gamasutra. http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1 (http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1) So basically, I'm gonna have to play a million alts to gain enjoyment from this title? pass... Title: Re: SWTOR Post by: UnSub on November 02, 2008, 11:45:02 PM Interview with SWTOR writer Daniel Erickson at Gamasutra. http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1 (http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1) So basically, I'm gonna have to play a million alts to gain enjoyment from this title? pass... My take away from this is that the writers are happy with the writing aspect of it. Which is great, but I really need to see how it is implemented in the normal play experience. Title: Re: SWTOR Post by: Triforcer on November 03, 2008, 01:51:49 AM Interview with SWTOR writer Daniel Erickson at Gamasutra. http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1 (http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1) So basically, I'm gonna have to play a million alts to gain enjoyment from this title? pass... I think thats a bit of an overreaction to that article. But what that guy doesn't seem to get is that other devs, historically, haven't sat around in berets and red smoking jackets saying "We could implement a meaningful story, but we will not, ha-ha!" What this guy is describing sounds like a mighty fine singleplayer game with co-op. But he doesn't seem to understand that that type of game is NOT AN MMO. MMOs have some sort of shared world, which is mostly incompatible with handcrafted super-instancedx10 singleplayer advancement. Other MMOs have realized that the shared (not with 3 friends, but in the sense that hundreds of other people are doing things around you) world experience is important. These guys don't seem to get it. Title: Re: SWTOR Post by: UnSub on November 03, 2008, 05:08:04 AM I wonder if the group training BioWare writers get, based on BioWare's single player experience, won't leave a lot of the writing as though it is 10 different single player plots that everyone just works through.
If you look at storylines in MMOs, MxO had (imo) a really interesting one that progressed things quite a bit (http://forums.station.sony.com/mxo/posts/list.m?start=0&topic_id=36300024703�). Each chapter gave each of the three sides something to do, then the resolution was announced and the storyline moved on. It did little to save the game and stop players from leaving because the basic gameplay mechanics weren't what people wanted to play. Title: Re: SWTOR Post by: Ghambit on November 03, 2008, 06:25:06 AM I wonder if the group training BioWare writers get, based on BioWare's single player experience, won't leave a lot of the writing as though it is 10 different single player plots that everyone just works through. If you look at storylines in MMOs, MxO had (imo) a really interesting one that progressed things quite a bit (http://forums.station.sony.com/mxo/posts/list.m?start=0&topic_id=36300024703�). Each chapter gave each of the three sides something to do, then the resolution was announced and the storyline moved on. It did little to save the game and stop players from leaving because the basic gameplay mechanics weren't what people wanted to play. 2 gold stars for Unsub. This is what I'm talking about (I mentioned MxO previously), if Bioware wanted TRUE story-driven gameplay then they should focus on utilizing their staff and the players DURING gametime... not before. There are loads of net volumes on progressive Storytelling game theory, none of them involve a few dozen writers simply writing stories. All of them involve systems similar to MxO's or some sort of uber-code that takes input from the user and translates it into meaningful theme and plot. It offers endless replayability, which is what MMOs are really about. What should be happening is a system developed to ADVANCE the storyline, not just live it to its end depending on which class you are. Rinse, wash, repeat. In a genre where the main actors are pretty vanilla, this is even more important. All Jedis really HAVE is storyline... and blasters and starships. Throw in persistent RvR (also a developing storyline) and you're set. btw, how is there still no mention of ANY kind of factional warfare? this is a joke right? Title: Re: SWTOR Post by: Riggswolfe on November 03, 2008, 07:16:05 AM I suddenly realized why they didn't call this KOTORO. If it goes the way of the NGE, it least it doesn't poison the name of the franchise. Yeah, its obvious, but I'm naive in some ways. You're overanalyzing. They didn't call this KOTRO because Jedi and Sith are 2 out of 8(?) classes and not the total focus of the story as they were in single player. Or did I miss the implied green? Title: Re: SWTOR Post by: Mrbloodworth on November 03, 2008, 02:07:09 PM SOE responds to the announcement of Star Wars: The Old Republic (http://www.massively.com/2008/10/27/soe-responds-to-the-announcement-of-star-wars-the-old-republic/)
Quote We think what most Galaxies want to hear, first and foremost from SOE, what the Old Republic announcement means for them. What does the announcement of The Old Republic mean for Star Wars Galaxies players? John Smedley: I think since there was no date announced with the game, it's safe to assume it will be released far enough in the future that is not any immediate issue for Galaxies players. We do not know when that game is going to launch, I don't believe they know when that game is going to launch. For the foreseeable future, Galaxies is quite safe. How long that is, I think has more to do with how and when that game comes along. At some point we'll make a decision about when and if to sunset Galaxies, but as of right now we don't have any plans to do that. And some SOE forum goodness about the subject. (http://forums.station.sony.com/swg/posts/list.m?&topic_id=772505) Title: Re: SWTOR Post by: Riggswolfe on November 03, 2008, 02:36:06 PM Translation:
If SWTOR sucks: Galaxies stays in business. If SWTOR is midly successful: Galaxies stays in business but bleeds some players. If SWTOR is a hit: Galaxies dies. Title: Re: SWTOR Post by: UnSub on November 03, 2008, 04:39:53 PM Translation: If SWTOR sucks: Galaxies stays in business. If SWTOR is midly successful: Galaxies stays in business but bleeds some players. If SWTOR is a hit: Galaxies dies. THERE CAN BE ONLY ONE! Title: Re: SWTOR Post by: TripleDES on November 04, 2008, 05:51:55 AM And some SOE forum goodness about the subject. (http://forums.station.sony.com/swg/posts/list.m?&topic_id=772505) What the fuck is that a Justim Timberlake Stormtrooper sig in the first post? SWG players truly are faggots.Title: Re: SWTOR Post by: Simond on November 04, 2008, 11:10:17 AM Translation: If SWTOR sucks: Galaxies stays in business. If SWTOR is midly successful: Galaxies stays in business but bleeds some players. If SWTOR is a hit: Galaxies dies. THERE CAN BE ONLY ONE! :awesome_for_real: Title: Re: SWTOR Post by: eldaec on November 04, 2008, 12:34:56 PM But which one was destroyed, the master or the apprentice?
Title: Re: SWTOR Post by: Triforcer on November 05, 2008, 05:23:27 AM :awesome_for_real:
http://kotaku.com/5075263/biowares-halloweeners-mock-their-own-giant-lightsabers Title: Re: SWTOR Post by: Venkman on November 05, 2008, 06:09:02 PM PC Gamer had an ok writeup of SWTOR. Nothing more than we didn't already know. Images look better in print than they did in this thread though.
I can't remember where I first head this anecdote of the quest design process there, but they carried it in PCG too. Basically, a bunch of writers sit around coming up with ideas. As each is presented, the lead guy provides as suffix something about "and then Darth Vader...". If anyone snickers, the whole idea is tossed. Darth Vader does not save 10 kittens. :awesome_for_real: Title: Re: SWTOR Post by: VainEldritch on November 11, 2008, 07:00:01 AM I'm still recovering from my creepy experience with AoC, the overhyped bastard of MMO and FPS... :ye_gods:
FU(n)Com's effort a la Tortage made AoC rather surreal. On the one hand, singleplayer "kill X foozles" quests at night and on the other hand a daylight chat room with a few FPS PvP options but absolutely no "RPG" to be had (not supported, seemingly). I found it all rather queer, a bit like watching Eraserhead for the first time. Now I've recovered and stopped taking the Quellstm, I'd rather not go through that again with SW:TOR, thank you. Too early to say anything else -simply not enough information. Fun, albeit of the unkind kind, to be had hypothesizing on the innumerable way they can feck this up. The old "shit-in-a-box" moniker cannot in all fairness be applied to SWG, however. As someone else pointed out, that was a case of monumental mismanagement on a truly biblical scale and the stench of that corpse will cling to SOE and John Smee-Hee for years to come. My fondest hope it that SW:TOR will be a sandbox peppered liberally with meaningful quests and choices that suggest ways for the players to go and provide mechanisms of support for those choices without railroading. This would of course mean a return to mmoRPG, those latter three letters are you'll have noticed are frequently neglected by "enthusiastic" (read: spinning) suits. My only thoughts are the screenshots scream "CARTOONISH" - and I mean in the Warner Bros. way... :? What happened to the grimy "Used Future" which was the whole basis of the Star Wars look? Just say "no!" to cartoony graphics - they are demeaning to the subject material, and lead to Hentai. Title: Re: SWTOR Post by: UnSub on November 11, 2008, 05:08:43 PM My fondest hope it that SW:TOR will be a sandbox peppered liberally with meaningful quests and choices that suggest ways for the players to go and provide mechanisms of support for those choices without railroading. This would of course mean a return to mmoRPG, those latter three letters are you'll have noticed are frequently neglected by "enthusiastic" (read: spinning) suits. To be fair, the vast majority of players ignore the RPG too. Quote Just say "no!" to cartoony graphics - they are demeaning to the subject material, and lead to Hentai. Having seen the size of the lightsabers in SWOR, I'm sure Rule 34 will kick in soon anyway. Title: Re: SWTOR Post by: VainEldritch on November 12, 2008, 06:53:25 AM My fondest hope it that SW:TOR will be a sandbox peppered liberally with meaningful quests and choices that suggest ways for the players to go and provide mechanisms of support for those choices without railroading. This would of course mean a return to mmoRPG, those latter three letters are you'll have noticed are frequently neglected by "enthusiastic" (read: spinning) suits. To be fair, the vast majority of players ignore the RPG too. Curses! Foiled again! And I'd have got away with it too, if it wasnt for the damned majority of paying subscribers! Oh, wait a minute... :headscratch: Title: Re: SWTOR Post by: tmp on November 16, 2008, 07:43:54 AM My only thoughts are the screenshots scream "CARTOONISH" - and I mean in the Warner Bros. way... :? What happened to the grimy "Used Future" which was the whole basis of the Star Wars look? KotOR (and to lesser extent the 'new trilogy') happened -- i'd figure the reasoning behind it was, stuff that appears grimy, broken and used in the last few movies might've looked bit fresher few decades or few thousand years before.The graphics style seems quite consistent with the style of single player KotOR games, so it's a few years late to complain about it. Title: Re: SWTOR Post by: Venkman on November 16, 2008, 07:50:08 AM ... so it's a few years late to complain about it. Err, you have seen the which-came-first Ultima or Dragonstomper argument in the other thread right? :awesome_for_real:It's never too late to complain about something, even if you complained about it years ago too! :grin: Title: Re: SWTOR Post by: tmp on November 16, 2008, 07:53:01 AM In light of the evidence i have no choice but concede the point :grin:
Title: Re: SWTOR Post by: WindupAtheist on November 16, 2008, 09:41:34 AM Remember, it doesn't remember where in the universe you are or what decade/century it is, everything must look consistent! I went to Montreal and it all looked pretty clean and nice. Then I traveled back in time to Delhi, India in 1934 and everything was dirty as hell. What the fuck, real life? Try some consistency!
Title: Re: SWTOR Post by: Ki Adi Mundi on November 17, 2008, 03:19:39 AM Well, I, for one, am looking forward to the game. Naturally, I have reservations. I wasn't exactly happy about the whole project, but now? I'm looking at it as a chance to dive into a new Star Wars game, plain and simple, so I'm excited.
Title: Re: SWTOR Post by: UnSub on November 17, 2008, 05:12:54 AM Welcome.
Kill the sig pic. Title: Re: SWTOR Post by: schild on November 17, 2008, 06:27:57 AM I let this guy in because I didn't think he was a spammer. I suppose that's ironic. Peace out bro.
Title: Re: SWTOR Post by: Triforcer on November 29, 2008, 12:02:12 AM New screens up yesterday...
http://www.swtor.com/media/screens Decidedly less cartoony, although lightsaber hilts are still made of Pringles cans. Title: Re: SWTOR Post by: Azazel on November 29, 2008, 06:04:42 AM http://www.eurogamer.net/article.php?article_id=265389&page=2 That's no longer the case, says Erickson - and as a result, the class narratives in SWTOR are "the most unique stories we've ever told". What's more, even if you play through the entire game as a Jedi, then do it all again as a Sith, "You will not see one repeated piece of content. Not one quest, not one line of dialogue, nothing." Damn. Stormwaltz - shove a sock in this guy's fucking mouth. Don't let him talk to the press again until release is imminent. We know EA will push it out the door before it's ready (see WAR) and all this"bigger than WOW" and other huge promises like the above will make you look like as big a bunch of fuckwits as Paul Burnett. Title: Re: SWTOR Post by: ashrik on November 29, 2008, 07:33:22 AM Those screenies look pretty good. Lightsabers have been toned down, and are merely long instead of gigantic cylinders.
As for the thing about the quest text, I ask you who cares? That's not a crazy thing to offer, nor is it something to be excited about. If I told you that Alliance and Horde get completely unique quests without repeated dialog, would you give a shit? I definitely wouldn't. Title: Re: SWTOR Post by: Venkman on November 29, 2008, 10:43:09 AM Goes back to whether reading the story matters. In WoW it does not, as in that game the only choice you have is whether to advance or to not advance. But in an RPG like Fallout 3 or Fable, paying attention to the quest means making a choice that matters. SWTOR is saying they're trying for the latter.
Title: Re: SWTOR Post by: Rishathra on November 29, 2008, 01:51:00 PM I'm wondering if they did the same thing for the hilts that was done to Chris Tucker for The Fifth Element. They showed him some waaaay outlandishly fairy outfits, anticipating his rejection, then showed him some that were less outlandish, but still out there, which were in fact the ones they wanted him to wear.
Those screens are definitely much better than the first ones, and not just because of the improved hilts. Title: Re: SWTOR Post by: UnSub on December 09, 2008, 04:59:00 PM SWOR is going micro-trans, no sub fees. (http://www.shacknews.com/onearticle.x/56292)
I can see this working very well. Or blowing up horribly. It all depends on how well Bioware can design the game. Title: Re: SWTOR Post by: Zane0 on December 09, 2008, 05:27:25 PM This is probably good.. for me, since there'll only be a few months of content and I won't pay subscription for a glorified single player game. How Bioware intends to benefit is a more interesting question. There is a strong Guild Wars vibe that I find increasingly discouraging.
Title: Re: SWTOR Post by: SnakeCharmer on December 09, 2008, 05:28:20 PM I don't see why anyone is getting bent out of shape about it on the official forums.
Who cares how you pay for it as long as the game is good. Title: Re: SWTOR Post by: ashrik on December 09, 2008, 08:14:35 PM I'm going to withhold judgment until I can get a sense of how it's implemented. It could be the Next Great Thing or just a credit card hungry monster. I know Bioware from their great games, not their industry innovations (in the way of Steam or Battle.net, for instance)- so who knows how it'll play out.
Title: Re: SWTOR Post by: Triforcer on December 10, 2008, 01:21:58 AM EA has told Shacknews that no statements have been made about the business model, and Mr. Riccitello's comments were misunderstood.
Sounds like another instance of that guy opening his mouth months before he was supposed to :awesome_for_real: Title: Re: SWTOR Post by: Evildrider on December 10, 2008, 01:58:14 AM As a SW geek.. a one-time SWG fanatic, and someone who's bought alot of Bioware games. I'm seriously unenthusiastic about this game. It's not helping that the more I hear and see about the game, the more it becomes even less likely that I'll play it.
Title: Re: SWTOR Post by: TripleDES on December 10, 2008, 03:48:10 AM Since EA is involved, I bet there's a need for vital items against $$$.
Title: Re: SWTOR Post by: simonh on December 10, 2008, 04:01:52 AM EA can deny making any descision on business model but Riccitiello clearly knows whats going on with it, even if he isnt meant to talk about it yet. I really dont see them going with a traditional Asian style microtransaction model. If they are not doing subscriptions then I think they will do things a bit differently, perhaps paying for content. new areas, new storylines, etc. This way, they can still sell a box. Requiring customers to buy a box and then doing korean item sales is not a good idea. Personally, I think this really should be a traditional box and subscription game. The audience is clearly big enough, SWG did not lack for initial box sales.. Assuming the game is decent, the revenue from subscriptions will more than pay for all the additional ongoing content development. Title: Re: SWTOR Post by: Lucas on December 12, 2008, 08:31:49 AM Oh, and by the way, just in case you aren't up to date, sometime today (http://www.swtor.com/community/showthread.php?t=9647) we'll get to see the first, public "video documentary" of the game, including in-game footage.
Should be fun :ye_gods: Title: Re: SWTOR Post by: Merusk on December 12, 2008, 08:38:50 AM I don't see why anyone is getting bent out of shape about it on the official forums. Who cares how you pay for it as long as the game is good. You were reading the official forums of a game that has barely been announced and for which no details are readily available. Those posting are the hardest of the hardcore in terms of fanbois and players. As such there are two problems that develop. 1) They all have their own little vision about the gameplay, exact mechanics and EXACTLY how things should work based on nothing but their own screenshot-fueled dreams and wishes. Anything that veers from that will be met with howls and anguish. 2) Being the hardcore uberfans, they are the MOST likely to be fucked-over by a microtrans model. They'll dump $30 or more per game account a month on features and upgrades instead of $15 a month for the same 'full service.' You'd see similar whining and gnashing of teeth from the WOW-lifers if it moved to a Chineese model of pay-per-hour that had you paying $15 a month if you played 20 hours a week and a shrug from folks who would a) budget time appropriately or b) give a cheer because they would be saving money per month. Title: Re: SWTOR Post by: SnakeCharmer on December 12, 2008, 08:55:01 AM Oh yeah, I get that. Probably should have clarified, but then again I didn't think anyone would care what I thought.
It was more of a "I don't get the angst anymore" kind of a remark, as in it won't affect me one way or another because I'm beyond giving a shit anymore and can't believe I ever did. My :awesome_for_real: ZOMGSTARWARSMMOGAME :awesome_for_real: is broken. Well, all MMOs fall into that category these days. If it's good, I'll play it. If it sucks, I won't. Title: Re: SWTOR Post by: Merusk on December 12, 2008, 08:58:44 AM Welcome to jaded country.
(I need a .jpg for that riffing the old Marlboro ads.) Title: Re: SWTOR Post by: Lucas on December 12, 2008, 11:09:35 AM And...Here is the video documentary:
http://www.swtor.com/media/vidcasts/viddoc001 (http://www.swtor.com/media/vidcasts/viddoc001) Title: Re: SWTOR Post by: HaemishM on December 12, 2008, 11:17:50 AM Huh. The combat looks really fast and frenetic (which may or may not be a good thing) but really doesn't give me a good indication of anything.
Title: Re: SWTOR Post by: Nebu on December 12, 2008, 11:23:16 AM Typical MMO faire: Lots of promises and flash.
I am interested in seeing more... that's a start. Title: Re: SWTOR Post by: SnakeCharmer on December 12, 2008, 11:28:55 AM I really kinda dig it. It does look fast, but wow...
Hrm. They did say at one point that the control scheme / UI was going to be like using a controller in a fighting game. Very cool. Title: Re: SWTOR Post by: Vinadil on December 12, 2008, 11:31:04 AM I wonder if they will still be touting how meaningful "choices" are after a few documents are out that completely diagram every choice and what it means for your character. Until choices affect more than just my character they will be little more than what we have now, a way to accomplish certain goals. The choice is only dramatic if I don't know what will happen when I make it. I can easily see a couple weeks into the game that people will be following guides for "how to choose your way to X". They talk about this new system (much like TR did)... and perhaps it will at least cause some people to read quest chat... but I am not sure it is going to be the dramatic story-telling mechanism that they envision.
Title: Re: SWTOR Post by: Draegan on December 12, 2008, 11:55:34 AM Someone mention "scope of the game" and "more content than all other games combined". :oh_i_see:
We'll see, game looks cool though. It'll all come down to how it plays and feels of course. Title: Re: SWTOR Post by: EWSpider on December 12, 2008, 12:06:29 PM "...these are real choices that are going to make a real impact on the story and where the narrative goes that you have to live with forever..."
WTB Choice Respec, PST! :uhrr: Title: Re: SWTOR Post by: Ghambit on December 12, 2008, 01:27:32 PM I'd bet they end up scrapping the Storytelling aspect mid-development in favor of a more polished, solid traditional MMO (and after they realize they cant meet their deadlines). Honestly though, does anyone here even look at the storytelling thing as a really "cant wait to try it" game feature? I dont. It's linear. It's a thicker CYOA novel. booooring. I hope they just leave it out unless they get educated and develop a truly dynamic story system, then I'd say go for it. But for now, I'm pretty sure they're gonna scrap it (just like Tabula Rasa did).
Title: Re: SWTOR Post by: Nebu on December 12, 2008, 01:29:13 PM Story = great for a single player RPG, not so much for an MMO
Give players tools to compete and have conflict with eachother. That's what this universe is about. Title: Re: SWTOR Post by: Zzulo on December 12, 2008, 02:32:30 PM If the combat system they are working on is fast and fun and less mechanical than in most MMO's, I'll be real interested in this
Title: Re: SWTOR Post by: SnakeCharmer on December 12, 2008, 05:25:35 PM I'd agree with that wholeheartedly.
I really am tired of looking at 5 different toolbars and watching timers, cooldowns, and an action/mana pool rather than watching the action. Title: Re: SWTOR Post by: Triforcer on December 12, 2008, 07:29:37 PM If the combat system they are working on is fast and fun and less mechanical than in most MMO's, I'll be real interested in this Check out the video documentary that just went up on the main site. Very encouraging for lightsaber combat, at least (although not much foot movement from the combatants, which isn't necessarily bad- if you can gain a slight advantage from doing triple backflips every two seconds during every fight, the whole game would be ADHD spaz monkey circle-strafing). Title: Re: SWTOR Post by: UnSub on December 12, 2008, 07:36:44 PM Are you all kidding me? Those characters didn't move from the place they were fixed on the floor at all. I was getting MxO flashbacks.
So, all of those special attacks could have come from hitting the right button between auto attacks. Not saying they did, but I expected a more jaded reaction here to that video. Title: Re: SWTOR Post by: Llyse on December 12, 2008, 08:16:02 PM Are you all kidding me? Those characters didn't move from the place they were fixed on the floor at all. I was getting MxO flashbacks. So, all of those special attacks could have come from hitting the right button between auto attacks. Not saying they did, but I expected a more jaded reaction here to that video. What Unsub said. This has been already said but every decision making an impact is going to suck initially with people clamouring for wowhead/thottbot. That said it still looks enticing... :why_so_serious: Title: Re: SWTOR Post by: FatuousTwat on December 12, 2008, 08:29:56 PM It being in the StarWars universe means nothing.
It's gonna be shit. Title: Re: SWTOR Post by: Triforcer on December 12, 2008, 08:47:24 PM Well, at the very least, the lightsabers were hitting each other, not just waving in the air in the general direction of the enemy as big white numbers popped up. That alone is an advancement from any MMO with swordfighting that we've seen.
EDIT: Overall, I haven't seen anything yet that would take this game off my long-term fanboi list. I am still concerned that its going to be more like Diablo (single-player with co-op) then a true MMO- they still haven't explained to my satisfaction how you can have such an individual story, AND share a common world with thousands of others. So, I'm still pro-SWTOR until we hear its a superinstanced Guild Wars. Title: Re: SWTOR Post by: Falwell on December 12, 2008, 11:30:39 PM I'd bet they end up scrapping the Storytelling aspect mid-development in favor of a more polished, solid traditional MMO (and after they realize they cant meet their deadlines). Honestly though, does anyone here even look at the storytelling thing as a really "cant wait to try it" game feature? I dont. It's linear. It's a thicker CYOA novel. booooring. I hope they just leave it out unless they get educated and develop a truly dynamic story system, then I'd say go for it. But for now, I'm pretty sure they're gonna scrap it (just like Tabula Rasa did). I'm gonna call just the opposite on this. Simply because Bioware has done it before.. Great story, lukewarm combat on a good day, inventory system that causes migraines. Title: Re: SWTOR Post by: Velorath on December 13, 2008, 12:24:56 AM Story = great for a single player RPG, not so much for an MMO Only because nobody has ever done a good job of it before. Title: Re: SWTOR Post by: Soln on December 13, 2008, 12:44:19 AM Expect a Beta Q4 2009 -- or sometime in 2009. Yup. EA needs this.
Title: Re: SWTOR Post by: Sophismata on December 13, 2008, 03:41:41 AM I don't think I agree with all the EA hate - people say EA rushed WAR out the door, but the way it looks to me, WAR was never going to be a decent game the way it was (and is) being handled, and better to throw it to the wolves sooner than later.
Note that Microsoft did the same thing, as I recall. I don't think people give publishers enough credit these days... Title: Re: SWTOR Post by: WindupAtheist on December 13, 2008, 05:16:42 AM Meaningful story choices aren't bad. I mean you either minmax it or not, but that's the case with anything. Minmaxers can look at big charts of what stuff to do, other people can just do whatever grabs them.
Title: Re: SWTOR Post by: Triforcer on December 13, 2008, 05:46:29 AM Meaningful story choices aren't bad. I mean you either minmax it or not, but that's the case with anything. Minmaxers can look at big charts of what stuff to do, other people can just do whatever grabs them. ...except that people /ragequited over making the "wrong" choice between goblin and gnome engineering (in the first couple years, before you could respec). Either people can respec anything important at the end anyway (in which case the "meaningful" choices aren't that meaningful) or someone is going to put in 200 hours and find out they can't have their favorite (uber for pvp) companion because of picking an incorrect dialogue choice 50 hours back. People don't WANT permanent choices in an MMO. The potential cost of a do-over is too high. Title: Re: SWTOR Post by: Lantyssa on December 13, 2008, 06:26:33 AM And some people quit out of boredom because nothing they do has any meaning...
It is going to come down to a lot of different factors. If the stories are solid and the game enjoyable, then I think most people can get past a couple of disappointing choices. Title: Re: SWTOR Post by: Vinadil on December 13, 2008, 06:30:53 AM It is all about the opportunity cost. And, I suppose if the gameplay is interesting enough you might actually get some good replayability with all of the different "choice lines". It sucks for people like me who hate alts. Still, "choices" seem to be a nicer way of saying "factions". You make a choice and certain people like you better, opening up new content while other people like you less, closing off certain content. None of it has any effect on the world you live in... so it is very much like a single-player game inside a multi-player world... ala WoW. Can't really argue with its success, but it is not some new awesome system.
As others have said, we have the whole "make the wrong choice and suffer the unchangeable consequences" thing going on in real life, most people don't want that to be the case in their games too. Title: Re: SWTOR Post by: tmp on December 13, 2008, 08:10:24 AM I wonder if they will still be touting how meaningful "choices" are after a few documents are out that completely diagram every choice and what it means for your character. Until choices affect more than just my character they will be little more than what we have now, a way to accomplish certain goals. The choice is only dramatic if I don't know what will happen when I make it. It's Star Wars. You only ever get two choices there -- be evil, cackling asshole and get dark side points, or don't be evil asshole and get light side points. So you always have pretty good idea what will happen when you make your choice, but that doesn't remove the drama from the choice itself, imo.Title: Re: SWTOR Post by: tmp on December 13, 2008, 08:14:12 AM People don't WANT permanent choices in an MMO. The potential cost of a do-over is too high. You can't respec the horde troll into alliance gnome. I don't think there's really many people ragequitting over that.Title: Re: SWTOR Post by: Triforcer on December 13, 2008, 08:55:54 AM People don't WANT permanent choices in an MMO. The potential cost of a do-over is too high. You can't respec the horde troll into alliance gnome. I don't think there's really many people ragequitting over that.THat's hardcoded from the moment of character creation. People, from the first MMO onward, really don't expect to be able to change race (and if the KNOW general faction is hardcoded going in, they aren't angry). But people have gotten used to thinking that any options theoretically available to a created character will never be permanently off-limits to that character. Changing that balance will upset a lot of people. Hell, if it takes 200 hours to max a character and I took paths that left me grossly underpowered (with no way to rectify that) I would be angry. Title: Re: SWTOR Post by: trias_e on December 13, 2008, 09:17:34 AM One thing they can certainly make use of is factions. This way what you do will certainly effect how you play at the end game, but not irrevocably.
However, permanent character choices are in some sense just another balance issue. It's actually fairly similar to starting as a class as a noob to the game. You don't know how the class is going to play out at higher levels, what options will be available to you, and what will be restricted to you. And in balancing some things may change out of your control as well. There is one difference though, in that these choices will be pervasive over the course of your gameplay experience, rather than just at character creation. And there will be more choices to balance, and more things to piss the players off if choices are really a big deal. Title: Re: SWTOR Post by: tmp on December 13, 2008, 09:31:45 AM THat's hardcoded from the moment of character creation. People, from the first MMO onward, really don't expect to be able to change race (and if the KNOW general faction is hardcoded going in, they aren't angry). Yus, but nevertheless it is a handful of permanent choices made about the character. And if KNOWING the choice is permanent is enough to remove the anger then can't that work as well for the same kind of choice made at some point down the road? If i recall right, it is a route already taken by quite a few of Korean MMOs -- they have the player start as generic 'noob' class and then give them progressively specialized choice of what they want to become in the end. Now granted, these MMOs aren't usually pinnacle of user-friendly and casual design, but this particular aspect of them doesn't seem to be brought up as example of what makes them more annoying than the average western MMO...Quote Hell, if it takes 200 hours to max a character and I took paths that left me grossly underpowered (with no way to rectify that) I would be angry. You can currently make the choice at character creation that after 200 hours leaves you with realization you picked a class that (relatively) sucks ass. (since many abilities are introduced at late part of character advancement, it can be impossible to immediately realize the mistake) So really not sure if having this choice over the course of these 200 hours rather than in the very beginning... is somehow making it worse or for that matter any different.edit: also, if the argument is 'permanent choices are bad because i can screw myself up making them' then i don't think it's argument against permanent choices per se, but rather against shoddy balancing and bad design. After all ideally you shouldn't be able to screw yourself up no matter what path you take, each should lead to viable (but different) end result. Title: Re: SWTOR Post by: mutantmagnet on December 13, 2008, 11:25:33 AM Well, at the very least, the lightsabers were hitting each other, not just waving in the air in the general direction of the enemy as big white numbers popped up. That alone is an advancement from any MMO with swordfighting that we've seen. *COUGHS* http://www.youtube.com/watch?v=CfjxSkYDR4g Quote People don't WANT permanent choices in an MMO. The potential cost of a do-over is too high. Forget about MMOs. I played a strategy/rpg hybrid where goals were defined by achieving objectives in a set period of time. People forced the dev to change the game's direction because people were pissed when they realized being inconsistently good or evil left you with combat units that were too difficult to synergize with each other. Title: Re: SWTOR Post by: SnakeCharmer on December 13, 2008, 12:03:22 PM The problem that they are going to battle is perception; whether real or not. As long as some players feel like they *possibly* made the wrong choice in their storyline, the angst will flow. It won't matter if it's a quest reward or storyline or whatever.
But give it 3 months, and there will be quest/storyline trees with every conceivable path posted somewhere on the net. Title: Re: SWTOR Post by: Velorath on December 13, 2008, 12:48:49 PM I am still concerned that its going to be more like Diablo (single-player with co-op) then a true MMO I'm not exactly sure why that would be a bad thing. Title: Re: SWTOR Post by: Malakili on December 13, 2008, 01:35:17 PM I wonder if they will still be touting how meaningful "choices" are after a few documents are out that completely diagram every choice and what it means for your character. Until choices affect more than just my character they will be little more than what we have now, a way to accomplish certain goals. The choice is only dramatic if I don't know what will happen when I make it. I can easily see a couple weeks into the game that people will be following guides for "how to choose your way to X". They talk about this new system (much like TR did)... and perhaps it will at least cause some people to read quest chat... but I am not sure it is going to be the dramatic story-telling mechanism that they envision. This is why my feeling that meaningful choice really comes from a player driven game. You never REALLY know how a person is going to react. I had exactly the same response as you, which was basically that all the stuff is going to get sorted out, made into guides, and then the only "choice" in which goal you want to do. I suppose its possible to design PvE content around the concept of "unknown" consequences , but it would have to be incredibly dynamic to the point that I don't think we have the technology to do it yet. Title: Re: SWTOR Post by: Lantyssa on December 13, 2008, 01:37:29 PM For all the bitching about knowing how things are going to turn out, you could just not read a damn guide.
It's really that simple. Title: Re: SWTOR Post by: mutantmagnet on December 13, 2008, 01:41:18 PM Quote not read a damn guide. Impossible. We metagame because it's in our genes. Quote PvE content around the concept of "unknown" consequences , but it would have to be incredibly dynamic to the point that I don't think we have the technology to do it yet. One could cheat this by having a pool of very different rewards randomly chosen at the end... Title: Re: SWTOR Post by: Malakili on December 13, 2008, 01:42:14 PM For all the bitching about knowing how things are going to turn out, you could just not read a damn guide. It's really that simple. It is that simple for a single player game, in a game where you are interacting with other people who might be using said guides, its not so simple. Title: Re: SWTOR Post by: Malakili on December 13, 2008, 01:46:20 PM Quote not read a damn guide. Impossible. We metagame because it's in our genes. Quote PvE content around the concept of "unknown" consequences , but it would have to be incredibly dynamic to the point that I don't think we have the technology to do it yet. One could cheat this by having a pool of very different rewards randomly chosen at the end... I suppose... but "you chose the dark side answer and got a new light saber" and "you chose the dark side answer and got a new <randomly generated reward that is not a lightsaber>" aren't actually really different choices. Perhaps I can explain better. What I mean by consequences isn't whether or not you get shiny thing 1 or shiny thing 2, but that your choice could actually have a very NEGATIVE impact on your character. I know that people only like happy fun times in a game, but having the ability to mess things up makes everything a lot more interesting in my opinion. Title: Re: SWTOR Post by: mutantmagnet on December 13, 2008, 02:01:29 PM Ok I see where you are going with this. That is a more involved dynamic but my cheat can be applied. I'm not saying it's a good way of implementing it. It's just a cheap quick way since the cost and time factor gave you pause on how this could work.
From my experience long lasting negative impacts are possible iff the rule makers make it explicitly clear what the player gains and loses for making their choice. Without that knowledge many feel lots of regret because they didn't make an informed decision. It would be the equivalent of scam if KOTR MMO didn't give you a heads up of what will happen and then the offer you the option to undo your choice for $5.... .... :nda: Title: Re: SWTOR Post by: Fordel on December 13, 2008, 02:11:07 PM I eagerly await accidentally killing someones pet cat and forever incurring the wrath of the sand people, or something. :awesome_for_real:
I want this game to be awesome, I really do, but so far... Title: Re: SWTOR Post by: SnakeCharmer on December 13, 2008, 04:32:50 PM For all the bitching about knowing how things are going to turn out, you could just not read a damn guide. It's really that simple. Who's bitching? But anyway, there's that. Some people don't like to be surprised; then there's people that Title: Re: SWTOR Post by: Malakili on December 13, 2008, 04:36:52 PM I eagerly await accidentally killing someones pet cat and forever incurring the wrath of the sand people, or something. :awesome_for_real: I want this game to be awesome, I really do, but so far... Hell, i'd WISH for that over the model it will end up having, which is: "Hey, here is your big moment do you choose 1) save everyone and earn light side points or 2) massacre everyone pointlessly for dark side points" Title: Re: SWTOR Post by: Ghambit on December 13, 2008, 04:39:07 PM I wonder if they will still be touting how meaningful "choices" are after a few documents are out that completely diagram every choice and what it means for your character. Until choices affect more than just my character they will be little more than what we have now, a way to accomplish certain goals. The choice is only dramatic if I don't know what will happen when I make it. I can easily see a couple weeks into the game that people will be following guides for "how to choose your way to X". They talk about this new system (much like TR did)... and perhaps it will at least cause some people to read quest chat... but I am not sure it is going to be the dramatic story-telling mechanism that they envision. This is why my feeling that meaningful choice really comes from a player driven game. You never REALLY know how a person is going to react. I had exactly the same response as you, which was basically that all the stuff is going to get sorted out, made into guides, and then the only "choice" in which goal you want to do. I suppose its possible to design PvE content around the concept of "unknown" consequences , but it would have to be incredibly dynamic to the point that I don't think we have the technology to do it yet. It exists, here's an example: http://www.storytron.com/ (http://www.storytron.com/) Problem is, it's fairly new just as you've said. Most games on the radar today have already been in dev. for a least a few years, so they miss out. I actually speculated Bioware might be developing some sort of Storytron type system for SWTOR, but the more I heard interviews from them the more I saw it was nothing like a dynamic/interactive storytelling system. And the fact is, Storytron is extremely basic in its current form, however if it had Bioware/EA's millions I'm sure it would do well. Title: Re: SWTOR Post by: tmp on December 13, 2008, 04:56:15 PM This is why my feeling that meaningful choice really comes from a player driven game. You never REALLY know how a person is going to react. I had exactly the same response as you, which was basically that all the stuff is going to get sorted out, made into guides, and then the only "choice" in which goal you want to do. I suppose its possible to design PvE content around the concept of "unknown" consequences , but it would have to be incredibly dynamic to the point that I don't think we have the technology to do it yet. How is the choice of the goal any less "meaningful" than choice of point in the story, though? One is for the min-maxing metagamer, the other is for the roleplayer. But both influence and shape existing game character, in a way that appeals to the player.Having to pick between door 1 and 2 without knowing what's behind either isn't imo any more meaningful than making that choice with full knowledge what you're going to get. It's just different strokes for different folks, but both can fit in the same game where the knowledge of reward is entirely optional. Title: Re: SWTOR Post by: Malakili on December 13, 2008, 05:44:10 PM Having to pick between door 1 and 2 without knowing what's behind either isn't imo any more meaningful than making that choice with full knowledge what you're going to get. It's just different strokes for different folks, but both can fit in the same game where the knowledge of reward is entirely optional. I guess I do come across a little strong on topics like this. I do tend to get defensive because the MMOs I tend to like SWG (pre "upgrade") and EVE Online tend to get the short end of the stick (though admittedly EVE is doing quite well for itself). I think CCP has things under control, but there is always a bit of doubt that creeps in that they will change fundamental game mechanics to make their game more accessible and blow it for me. I don't have a problem with games that I don't like existing, or hell, evening being the most popular ones, it just makes me recoil a bit when those players start trying to change the games I enjoy :). Put succinctly, and I suppose more on topic for this thread: TOR doesn't look to me like it is going to live up to my ideal of what a star wars game should be, or even has been. Title: Re: SWTOR Post by: mutantmagnet on December 14, 2008, 01:12:44 AM or even has been. We can thank Lucas for that. I actually find it jarring watching the differences between TOT and the Prequels. The acting, usage of music and the set pieces are just so different from each other. Let's not even go into writing, editting and direction.Title: Re: SWTOR Post by: Triforcer on December 14, 2008, 08:12:46 AM \ I don't have a problem with games that I don't like existing, or hell, evening being the most popular ones This is not the website for you. Title: Re: SWTOR Post by: WindupAtheist on December 14, 2008, 09:07:16 AM "Rescue kittens from trees and get a blue lightsaber" versus "kick puppies and get a red one" is still way more story choice than you'd get anywhere else. /shrug
Title: Re: SWTOR Post by: schild on December 14, 2008, 09:09:26 AM "Rescue kittens from trees and get a blue lightsaber" versus "kick puppies and get a red one" is still way more story choice than you'd get anywhere else. /shrug I look forward to seeing how they intertwine overarching stories and RMT. I'm not saying it'll be hard, I just don't expect them to do it even remotely right. This whole thing is going to be a mess. Also, your two examples are poop. Title: Re: SWTOR Post by: Ratman_tf on December 14, 2008, 09:18:05 AM "Rescue kittens from trees and get a blue lightsaber" versus "kick puppies and get a red one" is still way more story choice than you'd get anywhere else. /shrug I look forward to seeing how they intertwine overarching stories and RMT. I'm not saying it'll be hard, I just don't expect them to do it even remotely right. This whole thing is going to be a mess. Also, your two examples are poop. Everyone knows Sith love puppies and hate kittens. (http://www.millan.net/minimations/smileys/vader.gif) Title: Re: SWTOR Post by: Ghambit on December 14, 2008, 11:05:42 AM Even if Bioware DID do the story-system "right" the fact still remains that if there's no inherent truly interactive Gameplay underneath, that most players will just scroll through the mountains of text to get at the end. It'll be quicker to reroll another character and travel down a different arch, rather than read a book for one toon; and sadly they'll all count as "successes." Just slightly different outcomes. That to me doesnt make a game, it just makes fluff... and I'd rather have a singularly epic and well-written story with great voice-acting rather than a few linear walls-of-text. Gotta be gameyness in the story.
Title: Re: SWTOR Post by: tmp on December 14, 2008, 01:19:49 PM Even if Bioware DID do the story-system "right" the fact still remains that if there's no inherent truly interactive Gameplay underneath, that most players will just scroll through the mountains of text to get at the end. It'll be quicker to reroll another character and travel down a different arch, rather than read a book for one toon; and sadly they'll all count as "successes." Just slightly different outcomes. That to me doesnt make a game, it just makes fluff... and I'd rather have a singularly epic and well-written story with great voice-acting rather than a few linear walls-of-text. Gotta be gameyness in the story. That's a cool strawman but they haven't exactly done their RPGs so far (previous KotOR included) as 'wall of text to skip', why would they start now?Title: Re: SWTOR Post by: UnSub on December 14, 2008, 04:10:23 PM To take it back to the level of retard: stories have beginnings, middles and ends. Single player games allow that process to be stage managed somewhat. MMOs are desirable because (in theory) your character / the player doesn't run out of things to do, even when they've reached the end of the planned content because there are other systems there to take up the slack (which are generally either repeatable PvE that is very story light or PvP content).
The challenge SWOR faces is that regardless of how good the story is, the second you start throwing other players in the mix the devs lose that ability to control the content experience somewhat. There are a couple of ways around this - force certain play experiences to be single player, for instance - but the unofficial announcement of microtrans in this title makes me think Bioware is looking to make content release in a more episodic format, so that even if you get to max lvl your character can't finish their storyline until Bioware wants it finished. Then the next update comes along that you choose to pay for or not. In the meanwhile, you can do some meaningless PvE or meaningless PvP or meaningless crafting or whatever. Title: Re: SWTOR Post by: sidereal on December 14, 2008, 09:39:36 PM I think it's more likely that they'll have a bunch of episodic narratives rather than one overarching one that you can't finish. This is easier to charge people for (pay $10 to participate in the Battle of Fooburger!) and repeats the satisfaction of concluded narrative. I'm thinking something like the LOTRO Intro series done many times over, with multiplayer, and somehow protected against idiots and griefers.
Title: Re: SWTOR Post by: Triforcer on December 14, 2008, 09:46:31 PM I'm thinking something like the LOTRO Intro series done many times over, with multiplayer, and somehow protected against idiots and griefers. So, in other words, it won't possibly work. P.S. I like how nobody on the Internet has bought the EA "he was misunderstood" line for even a second. Maybe we are maturing as a community. Title: Re: SWTOR Post by: Jade Falcon on December 15, 2008, 05:27:29 AM I'm thinking something like the LOTRO Intro series done many times over, with multiplayer, and somehow protected against idiots and griefers. So, in other words, it won't possibly work. P.S. I like how nobody on the Internet has bought the EA "he was misunderstood" line for even a second. Maybe we are maturing as a community. Not likely,It's just noone believes anything EA says anymore. Title: Re: SWTOR Post by: Venkman on December 15, 2008, 05:46:29 AM Thought the video looked ok. Pretty standard stuff. I think it was UnSub that mentioned the MxO feel and I agree. The videos show too much choreography for it to be twitch, but more so than the usual variety of EQ1-like combat where swings and reactions rendered have nothing to do with the buttons being pressed. It certainly looks fast, but I'm thinking queued moves and "cinematic" battles, when what I'd really would have much rather gotten was Force Unleashed.
Everything else is the same talk we've already heard. Probably AoC-style single-player front end with persistent opt-in public space PvP ala outdoor WoW PvP or WAR, though likely with MUCH more single-player than not. Title: Re: SWTOR Post by: Ghambit on December 15, 2008, 07:13:18 AM Thought the video looked ok. Pretty standard stuff. I think it was UnSub that mentioned the MxO feel and I agree. The videos show too much choreography for it to be twitch, but more so than the usual variety of EQ1-like combat where swings and reactions rendered have nothing to do with the buttons being pressed. It certainly looks fast, but I'm thinking queued moves and "cinematic" battles, when what I'd really would have much rather gotten was Force Unleashed. I'll have to disagree here because of two things: 1) Force Unleashed was garbage. Quite literally no strategic swordplay in the game whatsoever. Just mindless swinging with the occasional force push... especially the Wii version 2) Jedi see everything slower, therefore trying to effectively transcribe that into a world of mere earthlings (that's us) means making it a more deliberate, tactical MxO style combat interface (an interface which was pretty cool IMO) with maybe some AoC positioning involved. If you've ever stood and watched two really good brawlers in MxO it's a pretty beautiful thing; a neophyte would wonder "how the fuck are they doing that," while inside the battle they're simply making quick tactical decisions that manifest themselves in flashy martial arts displays. The higher lvled the player, the flashier he/she is and the more likely to win they are (although inherent player skill does play a role). I once scribbled a game design (for a pretty phreaky sci-fi game) that actually involved altering the internal game timer (latency) of a player relative to the gameworld as a whole. This wouldve been dependant on his character's precognitive skill. Strong with the force? Your latency is less. In THIS way you could physically simulate what it would be like to be Neo or Skywalker (people around you would see a rubber-banding effect, but to you everything would be fine). But, for a "normal" game... the only way is making it turn-based to an extent. And when you think of it, that's all a Jedi really is doing: "taking a turn." The physical aspect of swinging a lightsaber doesnt exist, only the INTENT exists and it just happens... those who see their oppenent faster and intend quicker are better Jedi. So, I really think an MxO/AoC interface could work if they do it right, but it's a fine line on how much real twitch you really need for a Jedi game IMO. I think most people here would agree though that a normal hack 'n slash Force Unleashed style game wont last very long in the entertainment column. It'd just devolve into random bytch-swings that wont reflect the overall theme Bioware is getting at (grandiose storytelling and action sequences). A highly choreographed, "story in a battle" fight sequence is what Bioware is after... so their combat interface will probably reflect that. Title: Re: SWTOR Post by: Venkman on December 15, 2008, 10:21:51 AM I should have provided details for my Forced Unleashed comment.
On the X360, it was fun. Lightning, pick up guys, pick up objects, throw crap around, acrobatics, that sorta thing. I never got far into the game itself, but regardless, that's not the model for an MMO anyway, so irrelevant. The sword play I didn't care so much about because it wasn't the premise of the game. There's better sword games out there for reference. From a geek standpoint, I never got the point of the sword fighting. I can hurl objects at you from all points around you so instead I'm going to see how strong/quick my l33t forc3 fighting skills are against yours'? Yea, I know it's a part of the IP, but even back in 1977 I was wondering why Han didn't just jump into the Falcon and start quadblasting Darth Vader while he was fighting Obi-Wan. In any case, I hear ya on how this should work to feel right. I sorta think along the lines of early-DAoC Combat Styles. Mists of memory here, but they seemed to work from what I can remember about playing a Friar for a bit. If it can be that fast, but still reactive and cool looking, that could be a win. At the very least, and just going by the videos, it looks like it could be a unique combat alternative to WoW. Which would be nice because that's where a good chunk of their early players are likely to come from (by sheer numbers alone). Title: Re: SWTOR Post by: Draegan on December 15, 2008, 10:33:31 AM Maybe you don't force hurl shit at each other because the other Jedi Master will negate it. Like when Luke wasn't even a jedi yet going against vader in empire. He just got fucked up.
Title: Re: SWTOR Post by: Venkman on December 15, 2008, 11:53:18 AM Yea I know, the whole Dooku/Yoda thing, and they expanded on this in EU stuff too. But I don't a crap. It was fun :-)
Title: Re: SWTOR Post by: Riggswolfe on December 15, 2008, 12:10:37 PM I don't know who mentioned LOTRO but that is the best approach I see. Alot of generic quests, and a few "epic" storyline quests to advance the story of the game.
Title: Re: SWTOR Post by: Sky on December 15, 2008, 01:24:12 PM Yea, I know it's a part of the IP, but even back in 1977 I was wondering why Han didn't just jump into the Falcon and start quadblasting Darth Vader while he was fighting Obi-Wan. Was it the first or second Dark Forces that had the good saber action? It was a bit cumbersome at first, but once you got it down, you never needed a gun again. Anyway, one of my favorite tactics was to bounce laser shots back at the enemy. It would have provided about as much distraction as Luke yelling did for Ben.It's a geek thing imo. I spent a lot of time as a kid pretending to fight with a lightsaber. Actually being able to chop up stormtroopers with one was :drill: Who cares about reality? Star Wars MMO? Eh, why bother? It's an mmo. Just put your balls in a vice and throw in the New Hope DVD. Title: Re: SWTOR Post by: sidereal on December 15, 2008, 01:34:58 PM Star Wars MMO? Eh, why bother? It's an mmo. Just put your balls in a vice and throw in the New Hope DVD. Good. Use your aggressive feelings, boy. Let the hate flow through you. Give in to your anger. With each passing moment you make yourself more my servant. Title: Re: SWTOR Post by: Rake on December 15, 2008, 01:35:22 PM It's a geek thing imo. I spent a lot of time as a kid pretending to fight with a lightsaber. Actually being able to chop up stormtroopers with one was :drill: Who cares about reality? I think I've seen you (http://uk.youtube.com/watch?v=HPPj6viIBmU) Title: Re: SWTOR Post by: Morat20 on December 15, 2008, 02:03:32 PM Maybe you don't force hurl shit at each other because the other Jedi Master will negate it. Like when Luke wasn't even a jedi yet going against vader in empire. He just got fucked up. I think if there was a guy with super-reflexes, super-speed, and super-strength waving a lightsaber rather angrily at me, I'm pretty sure 99% of my concentration would be on "Not letting that thing hit me in the face". I don't think I'd have much to spare for anything fancy with the force.Maybe if you got into a bind or something, where you had a split second to focus without worrying about a saber through the head, you could grab something and throw it, or shove him or shoot lighting out your ass or whatever. If I wanted to make sense of the whole thing, I'd say lightsabers were there to even the playing field between two Jedi (as well as being useful at all sorts of other things, including reflecting blaster bolts), mitigating the whole "whose stronger in the Force" thing. Unless, of course, you were some Dark Jedi Master facing off against an untrained farm boy who'd only had his glow stick a few months. THEN you could probably kick his ass one-handed while tossing random garbage at him. Probably while laughing. Title: Re: SWTOR Post by: eldaec on December 15, 2008, 04:49:38 PM Yea, I know it's a part of the IP, but even back in 1977 I was wondering why Han didn't just jump into the Falcon and start quadblasting Darth Vader while he was fighting Obi-Wan. Was it the first or second Dark Forces that had the good saber action? It was a bit cumbersome at first, but once you got it down, you never needed a gun again. Anyway, one of my favorite tactics was to bounce laser shots back at the enemy. It would have provided about as much distraction as Luke yelling did for Ben.Dark Forces didn't even have light sabers iirc. I think it is Dark Forces II you are talking about. By Jedi Knight II, you were tiresomely overpowered against anything not-Jedi. Title: Re: SWTOR Post by: DraconianOne on December 16, 2008, 02:14:44 AM Jedi Outcast : Jedi Knight 2 has supremely better lightsaber combat than Jedi Knight: Dark Forces 2 but it wasn't until Jedi Academy: Jedi Outcast 2 : Jedi Knight 3 : Dark Forces 4 that you got the dual weilding or double bladed sabres. :grin:
Jedi Outcast introduced the different stances and the slow motion camera action whenever you got a killing blow in which was tediously annoying after a while but had it's moments. I think I have a stack of screenshots from somewhere showing aliens getting decapitated, stormtroopers on their knees clutching the stumps of their severed arms and general lightsaber mutilation goodness. There was also that whole wall running thing and acrobatics which did seem a little random but every now and then was quite sweet. I was never bothered by being so much more powerful than non-jedi/sith characters. I felt that was exactly how you were meant to feel as a jedi. A room full of stormtroopers didn't become a "can I survive this encounter?" challenge but a "how quickly can I clear the room and can I do it without getting my shields touched?" challenge. I still think Jedi Knight was the best of the series though, dodgy graphics or not. Title: Re: SWTOR Post by: eldaec on December 16, 2008, 04:54:13 PM Also, Dark Forces 2 had much cooler Sith to fight than Jedi Knight 2 or Jedi Outcast 2. Plus JK2 and JO2 made you suffer through godawful jumping puzzles.
The Mara Jade expansion for DF2 was also neat. I think the difference was that DF2 was back when lucasarts was good at game design. By the time of JK2 and JO2 they had caught teh gay off of the George Lucas prequels and everything they have been involved in since has turned to shit. Title: Re: SWTOR Post by: SnakeCharmer on December 16, 2008, 07:18:14 PM The O forums suck ass. S l o w, teeny tiny hotlinks, and everytime I want to log in, I have to clear my cookies/cache.
Title: Re: SWTOR Post by: AcidCat on December 17, 2008, 12:27:52 PM Penny Arcade sums up the small combat clips we've seen perfectly: " It looks patently ridiculous to strike a monster more than twice with an infinitely sharp laser beam, and the whirling idiots in these clips look like they're auditioning for Thriller."
Title: Re: SWTOR Post by: SnakeCharmer on December 17, 2008, 12:54:25 PM To be fair, it's be patently boring to walk up to that slug looking thing, casually swipe it once (or even twice) and kill it. Or shoot it once with a blaster.
I wonder what part of 'it's a game' is lost on them... Oh well. Title: Re: SWTOR Post by: AcidCat on December 17, 2008, 01:36:38 PM I think the typical MMO-style combat of "let's just stand here and trade blows a while" looks especially ridiculous when you add lightsabers to the mix.
Title: Re: SWTOR Post by: eldaec on December 17, 2008, 02:29:09 PM To be fair, it's be patently boring to walk up to that slug looking thing, casually swipe it once (or even twice) and kill it. Or shoot it once with a blaster. I wonder what part of 'it's a game' is lost on them... Which is why you make 30 slug looking things, and make combat about jedi awesomeness vs npc overwhelming numbers. A bit like Star Wars. Title: Re: SWTOR Post by: SnakeCharmer on December 17, 2008, 02:43:56 PM Which would be very, very cool if they could it and not have players who have less than up to date gaming rigs start chugging.
Title: Re: SWTOR Post by: Koyasha on December 17, 2008, 04:44:50 PM Working up an entirely new combat system that doesn't rely on standards such as armor and HP would be an interesting way to work a Star Wars game, but technically not particularly necessary. They could simply do some renaming, and then make appropriately styled animations.
HP becomes Fatigue or Stamina or whatever you want to call it - the guy's ability to continue dodging and evading blows. When he runs out of 'Stamina', he becomes too tired to fully avoid the next hit, and it scores a fatal/incapacitating strike against him. Animations would therefore revolve around attack and dodge, with only the occasional animation actually showing contact between weapon and defender. The main issue is one of animations showing people being hit by lightsabers/blaster bolts, rather than showing them dodging said attacks. Title: Re: SWTOR Post by: Goreschach on December 17, 2008, 04:52:32 PM Which would be very, very cool if they could it and not have players who have less than up to date gaming rigs start chugging. Because as we all know, games involving more than 3 enemies onscreen at once have only been possible for the last two years. Title: Re: SWTOR Post by: tmp on December 17, 2008, 06:47:16 PM I think the typical MMO-style combat of "let's just stand here and trade blows a while" looks especially ridiculous when you add lightsabers to the mix. Been in KotOR games since the beginning. Whining about it now (and with brand new Force Unleashed that's arcade'y game but does the same thing) ... that's kinda like crying fool there's talking aliens in episodes 1-3. Srsly.Title: Re: SWTOR Post by: SnakeCharmer on December 17, 2008, 07:18:49 PM Which would be very, very cool if they could it and not have players who have less than up to date gaming rigs start chugging. Because as we all know, games involving more than 3 enemies onscreen at once have only been possible for the last two years. Bit of a difference between 3 and 30. Title: Re: SWTOR Post by: Venkman on December 17, 2008, 07:45:11 PM CoX has done fine for years, with 3, 15, 30 guys on screen. It's how you scale the tech.
Title: Re: SWTOR Post by: UnSub on December 17, 2008, 10:40:09 PM CoX has done fine for years, with 3, 15, 30 guys on screen. It's how you scale the tech. CoH/V draws the first 50 characters on screen, iirc. Title: Re: SWTOR Post by: Margalis on December 17, 2008, 11:37:33 PM Been in KotOR games since the beginning. Whining about it now (and with brand new Force Unleashed that's arcade'y game but does the same thing) ... that's kinda like crying fool there's talking aliens in episodes 1-3. Srsly. What's the statute of limitations on complaining about continuing sucky aspects of things? Midichlorians? Time doesn't heal all stupid. Title: Re: SWTOR Post by: Sunbury on December 18, 2008, 05:21:47 AM I remember posting when Anarchy Online came out about this same issue.
How is it that 30,000 years in the future with hi-tech laser pistols I have to hit a guy in shirt sleeves 10 times to kill him? All response were: that's the only way it can work. Any people wonder why non-fantasy MMO's fail? They all make 0 sense, even if they invent their own 'physics'. I'm not a Star Wars geek, but even in the current cartoons, the only time a Jedi has a problem is when they are overwhelmed, fight shielded bots, or an enemy also with a light-saber. Can a game say its based on Star Wars, have Jedi's and Light Sabers yet be nothing like the combat depicted and still be Star Wars? Title: Re: SWTOR Post by: Ghambit on December 18, 2008, 08:46:29 AM So what we're looking for is Bushido Blade Online. Screw up and get slashed once, dead. I'm not even being sarcastic here, no. I'd REALLY like a game like that. Reliant on reflex, positioning, and tactics to gain victory. It can be done... but they aint gonna do it. Not because they can't, but because many folks dont want to rely on their own gaming (and fencing) skillz to advance in an MMO they're paying monthly on.
Our talk prior about the MxO system brought up a memory of mine in playing it that combat was actually pretty deadly (at certain iterations). If you got hit, you got hit pretty hard (all things being equal). It just gave ample opportunity to prepare and counter. If you were a high level, things happened slower and you had more time to react. Low level, things moved impossibly fast... etc. It's whack-a-mole in its most literal sense, only in reverse... as you level the moles slow down instead of speed up. I'd still say Bioware's only real compromise between an arcadey fencing game and a traditional RPG is to employ an MxO system with collision physics ala Unleashed. It really is the perfect marriage IMO. Is there any other existing system that'd work? Title: Re: SWTOR Post by: tmp on December 18, 2008, 11:30:59 AM What's the statute of limitations on complaining about continuing sucky aspects of things? I'd guess if there's indeed a sucky aspect to complain of, it's reasonable to expect the complaints to start when the element is introduced. The basic feedback loop if you will. Otherwise with all other factors remaining the same it's hard to blame developer when they don't address something they never got complaints about.Midichlorians? Time doesn't heal all stupid. Using your midichlorians example, this particular complaint about the lightsabers is like starting to whine about stupidity of midichlorians 2 movies *after* ep.1. Is the complaint valid? Maybe, but shit, what took you so long? Title: Re: SWTOR Post by: tmp on December 18, 2008, 11:42:10 AM I'm not a Star Wars geek, but even in the current cartoons, the only time a Jedi has a problem is when they are overwhelmed, fight shielded bots, or an enemy also with a light-saber. Force Unleashed has lightsaber wielding dude whack repeatedly on regular startroopers and stuff until they fall (still in one piece) And it's made part of the official, Lucas-sanctioned canon. :grin:Can a game say its based on Star Wars, have Jedi's and Light Sabers yet be nothing like the combat depicted and still be Star Wars? As far as KotOR goes, they had some special whatever-the-name melee weapons which were said to be able to block the beam of lighsaber, allowing for prolonged duels with targets that weren't Jedi. Title: Re: SWTOR Post by: Draegan on December 18, 2008, 12:28:46 PM Vibro-blade.?
Title: Re: SWTOR Post by: Ratman_tf on December 18, 2008, 01:29:47 PM I remember posting when Anarchy Online came out about this same issue. How is it that 30,000 years in the future with hi-tech laser pistols I have to hit a guy in shirt sleeves 10 times to kill him? All response were: that's the only way it can work. Any people wonder why non-fantasy MMO's fail? They all make 0 sense, even if they invent their own 'physics'. Does it make any less sense than stabbing a crocodile 20 times in the head with a sword and it still doesn't die? "It's magic!" "It's technology!" (nanotech armor can't stop a bullet? Kevlar can do that today...) Oh, and BTW, I can't wait for SWTOR because I have a totally original idea for a character. He's a Sith who repents and goes over to the light side. So he's a Jedi with a dark emo past. And a purple two bladed lightsaber. And he's an orphan because orcs slaughtered his home village. Title: Re: SWTOR Post by: eldaec on December 18, 2008, 03:21:54 PM CoX has done fine for years, with 3, 15, 30 guys on screen. It's how you scale the tech. CoH/V draws the first 50 characters on screen, iirc. CoH draws enough people on screen that I remember walking into many warehouses with eight man f13 hero teams, and exchanging comments along the lines of 'holy fuck that is a lot of clockwork bitches'. In 2004. Title: Re: SWTOR Post by: eldaec on December 18, 2008, 03:31:23 PM Vibro-blade.? Putting vibro in front of everything is the bullshit excuse for why swords can now cut hardened steel armour like a piece of cheese. The bullshit excuse for lightsabres not chopping swords in half is that they are reinforced with some bullshit EU alloy that repels the force. Or something equally stupid. Not even George Lucas went down this road in the prequels. You would think that even retarded EU fans would have realised by now just how shitty this Star Wars pikeman crap really is. Jedi : Glowy Swords Everyone else : Pew Pew laser guns What is so fucking difficult about that? Do mmogs in space really have to have medieval style combat? Really? Title: Re: SWTOR Post by: Ratman_tf on December 18, 2008, 03:35:52 PM Not even George Lucas went down this road in the prequels. You would think that even retarded EU fans would have realised by now just how shitty this Star Wars pikeman crap really is. Jedi : Glowy Swords Everyone else : Pew Pew laser guns What is so fucking difficult about that? Do mmogs in space really have to have medieval style combat? Really? (http://images1.wikia.nocookie.net/starwars/images/thumb/5/5d/MagnaGuard.jpg/632px-MagnaGuard.jpg) Title: Re: SWTOR Post by: eldaec on December 18, 2008, 03:46:05 PM Granted, that was briefly retarded, but it is nowhere near the scale of retarded vibro-bullshit in the EU.
Title: Re: SWTOR Post by: Venkman on December 18, 2008, 04:15:22 PM Granted, that was briefly retarded, but it is nowhere near the scale of retarded vibro-bullshit in the EU. Doesn't matter, it's canon. :awesome_for_real: Oh and as to your crusade against EU shit, what about the novelizations of the movies? :grin: (Granted, what pissed me off there in the Ep 3 book is the implied fight Mace Windu had with Greivous in which he realized Obi Wan would probably do better against him. That's the fight I want to see!) Title: Re: SWTOR Post by: tmp on December 18, 2008, 04:50:29 PM Vibro-blade.? Yup, looked it up and that's apparently it -- http://starwars.wikia.com/wiki/VibrobladeSays it used material which could also be utilized to make lightsaber-resistant armour, and having this stuff around makes some mild sense in era where every second guy was running with a glowing stick... as much sense as having the glowing sticks in the first place, anyway. Title: Re: SWTOR Post by: tmp on December 18, 2008, 04:57:10 PM What is so fucking difficult about that? Do mmogs in space really have to have medieval style combat? Really? Isn't much of fight when everyone else has to do with pew-pew and the guy with the stick is staid to just reflect the pew pew back as he pleases. That limits potential fights to just between the guys with sticks, and the lack of variation like that gets boring sooner rather than later.Title: Re: SWTOR Post by: Ratman_tf on December 18, 2008, 10:45:03 PM Bottom line is all the Star Wars EU is severely retarted. And yea, that includes the Timothy Zhan crapfest.
Title: Re: SWTOR Post by: Triforcer on December 18, 2008, 10:51:06 PM Bottom line is all the Star Wars EU is severely retarted. And yea, that includes the Timothy Zhan crapfest. KOTOR era stuff I have enjoyed. All the books written for the post ROTJ period can suck me. Kevin J. Anderson in particular should be jailed. EDIT: And also David Wolverton, even more so. The Courtship of Princess Leia just might be the worst book I have ever read. Title: Re: SWTOR Post by: Merusk on December 19, 2008, 03:35:07 AM Granted, that was briefly retarded, but it is nowhere near the scale of retarded vibro-bullshit in the EU. Doesn't matter, it's canon. :awesome_for_real: Oh and as to your crusade against EU shit, what about the novelizations of the movies? :grin: (Granted, what pissed me off there in the Ep 3 book is the implied fight Mace Windu had with Greivous in which he realized Obi Wan would probably do better against him. That's the fight I want to see!) It's implied because it was shown in the second Clone Wars cartoon series that aired right before the movie released. Mace really sucked ass considering that fight lasted longer than the Grievous vs Obi Wan fight from the movie and how Grievous was "disarmed" in less than 20s by Ben. Title: Re: SWTOR Post by: Sunbury on December 19, 2008, 04:53:57 AM What is so fucking difficult about that? Do mmogs in space really have to have medieval style combat? Really? Isn't much of fight when everyone else has to do with pew-pew and the guy with the stick is staid to just reflect the pew pew back as he pleases. That limits potential fights to just between the guys with sticks, and the lack of variation like that gets boring sooner rather than later.EXACTLY! Which is why its ALWAYS TOTALLY LAME to make MMORPG-style combat in future settings, which in turn makes future-setting MMORPG lame - which is why they fail! QED. Title: Re: SWTOR Post by: DraconianOne on December 19, 2008, 05:26:59 AM What is so fucking difficult about that? Do mmogs in space really have to have medieval style combat? Really? Isn't much of fight when everyone else has to do with pew-pew and the guy with the stick is staid to just reflect the pew pew back as he pleases. That limits potential fights to just between the guys with sticks, and the lack of variation like that gets boring sooner rather than later.EXACTLY! Which is why its ALWAYS TOTALLY LAME to make MMORPG-style combat in future settings, which in turn makes future-setting MMORPG lame - which is why they fail! QED. Logic 101 is just down the hall. You might want to pop in. Title: Re: SWTOR Post by: Venkman on December 19, 2008, 05:35:26 AM Some of the EU stuff is ok. I thought the two Zahn books that kicked off the New Jedi Order were actually pretty good. But we're talking "fine for an airport" pretty good here. You don't go to movie-based fiction novels for award-winning high prose.
(Granted, what pissed me off there in the Ep 3 book is the implied fight Mace Windu had with Greivous in which he realized Obi Wan would probably do better against him. That's the fight I want to see!) It's implied because it was shown in the second Clone Wars cartoon series that aired right before the movie released. Mace really sucked ass considering that fight lasted longer than the Grievous vs Obi Wan fight from the movie and how Grievous was "disarmed" in less than 20s by Ben. [/quote] Hrm? It's been a few years, but from what I recall of that episode, Mace was fighting things trying to rescue Palpatine but the only interaction he had with Greivous was when he Force-crushed his exoskeleton from far range (hence why Greivous is coughing when he gets off the elevator at the beginning of Ep 3). It was that which I thought was a huge let down, because I saw that episode after the movie and only because I had read the book (I want to see a fight dammit!) Title: Re: SWTOR Post by: TripleDES on December 19, 2008, 06:47:50 AM EXACTLY! Which is why its ALWAYS TOTALLY LAME to make MMORPG-style combat in future settings, which in turn makes future-setting MMORPG lame - which is why they fail! QED. Going by your logic, most successful modern and scifi games are total failures, too, because no one goes down in these in one shot, either. Apart from headshotting, where appropriate.Scifi MMOs fail because there's a) a generic dislike anything far-future scifi and b) no one really tries doing proper scifi. Those who do, don't have the funding nor skills. Those who have the funding and skills rather continue to churn out what's tried and proven (i.e. fantasy MMO #745101). And if they do, you get silly shit like Tabula Rasa, which is stylistically fantasy with guns, because I sure don't see scifi in there. Title: Re: SWTOR Post by: apocrypha on December 19, 2008, 10:26:37 AM Going by your logic, most successful modern and scifi games are total failures, too, because no one goes down in these in one shot, either. Apart from headshotting, where appropriate. Scifi MMOs fail because there's a) a generic dislike anything far-future scifi and b) no one really tries doing proper scifi. Those who do, don't have the funding nor skills. Those who have the funding and skills rather continue to churn out what's tried and proven (i.e. fantasy MMO #745101). And if they do, you get silly shit like Tabula Rasa, which is stylistically fantasy with guns, because I sure don't see scifi in there. I feel obliged to throw in EVE in response to that, but it's a kinda niche outlier ofc. Title: Re: SWTOR Post by: Ratman_tf on December 19, 2008, 11:02:22 AM Going by your logic, most successful modern and scifi games are total failures, too, because no one goes down in these in one shot, either. Apart from headshotting, where appropriate. Scifi MMOs fail because there's a) a generic dislike anything far-future scifi and b) no one really tries doing proper scifi. Those who do, don't have the funding nor skills. Those who have the funding and skills rather continue to churn out what's tried and proven (i.e. fantasy MMO #745101). And if they do, you get silly shit like Tabula Rasa, which is stylistically fantasy with guns, because I sure don't see scifi in there. I feel obliged to throw in EVE in response to that, but it's a kinda niche outlier ofc. A Sci-Fi MMOG hasn't done gangbusters because we get crap or niche (or both :uhrr:) games set in the Sci-Fi genre. Title: Re: SWTOR Post by: eldaec on December 19, 2008, 02:02:05 PM There is no earthly reason that mmog style d20 variant combat can't be translated to a ranged weapon setting.
There is also no reason that positioning and movement can't be made more important. And absolutely no reason it has to encourage you-swing-I-swing slugfests. As others have said. EVE. Title: Re: SWTOR Post by: TripleDES on December 19, 2008, 03:35:45 PM Exception to the rule. And it did take the game quite a while to get somewhere.
Also, in EVE you shoot spaceships with shields and ablative armor. The laser-vs-human-no-instant-death argument from Sunbury goes kind of moot in this case. Assuming you equal spaceships with humans... Since there are no human PCs... yet... What the fuck did I want to say? Title: Re: SWTOR Post by: Fordel on December 20, 2008, 12:49:19 AM Just make the actual visual combat blocks and parries and dodges, your health goes down when your 'hit', but visually you still parry/dodge or whatever until the killing blow.
The Health Bar represents your 'focus' or 'endurance' or whatever, and when its out, the fatal attack slips in and your suddenly in two pieces or have a blaster hole in your chest. Title: Re: SWTOR Post by: Sophismata on December 20, 2008, 04:47:56 AM ...which is really what hitpoints are supposed to represent, anyway.
Title: Re: SWTOR Post by: Aez on December 20, 2008, 06:30:39 AM ... except the hitpoint bar should not be replenished with healing abilities if it was really what it represented.
Title: Re: SWTOR Post by: Threash on December 20, 2008, 10:24:24 AM ... except the hitpoint bar should not be replenished with healing abilities if it was really what it represented. Then you stop calling it healing and call it "restore strenght" or whatever, really its not hard. Title: Re: SWTOR Post by: sidereal on December 20, 2008, 10:28:26 AM You mean like calling it 'Morale' and having it be restored by music and reduced by taunting and insults, and the result of losing it be 'retreating' instead of dying?
If only some game (http://lotro-wiki.com/index.php/Morale) could do something like that. . . Title: Re: SWTOR Post by: ashrik on December 20, 2008, 10:34:47 AM The semantics! They do nothing!
People have enjoyed, are enjoying, and will always enjoy star wars games in which a blaster shot or lightsaber swipe doesn't instantly kill them. Changing it visually to a series of dodges/parries while your fatigue builds or stamina drops doesn't seem to add any value to the product. I don't expect that stuff to be fatal to my character in a Star Wars game because it just makes sense any more than I expect headshots to be instant kills in Fallout 3 because it just makes sense. Just seem to be nitpicking at little peripheral systems that matter very little, in comparison to the whole, because we don't have much info yet. Title: Re: SWTOR Post by: Malakili on December 20, 2008, 11:15:40 AM You mean like calling it 'Morale' and having it be restored by music and reduced by taunting and insults, and the result of losing it be 'retreating' instead of dying? If only some game (http://lotro-wiki.com/index.php/Morale) could do something like that. . . Yes, we get it. LOTRO justifies its system that way. It does not however, have animations for parry dodging, etc. You actually get whacked, which reduces your morale. *shrugs* Title: Re: SWTOR Post by: Morat20 on December 20, 2008, 11:24:47 AM ...which is really what hitpoints are supposed to represent, anyway. I always started out pen and paper games that have new players with the "Hit points aren't your ability to take a hit. They're your ability to take a hit, your ability to dodge, your luck, your karma, your fate, your ability to roll with blows --- everything that comes together in keeping you alive in a fight." talk.I then go on to explain that it's not that a level 20 character can take a ballista bolt and still live -- they can't. Their high HP pools merely represent that they're experienced enough to get the hell out of the way, whereas said level 5 guy wouldn't be fast enough. Doesn't really matter in MMORPGs, I think, but for P&P games it adds some realism for players. Title: Re: SWTOR Post by: Ratman_tf on December 20, 2008, 12:35:23 PM ...which is really what hitpoints are supposed to represent, anyway. I always started out pen and paper games that have new players with the "Hit points aren't your ability to take a hit. They're your ability to take a hit, your ability to dodge, your luck, your karma, your fate, your ability to roll with blows --- everything that comes together in keeping you alive in a fight." talk.I then go on to explain that it's not that a level 20 character can take a ballista bolt and still live -- they can't. Their high HP pools merely represent that they're experienced enough to get the hell out of the way, whereas said level 5 guy wouldn't be fast enough. Doesn't really matter in MMORPGs, I think, but for P&P games it adds some realism for players. Yeah. I never really liked that explanation though. Because your AC was your chance to deflect and/or avoid damage. Saying that somebody with more HP could take glancing blows better just kinda ignored the fact that my fighter had a ton of hit points and could take the best hit from a broadsword (critical, max damage) and survive. Or that it wasn't such a concern for big monsters like giants and dragons. It just isnt' a consistent rationale. Title: Re: SWTOR Post by: ajax34i on December 20, 2008, 04:08:39 PM People have enjoyed, are enjoying, and will always enjoy star wars games in which a blaster shot or lightsaber swipe doesn't instantly kill them. Changing it visually to a series of dodges/parries while your fatigue builds or stamina drops doesn't seem to add any value to the product. Visual dodges and parries add quite a bit of value to a game, for me. The parrying and lightsaber-shoving that the NPC's in the KOTOR games did looked way better than the 'swing at empty air' moves of other games. Of course, as far as realism goes, you can't really parry with a sword without ruining it very fast, so meh. Title: Re: SWTOR Post by: Malakili on January 27, 2009, 08:43:14 AM Supposed "inside source" gives some information on SWTOR. :awesome_for_real:
I don't know how legit it is (probably not much), but if it is, then its pretty much death to the game as far as I can tell. http://www.mmorpg.com/discussion2.cfm/thread/221089/Here-it-is-an-inside-look-at-TOR-in-its-current-state.html Title: Re: SWTOR Post by: SnakeCharmer on January 27, 2009, 08:46:39 AM You bumped this thread for that?
Title: Re: SWTOR Post by: Malakili on January 27, 2009, 08:49:23 AM You bumped this thread for that? Someone might care *shrugs* it was only on the second page. Title: Re: SWTOR Post by: Rasix on January 27, 2009, 08:50:56 AM Sounds great. Would love to see a game that doesn't make me go grab 4 other people to complete a quest line that I solo'd to that point.
Not that I believe that information is real. Title: Re: SWTOR Post by: Merusk on January 27, 2009, 09:03:22 AM Yeah, I fail to see the problem, other than tacking on a sub fee for a single player game. The game is supposed to be KOTOR: Online, and that's what it sounds like. The folks bitching about "Whah, fuck hybrid classes" and "wtf you can solo the whole game?" make me giggle in sadistic glee. Its like people WANT to sit around unable to do anything for hours like the old EQ days. No thanks! Raid content/ small group content is nice, but even I have a problem with it being the only avenue of gearing up toons and It'll be nice to see a game going a different direction.
Title: Re: SWTOR Post by: SnakeCharmer on January 27, 2009, 09:14:21 AM The TOR forums are awful. Just awful. Painful to read. I try not to read them until Friday nights when the weekly updates are posted. Otherwise it's the same drivel posted again and again. Suppose in that manner it's no different than any other MMO pre-launch forums.
Title: Re: SWTOR Post by: Montague on January 27, 2009, 09:15:06 AM Yeah, I fail to see the problem, other than tacking on a sub fee for a single player game. The game is supposed to be KOTOR: Online, and that's what it sounds like. The folks bitching about "Whah, fuck hybrid classes" and "wtf you can solo the whole game?" make me giggle in sadistic glee. Its like people WANT to sit around unable to do anything for hours like the old EQ days. No thanks! Raid content/ small group content is nice, but even I have a problem with it being the only avenue of gearing up toons and It'll be nice to see a game going a different direction. Sounds great to me. I would definitely pay $15 a month for a KOTOR with massive content that me and a couple of friends could play together. A KOTOR where I have to group with 24 other people with names like "xxxDARTHBOBOxxx" to do stuff, no thanks. Title: Re: SWTOR Post by: SnakeCharmer on January 27, 2009, 09:23:12 AM Oh yeah, I'd love a constantly updated single player type game with some co-op stuff. MMOs are generally a blast until you start having to converse with the general population. Then it comes crashing to a halt.
Title: Re: SWTOR Post by: Malakili on January 27, 2009, 09:48:57 AM Oh yeah, I'd love a constantly updated single player type game with some co-op stuff. MMOs are generally a blast until you start having to converse with the general population. Then it comes crashing to a halt. I guess my problem then is why call it an MMO? This might as well be Neverwinter Nights with frequent content updates. Title: Re: SWTOR Post by: Fordel on January 27, 2009, 09:49:53 AM MMO = Monthly payments.
:awesome_for_real: Title: Re: SWTOR Post by: WindupAtheist on January 27, 2009, 10:22:44 AM (http://i38.photobucket.com/albums/e121/GrimDysart/hahasubfee.jpg)
I'm not paying a sub fee for a single-player game, and companies can go right on eating shit until they learn that. Title: Re: SWTOR Post by: Yegolev on January 27, 2009, 11:21:26 AM I'll pay a sub for a single-player game with a huge world and constant updates that also had co-op... but I guess the co-op means it's not single-player. I want to game with my friends, not random shitcocks, which isn't a problem until I have to find four shitcocks to fill out a group when I really just want to play with my wife and/or another friend. LotRO comes pretty close but it has more than one place where you need a full group to progress the story, and that is what has kept my wife and I from finishing even Book 1. I keep telling her that it's not a big deal, we can just jump into a group and knock it out (Epic 1.11) but it is, in fact, a big deal.
Title: Re: SWTOR Post by: SnakeCharmer on January 27, 2009, 11:29:13 AM Oh yeah, I'd love a constantly updated single player type game with some co-op stuff. MMOs are generally a blast until you start having to converse with the general population. Then it comes crashing to a halt. I guess my problem then is why call it an MMO? This might as well be Neverwinter Nights with frequent content updates. Add in a stout co-op/matchmaking component. Would that really be a bad thing? I'd rather just be able to play solo or with the companions or a couple friends. I'm not in a large guild - hell, it's not even a guild, just a close circle of friends spread out over the country that like the same games. Every 'real' guild I've ever been apart of is nothing more than a bunch of players playing solo playing together: each person was off doing their own thing, and people would help each other when need be. Otherwise, guild chat or vent was just a bunch people talking. I've never been apart of a raiding guild in any game, and likely never will. Title: Re: SWTOR Post by: Mrbloodworth on January 27, 2009, 12:11:38 PM It does not however, have animations for parry dodging, etc. Uh, yes it does. My hunter dodges fucking arrows with matrix like grace. Title: Re: SWTOR Post by: WindupAtheist on January 27, 2009, 12:16:15 PM Blizzard didn't charge for Diablo 2 and that whole thing turned out kinda successful. It's not just the Blizzard magic either, since I haven't heard about Guild Wars driving ArenaNet out of business yet. This is just a moneygrab by a bunch of EA fucks who think you'll pay $15 a month for anything with multiplayer and levels. You want to sell me additional content? It's called an expansion pack. But hey, why crank out a traditional expansion in six months and charge forty bucks for it, when you can produce content at the same rate and make ninety bucks in sub fees in the same period of time? Shit I'll bet you can collect sub fees AND sell expansion packs, as long as you keep buying the notion that it's an MMO!
Money. Grab. Whatever. It's going to blunder around in development generating little-to-no buzz, EA is going to shove it out the door early and unfinished because they just can't fucking help themselves, and it's going to sell mediocre and then shuffle off into obscurity. Title: Re: SWTOR Post by: Yegolev on January 27, 2009, 12:41:53 PM While I generally agree with WUA's assessment of KotORO/EA, I submit that I would have paid a monthly fee for Diablo II if it meant Blizz would have put more effort into preventing battle.net from being as shitty as it was.
Title: Re: SWTOR Post by: Sheepherder on January 27, 2009, 12:46:09 PM Of course, as far as realism goes, you can't really parry with a sword without ruining it very fast, so meh. Yeah, responding to an old post, sue me. But you don't parry with the edge of the blade, you parry with the flat and allow the striking blade to slide along the length, either directing it outwards to throw the guy off guard or inwards, turning your blade slightly and catching it with your cross-guard. At which point it is possible to use the greater contact area between the blades and your more centered balance to twist the blade out of the other guy's hand. Anyways, I tried going to that link. The only possible conclusion: fuck mmorpg.com. I submit that I would have paid a monthly fee for Diablo II if it meant Blizz would have put more effort into preventing battle.net from being as shitty as it was. Like by ethnically cleansing half the population that played it? Title: Re: SWTOR Post by: Sky on January 27, 2009, 12:48:35 PM I'll pay a sub for a single-player game with a huge world and constant updates that also had co-op... but I guess the co-op means it's not single-player. I want to game with my friends, not random shitcocks, which isn't a problem until I have to find four shitcocks to fill out a group when I really just want to play with my wife and/or another friend. LotRO comes pretty close but it has more than one place where you need a full group to progress the story, and that is what has kept my wife and I from finishing even Book 1. I keep telling her that it's not a big deal, we can just jump into a group and knock it out (Epic 1.11) but it is, in fact, a big deal. You want any chance of ever competing with WoW, pay heed to this dude.Or go ahead and try to make the same game BUT BETTAR. The reason I play EQ2 is basically, everything else is the same and I have high level characters there. But even that game gets me down when I'm in a great quest line and cockblocked by some epic dungeon crap. Because you shouldn't be able to get to the fun stuff without putting up with mmogtards. Oh, and you picked the wrong class, you suck, we don't want you, blah blah fucking why are these game forms still dominant? Because for some reason, the masochistic geek assholes like grunk are driving the market, and companies think that by having some tepid solo component, they've covered all the bases. My old idea is to have multiple instances of a dungeon: public, group, and solo. Public is like old-school EQ dungeons, open for the poaching, have fun kids. Group scales to your group. Solo scales to your character, maybe even some class-specific options. Anyone in any form of the dungeon can turn on the dungeon chat channel, for LFG or just socialization. But then you'd get the grunks bitching that people like me could hang out and casually solo something and not /earn/ my gear for bragging rights or whatthefuckever. Meanwhile, these are the same assholes who will be first to tell you that if you don't force grouping, nobody will ever group. So it's good game design to force people to play the way they don't want to? MMO != mandatory grouping. Please fucking stop. It will lead to better grouping (srsly, UO). Title: Re: SWTOR Post by: SnakeCharmer on January 27, 2009, 12:55:36 PM Exactly, Sky.
Which is why, in my own humble opinion, if any MMO developer could implement Valve's AI Director into raid encounters in MMOs it would be moneyhats. Title: Re: SWTOR Post by: trias_e on January 27, 2009, 02:37:39 PM Quote Or go ahead and try to make the same game BUT BETTAR. The reason I play EQ2 is basically, everything else is the same and I have high level characters there. But even that game gets me down when I'm in a great quest line and cockblocked by some epic dungeon crap. Because you shouldn't be able to get to the fun stuff without putting up with mmogtards. Oh, and you picked the wrong class, you suck, we don't want you, blah blah fucking why are these game forms still dominant? Because for some reason, the masochistic geek assholes like grunk are driving the market, and companies think that by having some tepid solo component, they've covered all the bases. My old idea is to have multiple instances of a dungeon: public, group, and solo. Public is like old-school EQ dungeons, open for the poaching, have fun kids. Group scales to your group. Solo scales to your character, maybe even some class-specific options. Anyone in any form of the dungeon can turn on the dungeon chat channel, for LFG or just socialization. But then you'd get the grunks bitching that people like me could hang out and casually solo something and not /earn/ my gear for bragging rights or whatthefuckever. Meanwhile, these are the same assholes who will be first to tell you that if you don't force grouping, nobody will ever group. So it's good game design to force people to play the way they don't want to? I think the big problem with the WoW and post-WoW MMORPGs is their incongruous nature. You'll be going along, playing your bland but mildly entertaining never-ending single-player RPG (that's all these games are without the MMOGtard element), and then they fuck with the skinner box and tell you to do go be social for seemingly no reason whatsoever. Current MMORPGs start off with solitary activity, and then randomly expect you to change after letting you settle into this mode of play. This is why public questing in WAR was such a great idea (with horrible execution of course). We'll be seeing more reiterations of that in the future I'd expect. But I don't think mainly catering to solo players is a necessity in every MMORPG. Personally, I actually find that this hurts retention for me. I find these games last about 24 to 48 hours without any sort of social necessitation. CoH, AoC, and LoTRO all certainly fit this bill for me. They aren't terrible for the genre...I don't see why the fuck I'd play any of these games for longer than a month if I just played them as a singleplayer game. And since 90% of the early content is solo, that's really the only option you have. Then when they eventually thrust grouping on to you, it's unnatural and no one wants to do it. Which to me is simply ludicrious and utter fail in a MMORPG. So SWTOR. Link is gone, but if it's a single-player game with a monthly payment, that, of course, is fucking insane. Why not just make a single-player RPG that's actually good? Instead of a what's likely to be a mediocre single-player RPG with time sinks and bullshit that I have to pay a monthly for? Oh yeah, skinner boxes and money hats. Title: Re: SWTOR Post by: Ingmar on January 27, 2009, 02:42:58 PM While I generally agree with WUA's assessment of KotORO/EA, I submit that I would have paid a monthly fee for Diablo II if it meant Blizz would have put more effort into preventing battle.net from being as shitty as it was. Shit, I would have paid a monthly fee just so my characters didn't get deleted from inactivity. If GW had a monthly fee... I'd probably pay it. I wouldn't expect either to be in the 'full MMO' price range, but if ArenaNet slapped a $5/month fee on GW, I would pay it. Title: Re: SWTOR Post by: Fordel on January 27, 2009, 03:00:43 PM I wouldn't, and our magical duo would be broken up. :ye_gods:
Title: Re: SWTOR Post by: Malakili on January 27, 2009, 05:10:03 PM I guess my idea of a MASSIVELY multiplayer game implies some sort of massively multiplayer aspect. I actually don't have a huge problem with the idea of paying a monthly fee and getting a co-op game with frequent content updates. In fact it doesn't sound like a terrible idea. What I have a problem is when they say "We are making a Star Wars MMO" and give me a star wars co-op game.'
Perhaps its merely marketing. People are probably willing to pay monthly if you use the term "MMO" and might be resistant to the idea of that concept seeping into other genres. Title: Re: SWTOR Post by: Triforcer on January 27, 2009, 05:32:01 PM Want me to pay a monthly fee for a single-player/co-op game? Please to be fucking yourself and die. I guess I go into full DCUO fanboy mode now, because this game (if this stuff is true, and my instinct is that it is, at least mostly) is dead to me.
Title: Re: SWTOR Post by: UnSub on January 27, 2009, 05:44:00 PM If it is RMT + pseudo massively multiplayer, I suspect it might be copying the GW model of purchase a box and then purchase extra content updates as they become available. No monthly fee makes sense in this case.
It makes sense that Bioware would develop it this way since this is what they are used to - storytelling in set amounts. They aren't used to fully open worlds where players can explore, or even hack-and-slash action gameplay. But who knows? Wait for all the info to be released before judging. Title: Re: SWTOR Post by: Triforcer on January 27, 2009, 05:46:11 PM But who knows? Wait for all the info to be released before judging. What reason would this site have to exist if we did that? :oh_i_see: Title: Re: SWTOR Post by: UnSub on January 27, 2009, 06:14:19 PM But who knows? Wait for all the info to be released before judging. What reason would this site have to exist if we did that? :oh_i_see: I'm here for cocktail hour, the armchair game design and to laugh at millions of dollars being mis-spent on entertainment products. :grin: I'm not going to call any title "dead to me" without a lot more information being released. Even Darkfall. Title: Re: SWTOR Post by: SnakeCharmer on January 27, 2009, 06:23:51 PM I guess my idea of a MASSIVELY multiplayer game implies some sort of massively multiplayer aspect. I actually don't have a huge problem with the idea of paying a monthly fee and getting a co-op game with frequent content updates. In fact it doesn't sound like a terrible idea. What I have a problem is when they say "We are making a Star Wars MMO" and give me a star wars co-op game.' Perhaps its merely marketing. People are probably willing to pay monthly if you use the term "MMO" and might be resistant to the idea of that concept seeping into other genres. I look at it in that MMOs are going to evolve from what we know it now to a really glamorized version of Xbox Live. Social areas are going to be designed in (capitol cities, auction houses, etc) to where players can congregate and, well, be social. I suppose it would be Guild Wars-esque, but with better and bigger implementation. It will be Massively Multiplayer in that respect, I suppose, and at that point you're just playing semantics with obsolete terms and wording. I tend to think that most players play solo together with friends - whether existing or new friends they've made. What I mean by play solo together is that they're off adventuring on their own, but chatting away in guild chat or vent/teamspeak with their friends. Raids will become smaller, more manageable by 4-6 players. Content gets pushed faster as I would imagine it's easier to balance and create for 1-6 rather than 25, 30, or 40 players. Plus, I think it's more personal to the player than having 40 people play the game like a stopwatch and watching threat/hate/dps meters rather than enjoying the action. But that's just my opinion, however wrong it is. Feel free to blow holes all in it. Title: Re: SWTOR Post by: Lantyssa on January 27, 2009, 08:53:10 PM I'm not going to call any title "dead to me" without a lot more information being released. Even Darkfall. Whoa, whoa, whoa. Let's not get crazy here. ;DTitle: Re: SWTOR Post by: Sky on January 28, 2009, 07:44:18 AM But I don't think mainly catering to solo players is a necessity in every MMORPG. Personally, I actually find that this hurts retention for me. I find these games last about 24 to 48 hours without any sort of social necessitation. CoH, AoC, and LoTRO all certainly fit this bill for me. They aren't terrible for the genre...I don't see why the fuck I'd play any of these games for longer than a month if I just played them as a singleplayer game. And since 90% of the early content is solo, that's really the only option you have. Then when they eventually thrust grouping on to you, it's unnatural and no one wants to do it. Which to me is simply ludicrious and utter fail in a MMORPG. This is what I don't understand, though. You won't play these games more than a day or two without being forced to group. Why play them at all? Why are they more fun when forced to dick around LFG and dealing with strangers, or the time issues and obligations of dealing with a guild?Also, I don't think mainly catering to solo players is a necessity in every mmo. You'd never hear me say that. No reason not to focus on everyone's style. I guess my idea of a MASSIVELY multiplayer game implies some sort of massively multiplayer aspect. Like what? You want to open the semantics box? Ok. Here are the MMOs I know of: Eve, PS, Shadowbane. Where the massive numbers actually come into play and make a difference and improve the game. Isn't a game where you have six players in a dungeon group simply a co-op game with a matchmaking lobby in-game? Isn't a 48 person raid just a larger co-op, I mean we had 64 player servers in BF1942 years ago?DOOMCASTED! I do see the appeal of a good group working together, I've done it and I've enjoyed it. However, it's not really a realistic gaming style for a lot of adults, and it sucks that the coolest content in dungeons, mobs, loots, is all set behind a cockblock that means guys like me, who don't have the time nor structure to sit around wasting time on a video game (and face it, most raid time is wasted time, the fights are pretty fucking boring and the organizational skills of most guilds is pathetic or fascist), are second-class citizens in the game. S'why I'm mostly done with mmo entirely, and just hop into EQ2 for a few months a year (except this year, entirely mmo-free for a year). The only reason I still gripe about this shit after all these years is that I enjoy the game worlds, the occasional interaction with others, the persistance. There have been some pretty cool online worlds, and most single-player games just can't build with the scope of an mmo. Strip out the heroic tags in EQ2 and I'd pay to play it single-player/co-op with people who aren't random intertards. And just to head off the comment, thinking that something like Oblivion is a solution could mean you have severe head trauma and need assistance. Title: Re: SWTOR Post by: Malakili on January 28, 2009, 08:10:51 AM The only reason I still gripe about this shit after all these years is that I enjoy the game worlds, the occasional interaction with others, the persistance. There have been some pretty cool online worlds, and most single-player games just can't build with the scope of an mmo. Strip out the heroic tags in EQ2 and I'd pay to play it single-player/co-op with people who aren't random intertards. And just to head off the comment, thinking that something like Oblivion is a solution could mean you have severe head trauma and need assistance. It doesn't have to be one or the other. You can get things done solo in games and still have the ability to have large amounts of players interacting at once. I doubt have a problem with people soloing or playing in small groups. My problem with SWTOR is that it (seems to based on the information we have), lack at least 1 of those things you like, persistence. It looks more like it is going to be heavily instanced, so that you aren't going out into he game world where you can occasionally meet some people, but rather than you just decide beforehand if you are going to play with someone, then group up and go do your thing. It isn't purely about the number of players, i don't think its the semantic issue you are making it out to be. It should POSSIBLE that while I'm out doing my thing I run into a large number of players, that we are all sharing a world together even if we aren't interacting at a given moment. To me, the feeling of people in a large seamless world with lots of other people is probably as important as actually playing directly WITH those people. I don't care about small group content v. raids, quite frankly that dichotomy doesn't interest me at all. I guess my problem then, is heavily instanced games. Title: Re: SWTOR Post by: Sky on January 28, 2009, 09:16:09 AM Oh, you misread what I meant by persistence. I LOVE instancing. Read back a couple posts where I said every non-hub zone should have at least three instances AT ALL TIMES. The problem with my system is that it allows everyone to play the way they enjoy and achieve the goals of the game. This isn't the problem so much as the current crop of mmo achievers see it as a threat to their way of "earning" their achievements.
And that, I think, is the core problem with mmo design. Any raid player can solo better than a soloer, and also can access far more content due to their "dedication" to a /game/. Thus, if you don't enjoy raiding, don't play mmo. Thus, mmo=raiding. And that's retarded, because most raiding gameplay is pretty stupid...but I won't digress into my dislike of console rpg boss battle style of design... Title: Re: SWTOR Post by: Lantyssa on January 28, 2009, 09:21:53 AM It doesn't have to be one or the other. You can get things done solo in games and still have the ability to have large amounts of players interacting at once. I doubt have a problem with people soloing or playing in small groups. My problem with SWTOR is that it (seems to based on the information we have), lack at least 1 of those things you like, persistence. It looks more like it is going to be heavily instanced, so that you aren't going out into he game world where you can occasionally meet some people, but rather than you just decide beforehand if you are going to play with someone, then group up and go do your thing. How does instancing affect persistance in a negative way? Most games you can't affect the world at all. Guild Wars is one of the most heavily instanced games I can think of, and things actually change because they do instance the world.I guess my problem then, is heavily instanced games. I actually like Sky's suggestion though. Give players the instance options ranging from Open to Solo. I would use both. Title: Re: SWTOR Post by: Yegolev on January 28, 2009, 09:32:15 AM I submit that I would have paid a monthly fee for Diablo II if it meant Blizz would have put more effort into preventing battle.net from being as shitty as it was. Like by ethnically cleansing half the population that played it? I'd pay an extra dollar per month if they could be choked with SoJs, for the irony. Title: Re: SWTOR Post by: Malakili on January 28, 2009, 09:34:04 AM How does instancing affect persistance in a negative way? Most games you can't affect the world at all. Guild Wars is one of the most heavily instanced games I can think of, and things actually change because they do instance the world. I actually like Sky's suggestion though. Give players the instance options ranging from Open to Solo. I would use both. Its the ability to effect an huge world that compels me to play an MMO in the first place. If I can build a castle in my own instance, but if another player goes to the same area of the game but in a different instance and my castle is obviously not there, then it feels cheap. I guess it comes down to feeling like what I do matters. In an instanced game, your actions only effect yourself (or those in the same instance), if an open game, everyone's actions effect everyone else. That makes everything far more interesting as far as I am concerned. I'd rather get screwed over by a guy who makes better decisions than me than have no threat of anything negative happen at all. In most MMOs these days you are only advancing, you can never take a step back if you make mistakes. Its only a matter of how quickly you are advancing. That just doesn't appeal to me all that much. Title: Re: SWTOR Post by: SnakeCharmer on January 28, 2009, 10:07:24 AM Its the ability to effect an huge world that compels me to play an MMO in the first place. If I can build a castle in my own instance, but if another player goes to the same area of the game but in a different instance and my castle is obviously not there, then it feels cheap. I guess it comes down to feeling like what I do matters. In an instanced game, your actions only effect yourself (or those in the same instance), if an open game, everyone's actions effect everyone else. That makes everything far more interesting as far as I am concerned. I'd rather get screwed over by a guy who makes better decisions than me than have no threat of anything negative happen at all. In most MMOs these days you are only advancing, you can never take a step back if you make mistakes. Its only a matter of how quickly you are advancing. That just doesn't appeal to me all that much. But you don't change the world in an MMOG. It's why they're called persistent worlds. It doesn't matter if it's the Ogre of Death that you just killed (and will kill 100 more times until he drops the shiny) or the group of guys that's about to kill the Ogre of Death after you just killed him. Title: Re: SWTOR Post by: Malakili on January 28, 2009, 10:19:25 AM Its the ability to effect an huge world that compels me to play an MMO in the first place. If I can build a castle in my own instance, but if another player goes to the same area of the game but in a different instance and my castle is obviously not there, then it feels cheap. I guess it comes down to feeling like what I do matters. In an instanced game, your actions only effect yourself (or those in the same instance), if an open game, everyone's actions effect everyone else. That makes everything far more interesting as far as I am concerned. I'd rather get screwed over by a guy who makes better decisions than me than have no threat of anything negative happen at all. In most MMOs these days you are only advancing, you can never take a step back if you make mistakes. Its only a matter of how quickly you are advancing. That just doesn't appeal to me all that much. But you don't change the world in an MMOG. It's why they're called persistent worlds. It doesn't matter if it's the Ogre of Death that you just killed (and will kill 100 more times until he drops the shiny) or the group of guys that's about to kill the Ogre of Death after you just killed him. Depends on the MMO. There are differing degrees of it in different games. WoW has almost none (this silly "phased" stuff aside). Some have more, some have less. In UO or SWG you could setup houses, that has a pretty obvious effect on the world. In EVE the 0.0 space has changing borders, people fight, take control of areas, setup player owned star bases, etc. These things have a tangible effect on the world, it changes where it is safe to travel, it changes where you have a place to resupply, etc. EVE also has static missions that don't really have much effect on the actual game world, its not totally player run by any stretch. Its the ability for what you do to affect other players, and the ability for other players' actions to effect what me that is compelling. Heck, in EVE the market is so complex it is arguably a PvP environment in itself, even though there is no fighting (though sometimes economic disputes do lead to fighting). A game that is highly dependent on PvE content does lack this a lot of times, simply because if you kill an orge, and he just is gone forever, you've got a problem on your hands, the game DOES need to become repopulated somehow. Title: Re: SWTOR Post by: SnakeCharmer on January 28, 2009, 10:26:39 AM All you're talking about is a shiny version of an auction house. Nothing more, really.
Title: Re: SWTOR Post by: amiable on January 28, 2009, 10:30:35 AM All you're talking about is a shiny version of an auction house. Nothing more, really. The EvE market system really is a rather engrossing game in and of itself and shows that even a shiny version of an auction house can make a good game if you bother putting some love into it. Title: Re: SWTOR Post by: Yegolev on January 28, 2009, 10:59:36 AM Its the ability to effect an huge world that compels me to play an MMO in the first place. If I can build a castle in my own instance, but if another player goes to the same area of the game but in a different instance and my castle is obviously not there, then it feels cheap. I don't care for instanced housing either, but neither do I have a better solution. OK, that's not true, but my solution to it is my solution to most everything wrong with MMOs: limit server/world population to 150 players. The MMOs I play don't allow people to affect the world populace except via griefing and/or PVP. I'd like a game I could play where I don't have to worry about being assploded... in fact I find myself far less interested in any sort of worry when playing a game than ever before. I suppose I am saying that I would be all for affecting the game world as long as it wasn't simply causing other players to lose large sums of game-wealth. In most MMOs these days you are only advancing, you can never take a step back if you make mistakes. Its only a matter of how quickly you are advancing. That just doesn't appeal to me all that much. I'm curious, then, how you might feel about a game where there was a toggle in your options like: "Lose XP on death?" Would you use it? Would anyone set it to "Yes"? Would it be cheap if you knew some other players chose to avoid that penalty? Personally, I like the current trend toward noticeable penalties for screwing up that do not actually gimp you somehow and let you get back into action relatively quickly, while I'm still angry about the asspounding I just got. That is, in a nutshell, why I quit EVE. Of course, there's a lot of subjectiveness in there. Also I forget where we are on the Death Penalty topic, but I thought we had put that one on "simmer" since WoW. Title: Re: SWTOR Post by: trias_e on January 28, 2009, 11:27:20 AM Quote This is what I don't understand, though. You won't play these games more than a day or two without being forced to group. Why play them at all? Why are they more fun when forced to dick around LFG and dealing with strangers, or the time issues and obligations of dealing with a guild? Also, I don't think mainly catering to solo players is a necessity in every mmo. You'd never hear me say that. No reason not to focus on everyone's style. IMO, what makes these games interesting is either cooperation or competition with other players. I find them mediocre at best as single-player games. I've never played mainly co-op with another person, so that's a perspective I'm missing however. It's said around these parts that these games are as fun as the people you play them with. There's some truth to that and I'll agree to an extent. But how about PvP? That's fun because other playing against other people is more interesting than playing against the AI. If it's sport PvP it doesn't matter if they are MMOGtards or not. In world PvP...it matters in a good way, because slaughtering assholes is damn fun. Auction House? Similar thing. The player element makes it fun. So, as an example, what I liked about WoW was grouping, PvP and the auction house. The solo questing was nice to pass the time if I had a hard time finding a group or couldn't commit whatever hours necessary, but it was generally mediocre filler to the good parts of the game. I'd prefer it if the world PvP had more ramifications, but sport PvP is still better than killing bland retarded mobs by myself all day. I do like to be able to do things by myself. But if I'm going to be doing something by myself, I'd prefer it to be PvP-related in some form. I mean, occasionally I don't mind doing some quest grinding, but that shit gets old quick as the main means of progression. These days, I'd honestly rather camp a room in EQ for a few hours with a group than go from quest hub to quest hub and kill 10 boars over and over again. At least there's some possibility for an interesting human element to arise there. The basic WoW quest-grind skinner box has left me horribly bored, and it's the main reason why AoC sucked so bad, LoTRO gets boring fast despite it's excellent ambience and design, and WAR's PvE is incredibly bad. Why all of this? I'm more interested in the world than the game, and more interested in player interaction than progression. Vanguard interested me. I liked playing EQ despite never getting past level 30 simply due to the economy and the social element. I hated the fact that no one ever took chances due to the brutal death penalty, however, but I didn't hate the brutal death penalty for it's own sake, because progress isn't necessarily that big of a deal. Also, I'm fairly young with few obligations. Usually, if I feel like commiting some time to a game, there will be nothing that comes up to bother that arrangement. And if I only have 30 minutes to play...I'll just play a single player game or browse the web. Anyways, I'm clearly weird, but there might be a few of me out there, so can someone do Vanguard right please? ; ) This is already too long, but this is only half of the equation...I also really like the nerdy stuff about these games as well: Eve fittings, DPS calculations, and figuring out how various abilities or equipment interact with each other. Talent calculators have destroyed way too much of my time. Title: Re: SWTOR Post by: Sky on January 28, 2009, 11:49:34 AM I actually like Sky's suggestion though. Give players the instance options ranging from Open to Solo. I would use both. Why thanks! I would use all three options depending on the situation. I would use the Open dungeon because I do like interactions with strangers every now and again (shock!). But if a troop of buttholes rolls in to rape the place, I'd happily zone out and quietly play in the solo instance for a while until I see they've left (a /w showing a modified list based on which flavor of instance someone is in, I guess). Then if I happen to meet a few like-minded individuals, we could stay in the open dungeon or head to the group instance. I also forgot to mention the raid instance, which would probably add more linked heroics to encounters or something.The biggest problem is as I mentioned, I expect that the solo boss mobs (hard but not wicked hard like a named heroic linked to other heroics!) would drop the same loot in all instances. Because I don't believe that good loot should equal putting up with strangers or having to be so anal about gaming that one has to have set times to meet up with others. The main reason I got into CRPGs was because it was so hard putting together a gaming group that could meet regularly! The one thing I might alter is having items with base stats drop, but then have some extended stats or effects that are based on the instance. So if you're in the raid instance, you'd get the base piece with some extra goodies for raiding, whereas I would get something biased toward solo builds. Malakili, two things. One: the word you are looking for is "affect". If you can effect changes in the world, you affect that world. Second, if you don't like what I'm proposing, that's cool. Play something else. Quote I'd rather get screwed over by a guy who makes better decisions than me than have no threat of anything negative happen at all. In most MMOs these days you are only advancing, you can never take a step back if you make mistakes. Its only a matter of how quickly you are advancing. That just doesn't appeal to me all that much. First off, there is always the threat of something negative happening. If you want to break down all the exploration and questing into how quickly you can advance, well...you're the guy I'm talking about who probably won't like the kind of game I would. In EQ2 there's an option to shut off combat experience. I have this enabled, because I find levelling way too fast, and when you get to the end, all there is to do is raiding, which I do not like.Death penalty: I'm ok with EQ2's system of xp debt. Though CoH's similar system seemed more brutal. Srsly, fuck death penalty, though. Why stack something on top of "You got killed, now run back and start over"? This sits right alongside the dungeon issue, because it's usually the same folks who need masochistic gear-gaining that decry the lack of ball-crushing death penalties. Death doesn't "mean" anything without penalty. Loot doesn't "mean" anything unless it's a total pain in the ass to acquire. I cite grunk again, because it's an easy one. Let me lay it out as best as I can figure: If you need "meaningful" achievement or consequence from a video game, you will never enjoy the kind of game I would. I'm ok with that; you be, too. Title: Re: SWTOR Post by: Malakili on January 28, 2009, 11:53:47 AM I don't care for instanced housing either, but neither do I have a better solution. OK, that's not true, but my solution to it is my solution to most everything wrong with MMOs: limit server/world population to 150 players. ... I'm curious, then, how you might feel about a game where there was a toggle in your options like: "Lose XP on death?" Would you use it? Would anyone set it to "Yes"? Would it be cheap if you knew some other players chose to avoid that penalty? Personally, I like the current trend toward noticeable penalties for screwing up that do not actually gimp you somehow and let you get back into action relatively quickly, while I'm still angry about the asspounding I just got. That is, in a nutshell, why I quit EVE. Of course, there's a lot of subjectiveness in there. Also I forget where we are on the Death Penalty topic, but I thought we had put that one on "simmer" since WoW. First topic: I wouldn't have a big problem with small sever pops. Some of my fondest gaming memories are from NWN persistant world servers with good admins. They would add player housing (for large in game costs), by literally altering the game world and inserting the house. Generally you could only have 50 or so people logged on at any given time to those, if I recall correctly. As for that option, i would probably be more inclined to use it in a single player game than a multiplayer one. Part of MMOs are the competition, and if other players were just ignoring the death penalty while I thought it was interesting, I'd basically never be able to compete. I don't think it would be "cheap" since it would be a game mechanic, but I wouldn't like it either. As for death penalties, I think they make a game interesting or not. If I can run in guns blazing or spells blazing or whateverweaponthegamehas blazing, with no regard for my life aside from the fact that I gain experience points a little slower for 10 minutes or have to run a little ways, it just doesn't seem like any of my decisions regarding combat are all that important. if I want that style of game, I'll just play a first person shooter. EDITED TO ADD: Re: Sky's post right above me. Yeah, I think we like different kinds of experience in online games, at least in RPGs. Like I just mentioned, i don't mind the kind of game you are supporting, I just tend to like them as single player games. Title: Re: SWTOR Post by: Mrbloodworth on January 28, 2009, 12:43:32 PM Didn't AOC do the solo and group instances? I think they even did it for their over world zones.
Title: Re: SWTOR Post by: Sky on January 28, 2009, 01:25:15 PM I don't mind the kind of game you are supporting, I just tend to like them as single player games. That doesn't make any sense. Actually, you yourself just admitted the stuff you want would work better in a small-scale game, not mmo. Have you ever seen the housing blight in UO? Have you ever lost levels from stupid shit in EQ? Hell, even losing levels from trying new tactics or exploring new areas? I'd much rather have it loose and friendly. Go in guns blazing, see if it works. If it doesn't try something else. If it does...hell, try something else for fun. Not only does a death penalty stifle the heroic nature of rpgs, but it also leads to the kind of conservative thinking that excludes classes from raids and groups. Title: Re: SWTOR Post by: Malakili on January 28, 2009, 01:42:40 PM I'd much rather have it loose and friendly. Go in guns blazing, see if it works. If it doesn't try something else. If it does...hell, try something else for fun. Not only does a death penalty stifle the heroic nature of rpgs, but it also leads to the kind of conservative thinking that excludes classes from raids and groups. I think this is the crux of it. I don't like the idea of everyone being an hero in an RPG. Don't get me wrong though, I'm not saying I want to be the hero and noone else, I actually enjoying playing a much more mundane role, crafter, shop keeper, resource gatherer, etc more than I like being the one who slays the dragon most of the time. If everyone is a hero, than it is no longer heroic, its just average. I think there is a much more interesting dynamic when there are different kinds of players. As for death penalty leading to conservative thinking, I don't mind that too much. For me, planning what I am going to do in a game is often at least as fun (and sometimes more fun!) than actually playing the game itself. I have lost stuff, yes. I play eve, losing things is part of the game, and I like that. You can prevent yourself from losing skill poiints with clones, and you can help to mitigate your loss with insurance (although its often a pittance compared to what the ship was worth with fittings, but in the end, you shouldn't fly something in that game that you can't afford to lose. There are ways to control housing and other such things such that they don't get out of control (although obviously it has in some games). Its about making it work in any given setting. Since this is in the SWTOR thread, I'll actually try talking a bit about SWTOR now. I guess the biggest problem I have, is that they are essentially (or seem to be), creating a playable Star Wars movie (or book), rather than creating a star wars universe where people can write the own book (or movie) that intertwines with the other players as they do the same. Instancing is only one problem that is leading to this, along with the minimization of crafting and non-combat stuff. It just seems like a very shallow game to me. It might be fun to play, but I can't see it keeping me playing month after month. Title: Re: SWTOR Post by: CharlieMopps on January 28, 2009, 01:51:12 PM sounds like Tabula Rasa meets guildwars... FAIL
Title: Re: SWTOR Post by: Lantyssa on January 28, 2009, 01:58:53 PM Since this is in the SWTOR thread, I'll actually try talking a bit about SWTOR now. I guess the biggest problem I have, is that they are essentially (or seem to be), creating a playable Star Wars movie (or book), rather than creating a star wars universe where people can write the own book (or movie) that intertwines with the other players as they do the same. Instancing is only one problem that is leading to this, along with the minimization of crafting and non-combat stuff. It just seems like a very shallow game to me. It might be fun to play, but I can't see it keeping me playing month after month. They tried this and most people hated it. I still think the incredibly buggy code and complete loss of direction once live ensured this view, but we're not getting a Star Wars game with that kind of freedom again.Title: Re: SWTOR Post by: Venkman on January 28, 2009, 02:09:00 PM I don't think we're getting a game with that kind of freedom again, at least not with "MMO" tagged on it. It's always great on paper, but the ideas never really seem to survive through development. Maybe it's a skill or talent thing. But the people thinking dynamic huge microeconomies are not making subs-based games. They're off developing casinos, where they get to work with real money :awesome_for_real:
Forget that the only MMOs that would even have a shot at bringing in the right resources are either IP-based or for kids (and usually both). The idea isn't wrong. But because it's never been done wholly right, it may actually be dead. Title: Re: SWTOR Post by: Merusk on January 28, 2009, 02:29:01 PM It's not a skill or a talent thing, it's a time managementthing.
Yeah, it sounds great to have a whole slew of systems in your game. Anyone can promise systems for: Building your own furniture, harvesting crops, harvesting wood, dynamic spawn of resources, raising/ breeding animals with DNA/ bloodline systems, houses with build-your-own-floorplan systems like The Sims, metalworking, smelting, scribing and a billion other "crafty" bits. They can also promise to include some deep, meaningful combat WITH dynamic mob behaviors and intelligent respawns and NPC towns with their own day/ night cycles. It doesn't mean they'll be able to design, refine and build all those systems in 3, 5 or even 15 years. Hell, The Sims has taken how long just to get to a system with more than one Architectural style and that's one of the main focuses of the game! "Worlds" always try to bite off too much, promising the stars and disappointing everyone in the end because nothing has gotten the bulk of the development time. Nothing will have gotten any real attention to detail because, hell, everyone's focus (or at the very least the lead designer's) will have been so split that you can only give things a once-over, before saying "shit, we've got to get to the other 20 features we promised." It's the same reason I said Spore wasn't going to turn out to be what everyone was envisioning in the early days. There was never enough time to deliver on all those huge promises. If it takes 3 years to deliver ONE good, well-focused game, why do MMO devs (and fans) believe that you can do four of five games combined into a jumble in only two additional years? Title: Re: SWTOR Post by: Ratman_tf on January 28, 2009, 02:48:35 PM This is why I don't mind playing WoW despite being a world sim fan. Directed content means you actually get to play the game, instead of puttering around with a few unfinished simulation features.
Still, a few sandbox and sim aspects can go a long way towards making a MMOG seem more deep and interactive. Devs just need to stop falling into the kitchen sink trap and implement them realistically. Title: Re: SWTOR Post by: Venkman on January 28, 2009, 03:07:46 PM It's not a skill or a talent thing, it's a time managementthing. Project management is a skill and a talent. That was my point. I used this when we talked somewhere around here about what the Blizzard staff prioritized for launch-day WoW. The stuff you mentioned about furniture and crops and whatnot are the exact things I used as examples. You need to know who your game is for and be able to plan against delivering it. That's not intuitive game design theory. That's on the ground execution throughout the entire process from design turnover to late beta (because you'll be designing throughout but need to hatchet quickly feature creep). Absolute Launch Needs: You need good combat, some semblance of balance, enough content to prevent the absolute need for mob grinding, and a good workable and customizable UI (business stuff like a good CSR, trusting management, solid tech, and a working ecomm system are all givens). And you need to focus your race and class (or template) selection around what you know you can balance and deliver complete. Nice-to-haves: (or, anything that should take a back seat to the Absolutes): Engaging crafting (the best system in the world is only going to matter to a small percentage of players), weather effects, cosmetic player outfits, housing, voiceovers. All of these are cool, but all of these have dragged resources away from other things. If your combat sucks, or half your races have no content, high resolution raindrops ain't going to save your game. Title: Re: SWTOR Post by: Malakili on January 28, 2009, 03:34:56 PM Still, a few sandbox and sim aspects can go a long way towards making a MMOG seem more deep and interactive. Devs just need to stop falling into the kitchen sink trap and implement them realistically. Yeah, while it is nice to have many systems, a few can really make a difference. If you try to do everything, you simply won't before you run out of money, but it is realistic to implement enough deep/robust "sandbox" elements to make the world engaging. We shouldn't throw the baby out with the bathwater here. Just because it isn't realistic to make a 100% realistic recreation of any given world, doesn't mean that a number of really solid systems can't be put into place that will go a long way to giving the appear of a realistic recreation of a world. Hell noone is asking for 100% recreation, I don't want my character to have to take a crap in the middle of doing something. Title: Re: SWTOR Post by: UnSub on January 28, 2009, 04:50:50 PM Hell noone is asking for 100% recreation, I don't want my character to have to take a crap in the middle of doing something. There are players who do. I remember reading plenty of suggestions about making characters potentially starve to death if they can't find enough food, or locational damage that realistically impacts on character ability (but with a magic heal button somewhere so that a doctor can grow you a new leg and stick it on). Some of the discussions on the Exanimus forums - a zombie genre MMO - would have killed the game dead in their leaning towards the sandbox (although the title appears to have been killed dead in pre-production, so there we go). Ultimately I steer away from sandbox because I want a game to play. I know I'll never have enough time to keep up in a sandbox - by the time I get there the Wild West will already be won - or have enough time to contribute in any PvP that sees permanent-through-force resource transfer (like happened in Shadowbane), so sandboxes are generally out for me. I want a co-op game experience from my MMO and some fun, which thus far CoH/V has been best at delivering to me. Wizard 101 comes in at #2. Title: Re: SWTOR Post by: SnakeCharmer on January 30, 2009, 08:00:50 PM Dev digest video thing (http://www.swtor.com/media/vidcasts/devdispatch001) was released today. Absolutely gorgeous looking game...
Title: Re: SWTOR Post by: Malakili on January 30, 2009, 10:19:35 PM Dev digest video thing (http://www.swtor.com/media/vidcasts/devdispatch001) was released today. Absolutely gorgeous looking game... It does look pretty, I'll give them that. I don't know how much I liked how the humans looked, kinda of a Team Fortress 2 look almost, which ALMOST fits in with the rest of the aesthetics but looks slightly out of place. The animations looked very nice as well. Still don't intend to play this game, but i'll enjoy looking at the screenshots they release. Title: Re: SWTOR Post by: WindupAtheist on January 30, 2009, 11:27:19 PM Is there really anyone here sufficiently lacking in cynicism that they can sit there and watch an MMO developer "Hello fans here is the magic behind how some fat software nerds render terrain that may or may not be in a game that might come out like four years from now and will likely total shit anyway!" diary video and not just yawn no matter WHAT they see?
Get back to me when the NDA on the beta drops, otherwise STFU, developers. I didn't get past the "Star Warsy music over pictures of generic office cubicles" intro before choking on my own vomit. Title: Re: SWTOR Post by: Margalis on January 31, 2009, 12:10:23 AM Yeah, I don't get it. "The making of Tython"? Why do I care? I don't even know what the hell Tython is or whether it's any good, why do I care how it was made?
I don't get the trend towards boring videos where devs talk about their games. It's one thing if they have some charisma and something really cool to show off but an everyday dude futzing around in a level editor? Title: Re: SWTOR Post by: WindupAtheist on January 31, 2009, 01:11:09 AM I hate this fucking bullshit years-premature MMO (or whatever) hype in general. Out of curiosity, since everything anyone does in any aspect of this industry is going to be compared to them, when did Blizzard start the PR on WoW anyway? I don't really remember there being shit to hear until there was a beta to play, but then I wasn't paying attention at the time.
Title: Re: SWTOR Post by: Fordel on January 31, 2009, 01:17:34 AM If this Wallpaper is to be believed, 2001.
http://www.worldofwarcraft.com/downloads/wallpapers/wallpaper1.html Title: Re: SWTOR Post by: Venkman on January 31, 2009, 07:11:33 AM I don't get the trend towards boring videos where devs talk about their games. It's one thing if they have some charisma and something really cool to show off but an everyday dude futzing around in a level editor? It's the same bullshit they threw on early DVDs because a) they had the space; and, 2) they needed to find a way to get people to care (and history is repeating itself with blu-ray). This is the sort of low-impact investment that doesn't really require anyone care, but which makes the studio feel good that it's able to saying something, anything. But yea, I couldn't care any less. Not until I'm in the beta. Title: Re: SWTOR Post by: Merusk on January 31, 2009, 07:23:38 AM If this Wallpaper is to be believed, 2001. http://www.worldofwarcraft.com/downloads/wallpapers/wallpaper1.html Yep. http://www.games-fusion.net/press/content/blizzard_entertainment_announc.php Though at the time the planned release date was believed to be 2003, not 2004. They announced SC2 in 2007 and D3 last year, so it might just be that Blizzard announces things way early, too. Do other single player companies announce things 2-3 years in advance (for new projects, not sequels) I don't follow game companies or release dates obsessively enough to know. Title: Re: SWTOR Post by: apocrypha on January 31, 2009, 07:25:17 AM If this Wallpaper is to be believed, 2001. http://www.worldofwarcraft.com/downloads/wallpapers/wallpaper1.html http://www.penny-arcade.com/comic/2001/8/31/ Title: Re: SWTOR Post by: Venkman on January 31, 2009, 07:30:55 AM Yep. http://www.games-fusion.net/press/content/blizzard_entertainment_announc.php Oh man, that is rich. And a psychohistory decision point :awesome_for_real: Title: Re: SWTOR Post by: UnSub on January 31, 2009, 07:32:43 AM To make the obvious joke: Duke Nukem Forever.
From an outsider's perspective, it seems like small studios and owners of franchises tend to kick things off too early. Perhaps they really think they'll deliver what they promise. Perhaps they need to hype to get a publisher interested. Perhaps they do it because everyone else does it and they love free booze at trade shows. For MMOs, the tendency has been to announce them just as the project kicks off, when the reality should be the major announcement should be made along with beta so there is a 70% chance that was is in the first PR statement might actually appear in the game. If MMOs take 5 or so years to get to launch, that's a long time for pointless and vague announcements that the marketing team have to get to work on. Title: Re: SWTOR Post by: SnakeCharmer on January 31, 2009, 12:17:42 PM If the BioWare head pieces are to be believed, development started back in '05 (http://www.1up.com/do/newsStory?cId=3155486). Whether that's blue sky spitballing or actual development; no idea. And the Hero Engine was licensed back in '06. So, somewhere in the neighborhood of 4 years has already gone into it.
No real reason it couldn't be out sometime this year or within the first six months of '10. Title: Re: SWTOR Post by: Margalis on January 31, 2009, 05:41:46 PM The game itself looks like you could replace the lightsabers with normal swords and call it the next LOTRO expansion.
Title: Re: SWTOR Post by: UnSub on January 31, 2009, 05:58:00 PM AFAIK, the Hero Engine is yet to be associated with anything successful. Or even launched. I can get pre-production starting back in 05, Hero Engine came on board late 06, but actual work probably didn't kick in to 07, so actual time spent in development is closer to two years.
Will it come out in 2009? I don't think so. This is BioWare's first MMO and they'll need some learning time, especially if they go down the "everyone gets a storyline" and RMT add-ons. Then during the beta testing they'll run into balance issues and SW fanbois / fangrrls who think that it isn't SW enough. Also BioWare will want to get Dragon Age out and away first so that SWOR doesn't eat into those sales. Having a look, DA is meant to be out "early 2009" according to the wiki with console versions out at the end of 2009, but I can't see any hard dates so have to assume DA probably isn't out until at least Q2 2009. BioWare will probably want some time in-between launching DA and SWOR, so again I can't see SWOR launching in 2009. More likely Q4 2010 for SWOR. Title: Re: SWTOR Post by: Engels on February 01, 2009, 09:19:54 AM I think its interesting to see what the Devs think is so awsome about their game that they're willing to put it out there. It gives me a chance to see what flavor a game it'll be. I can tell right now that the super fast anime-style sword combat animation isn't going to win me over.
Title: Re: SWTOR Post by: schild on February 01, 2009, 09:32:30 AM Quote Will it come out in 2009? I don't think so. This is BioWare's first MMO and they'll need some learning time NO IT ISN'T Goddamnit. Not you too. This is by no stretch Bioware Austin's first MMOG. They've already looked in the horrible face of minimal success a number of times. :awesome_for_real: Title: Re: SWTOR Post by: SnakeCharmer on February 01, 2009, 09:44:43 AM For some of them, it's their 2nd go 'round with a SW MMO :grin:
Title: Re: SWTOR Post by: sidereal on February 01, 2009, 02:22:53 PM Dev videos are for fanboi fluffing. You are not the target audience.
Title: Re: SWTOR Post by: Venkman on February 01, 2009, 02:27:27 PM Seriously? We are not the target audience for a Star Wars-themed MMO set in a timeperiod only relevant to gamers from a development studio only gamers know about and which is part of larger company whose name only matters to forum warriors?
Who the hell is the target then? Edit: reworded a bit for flow. Title: Re: SWTOR Post by: Merusk on February 01, 2009, 03:20:29 PM The people who didn't like Sim Beru. :grin:
Title: Re: SWTOR Post by: UnSub on February 01, 2009, 03:58:43 PM Quote Will it come out in 2009? I don't think so. This is BioWare's first MMO and they'll need some learning time NO IT ISN'T Goddamnit. Not you too. This is by no stretch Bioware Austin's first MMOG. They've already looked in the horrible face of minimal success a number of times. :awesome_for_real: Not all of us have an encyclopaedic knowledge of which dev works at which studio. :grin: Why, just the other day I realised that DCUO's Chris Cao was intimately involved with both EQ2 at launch and SWG. That news made me smile. I tend to view the entire brand as behind a title, not just one studio. So while BioWare Austin might have some great MMO experience, it doesn't necessarily filter out to other areas that are going to be needed or for what SWOR is allegedly going to be like (e.g. building for RMT content). Although perhaps having WAR as a practise MMO will help EA get SWOR out smoothly. Also, with all the talk of story, I wonder if the experience of a lot of the BW Austin guys fits that design goal well. Unless story comes down more to window dressing or SWOR comes out as a pseudo-single player MMO, since either seems feasible. Title: Re: SWTOR Post by: Margalis on February 01, 2009, 04:41:53 PM It's safe to assume that a US made, major MMO that doesn't come from Blizzard is being made by MMO "veterans" with proven track records of mediocrity.
Title: Re: SWTOR Post by: Ratman_tf on February 01, 2009, 06:59:23 PM It's safe to assume that a US made, major MMO that doesn't come from Blizzard is being made by MMO "veterans" with proven track records of mediocrity. Yep. Same old innovative gameplay and immersive storylines and dynamic combat (paraphrased from the offical FAQ :awesome_for_real:) which means it's probably going to be SWG 2, the Warcraftening. :oh_i_see: Title: Re: SWTOR Post by: Draegan on February 02, 2009, 08:56:43 AM I made a :oh_i_see: face when I saw those people in a meeting room discussing quests. I immediately thought of those quests you do that are incredibly dumb and boring like "Walk over here and read this awesome thing! Then fly all the way over here for X and theeeeeen......"
Meh. Looks good though I have to admit. Still waiting on what the UI looks like and how the game plays. Title: Re: SWTOR Post by: Malakili on February 02, 2009, 09:06:16 AM I made a :oh_i_see: face when I saw those people in a meeting room discussing quests. I immediately thought of those quests you do that are incredibly dumb and boring like "Walk over here and read this awesome thing! Then fly all the way over here for X and theeeeeen......" Meh. Looks good though I have to admit. Still waiting on what the UI looks like and how the game plays. All this about making every single quest epic and heroic is just blowing smoke. It won't happen. It sounds nice, and they are all in a tizzy about their "4th pillar of story," but at the end of the day, they are going to realize they are creating all this content for a group of players that is just going to be figuring out the way to get through to the end most efficiently without really caring how they got there. Title: Re: SWTOR Post by: Yegolev on February 02, 2009, 09:54:22 AM ..at the end of the day, they are going to realize they are creating all this content for a group of players that is just going to be figuring out the way to get through to the end most efficiently without really caring how they got there. Yep, because Sky and I are already having fun playing other games. I can't be bothered to read up too much until the beta leaks phase. Title: Re: SWTOR Post by: sidereal on February 02, 2009, 01:04:15 PM Seriously? We are not the target audience for a Star Wars-themed MMO set in a timeperiod only relevant to gamers from a development studio only gamers know about and which is part of larger company whose name only matters to forum warriors? Who the hell is the target then? I'll risk falling into your subtle sarchasm and actually answer your question as if it were genuine. This is the target audience (http://www.swtor.com/community/forumdisplay.php?f=8). Jaded and abused people who mostly believe that "MMO Development" is an alchemical process designed to transform tears into gold and who have picked over the corpses of hundreds of still twitching Next Great Things will not be excited by a dev diary. Title: Re: SWTOR Post by: Venkman on February 02, 2009, 04:06:34 PM You mean the place with the 18-page two-day-old thread entitled "Gross overreaction to Tython by SWGers" :awesome_for_real:
Seriously, I wasn't being sarcastic. It's not veteran MMOers that I was referring too earlier. It was the magic cross-section of adult geeks with a passion for games who as impressionable youths watched Epiode 4 out of the back of their parents' station wagon at the drive-in. We survived the The Star Wars Holiday Special, Episode 1, and SWG. And we still want a Star Wars game. And will put WoW on hiatus to play it almost no matter what launches. That we also have played MMOs is more testament to the fewer sites we used to rant in the wild west days than anything else. So when I thumb through the oboards and see the types of debates happening, I don't see a huge difference between that audience and the "jaded and abused" folks who already spent all their energy feeling all hyped for DAoC. The conversations are almost the same, only differing in the amount of IP to be talked about. It's that audience which they think a guided tour through a string of non-statements is going to entice. And that's where I think they're wrong. Title: Re: SWTOR Post by: UnSub on February 02, 2009, 05:27:23 PM So when I thumb through the oboards and see the types of debates happening, I don't see a huge difference between that audience and the "jaded and abused" folks who already spent all their energy feeling all hyped for DAoC. The conversations are almost the same, only differing in the amount of IP to be talked about. It's that audience which they think a guided tour through a string of non-statements is going to entice. And that's where I think they're wrong. I see a lot of the same discussions about MMOs in my forum travels, but it is WoW in place of EQ and Darkfall in place of Shadowbane. The big difference now is the sheer number of MMOs you have available. After a little while, those dev diaries are going to drop off as things drag in production. The forums will complain about the lack of info being released. Beta will take longer than expected. Although it sounds like a good idea - "Let's shoot some videos of our dev guys talking about how awesome our game is!" - it really isn't unless you are about to launch. No set beta date and no set launch date? Forget about it. Title: Re: SWTOR Post by: Tmon on February 02, 2009, 06:24:24 PM I've reached a point where I don't care what the devs say about the game while they are building it, I don't want to see the concept art and the last thing I want to do is watch a video of them tweaking sliders or whatever. Tell me the release date give me some decent shots of the release client interface and make an interesting trailer from in game footage, with subtitles cause I don't want to hear the lame psuedo British accented voice overs that I will never listen to because I turn the audio off as soon as I can get to an options screen. I'm pretty sure that means I'm not in the target market for this game, of course if the SWTOR version of Batcountry survives for more than 60 days post launch I might give it a try.
Title: Re: SWTOR Post by: SnakeCharmer on February 02, 2009, 06:41:37 PM 60 days will be too long. Everyone in it will likely have quit and begun waxing poetically about the failures here.
Title: Re: SWTOR Post by: AngryGumball on February 02, 2009, 07:13:34 PM Didn't Bioware before being bought by EA, buy Perpetual's backend interfacing/billing whatever not sure what it was. Did perpetual finish it? Did Bioware get it? How much did they spend? Has Bioware junked it already? Or did Bioware back out. Not really seeking answers just wondering type of thing.
Assuming it was to be used on this I am. Title: Re: SWTOR Post by: Venkman on February 02, 2009, 07:21:08 PM afaik, Perpetual was only connected to Star Trek Online. Had nothing to do with SW:TOR they did.
Title: Re: SWTOR Post by: SnakeCharmer on February 02, 2009, 07:26:18 PM Ah come on. It was better with the Yoda reference.
Title: Re: SWTOR Post by: Tmon on February 02, 2009, 08:36:21 PM 60 days will be too long. Everyone in it will likely have quit and begun waxing poetically about the failures here. If the game is good enough to keep Batcountry going for 2 months then I will probably find it worth playing for at least the first month or so. Title: Re: SWTOR Post by: UnSub on February 03, 2009, 12:09:19 AM afaik, Perpetual was only connected to Star Trek Online. Had nothing to do with SW:TOR they did. BioWare licenses Perpetual Third Party Tech (http://au.gamespot.com/news/6175380.html) Perpetual was going to be building MMOs, licensing its tools to other companies and several other noble schemes. BioWare could have bought it; I'm not sure what happened to the assets when P2 went under. Title: Re: SWTOR Post by: Cyrrex on February 03, 2009, 08:09:41 AM 60 days will be too long. Everyone in it will likely have quit and begun waxing poetically about the failures here. If the game is good enough to keep Batcountry going for 2 months then Slight correction. Title: Re: SWTOR Post by: Soln on February 03, 2009, 01:07:00 PM Bet there will be a closed beta before 2010.
Do not underestimate the crunch EA as a whole will be under this year. "Things will get worse." Title: Re: SWTOR Post by: SnakeCharmer on February 03, 2009, 01:20:50 PM Assuming there is a beta, I'm betting beta is somewhere in the middle of this year.
Title: Re: SWTOR Post by: Nevermore on February 03, 2009, 01:25:57 PM Since this is EA, beta will start on launch day.
Title: Re: SWTOR Post by: Merusk on February 03, 2009, 02:27:48 PM Y'all are assuming EA won't just flush the project down the drain like they have every other MMO to date. Times are tough, EA is flushing jobs and companies and I'd bet against Bioware: Austin, myself. "They want how much money and how much longer? Fuck it *fa-woosh*"
Title: Re: SWTOR Post by: Soln on February 03, 2009, 03:01:05 PM cf. EA Q3 figures not good (http://forums.f13.net/index.php?topic=15643.msg587582#msg587582)
Title: Re: SWTOR Post by: Venkman on February 03, 2009, 04:42:31 PM afaik, Perpetual was only connected to Star Trek Online. Had nothing to do with SW:TOR they did. BioWare licenses Perpetual Third Party Tech (http://au.gamespot.com/news/6175380.html) Perpetual was going to be building MMOs, licensing its tools to other companies and several other noble schemes. BioWare could have bought it; I'm not sure what happened to the assets when P2 went under. Title: Re: SWTOR Post by: UnSub on February 03, 2009, 05:09:33 PM It is interesting that SWOR appears to be developed using a huge number of third party applications. Hero Engine, Perpetual's thing, Unreal 3 Engine (I think), plus probably stuff like SpeedTree and so on. This could mean they get on the shelf quicker, but there really hasn't been a good track record of MMOs using third party engines and succeeding.
I think it is the way of the future, so someone will get it right some day, but it hasn't happened yet. Title: Re: SWTOR Post by: Lantyssa on February 03, 2009, 06:03:34 PM This could be the game to get it right. They have enough vets that they know what tools they need and figured they can either try and reinvent the wheel again, or carefully select what the need and get to work. At least in theory.
While I want this to be a good game, there's enough cynic in me to believe it will crash and burn like all the rest. Title: Re: SWTOR Post by: Goreschach on February 03, 2009, 06:39:55 PM This could be the game to get it right. They have enough vets that they know what tools they need and figured they can either try and reinvent the wheel again, or carefully select what the need and get to work. At least in theory. While I want this to be a good game, there's enough cynic in me to believe it will crash and burn like all the rest. Except that in the MMO market a team of vets just seems to increase the magnitude of Fail. Title: Re: SWTOR Post by: Venkman on February 03, 2009, 07:03:26 PM It is interesting that SWOR appears to be developed using a huge number of third party applications. Hero Engine, Perpetual's thing, Unreal 3 Engine (I think), plus probably stuff like SpeedTree and so on. This could mean they get on the shelf quicker, but there really hasn't been a good track record of MMOs using third party engines and succeeding. I think it is the way of the future, so someone will get it right some day, but it hasn't happened yet. A good chunk of MMOs use Unreal tech and non-proprietary billing and account systems. From a gameplay standpoint, yea, I don't see Perpetual's Engine, Big World, Multiverse or any of the few dozen other engines-awaiting-games actually being attached to big productions that were successful. But it really depends on what parts of what engine you use... and of course the talent of the designers to be right and the skill of the producers to be real :grin: Title: Re: SWTOR Post by: Lantyssa on February 03, 2009, 09:10:16 PM Except that in the MMO market a team of vets just seems to increase the magnitude of Fail. Thus my cynicism.Title: Re: SWTOR Post by: Sheepherder on February 05, 2009, 02:25:35 AM A good chunk of MMOs use Unreal tech and non-proprietary billing and account systems. From a gameplay standpoint, yea, I don't see Perpetual's Engine, Big World, Multiverse or any of the few dozen other engines-awaiting-games actually being attached to big productions that were successful. But it really depends on what parts of what engine you use... and of course the talent of the designers to be right and the skill of the producers to be real :grin: I have a fair bit of faith in Unreal. It's largest issue is that the subtractive editing and manual delineation of LOD zones that it's editor uses is more suited for tightly designing small spaces rather than large worlds. On the flip-side, you can do all sorts of wonderful optimization which would make shit like Dalaran and Shattrath in WoW less likely to be a clusterfuck waiting to happen. Title: Re: SWTOR Post by: Rake on February 07, 2009, 11:33:43 AM Just out of curiosity, where did Blizzard get most of their team for WoW from?
Were they already the staff that they had making their previous games, or did they employ vets from other MMOs? Title: Re: SWTOR Post by: Fordel on February 07, 2009, 11:36:23 AM They employed a few former EQ poopsockers, I know that much. Otherwise, no idea.
Title: Re: SWTOR Post by: Stormwaltz on February 07, 2009, 12:38:34 PM I have a fair bit of faith in Unreal. It's largest issue is that the subtractive editing and manual delineation of LOD zones that it's editor uses is more suited for tightly designing small spaces rather than large worlds. As a rendering engine, it's also extraordinarily bad at rendering hair. Epic has no out-of-the-box solution for it. Ever noticed that all the UE3-powered games of the last few years feature characters with shaved heads? That's why. That probably wouldn't fly in an MMG, where people love their customization. Title: Re: SWTOR Post by: tmp on February 07, 2009, 02:19:37 PM As a rendering engine, it's also extraordinarily bad at rendering hair. Epic has no out-of-the-box solution for it. Ever noticed that all the UE3-powered games of the last few years feature characters with shaved heads? That's why. So far though hair in MMO (heck, most games for that matter) are typically nothing but regular textured polygons with some alpha channel thrown in. Seems to be good enough for people, and nothing even a basic rendering engine cannot handle.That probably wouldn't fly in an MMG, where people love their customization. Title: Re: SWTOR Post by: Margalis on February 07, 2009, 03:24:28 PM God forbid having to write a few lines of code and perhaps a shader.
Title: Re: SWTOR Post by: Venkman on February 07, 2009, 03:33:02 PM God forbid having to write a few lines of code and perhaps a shader. Wait, are you saying it's not that hard (http://forums.f13.net/index.php?topic=13129.msg584709#msg584709)? :grin: (I kid I kid!) Title: Re: SWTOR Post by: Mrbloodworth on February 07, 2009, 06:45:02 PM It is interesting that SWOR appears to be developed using a huge number of third party applications. Hero Engine, Perpetual's thing, Unreal 3 Engine (I think), plus probably stuff like SpeedTree and so on. This could mean they get on the shelf quicker, but there really hasn't been a good track record of MMOs using third party engines and succeeding. I think it is the way of the future, so someone will get it right some day, but it hasn't happened yet. A good chunk of MMOs use Unreal tech and non-proprietary billing and account systems. From a gameplay standpoint, yea, I don't see Perpetual's Engine, Big World, Multiverse or any of the few dozen other engines-awaiting-games actually being attached to big productions that were successful. But it really depends on what parts of what engine you use... and of course the talent of the designers to be right and the skill of the producers to be real :grin: I have a fair bit of faith in Unreal. It's largest issue is that the subtractive editing and manual delineation of LOD zones that it's editor uses is more suited for tightly designing small spaces rather than large worlds. On the flip-side, you can do all sorts of wonderful optimization which would make shit like Dalaran and Shattrath in WoW less likely to be a clusterfuck waiting to happen. BSP (http://en.wikipedia.org/wiki/Binary_space_partitioning) is not really only in unreal. Tons of games, and MMO's use it. They just happen to have a sweet integrated editor. Shit, even torque does now (http://www.garagegames.com/products/constructor) (always had the use, just not the editor, for that, you used unreal, QuArK, or other)...However, contrary to your observation, its not relegated to only indoor spaces. So, like i said, its a technique, not a limitation, as each engine uses it differently. Its quite possibly one of the oldest techniques. Source Engine uses it too. I do however recall one is subtractive, as in the entire "space" is already "filled" and the other is additive, as in you make volume in a void. I think it was the diffrance between quake, and unreal IIRCC. And Speedtree is used in just about every dam thing. Cuse its :drill: BSP for dummies (http://qxx.planetquake.gamespy.com/bsp/), just in case. And a fantastic presentations written by Carl Shimer. (http://web.cs.wpi.edu/~matt/courses/cs563/talks/bsp/bsp.html) Title: Re: SWTOR Post by: Lantyssa on February 07, 2009, 09:33:29 PM Wait, are you saying it's not that hard (http://forums.f13.net/index.php?topic=13129.msg584709#msg584709)? :grin: *bonk*(I kid I kid!) Title: Re: SWTOR Post by: Sheepherder on February 08, 2009, 12:52:31 AM I do however recall one is subtractive, as in the entire "space" is already "filled" and the other is additive, as in you make volume in a void. I think it was the diffrance between quake, and unreal IIRCC. This is what I was getting at to an extent. They both use BSP, but the subtractive scheme tends to be better suited for interior stuff, and the additive for exterior stuff, because when you are building an outside area it's easier to fill a void with stuff, rather than carefully delineating the void and then populating it. Conversely, subtracting rather than adding tunnels is intuitive and subtractive schemes makes it harder to create a hall of mirrors or missing geometry that players can fall through. Also, Unreal makes really fucking nice usage of 2D planes and actors to create zones which dynamically alter their LOD properties based on player position. Title: Re: SWTOR Post by: Margalis on February 08, 2009, 04:28:26 AM I didn't mean to pick on Stormwaltz, I've also heard that Unreal is really really bad at hair. I just find it funny that people expect so much of a game in a box that they can't put in some effort and make hair look good on their own.
Then again Unreal is likely very complicated and changing it significantly is quite painful from what I understand. I guess that's why all Unreal Engine games look kind of the same. Title: Re: SWTOR Post by: WindupAtheist on February 08, 2009, 06:57:27 AM I can't imagine anyone wanting to... say... form a guild in "KOTOR3 with co-op fights and a graphical lobby" or what the fuck ever. People are going to play through all the story in the free month and we're going to see another "sold a million boxes, woops 20% retention rate" post-WoW flop.
Title: Re: SWTOR Post by: Malakili on February 08, 2009, 07:09:44 AM I can't imagine anyone wanting to... say... form a guild in "KOTOR3 with co-op fights and a graphical lobby" or what the fuck ever. People are going to play through all the story in the free month and we're going to see another "sold a million boxes, woops 20% retention rate" post-WoW flop. This is pretty much what I expect. Title: Re: SWTOR Post by: Kitsune on February 12, 2009, 12:38:36 PM If they try to do WoW, it's already a flop. Trying to pull off a 10-man raid scenario in Star Wars just results in stupidity. A ten-minute-long fight of a 'boss' being tanked by a jedi while soldiers pump a few thousand blaster shots into it is ridiculous. Just about any modern or future setting game (or long long ago setting with super high tech) isn't going to follow WoW's lead very well, because you reach a point in fairly short order where anything should probably fall down after taking more than three bullets to the face and having a laser sword slice through its entire body four times.
Title: Re: SWTOR Post by: Malakili on February 12, 2009, 12:45:26 PM If they try to do WoW, it's already a flop. Trying to pull off a 10-man raid scenario in Star Wars just results in stupidity. A ten-minute-long fight of a 'boss' being tanked by a jedi while soldiers pump a few thousand blaster shots into it is ridiculous. Just about any modern or future setting game (or long long ago setting with super high tech) isn't going to follow WoW's lead very well, because you reach a point in fairly short order where anything should probably fall down after taking more than three bullets to the face and having a laser sword slice through its entire body four times. Yeah, in my opinion games with more modern (or futuristic) weaponry would do well to organize "raid" content much more like survival type scenarios, or long assaults on a dug in position. The tactics would involved dealing with large numbers of different enemies, rather than one big "boss," which as you described doesn't lend itself to these kind of weapons. These would probably make for more dynamic and interesting combats anyway, rather than the only Tank + Spank (plus some gimmick mechanic), which dominates WoW even now. Title: Re: SWTOR Post by: Ratman_tf on February 12, 2009, 02:09:48 PM If they try to do WoW, it's already a flop. Trying to pull off a 10-man raid scenario in Star Wars just results in stupidity. A ten-minute-long fight of a 'boss' being tanked by a jedi while soldiers pump a few thousand blaster shots into it is ridiculous. Just about any modern or future setting game (or long long ago setting with super high tech) isn't going to follow WoW's lead very well, because you reach a point in fairly short order where anything should probably fall down after taking more than three bullets to the face and having a laser sword slice through its entire body four times. As opposed to setting a gnoll on fire and then slicing through it's body with a magic sword a half dozen times... and it's not dead yeat? Title: Re: SWTOR Post by: Kitsune on February 12, 2009, 03:18:21 PM As opposed to setting a gnoll on fire and then slicing through it's body with a magic sword a half dozen times... and it's not dead yeat? Yeah. Grab a broadsword and go out and try to kill a bear with it, see how fast that goes. Well, it's liable to go pretty quick, just not in your favor, but still. Hacking on a tough critter with a piece of metal can at least sort of believably take a while. But not a lot of things can take full-auto blasts from modern firearms and be a threat for more than a second or two. A Star Wars 'raid' would have to be a full-scale battle, with a cast of hundreds and whatnot, with more focus on numbers than on having 'bosses'. Quests can have tough opponents where the game designers can force a 1-on-1 duel, or a 1-on-a-few-people fight in the case of super uber force users who could realistically fend off three or four players. But even a great jedi isn't gonna be able to block the shots coming from twenty people gunning them down at once, and having them be able to soak up that much damage would wind up being ridiculous. Ditto for the inevitable Starcraft MMORPG, in order to not be silly it would need to be more akin to Planetside than WoW. Title: Re: SWTOR Post by: Venkman on February 12, 2009, 03:55:44 PM While the bear is on fire and yours is a magic sword? :awesome_for_real:
Title: Re: SWTOR Post by: stray on February 12, 2009, 04:04:54 PM A Star Wars 'raid' would have to be a full-scale battle, with a cast of hundreds and whatnot, with more focus on numbers than on having 'bosses'. So obvious, but will probably be forgotten in the implementation of this game. :| Title: Re: SWTOR Post by: Venkman on February 12, 2009, 04:38:57 PM We're trained by Bosses, but we need to drop that noise for raids. 40 people show up there should be 80 enemies that need to be cut through. I'd rather see raids borrow from some of the larger PvP encounter conventions, except of course with AI that be mowed down for the bling.
Title: Re: SWTOR Post by: LK on February 12, 2009, 05:13:41 PM That doesn't work when you have aggro mechanics and AOE damage that can have 3 guys take out all the 80 mobs.
A game without AOE would be interesting. Title: Re: SWTOR Post by: Venkman on February 12, 2009, 05:18:00 PM Yea, that's sort of a requirement.
Title: Re: SWTOR Post by: Triforcer on February 12, 2009, 05:39:18 PM How about we not have raids? Is there anything that can retain people endgame other than raids and/or random PvP gankery? Maybe not, I guess...
Title: Re: SWTOR Post by: Kitsune on February 12, 2009, 08:05:31 PM Well, 'raid' is being used solely in the sense of 'large scale event' when I use the word, not 'EQ-style trash/boss setup'. Grabbing 30 of your closest friends and assaulting some Sith base is a big, involved proposition, rather raid-ish in scope, and should be a great deal more fun than what we're getting today.
Title: Re: SWTOR Post by: SnakeCharmer on February 12, 2009, 09:05:30 PM A Star Wars 'raid' would have to be a full-scale battle, with a cast of hundreds and whatnot, with more focus on numbers than on having 'bosses'. So obvious, but will probably be forgotten in the implementation of this game. :| Which is why the AI Director from Left 4 Dead would be spectacular for 'raid' encounters for MMOs. No more quest walkthroughs, enemies that vary/scale according to skill. Le awesome. And it will probably never happen Title: Re: SWTOR Post by: Malakili on February 12, 2009, 09:59:46 PM A Star Wars 'raid' would have to be a full-scale battle, with a cast of hundreds and whatnot, with more focus on numbers than on having 'bosses'. So obvious, but will probably be forgotten in the implementation of this game. :| Which is why the AI Director from Left 4 Dead would be spectacular for 'raid' encounters for MMOs. No more quest walkthroughs, enemies that vary/scale according to skill. Le awesome. And it will probably never happen I mean, it COULD happen, but I actually don't think the majority of the playerbase would want it to happen. The raiding/end gaming people enjoy the meta game of theorycrafting fights. While it would certainly be appealing to just have encounters where you show up, go and are surprised, I don't think it would actually go over all that well with the community. Think of all the bitching that happens already when an encounter comes around with too many "random" elements. People get pissed off that they died to random element X that they could NOT POSSIBLY HAVE AVOIDED OMFG!!!, and it eventually gets toned way down or nerfed into oblivion. Title: Re: SWTOR Post by: WindupAtheist on February 13, 2009, 09:01:49 AM As for where Blizzard got their people, I know Kalgan used to be Evocare from the UO team. He bolted when EA fully borged OSI, after having been lead developer on the Age of Shadows expansion. If you've ever played both a UO necromancer and a WoW death knight, you can definitely see the same guy's fingerprints on both in terms of gameplay concepts.
Title: Re: SWTOR Post by: Venkman on February 13, 2009, 09:21:29 AM How about we not have raids? Is there anything that can retain people endgame other than raids and/or random PvP gankery? Maybe not, I guess... Raids are a catchall term, of which Kidsune's analogy is a part. What we're really looking for is a repetitive event-base activity that retains accounts with deep ongoing new content being added at the unrealistic rate at which it is consumed. That's raids, battlegrounds, arenas, etc. Repetitive gameplay with a different advancement arc. If you want to get away from that, you're in the proven land of UO and Eve. And it's proven in two ways:
It's also a lot harder to make something like that work than it is to get players conditioned to periodic new content and personal advancement paths. So yea, we could not have raids, but... :grin: Title: Re: SWTOR Post by: tmp on February 13, 2009, 09:26:14 AM If they try to do WoW, it's already a flop. Trying to pull off a 10-man raid scenario in Star Wars just results in stupidity. A ten-minute-long fight of a 'boss' being tanked by a jedi while soldiers pump a few thousand blaster shots into it is ridiculous. Funnily enough Star Wars is perhaps a setting where this works -- could definitely see some emperor-level guy to focus all attention on the one (few) jedi attempting to slice him, while some retards with lasers pointlessly take pot shots at him from around the room, only to get two-shotted wih lighting if they draw too much attention to themselves.Title: Re: SWTOR Post by: WindupAtheist on February 13, 2009, 10:07:27 AM I've had too many low-level WoW mobs throw spears through my paladin until he looks like a pincushion while he stood there laughing, landed too many giant leap-into-the-air hammerblows on dudes without them even staggering, to think that typical medieval fantasy MMO combat is any more believable than guys shrugging off laser beams.
Title: Re: SWTOR Post by: Lantyssa on February 13, 2009, 03:38:30 PM It's okay, because they're blasters.
Title: Re: SWTOR Post by: Ratman_tf on February 14, 2009, 12:09:59 PM It's okay, because they're blasters. Powered by blaster gas. Which means guns in the Star Wars universe are fart guns. Title: Re: SWTOR Post by: Surlyboi on February 15, 2009, 04:26:52 PM Is that why the prequels stunk?
Title: New Screenshots (13. Feb. 09) Post by: calapine on February 16, 2009, 12:50:07 AM Someone please excuse my stupidity, but are this this and this actual screenshots or concept art? The art style would give me the feeling of playing an interactive painting :uhrr:
Edit: oh, and this is what huts look like: http://cdn-www.swtor.com/sites/all/files/ss/SS_20090213_004_1600x900.jpg (http://cdn-www.swtor.com/sites/all/files/ss/SS_20090213_004_1600x900.jpg) (all released 13th feb 2009) Title: Re: SWTOR Post by: Tale on February 16, 2009, 12:50:47 AM This is the SWTOR thread, so insert random "they're both star wars" segue. I'm not posting it in Gutboyland.
SWG wants to be your furry valentine: http://img15.imageshack.us/img15/3328/swgclientr2009021203552au4.jpg Title: Re: SWTOR Post by: UnSub on February 16, 2009, 03:02:20 AM This is the SWTOR thread, so insert random "they're both star wars" segue. I'm not posting it in Gutboyland. SWG wants to be your furry valentine: http://img15.imageshack.us/img15/3328/swgclientr2009021203552au4.jpg That's. just. WRONG. Title: Re: SWTOR Post by: Surlyboi on February 16, 2009, 06:17:56 AM Yup, saw that and immediately logged right the fuck out and played TR instead.
Title: Re: New Screenshots (13. Feb. 09) Post by: Malakili on February 16, 2009, 06:36:04 AM Someone please excuse my stupidity, but are this this and this actual screenshots or concept art? The art style would give me the feeling of playing an interactive painting :uhrr: Edit: oh, and this is what huts look like: http://cdn-www.swtor.com/sites/all/files/ss/SS_20090213_004_1600x900.jpg (http://cdn-www.swtor.com/sites/all/files/ss/SS_20090213_004_1600x900.jpg) (all released 13th feb 2009) Yep, thats the art direction the game is taking. Screenshots. Title: Re: New Screenshots (13. Feb. 09) Post by: calapine on February 16, 2009, 07:34:58 AM Yep, thats the art direction the game is taking. Screenshots. Thank you. :) A bit...uninspiring...to be honest. I realise MMORPGs should be designed to run well on the widest possible selection of systems as well as handle 100+ characters on the screen at the same time, but still... *sigh* Title: Re: SWTOR Post by: Venkman on February 16, 2009, 07:59:17 AM Ok, I sorta agree on the interior shot. It reminds me of levels in the first Unreal, and all the spawn that have descended from it since.
But the outdoor shots on (presumably) Tatooine are fantastic. If there's any limitation at all it's from the source material. And given what they're trying with the engine, I think even the Hutt (two Ts ;-) ) even looks good. Yea, I'm starting to have hopes for this title. I feel like 2010 is going to be the first full year where we'll have games that were reactions to WoW rather that oh-shit-too-late-to-change games that were in the queue prior to 2004. Title: Re: SWTOR Post by: ashrik on February 16, 2009, 08:33:38 AM That stuff looks bad to you? Since when is being given the feeling of playing an interactive painting even close to being a negative comment?
It looks pretty decent so far. And probably looks pretty good to a whole legion of non-gaming star wars fans Title: Re: SWTOR Post by: SnakeCharmer on February 16, 2009, 08:37:32 AM I've really come around to the art style as well. Looks fantastic. There's very little difference in concept art to screenshot.
The only thing I'm not keen on is the spandex suits. Title: Re: SWTOR Post by: calapine on February 16, 2009, 09:10:18 AM I've really come around to the art style as well. Looks fantastic. That stuff looks bad to you? eeek! Time for some frantic backpedalling... ;D Well, Darniaq already pointed out its mostly on the interior shots. I still stand by my first impression though, which was somewhat underwhelmed. Maybe these shots illustrate it better: Exhibit 1: http://cdn-www.swtor.com/sites/all/files/ss/SS_20081021_TombLightsaberDuel_full.jpg Exhibit 2: http://cdn-www.swtor.com/sites/all/files/ss/SS_20081021_PlatformLightsaberDuel_full.jpg Title: Re: SWTOR Post by: Tmon on February 16, 2009, 09:39:16 AM It looks a little cartoony to me, but if, like WoW, it plays smoothly on my 4 year old PC I'd give it a shot.
Title: Re: SWTOR Post by: tmp on February 16, 2009, 09:42:41 AM Well, Darniaq already pointed out its mostly on the interior shots. I still stand by my first impression though, which was somewhat underwhelmed. Yeah, the style is not photorealism but rather something with slight cel-shaded quality to it. This is pretty consistent with the style from their previous KotOR games and not really wrong, imo -- avoids the uncanny valley effect and helps the immersion.Maybe these shots illustrate it better: Exhibit 1: http://cdn-www.swtor.com/sites/all/files/ss/SS_20081021_TombLightsaberDuel_full.jpg Exhibit 2: http://cdn-www.swtor.com/sites/all/files/ss/SS_20081021_PlatformLightsaberDuel_full.jpg The interior shot doesn't really show anything wrong with the engine or the graphics style, it's rather issue with uninspired design. Title: Re: SWTOR Post by: Hawkbit on February 16, 2009, 10:13:59 AM It's all taste, sure. But I'm not seeing the issue.
The character models need a bit of work, and a little anisotropic filtering wouldn't hurt those shots. But the environments look wonderful. Title: Re: SWTOR Post by: Malakili on February 16, 2009, 10:30:27 AM Yeah, I used to be one of those people that was all "Ooooh, i love realism!! :drill:" But then I realized, there are lots of styles that are plain nice to look at regardless of how real they look. So now I'm pretty much willing to let any graphical style have a chance as long as its nice to look at.
If I want to bash on this game, there are plenty of reasons, but the graphics aren't one of them :why_so_serious: Title: Re: SWTOR Post by: Lakov_Sanite on February 16, 2009, 10:43:58 AM Yeah, I used to be one of those people that was all "Ooooh, i love realism!! :drill:" But then I realized, there are lots of styles that are plain nice to look at regardless of how real they look. So now I'm pretty much willing to let any graphical style have a chance as long as its nice to look at. If I want to bash on this game, there are plenty of reasons, but the graphics aren't one of them :why_so_serious: It's starting to remind me a lot of the clone wars cartoon and I really dislike the look of that. Title: Re: SWTOR Post by: Lantyssa on February 16, 2009, 11:36:53 AM SWG wants to be your furry valentine: http://img15.imageshack.us/img15/3328/swgclientr2009021203552au4.jpg Considerate of them to highlight the area to aim at.Exhibit 1: http://cdn-www.swtor.com/sites/all/files/ss/SS_20081021_TombLightsaberDuel_full.jpg Those are from their first released screenshots. They've been tweaking the people from what I've seen of later ones. I rather like the look of the environments themselves though.Exhibit 2: http://cdn-www.swtor.com/sites/all/files/ss/SS_20081021_PlatformLightsaberDuel_full.jpg Title: Re: SWTOR Post by: DraconianOne on February 16, 2009, 02:21:14 PM But the outdoor shots on (presumably) Tatooine are fantastic. If there's any limitation at all it's from the source material. And given what they're trying with the engine, I think even the Hutt (two Ts ;-) ) even looks good. It's Hutta apparently. The original homeworld of - erm, someone - I forget who but sure I'll remember eventually. Before it got destroyed and they took to the moons. The comments on this page (http://www.swtor.com/media/screens/chemilizard) are gold. Title: Re: SWTOR Post by: Venkman on February 16, 2009, 03:55:30 PM Ah, Nal Hutta? Yea, the Hutts strip-mined everything including the atmosphere, but the moon (Nal Shardda) became a huge smuggler depot. I remember some early Solo visits there from some novels.
So I looked it up and saw that the shot on this entry (http://starwars.wikia.com/wiki/Nal_Hutta) looks fairly close to the ones above. Title: Re: SWTOR Post by: UnSub on February 16, 2009, 03:58:41 PM I refuse to nerdrage every time a new set of photos is released and plan to save it for when the actual gameplay is available for testing.
Title: Re: SWTOR Post by: Triforcer on February 16, 2009, 04:45:09 PM What I'm mainly worried about is all the screenshots of people fighting animals. We've been down that road before.
EDIT: I mean, fuck, what was it about the six movies that makes developers think Star Wars is a farm animal killing scenario? The collective two minutes spent in the wampa cave and rancor pit? Title: Re: SWTOR Post by: Jobu on February 16, 2009, 05:02:13 PM EDIT: I mean, fuck, what was it about the six movies that makes developers think Star Wars is a farm animal killing scenario? The collective two minutes spent in the wampa cave and rancor pit? And fighting cat monsters in a gladiator pit, and fighting a space worm thing, and fighting mynocks, and fighting garbage snakes... Title: Re: SWTOR Post by: Ratman_tf on February 16, 2009, 06:03:08 PM I blame the Womp Rats line. Exterminating vermin since ANH! :awesome_for_real:
Title: Re: SWTOR Post by: WindupAtheist on February 17, 2009, 10:20:31 AM What I'm mainly worried about is all the screenshots of people fighting animals. We've been down that road before. EDIT: I mean, fuck, what was it about the six movies that makes developers think Star Wars is a farm animal killing scenario? The collective two minutes spent in the wampa cave and rancor pit? It's because they're all a bunch of dickbags lacking in even the basic creativity required to divorce themselves from the medieval fantasy MMO "kill monsters" meme. Christ, this shit looks stupid. Title: Re: SWTOR Post by: Oban on February 17, 2009, 10:26:04 AM Oh! I hope there are swordsmen, people with pikes and medics that can throw damage over time poisons!
Title: Re: SWTOR Post by: tmp on February 17, 2009, 10:43:03 AM It's because they're all a bunch of dickbags lacking in even the basic creativity required to divorce themselves from the medieval fantasy MMO "kill monsters" meme. Christ, this shit looks stupid. Nah, more like because people otherwise bitch about not enough variety in shapes of their xp bags. So it's not all robots and badly trained storm troopers/rainbow aliens with differently shaped foreheads, BFD. Limiting the types of targets isn't exactly creative, either; nor any less stupid in the settings dating back few thousand years from 'long, long time ago' and located in brain of some fart who thought knights with laser swords would be cool, to begin with.Title: Re: SWTOR Post by: Ingmar on February 17, 2009, 11:29:21 AM I blame the Womp Rats line. Exterminating vermin since ANH! :awesome_for_real: Seriously, Luke spent his first couple levels grinding wamp rats. Title: Re: SWTOR Post by: Mrbloodworth on February 17, 2009, 11:38:03 AM Oh! I hope there are swordsmen, people with pikes and medics that can throw damage over time poisons! Pikeman was fun, and lore correct. (http://members.tripod.com/~switz/RoyalGuard16.jpg) (http://images3.wikia.nocookie.net/starwars/images/thumb/3/32/WeequayLuke_ST.jpg/180px-WeequayLuke_ST.jpg) Title: Re: SWTOR Post by: DraconianOne on February 17, 2009, 01:46:43 PM Seriously, Luke spent his first couple levels grinding wamp rats. Yeah but not enough. He got owned by sand people and nearly got owned in the Cantina. And the Dia Noga. Fortunately he was carried through the Death Star instance by the rest of his group and vehicle based combat didn't seem to have level based restrictions. Bet he got a stack of XP and a couple of levels for taking part in the "Death Star" raid. Mind you, rerolling into jedi class when the first expansion came out was a bit lame - and he still got owned by a low level wampa. Title: Re: SWTOR Post by: Ingmar on February 17, 2009, 01:58:37 PM It was his own fault for not bringing frost resist gear.
Title: Re: SWTOR Post by: Surlyboi on February 17, 2009, 04:09:03 PM What do you expect from a twink? His only bit of good gear was his father's tier 5 lightsaber.
Title: Re: SWTOR Post by: tmp on February 17, 2009, 04:48:25 PM Really not the guy's fault, stunlock out of stealth is way OP.
Title: Re: SWTOR Post by: Sky on February 18, 2009, 01:40:44 PM Dude was totally sploiting the mentoring system in the dagobah zone. Also, don't forget Ben twinked him after he got wtfpwned in the tatooine newbie zone.
editoops, didn't see there was another page where the twinkage was mentioned. Title: Re: SWTOR Post by: DraconianOne on February 19, 2009, 04:27:35 AM Dude was totally sploiting the mentoring system in the dagobah zone. Joined Channel: [1. General - Dagobah] [Luke_S] yells: Need hlp wit teh Raise X-Wing q plzzzz [1. General] [MasterYoda]: It's a solo quest [Luke_S] says: I need help plzzz [1. General] [MasterYoda]: You can solo it. It's not hard. [Luke_S] whispers: hlp plz. I tired but cant doit To [Luke_S]: It's a low-level quest - you can do it without trying [ObiwansGhost] has come online [Luke_S] whispers: i dunno how. I pay u 1g to hlep me. To [Luke_S]: Alright. Just this once. You invite [Luke_S] to join your party [Luke_S] whispers: thx. Can u gief me weps for Dark Side Cave q too plz? [Luke_S] has joined your party [Party] [MasterYoda]: You don't need weapons for that quest. Just need to talk to mob [Luke_S] says: I heard u ned to kill mob in Dark Side cav [Party] [MasterYoda]: No - just need to talk to it. Luke_S has joined the guild [Guild] [ObiwansGhost]: Welcome to the guild. Please read all the guild rules at http://www.lastofthejediguild.guildhosting.com To [ObiwansGhost]: WTF? Dude, did you just invite him to the guild? [ObiwansGhost] whispers: y To [ObiwansGhost]: He's a total noob. Doesn't even know how to raise the X-Wing [Guild] [Luke_S]: How do i get 2 Bespin? To [ObiwansGhost]: ./facepalm [Guild] [ObiwansGhost]: Bespin is a 40-50 zone. You need to level first. [Guild] [Luke_S]: i ned 2 get 2 Bespin. My mates r there. To [ObiwansGhost]: Can't we kick him? Title: Re: SWTOR Post by: DraconianOne on March 03, 2009, 09:51:58 AM Webcomic released (http://swtor.com/media/webcomic).
Suprised to see this sort of promotion at this point unless the development is much further along than people suspect. Title: Re: SWTOR Post by: Venkman on March 03, 2009, 10:39:53 AM Quote Stay tuned and follow the storyline to its dramatic conclusion setting the stage for the players’ entrance into the game. Issues of the comic will be released twice a month. And there's only six slots for comics. And five of them are gray. But I doubt we're talking a mid-May launch here :-) Title: Re: SWTOR Post by: SnakeCharmer on March 03, 2009, 01:29:48 PM Where did you see the 6 slots thing?
Title: Re: SWTOR Post by: UnSub on March 03, 2009, 05:02:13 PM Quote Stay tuned and follow the storyline to its dramatic conclusion setting the stage for the players’ entrance into the game. Issues of the comic will be released twice a month. And there's only six slots for comics. And five of them are gray. But I doubt we're talking a mid-May launch here :-) MMOs never start pre-promoting themselves years ahead of time. Never. :why_so_serious: Title: Re: SWTOR Post by: Venkman on March 03, 2009, 06:52:07 PM Where did you see the 6 slots thing? Halfway down is the section starting with "Act 1: Treaty of Coruscant". There's six holders for comic-book Issue title images. Only the first is filled. I have no idea how much I'm overthinking this :grin: Title: Re: SWTOR Post by: SnakeCharmer on March 03, 2009, 10:09:13 PM Ah. OK. Wasnt showing up on my old IE6 or whatever it is at work. Guess we'll have a better idea when we see how fast the issue slots fill up.
Title: Re: SWTOR Post by: Aez on March 16, 2009, 02:47:11 PM SWTOR - a new hype (http://newenthusiast.com/bounty-hunters-incoming-20090316452) There are promising 10x what SWG promised yet they rushed the release of SWG because it costed too much :uhrr: At the end of the video, a guy goes : hundreds hours of cinematic experience. Can't wait for a release with 300 hours of God of War like gameplay - different for each class. hahaha. Title: Re: SWTOR Post by: Malakili on March 16, 2009, 03:17:34 PM SWTOR - a new hype (http://newenthusiast.com/bounty-hunters-incoming-20090316452) There are promising 10x what SWG promised yet they rushed the release of SWG because it costed too much :uhrr: At the end of the video, a guy goes : hundreds hours of cinematic experience. Can't wait for a release with 300 hours of God of War like gameplay - different for each class. hahaha. Still unimpressed. I don't see why this is an MMO. Even if they deliver all they say, why is MMO the best format for this kind of game? You can't have a story where every player is the center of the game, and at the same time have a persistent world. Title: Re: SWTOR Post by: Venkman on March 16, 2009, 05:28:13 PM Players can be the center of their own story until the story ends. At level 60, when the raids begin :awesome_for_real:
Title: Re: SWTOR Post by: Count Nerfedalot on March 16, 2009, 05:47:55 PM Am I the only near-geriatric dyslexic who reads SWTOR as "Secret Weapons Of The Republic" ?
Title: Re: SWTOR Post by: Aez on March 16, 2009, 06:11:41 PM Am I the only near-geriatric dyslexic who reads SWTOR as "Secret Weapons Of The Republic" ? yep Title: Re: SWTOR Post by: Triforcer on March 16, 2009, 06:46:42 PM SWTOR - a new hype (http://newenthusiast.com/bounty-hunters-incoming-20090316452) There are promising 10x what SWG promised yet they rushed the release of SWG because it costed too much :uhrr: At the end of the video, a guy goes : hundreds hours of cinematic experience. Can't wait for a release with 300 hours of God of War like gameplay - different for each class. hahaha. Still unimpressed. I don't see why this is an MMO. Even if they deliver all they say, why is MMO the best format for this kind of game? You can't have a story where every player is the center of the game, and at the same time have a persistent world. Its not an MMO. At all. The devs just want to get a lot of hype built up before the "Yup, its pretty much like Diablo with two or three friends at most, except there is common bank where everyone can show their l33t gear" reveal. Title: Re: SWTOR Post by: Aez on March 16, 2009, 07:31:04 PM SWTOR - a new hype (http://newenthusiast.com/bounty-hunters-incoming-20090316452) There are promising 10x what SWG promised yet they rushed the release of SWG because it costed too much :uhrr: At the end of the video, a guy goes : hundreds hours of cinematic experience. Can't wait for a release with 300 hours of God of War like gameplay - different for each class. hahaha. That's a better concept than regular diku mmorpg. Still unimpressed. I don't see why this is an MMO. Even if they deliver all they say, why is MMO the best format for this kind of game? You can't have a story where every player is the center of the game, and at the same time have a persistent world. Its not an MMO. At all. The devs just want to get a lot of hype built up before the "Yup, its pretty much like Diablo with two or three friends at most, except there is common bank where everyone can show their l33t gear" reveal. Title: Re: SWTOR Post by: Merusk on March 17, 2009, 07:19:33 AM SWTOR - a new hype (http://newenthusiast.com/bounty-hunters-incoming-20090316452) There are promising 10x what SWG promised yet they rushed the release of SWG because it costed too much :uhrr: At the end of the video, a guy goes : hundreds hours of cinematic experience. Can't wait for a release with 300 hours of God of War like gameplay - different for each class. hahaha. Still unimpressed. I don't see why this is an MMO. Even if they deliver all they say, why is MMO the best format for this kind of game? You can't have a story where every player is the center of the game, and at the same time have a persistent world. 1) Sub/ Microtrans 2) MMO players are more forgiving of crap releases and frequent patches than single player gamers 3) Sub/ Microtrans 4) You can't pirate a MMO Title: Re: SWTOR Post by: Zane0 on March 17, 2009, 09:19:42 AM It all strikes me as a very cynical way to raise profit and lower expectations -- put some effort into creating an SRPG in a superficial multiplayer environment; slap on a "MASSIVE" tagline. Now you've got a standard Bioware SRPG and some sort of 2004 pseudo-MMO in a single package.. is this particularly exciting in any way, shape, or form? No, but legions of fans will gladly pay for the privilege of going through a rote KOTOR-esque experience and perhaps engaging in some small group pvp.
There is nothing ambitious, intriguing, or imaginative about this design; nothing that moves either genre forward or that hasn't been seen before. It leaves me absolutely cold. Title: Re: SWTOR Post by: ashrik on March 17, 2009, 09:31:47 AM Desire to play this game is suddenly waning....waning....
Title: Re: SWTOR Post by: eldaec on March 17, 2009, 10:16:26 AM 'scuse me.
Everyone here was going apeshit when Blizzard announced Diablo-with-a-WoW-colour-palette. If this is Diablo with Star Wars skins, why would that be a bad thing? Title: Re: SWTOR Post by: Lantyssa on March 17, 2009, 11:15:46 AM If they deliver on good stories and let me have co-op play, I'll be quite happy with it.
2) MMO players are more forgiving of crap releases and frequent patches than single player gamers Patching yes. Accepting of crap releases not so much anymore. The studios are a few years behind on this, however, I would like to think we've had enough major flops for this concept to scare a few suits.Title: Re: SWTOR Post by: Ashamanchill on March 17, 2009, 11:51:56 AM Desire to play this game is suddenly waning....waning.... Desire to play this game dead. Oh well, on to Champions Online then. Title: Re: SWTOR Post by: Venkman on March 17, 2009, 04:03:55 PM Please. It'll launch and you'll all buy it. And hate yourself while doing so :awesome_for_real:
Title: Re: SWTOR Post by: Merusk on March 17, 2009, 04:11:22 PM Want to put cash on that? :drill:
This hasn't interested me since I figured the angle out when the whole pseudo-mmo w/ microtrans thing was revealed. Title: Re: SWTOR Post by: ashrik on March 17, 2009, 07:12:12 PM If it's only going to be a MMFaux, I really won't be interested in it. It strikes me as Guildwars-with-Starwars much more than Diablo-with-starwars. Which I don't think is rather important, since I'd be more inclined to just play Diablo instead- a game that I believe won't have a subscription fee attached to its internet lobby.
Title: Re: SWTOR Post by: sidereal on March 17, 2009, 07:14:47 PM MMFaux is fine if I don't have to pay a monthly fee. If it's a monthly fee you better Massive that shit up.
Title: Re: SWTOR Post by: ashrik on March 17, 2009, 07:16:55 PM Quote MMFaux I'm stamping my name on this. You heard it here people! Ashrik made it up!Title: Re: SWTOR Post by: eldaec on March 17, 2009, 07:25:07 PM MMFaux is fine if I don't have to pay a monthly fee. If it's a monthly fee you better Massive that shit up. If you are going to play the game for months on end, why does it matter? If you aren't going to play the game for months on end, you don't stay subscribed. See also, Hellgate. Title: Re: SWTOR Post by: sidereal on March 17, 2009, 07:29:52 PM I don't understand the question. If I'm going to play the game for months on end, it matters because there's a substantial price difference. Suppose 'on end' = 6 months. A $15 fee means I'm paying an additional $90 for the game on top of the box price. The going rate for non-persistent world games is substantially less than $150. But this is all :dead_horse:
Title: Re: SWTOR Post by: Ratman_tf on March 17, 2009, 07:43:13 PM SWTOR - a new hype (http://newenthusiast.com/bounty-hunters-incoming-20090316452) There are promising 10x what SWG promised yet they rushed the release of SWG because it costed too much :uhrr: At the end of the video, a guy goes : hundreds hours of cinematic experience. Can't wait for a release with 300 hours of God of War like gameplay - different for each class. hahaha. IF they can deliver a game experience that replaces loot and xp with story, I'll take off my hat to them. I severely doubt it, though. I think this is the kind of pie in the sky game design that gets pruned down just before release. And maybe they'll throw in an XP nerf and a few reputation grinds for good measure. (http://www.angelfire.com/ak4/ratman/jar_jar.jpg) Title: Re: SWTOR Post by: ashrik on March 17, 2009, 07:48:14 PM Since they claim it's an MMO, you should know that this kind of pie in the sky game design is instead served to players on a shit platter just after release.
Title: Re: SWTOR Post by: eldaec on March 17, 2009, 08:34:05 PM I don't understand the question. If I'm going to play the game for months on end, it matters because there's a substantial price difference. Suppose 'on end' = 6 months. A $15 fee means I'm paying an additional $90 for the game on top of the box price. The going rate for non-persistent world games is substantially less than $150. But this is all :dead_horse: Non-subscription games are designed to last around 12-24 hours, then you buy another one. That's $50 per month. If you are happy paying a subscription for an eq clone because it lasts longer (and therefore costs $15 per month), what is the enormous objection to paying for anything else that runs on and on. Basically I don't understand why it has to be an eq clone to justify the subscription, if it is something else, but you are still willing to play it for the same length of time, why doesn't that justify the same fees? Title: Re: SWTOR Post by: sidereal on March 17, 2009, 08:49:10 PM Basically I don't understand why it has to be an eq clone to justify the subscription Yes, that's almost exactly what I said :uhrr: Conceptualizing it as paying for a certain number of hours is dumb. You think since Far Cry 2 was billed as a 50 hour game, Ubisoft would let me play for just 10 hours for $10? I think they would say no. You don't pay monthly for MMOs because you're getting a lot of hours out of them. I know people that have put enough hours into Starcraft and DiabloII to rival any faction grinding catass, but Blizzard doesn't come back to them for more money. You pay more because all the time you're spending playing is being spent on their servers eating up their hardware and bandwidth, and because they're trying to maintain a world with a ton of shared data storage that has to be kept consistent. That shit is hard and expensive and you pay for it. And people are willing to pay for it because lots of people think it adds a lot of value. And then Guild Wars decided they could do most of it without even charging you. So if SWTOR comes to me and says I'm basically getting an offline or LAN game with a graphical chatroom patched onto it, and then they say they want to charge me monthly because I'm getting so many sweet, sweet hours, I'll say fuck off, they're charging way over market rate for that software. Title: Re: SWTOR Post by: DLRiley on March 17, 2009, 09:16:25 PM I hope BioWare realizes there making Guild Wars with a starwar IP. If they don't....I sense a great failure in the force.
Title: Re: SWTOR Post by: Lantyssa on March 18, 2009, 08:40:00 AM I would be quite happy if they did that.
Title: Re: SWTOR Post by: Cyrrex on March 18, 2009, 08:44:38 AM Same. Despite what often gets thrown around here, Bioware has a pretty good track record. While I won't believe all claims, they know their storytelling, too.
Title: Re: SWTOR Post by: Venkman on March 18, 2009, 08:52:22 AM So if SWTOR comes to me and says I'm basically getting an offline or LAN game with a graphical chatroom patched onto it, and then they say they want to charge me monthly because I'm getting so many sweet, sweet hours, I'll say fuck off, they're charging way over market rate for that software. I am very curious where people are getting the idea that SWTOR is going to be a bunch of people playing single player games with a chatroom/auction house. Because I haven't seen anything yet that implies anything different from AoC. And AoC didn't fail because it had a single-player front end wtih eventual dropping into a semi-MMO ("semi" because you could level up well in night missions alone) and then a full-on MMO. I also don't get the rage about MMO monthly fees. Nobody cares about the accumulated financial investment they made into an MMO until they're about ready to quit and are trying to emotionally divorce themselves from their character and friends. It's not really because they "wasted" $150. Conversely, nobody cares about the potential $150 they may invest in an MMO over 10 months, unless they're so strapped for money they shouldn't be buying games in the first place. Title: Re: SWTOR Post by: Merusk on March 18, 2009, 09:04:07 AM Welcome to my friend, the recession. Perhaps you've heard of it? I'm seeing people drop from WoW because of it, the question is how many overall.
I certainly would't pay for WoW if it didn't have the large-group endgame, but that's my own bias. I don't need to pay per month to wave my e-peen and/ or have people around me for he illusion of a world interaction. (Which I still don't understand from the crowd here, who turns off all channels and doesn't group.) If it's a single player game, with only single player or 2-3 person missions, why the fuck would I pay for it at all? Because it's 'the model' and 'just how things are done these days?' Screw that. I'll go full console first. While SP games may be designed with only 12-24 hours of gameplay, I can also find them for less than $50 if I wait a short while. I'm willing to, and do that already. The games I pay full-price for are ones I know I'll get more than 12-24 hours of. Things like Civs, Mount and Blade or other sim-likes and soem FPS. You know, things where the game differs each time you play it. I'm sure as hell not paying $50 for Final Fantasy ## since it's a once-then-done experience. Title: Re: SWTOR Post by: schild on March 18, 2009, 09:25:48 AM Title: Re: SWTOR Post by: rk47 on March 18, 2009, 09:28:20 AM the hype is just isn't there, I foresee many many many many jedis in there on day one hunting down sand people for moisture vaporator parts to hand in at Tatooine right after they finish the tutorial in Dantooine cause it's the 'fastest way to exp'
Title: Re: SWTOR Post by: Lantyssa on March 18, 2009, 09:31:41 AM $15 is still a good deal if you are enjoying the game. You won't get multiple games to give you the same number of hours played for $15, even if you buy them from the bargin bin.
As long as I get my money's worth for the month, I can afford to stop and start a single MMO, including during the lean periods. Title: Re: SWTOR Post by: Cyrrex on March 18, 2009, 10:18:50 AM Quit throwing things in my face that I forgot. :grin: Still, I'm not convinced that the corporate culture of Bioware won't have it's influence. It should. Title: Re: SWTOR Post by: sidereal on March 18, 2009, 10:23:35 AM You are clearly not aware that once you put the Bioware logo above your front door, thick drops of sweet genius drip onto the heads of your employees. Title: Re: SWTOR Post by: schild on March 18, 2009, 10:29:52 AM You are clearly not aware that once you put the Bioware logo above your front door, thick drops of sweet genius drip onto the heads of your employees. Title: Re: SWTOR Post by: HaemishM on March 18, 2009, 12:29:06 PM Isn't the Bioware office in charge of this also being run by Kelly Flock? If so, you people are really getting your hopes too far up.
Title: Re: SWTOR Post by: HaemishM on March 18, 2009, 03:00:28 PM schild has informed me it is not, in fact, Kelly Flock, but a bunch of ex-SWG, ex-Shadowbane devs. Ummm, yeah, fail.
Title: Re: SWTOR Post by: Venkman on March 18, 2009, 04:36:56 PM If it's a single player game, with only single player or 2-3 person missions, why the fuck would I pay for it at all? Because it's 'the model' and 'just how things are done these days?' You're raging against the second paragraph in my post but about stuff I asked about in the first paragraph? I'm all for generic rage, but wtf do we really know about SWTOR to get all sandy about it this early? Title: Re: SWTOR Post by: SnakeCharmer on March 18, 2009, 05:24:19 PM schild has informed me it is not, in fact, Kelly Flock, but a bunch of ex-SWG, ex-Shadowbane devs. Ummm, yeah, fail. Gordon Walton - Studio head (SWG, The Sims Online, UO) Rich Vogel - Vice President (SWG, UO, M59) Damion Schubert - Lead Combat Designer (M95, Shadowbane, The Sims Online) Dallas Dickinson - Lead Content Designer (SWG, EQ) If it's a single player game, with only single player or 2-3 person missions, why the fuck would I pay for it at all? Because it's 'the model' and 'just how things are done these days?' You're raging against the second paragraph in my post but about stuff I asked about in the first paragraph? I'm all for generic rage, but wtf do we really know about SWTOR to get all sandy about it this early? Dude. MMO discussion. F13. Sand comes with the territory. Title: Re: SWTOR Post by: Ratman_tf on March 18, 2009, 08:55:25 PM Gordon Walton - Studio head (SWG, The Sims Online, UO) Rich Vogel - Vice President (SWG, UO, M59) Damion Schubert - Lead Combat Designer (M95, Shadowbane, The Sims Online) Dallas Dickinson - Lead Content Designer (SWG, EQ) (http://fc02.deviantart.com/fs21/i/2007/232/f/f/Darth_Vader_Playing_Pool_by_Star_Maiden.jpg) Title: Re: SWTOR Post by: NinjaSteve on March 19, 2009, 10:38:47 AM I'd never have thought to see my hometown in such big bright words! Title: Re: SWTOR Post by: eldaec on March 19, 2009, 12:13:57 PM You are clearly not aware that once you put the Bioware logo above your front door, thick drops of sweet genius drip onto the heads of your employees. I swear half of f13 is doing this on purpose now. Title: Re: SWTOR Post by: Zzulo on March 20, 2009, 07:14:00 PM new vid
mostly interviews, with some sporadic ingame footage http://www.swtor.com/media Title: Re: SWTOR Post by: eldaec on March 21, 2009, 12:10:12 AM I'm lazy. I demand to be told if the video contains any information.
Title: Re: SWTOR Post by: Hawkbit on March 21, 2009, 05:05:24 AM I wouldn't call it information. It's almost as if Mark Jacobs was at the helm of that video.
That said, if they pull off what they're saying, I might quite like it. Different story quests based on what class you are (Sith, Jedi and BH mentioned). Lots of popular environs. Set 200 years after KOTOR, yet thousands before ANH. It does have a bit of a clone wars/cartoony look to it. If anything, it reminded me a little of WoW's art direction because they're likely doing it to keep poly counts down but textures rich. Dunno, I liked what I saw overall. Diablo with a coat of SW paint sounds awesome to me. I like the story-based part of the game, but if they're focusing on that, they better put a ton of story in and keep updates flowing. Title: Re: SWTOR Post by: rk47 on March 21, 2009, 06:16:58 AM Summary
This takes place 100 years after KOTOR 2. Apparently the forces of destruction are winning over order...and you get to choose sides. Each character class has their own starter quests that spans their own racial pairing (in this case,class). I'm guessing there'd be RVR in there. Personally this sounds all too familiar but knowing Bioware (edmonton or not), they should retain their 'movie production' into the story presentation which we often see in their games (Mass Effect, etc). What's the ETA on this thing anyway? Title: Re: SWTOR Post by: Aez on March 21, 2009, 06:42:08 AM What's the ETA on this thing anyway? Before it's finished. Title: Re: SWTOR Post by: rk47 on March 21, 2009, 07:04:58 AM What's the ETA on this thing anyway? Before it's finished. no mmorpgs arrives finished i guess. :awesome_for_real: Title: Re: SWTOR Post by: WindupAtheist on March 21, 2009, 12:43:47 PM That said, if they pull off what they're saying, I might quite like it. Come on man, what even prompts you to say such a thing? It's a bunch of EQ/UO/SWG developers shitting out something that we can guarantee EA is going to shove out the door half-finished. You know it, I know it, we all fucking know it. Title: Re: SWTOR Post by: Stormwaltz on March 21, 2009, 01:04:47 PM As I've said before, a big swack of Edmonton moved down to Austin to work on SWTOR. But you knew that when you posted this. ;) Hell, the lead writer of ME1/2 is moving down there (http://www.drewkarpyshyn.com/news.htm) in a few weeks. Anyway. I talked to one of the writers in the Edmonton office who's telecommuting to work on SWTOR. Single-player? No. Diablo/Guild Wars? No. Friendly towards single players and small groups? Yes, very. Less oriented towards those who like their fun to rely on the contributions of 40-60 strangers? Yes. I walked away with a positive impression. It sounds like they're making a game that suits the way I and my friends tend to play rather than the way catasses and raider guilds tend to play. Only my impression, not official, contents may have settled during shipping, disclaim, disclaim. Title: Re: SWTOR Post by: Zane0 on March 21, 2009, 02:35:30 PM Reducing group sizes also tends to quicken the rate of content consumption.. unless there's a whole Diablo thing going on, which apparently isn't the case? Not to mention the unusual pains being taken to craft a careful single player narrative that many MMO players are predisposed to skipping through.
This sort of stuff is cynically received because it all sounds far too good to be true. No dev studio has ever produced static content at a rate deemed satisfactory by their playerbase; there needs to be some sort of emergent social gameplay to fall back on. Instead, the Bioware PR campaign seems entranced thus far with this idea of providing parallel, rich, impactful, singleplayer storylines -- but this will all be exhausted in a matter of months. Then what? Guild Wars PvP would be a good cop-out; the alternative would be.. nothing? What? Title: Re: SWTOR Post by: Stormwaltz on March 21, 2009, 03:52:32 PM No dev studio has ever produced static content at a rate deemed satisfactory by their playerbase I disagree (http://www.lotro.com/gameinfo/vol2-book7). But of course I'm biased (http://ac.turbine.com/index.php?option=com_content&view=article&id=443-march-2009-who-watches-the-virindi&catid=60-2009-events&Itemid=68). I can't say much more than I have. It sounds like they're taking the route LotRO has following the last year or so. Epic story quests + 3-12 man raids + single-player instances. That's a combination that works very well for me and the people I tend to game with. Obviously it can't work for every style of player. With apologies to Sun Tzu, he who tries to appeal to every audience will appeal to no audience. Title: Re: SWTOR Post by: Hawkbit on March 21, 2009, 05:53:58 PM Speaking of AC, I was reminded of AC2 during this move by all the story talk. I remember from AC2 they had monthly updates and (from my spotty memory) you could look at the quests that were offered on a monthly basis in the UI, like it sorted it by month. I'd really like to see that enter back into a MMO. It keeps players logging in every month to both pay and have something new to do. On paper, WoW is one of the best games I've ever played... but lack of consistent new content for all player types means I play for 2 months, then I'm out till the next xpac.
I hope that a focus on solo/small group content will open up staff that would have done raid material to do content. I hope. Title: Re: SWTOR Post by: Zane0 on March 21, 2009, 06:16:43 PM I understand of course the limitations of your position in this capacity, but I do appreciate your thoughts.
If SWTOR is ultimately taking cues from LOTRO -- fine, this is sensible in a few ways. If we compare Turbine's own DDO to LOTRO and conclude that 10-man raids are an ideal compromise between emergent social activity and static content consumption, the line that begins to justify a subscription fee, then I would agree; and it would be sensible for Bioware to adopt this model. What I still take exception to, however, is the angle the good doctors appear to be taking -- this idea of a vast single player narrative. Yeah, maybe that'll be the 'hook' for the first few months of release and that of any subsequent expansion pack; but the vast majority of time afterwards, presuming a LOTRO model, will be spent in mini-raids with more than a few of your friends (or idiotic strangers), and I very much doubt that we'll be seeing individual agency, or player choice, or a sweeping storyline, or saving the world by your lonesome in these situations. Title: Re: SWTOR Post by: palmer_eldritch on March 21, 2009, 07:02:43 PM LoTRo online did a great job of giving you quests which "changed the world" in the sense that they changed the world as seen by that particular character, but you still knew that lower level characters were seeing things as they had been for you a week earlier.
I'm not knocking LoTRO because the quests and storyline were fun. It does sound as if SWTOR will do something similar, except perhaps giving the payer more choices to make. What they seem to be suggesting, however, is that players' actions will actually, really change the world, which is something I'll believe when I see it. As long as it has exciting combat, shiny graphics and some of the classic Star Wars music to bring back the memories, I'll probably spend my money on it. Too much hype makes me cynical. Title: Re: SWTOR Post by: Stormwaltz on March 21, 2009, 07:28:18 PM If SWTOR is ultimately taking cues from LOTRO Just to be clear, I was drawing a parallel based on my own experiences playing LotRO (which are extensive, since it strongly appeals to my play style). I couldn't tell you what the SWTOR team is drawing their inspirations from. The guys I talk to on the design team seem to chew through MMGs very quickly. They were "done" with LotRO before I even started playing, and in the last year they got through to the endgames of AoC and WAR (and maybe some others we haven't talked about). Quote What I still take exception to, however, is the angle the good doctors appear to be taking -- this idea of a vast single player narrative. I'm of two minds about it myself. The conventional wisdom is that you can't make any one player the focus/hero of an an MMG, since all quests are shared and repeatable. But I can see ways to have single player/small group focus in epic/class quests without losing the community spirit of an MMORPG in the workday public quests and dungeons, in crafting and loot-selling, and in moving through the world between quest areas and dungeons. Like everyone else who's worked on (or played) an MMG, I have a "dream design" on my hard drive at home. One of the concepts I want to explore is use of instances to allow players to change the world -- as they see it on their own client in most cases, and as everyone sees it in the case of Sagas (my name for uber-Epic, world-story advancing quests). Shit, I'm off-topic now. Anyway. All I wanted to say in the first place is that "SWTOR is a single-player game" is an exaggeration. Back to work now. Title: Re: SWTOR Post by: Malakili on March 21, 2009, 09:29:59 PM What they seem to be suggesting, however, is that players' actions will actuallu, really change the world, which is something I'll believe when I see it. Sure it will change the world, just only for the player that does it. If you want a game where players change the world, it can't be done through quests, because that means once the quest has been completed, the world has been changed, and that is that. EVE is a pretty good example, so is UO, SWG, etc.. Players have a huge impact on the game world. The problem is, how do you make a game with the depth of a game like EVE, that is actually playable by a million people? The answer is: I don't know, but SWTOR isn't going to be the ones who do it, and they aren't even going to try. They are simply going to give us a lot of KOTOR content with a chat box, call it an MMO, release content patches every so often, and charge 15 bucks a month. Title: Re: SWTOR Post by: eldaec on March 21, 2009, 10:35:26 PM Basically the Hellgate:London strategy.
Which is another game everyone was all OMGWTFBBQ about and didn't mind paying a subscription for until the quality of execution turned out to be about the level of Horizons. Title: Re: SWTOR Post by: ashrik on March 22, 2009, 12:31:13 AM I just don't really see the appeal in adding a new pillar of gaming to a place that was structurally sound without it and, according to most who lived there, looked better when they could pretend their own structure was in its place. When most products of this nature are being hyped to me, they claim to provide more and more interesting systems of things that I'd like to see. This is going in the entirely opposite direction of having a superior version of something that I've never cared about to begin with.
Even if we are you believe the statement claiming to have more content that 4 to 6 other RPGs (I can't help but assume this is purely a mathematical assessment), it just seems like a whole lot of what I don't want. While I'm sure ease-of-use and soloability certainly contributed to WoW's success, I'm not quite ready to believe the straw-man line that following it to its logical conclusion (the massively multiplayer singleplayer RPG) could be a greater, or even equal, draw. In conclusion: HARRUMPH Title: Re: SWTOR Post by: Venkman on March 22, 2009, 04:30:04 AM It's structurally sound for an aging audience that one game completely dominates. Anyone who wants to compete for our* attention has to go up against WoW. And the only way to do that is to offer a good alternative to the style of play that WoW offers wrapped in a relevant theme to draw us in (this isn't SW, it's KOTOR, which has a much narrower awareness). Because unless you have a very specific set of conditions, you're not going to offer a better version of WoW. You need to instead exploit its weaknesses. Which btw were the same ones EQ1 had.
So that leaves an even more direct translation of the traditional RPG trapping of Hero's Journey, one that's different from the EQWoW character optimization system. Yes, that's the most popular mechanic, but it can only ever have a single dominating game at a time because of its model. No idea how well they'll pull it off. I long for a return of some of Mythica's thinking about instantiated personal/small-group spaces with world-changing events that were permanent. Because if it's not instantiated, it becomes open world :-) * Being the 18-40 crowd... because I'm older than the usual 18-34 bloc ;-) Title: Re: SWTOR Post by: Lantyssa on March 22, 2009, 10:49:06 AM * Being the 18-40 crowd... because I'm older than the usual 18-34 bloc ;-) Did you have to qualify your qualifier? Now I feel old. :-PTitle: Re: SWTOR Post by: DLRiley on March 22, 2009, 01:14:08 PM Bioware job isn't really hard, they probably picked the best design model that fits their ability to make a good game. Even if its a not a true blood mmo, a good game with extensive multiplayer may hit just short of a million boxes sold (not just available for retail), and probably end up keeping 50% of the player base in a 6 month period. Pretty good business. If they really want to design an mmo true and true but with a "twist" (aka every mmo for the past 5 years) they have to have budget that covers its cost with 250k player base or pray to the snake god of game design that they keep over 400k paying subs for a year. Otherwise your running deficit once the free trials are up and half your playerbase goes back to WoW (looking at you WAR and AoC).
Title: Re: SWTOR Post by: Hindenburg on March 22, 2009, 01:23:50 PM Otherwise your running deficit once the free trials are up and half your playerbase goes back to WoW (looking at you WAR and AoC). I'm fairly certain that Funcom and Mythic would be extremely glad if only half their playerbase had returned to wow.Title: Re: SWTOR Post by: DLRiley on March 22, 2009, 01:36:40 PM Otherwise your running deficit once the free trials are up and half your playerbase goes back to WoW (looking at you WAR and AoC). I'm fairly certain that Funcom and Mythic would be extremely glad if only half their playerbase had returned to wow.True, I should have said, when 90% of your playerbase goes back to WoW. Title: Re: SWTOR Post by: Daeven on March 23, 2009, 12:54:57 PM * Being the 18-40 crowd... because I'm older than the usual 18-34 bloc ;-) Did you have to qualify your qualifier? Now I feel old. :-PWhat this tells me is that in 2 years I have to take up shuffleboard and drop my Cable for AOL dial-up. Die. Title: Re: SWTOR Post by: Lantyssa on March 23, 2009, 01:39:56 PM Give me a few years and apparently I'll be on death's door. You don't have to wait long.
Title: Re: SWTOR Post by: Stormwaltz on March 23, 2009, 01:59:30 PM What? I can't read you. Use a larger font, sonny!
Title: Re: SWTOR Post by: WindupAtheist on March 23, 2009, 02:09:55 PM I walked away with a positive impression. With the outstanding EA track record regarding MMO development, I'm sure it will come out feature-complete and polished, too. Oh man, let's form a guild right now. Title: Re: SWTOR Post by: rk47 on March 24, 2009, 04:46:12 AM i'll bite. Sith or Jedi? Or we gonna be bounty hunters? :awesome_for_real:
Title: Re: SWTOR Post by: Hindenburg on March 24, 2009, 04:51:25 AM BH. Obviously.
Title: Re: SWTOR Post by: AutomaticZen on March 24, 2009, 07:22:33 AM i'll bite. Sith or Jedi? Or we gonna be bounty hunters? :awesome_for_real: Sith. Dark Space Ninjas with LAZERSWORDS always win.Title: Re: SWTOR Post by: schild on March 24, 2009, 08:00:55 AM Ewok Faction guilds or GTFO, "Bioware."
Title: Re: SWTOR Post by: Sky on March 24, 2009, 09:13:28 AM I'll play the droid technician :uhrr:
Title: Re: SWTOR Post by: Stormwaltz on March 24, 2009, 09:16:13 AM i'll bite. Sith or Jedi? Or we gonna be bounty hunters? :awesome_for_real: I'm holding out to see if there will be smugglers. Fuck Title: Re: SWTOR Post by: schild on March 24, 2009, 09:17:38 AM i'll bite. Sith or Jedi? Or we gonna be bounty hunters? :awesome_for_real: I'm holding out to see if there will be smugglers. Fuck Title: Re: SWTOR Post by: eldaec on March 24, 2009, 09:24:59 AM CH
Pokemon > Jedi Title: Re: SWTOR Post by: Lantyssa on March 24, 2009, 03:15:18 PM :heart:
Title: Re: SWTOR Post by: AutomaticZen on March 24, 2009, 05:30:00 PM i'll bite. Sith or Jedi? Or we gonna be bounty hunters? :awesome_for_real: I'm holding out to see if there will be smugglers. Fuck Title: Re: SWTOR Post by: ashrik on March 24, 2009, 11:19:42 PM I'll be whatever faction you old assholes aren't playing. It'll be like farming dark side points from.... old assholes :why_so_serious:
Title: Re: SWTOR Post by: Daeven on March 25, 2009, 02:32:22 PM "you may be younger and faster. But I have better insurance."
Title: Re: SWTOR Post by: DraconianOne on March 25, 2009, 03:12:49 PM "you may be younger and faster. But I have better insurance." Oh dear, oh dear, oh dear. :ye_gods: I feel worse for actually knowing the reference too. Title: Re: SWTOR Post by: Kovacs on March 26, 2009, 11:08:12 AM "you may be younger and faster. But I have better insurance." that's funny. Title: Re: SWTOR Post by: rk47 on March 30, 2009, 08:08:01 PM Oh they left a lot out of the KOTOR game. Just giving a mention of Darth Malak from KOTOR1.
Looking at the 'landslide' victory in war, I'm amazed that the narration concluded with the Galaxy divided somewhat 'equally' among the two when the graphic presentation slide comes up. Way to be impartial guys! Title: Re: SWTOR Post by: Triforcer on March 30, 2009, 08:31:25 PM Sith is the new Horde/Destruction, right? I don't want to accidentally pick Jedi if they aren't cool!!!!
Title: Re: SWTOR Post by: eldaec on March 30, 2009, 10:39:47 PM You have to wait and see which faction gets the half finished quests and scenery and the spraggon model used in 23 different colours as your NPC mobs.
Whichever faction is granted the power of persecution complex is automatically the cool one. Title: Re: SWTOR Post by: amiable on March 31, 2009, 06:08:04 AM So... Are we doing another F13 guild (or space guilde, or whatever the fuck they call it in this game?
If so sign me up for 2 months of frenetic play followed by angry ragequit. I'll bring my wife too so she can berate me for my poor PvP play. Title: Re: SWTOR Post by: schild on March 31, 2009, 08:43:53 AM So... Are we doing another F13 guild (or space guilde, or whatever the fuck they call it in this game? If so sign me up for 2 months of frenetic play followed by angry ragequit. I'll bring my wife too so she can berate me for my poor PvP play. You know the great thing about this game? We probably won't need to. It's "storyline driven" rite? If they do an open beta, we can all finish it in a few weeks. The whole thing is ill-planned from the beginning. Title: Re: SWTOR Post by: amiable on March 31, 2009, 08:54:57 AM You know the great thing about this game? We probably won't need to. It's "storyline driven" rite? If they do an open beta, we can all finish it in a few weeks. The whole thing is ill-planned from the beginning. So what the fucks endgame? PvP? Poetry slams? Writing intricate genealogies for your characters and pets? Pokemon breeding? Title: Re: SWTOR Post by: Malakili on March 31, 2009, 09:22:06 AM So what the fucks endgame? PvP? Poetry slams? Writing intricate genealogies for your characters and pets? Pokemon breeding? This is why I keep asking why this game is an MMO. Title: Re: SWTOR Post by: Sheepherder on March 31, 2009, 09:26:54 AM It seemed like a good idea at the time.
Title: Re: SWTOR Post by: Sky on March 31, 2009, 11:10:38 AM So what the fucks endgame? No, you just go ahead and think inside the box. End game. Looser. Title: Re: SWTOR Post by: tmp on March 31, 2009, 11:18:18 AM Whichever faction is granted the power of persecution complex is automatically the cool one. One with wookies and ewoks, then?Title: Re: SWTOR Post by: waylander on March 31, 2009, 11:19:19 AM Bioware is new to the MMO scene, but I have the utmost faith in that company. They have never developed a shitty product, and on the small scale they learned how to meld a storyline and small party adventures together like no one else. We'll see if they can do that with TOR while scaling it up for the masses, and right now everything I see looks good.
Right now Bioware is one of the few rays of hope, and TOR is probably the best setting to do a star wars MMO because you're not married to a certain plot or timeline like SOE was with SWG. Title: Re: SWTOR Post by: Malakili on March 31, 2009, 11:33:41 AM Bioware is new to the MMO scene, but I have the utmost faith in that company. Statements like this have an awesome track record when it comes to MMOs. :awesome_for_real: Title: Re: SWTOR Post by: waylander on March 31, 2009, 11:43:18 AM Bioware is new to the MMO scene, but I have the utmost faith in that company. Statements like this have an awesome track record when it comes to MMOs. :awesome_for_real: I wouldn't make that statement if this was their first gaming product. Like Blizzard, they developed several major games prior to taking on an MMO. So they go into this with a lot more experience than many others. Yeah I'm a Bioware fanb0i, where's my fucking lightsaber?! Title: Re: SWTOR Post by: amiable on March 31, 2009, 11:54:09 AM Like Blizzard, they developed several major games prior to taking on an MMO. So they go into this with a lot more experience than many others. Yeah I'm a Bioware fanb0i, where's my fucking lightsaber?! KOTOR - Very good game KOTOR 2- Sucked, especially the rushed/unfinished ending. Mass Effect - Hey lets have a hundred side quests that involve running around the same goddamn ugly ass terrain to assault bases with the exact same maps! Aren't they also responsible for the abortion that is/was Neverwinter Nights 2? I love D&D and I can't bring myslef to play that game because the controls/interface are so terrible. Now Bioware+Black Isle... thts some classic stuff. But since the Torment/BG game era they have been pretty meh. Title: Re: SWTOR Post by: Stormwaltz on March 31, 2009, 12:01:56 PM KotOR2 and NWN2 were made by Obsidian (http://en.wikipedia.org/wiki/Obsidian_Entertainment).
Title: Re: SWTOR Post by: Hindenburg on March 31, 2009, 01:34:00 PM They have never developed a shitty product I assume you've never played Neverwinter Nights? Title: Re: SWTOR Post by: schild on March 31, 2009, 01:36:21 PM Bioware is new to the MMO scene, but I have the utmost faith in that company. You sonofa. You're gonna make me repeat myself again, aren't you? Just because you don't want to read the thread. As retired gaming press, you should really be more informed. Edit: Look, this is how it is, unfortunately. Right now, Bioware Austin is like a bunch of griefers who got their names changed in an MMOG to avoid being noticed on sight as griefers. Now, they may or may not have changed and they may or may not have gotten themselves together, but until they PROVE otherwise, they are not "new to the MMO scene" or deserving of any amount of "faith." Remember, people don't really change, companies even less so. Title: Re: SWTOR Post by: SnakeCharmer on March 31, 2009, 02:53:13 PM Bioware Austin as a company name is new to the MMO scene, sure. The people that make up Bioware Austin and are tasked with lead positions, however, are not. Look at the names I posted a page or so ago:
Gordon Walton - Studio head (SWG (tanked), The Sims Online (tanked), UO (successful because of lack of competition and being a forefather of MMOs?)) Rich Vogel - Vice President (SWG (see above), UO (see above), M59 (tanked)) Damion Schubert - Lead Combat Designer (M95 (see above), Shadowbane (to quote Haemish - sb.exe, pigfuckers), The Sims Online (see above)) Dallas Dickinson - Lead Content Designer (SWG (see above), EQ (see UO)) I'd argue that EQ and UO were successful in spite of themselves because they were new and no one knew what to expect and didn't know any better. But nevertheless, zebras don't change their stripes. You can't honestly say that they've all had some eureka moment in that 'Hey! Now I get how to make non sucky MMGs!!!. The only person that gets somewhat of a pass is Walton, who came into SWG and tried to rescue it after the fact - then bolted in '04 after *possibly* seeing how lost of a cause it was. Looking back on it, SWG was doomed from the beginning and no amount of patching was going to slow the sinking ship. The one name that I really kinda laugh at is Dallas Dickinson as the Lead Content Designer. Just how much content did SWG have while he was there? Pretty much none. Title: Re: SWTOR Post by: eldaec on March 31, 2009, 02:55:57 PM I heard MDK2 was pretty good - so this should be too.
Title: Re: SWTOR Post by: Venkman on March 31, 2009, 07:01:34 PM Bioware is new to the MMO scene, but I have the utmost faith in that company. You sonofa. You're gonna make me repeat myself again, aren't you? Just because you don't want to read the thread. I had a good laugh. I was about ready to invoke EDMONTON for ya, but realized I was a page behind :awesome_for_real: No new infoz at all. Anyone expect anything at E3? Anyone care? Title: Re: SWTOR Post by: schild on March 31, 2009, 07:03:34 PM Bioware Austin as a company name is new to the MMO scene, sure. The people that make up Bioware Austin and are tasked with lead positions, however, are not. Look at the names I posted a page or so ago: Gordon Walton - Studio head (SWG (tanked), The Sims Online (tanked), UO (successful because of lack of competition and being a forefather of MMOs?)) Rich Vogel - Vice President (SWG (see above), UO (see above), M59 (tanked)) Damion Schubert - Lead Combat Designer (M95 (see above), Shadowbane (to quote Haemish - sb.exe, pigfuckers), The Sims Online (see above)) Dallas Dickinson - Lead Content Designer (SWG (see above), EQ (see UO)) I'd argue that EQ and UO were successful in spite of themselves because they were new and no one knew what to expect and didn't know any better. But nevertheless, zebras don't change their stripes. You can't honestly say that they've all had some eureka moment in that 'Hey! Now I get how to make non sucky MMGs!!!. The only person that gets somewhat of a pass is Walton, who came into SWG and tried to rescue it after the fact - then bolted in '04 after *possibly* seeing how lost of a cause it was. Looking back on it, SWG was doomed from the beginning and no amount of patching was going to slow the sinking ship. The one name that I really kinda laugh at is Dallas Dickinson as the Lead Content Designer. Just how much content did SWG have while he was there? Pretty much none. I'm almost tempted to take a picture of this and turn it into a giant emote called :austinware: or :zebras: Title: Re: SWTOR Post by: waylander on April 01, 2009, 06:32:09 AM Bioware is new to the MMO scene, but I have the utmost faith in that company. You sonofa. You're gonna make me repeat myself again, aren't you? Just because you don't want to read the thread. As retired gaming press, you should really be more informed. This thread is 17 pages long, and I've read it and seen the arguments. I'm not saying your point of view is wrong, but in this case I think its one of those "in the eye of the beholder" perspectives. I've played most Bioware games, and they were all great. Bioware has never produced a massive MMO where thousands of people are on the same server playing together, but neither had Blizzard when they made WoW. But both companies had a good track record of making good games prior to jumping into MMO's. They could very well release their MMO and its plagued with all sorts of problems. But since I'm 99% jaded towards all other dev studios, I like to hold out that 1% ray of hope for Bioware. Now I've seen the arguments about whether this game is going to be GW/Diablo, LotRo, etc but it doesn't really sound like anyone truly knows. All we know is that the game will have individual story arcs, there's going to be some multi-play component, and no one really knows much about the community component. The more details I get the more happy or skeptical I will get as well, but thus far I haven't seen anything that would make me lose faith in this company. Title: Re: SWTOR Post by: Draegan on April 01, 2009, 07:04:17 AM The point is look who's in charge of making the game. :oh_i_see:
Title: Re: SWTOR Post by: schild on April 01, 2009, 07:15:28 AM Quote but in this case I think its one of those "in the eye of the beholder" perspectives. But it's not. What the hell are you talking about? Title: Re: SWTOR Post by: Sky on April 01, 2009, 07:24:08 AM I think waylander has lost his mind. 99% jaded by other devs? Bioware Austin /ARE/ those other devs! It's more like if Blizzard had hired McQuaid to make WoW. You can't QA your way out of a shitsack.
Now, if Bioware had made an in-house mmo (I don't consider austinware in-house, really, they're mercs), using the team that made BG2, I'd love it. It would be heavily story-based, fully instanced and awesome. And mmogtards would hate it for not being enough of an mmo (as if that ever really makes a game better). So SWTOR will probably be just enough of a compromise between what Austinware wants to do and what Bioware advises them to do, that it will suck for both folks like me and also the mmogtards. You've got to embrace the niche from the design doc and funding stages or you fail. Title: Re: SWTOR Post by: rk47 on April 01, 2009, 08:31:22 AM Mmmm throwing the argument of faction imbalance to a friend of mine about the usual 'too many sith, too little jedi players'. He mused 'maybe that problem wouldn't crop up if the Sith are allowed to backstab each other just like how it turned out in KOTOR1'
Perhaps it's worth considering, but I'm still doubtful. Title: Re: SWTOR Post by: Lucas on April 01, 2009, 08:56:26 AM Now, if Bioware had made an in-house mmo (I don't consider austinware in-house, really, they're mercs), using the team that made BG2, I'd love it. It would be heavily story-based, fully instanced and awesome. And mmogtards would hate it for not being enough of an mmo (as if that ever really makes a game better). Well, regarding the quoted paragraph, lead designer is James Olhen, who was Director of Writing and Design of Baldur's Gate I, II and Knights of the Old Republic I; dunno if it was mentioned in here, but supposedly Karpyshyn, lead writer of Mass Effect, has temporarily joined the project as well. So, at least on the story/lore/writing side of the project (which should be a prominent aspect, in their words), we should expect something of decent value; now, regarding the overall design/fun value...heh :headscratch: Title: Re: SWTOR Post by: Merusk on April 01, 2009, 08:59:12 AM Mmmm throwing the argument of faction imbalance to a friend of mine about the usual 'too many sith, too little jedi players'. He mused 'maybe that problem wouldn't crop up if the Sith are allowed to backstab each other just like how it turned out in KOTOR1' Perhaps it's worth considering, but I'm still doubtful. Heh, so Sith are FFApvp but Jedi are Between-Realm only PVP? That'd be interesting. Title: Re: SWTOR Post by: HaemishM on April 01, 2009, 09:00:13 AM So, at least on the story/lore/writing side of the project Story in MMOG... The truth points to itself. Even LotRO with its vast amount of stories has to rely on a decent game (which it wasn't at release). Title: Re: SWTOR Post by: Stormwaltz on April 01, 2009, 09:01:25 AM supposedly Karpyshyn, lead writer of Mass Effect, has temporarily joined the project as well. Permanently; his last day here is Friday. He was also the lead writer of ME2, and was the guy who let you Force-persuade Zalbaar to kill Mission. Title: Re: SWTOR Post by: Merusk on April 01, 2009, 09:02:22 AM Then buy that man a beer from me.
Title: Re: SWTOR Post by: Sky on April 01, 2009, 09:29:39 AM Permanently; his last day here is Friday. So...not only will the mmo feature crappy mmo gameplay from "experienced" mmo vets, but it'll clear out the talent from the good arm of Bioware, too? Fuck.He was also the lead writer of ME2, and was the guy who let you Force-persuade Zalbaar to kill Mission. Hate to sound so negative, because I srsly love Bioware, but I have a baaad feeling about this... (http://img264.imageshack.us/img264/3421/blogstarwars.jpg) Title: Re: SWTOR Post by: amiable on April 01, 2009, 11:00:03 AM KotOR2 and NWN2 were made by Obsidian (http://en.wikipedia.org/wiki/Obsidian_Entertainment). So they sub-licensed their valuable and successful IP to a developer who turned out shit-on-a-stick. This does not fill me with confidence. Title: Re: SWTOR Post by: Koyasha on April 01, 2009, 01:14:35 PM After which they proceeded to make other successful games using their own IP rather than licensed IP. Seems like a solid decision.
Also, it's reasonably likely that Obsidian would have done a good job with KOTOR2 had Lucasarts not pushed them to release a title that was in development for less than a year, if I remember correctly. Not that I'll defend KOTOR2, it's a half-finished game at best, but the blame definitely lies with LA, because it's clear that the parts of the game that got reasonably well done rather shine. These are, after all, many of the old Black Isle people. Title: Re: SWTOR Post by: DayDream on April 01, 2009, 01:18:52 PM hey, does anyone know who exactly is in charge of NWN1's online component? I seem to remember Blizzard getting some practice for WoW on the technical front by running battle.net. It still went nuclear at launch for popular servers, but it was technically sound, as I remember it.
Not that that will save a game from poor design and worse execution, but it may shade the level of failure it one direction or another. Title: Re: SWTOR Post by: Zane0 on April 01, 2009, 02:06:15 PM KOTOR 2 is both an unfinished piece of shit and the best thing to come out of the Star Wars property since JK2.
Title: Re: SWTOR Post by: Aez on April 01, 2009, 04:05:34 PM What's up with all the bashing? Relax, it's made by Bioware. If any company can pull this off, it's them!
edit : bah. no one bite :oh_i_see: Title: Re: SWTOR Post by: cmlancas on April 01, 2009, 04:06:42 PM Quote but in this case I think its one of those "in the eye of the beholder" perspectives. But it's not. What the hell are you talking about? But schild, they've made so many mistakes they have to get it right this time, right? RIGHT?! Title: Re: SWTOR Post by: amiable on April 01, 2009, 05:13:58 PM After which they proceeded to make other successful games using their own IP rather than licensed IP. Seems like a solid decision. "Hey guys, instead of continuing to develop: A. the most popular science fiction franchise in the history of the universe and B. the most popular role playing system in the history of the universe. C. Both of which were amazingly successful, have an enormous audience and could have built a franchise that would have lasted for a decade. Instead, let's go over here and ride bikes/make generic fantasy and sci-fi settings of our own. Surely they will be as popular as these beloved classics." Viva jade empire!!!! Title: Re: SWTOR Post by: UnSub on April 01, 2009, 06:03:55 PM After which they proceeded to make other successful games using their own IP rather than licensed IP. Seems like a solid decision. Considering the title and subject of this thread: perhaps not. Title: Re: SWTOR Post by: Stormwaltz on April 01, 2009, 06:07:46 PM it'll clear out the talent from the good arm of Bioware, too? Fuck. Of course not! I'm still here. ¬_¬ Title: Re: SWTOR Post by: Sky on April 02, 2009, 07:04:52 AM I'm still here. LOOOK OUT, BEHIND YOU!IT'S AN MMO! Title: Re: SWTOR Post by: Kovacs on April 02, 2009, 10:56:16 AM ...it's a half-finished game at best, but the blame definitely lies with LA, because it's clear that the parts of the game that got reasonably well done rather shine... hmm.... And is there a list somewhere of MMO's that haven't {Tanked} or {Succeeded despite itself}? Is it a list of one? I just ask, A. because I'm curious if there's a decent MMO I should be playing and 2. I'd wonder if that would mean that every developer that didn't work on that title would be at best, DevX (MMOY {Tanked}) but did some decent work, or you know, Hartsmann. He sucks, it sucked, seems to be the universal theme and given the number of new titles being announced/pre-reviewed it seems I would have come across at least one "Holy christ that guys awesome, this new title's going to be grrrrreat!" Yes Tony the Tiger, no I'm unapologetic. Anyway, I really don't have any skin in this game as I'm pretty sure that SWTOR, the new Massive Single Player Online Game (rushed out of the studio by LucasArts half done X3 TM) is probably not going to get my money, just curious really. Title: Re: SWTOR Post by: Modern Angel on April 02, 2009, 11:09:55 AM We're missing the obvious here. Star Wars fucking sucks. It's objectively terrible. Hence, a game based on Star Wars is doomed to suck goat nuts.
Title: Re: SWTOR Post by: schild on April 02, 2009, 11:12:21 AM We're missing the obvious here. No one is missing that. The few good SW games have been outliers. And the people that like the movies are being nostalgic. I've tried going back and watching them, but even the first 3 are pretty cringeworthy most of the time. The problem is that most sci-fi is even worse than Star Wars, so we're left with slim pickings. Title: Re: SWTOR Post by: ashrik on April 02, 2009, 11:13:16 AM ...it's a half-finished game at best, but the blame definitely lies with LA, because it's clear that the parts of the game that got reasonably well done rather shine... hmm.... And is there a list somewhere of MMO's that haven't {Tanked} or {Succeeded despite itself}? Is it a list of one? I just ask, A. because I'm curious if there's a decent MMO I should be playing and 2. I'd wonder if that would mean that every developer that didn't work on that title would be at best, DevX (MMOY {Tanked}) but did some decent work, or you know, Hartsmann. He sucks, it sucked, seems to be the universal theme and given the number of new titles being announced/pre-reviewed it seems I would have come across at least one "Holy christ that guys awesome, this new title's going to be grrrrreat!" Yes Tony the Tiger, no I'm unapologetic. Anyway, I really don't have any skin in this game as I'm pretty sure that SWTOR, the new Massive Single Player Online Game (rushed out of the studio by LucasArts half done X3 TM) is probably not going to get my money, just curious really. Title: Re: SWTOR Post by: schild on April 02, 2009, 11:20:46 AM Not even in sarcasm should one be baited to "trying" WAR with the grind it has. It is, in fact, the definition of doing gaming wrong. MMO gaming is just a mess and should only be addressed as such.
Title: Re: SWTOR Post by: Malakili on April 02, 2009, 11:22:07 AM You should try Warhammer Online, it's pretty good and is generally looked at as the way to do MMO gaming "right". :why_so_serious: Title: Re: SWTOR Post by: Draegan on April 02, 2009, 01:30:31 PM Well in perspective, he loves playing Darkfall.. so yeah. :oh_i_see:
Title: Re: SWTOR Post by: Sky on April 03, 2009, 09:07:18 AM Hartsmann. He sucks Are you saying Hartsman sucks? Because, you know, he doesn't. Unless sucks means turning a half-baked mmo into a solid enjoyable experience. Scott is one of the few devs I'd be killing for if I were putting up money for an mmo.But since you seem to be barely coherent, I bet you think he sucks. Title: Re: SWTOR Post by: Sky on April 03, 2009, 09:09:17 AM The problem is that most sci-fi is even worse than Star Wars, so we're left with slim pickings. Most sci-fi is not sci-fi. Title: Re: SWTOR Post by: Kovacs on April 03, 2009, 09:39:48 AM Hartsmann. He sucks.. Are you saying Hartsman sucks? Because, you know, he doesn't. Unless sucks means turning a half-baked mmo into a solid enjoyable experience. Scott is one of the few devs I'd be killing for if I were putting up money for an mmo... 2. I'd wonder if that would mean that every developer that didn't work on that title would be at best, DevX (MMOY {Tanked}) but did some decent work, or you know, Hartsmann. He sucks, it sucked, seems to be the universal theme and given the number of new titles being announced/pre-reviewed it seems I would have. But since you seem to be barely coherent, I bet you think he sucks. Context and Fixed. Get over it. Title: Re: SWTOR Post by: Sky on April 03, 2009, 11:03:37 AM wat
Title: Re: SWTOR Post by: UnSub on April 06, 2009, 08:40:34 AM i'll bite. Sith or Jedi? Or we gonna be bounty hunters? :awesome_for_real: Well, if you choose Bounty Hunters, you'll be Sith (http://www.massively.com/2009/04/06/bounty-hunter-is-sith-empire-only-and-full-of-choices-in-latest/). Did BioWare say 'meaningful character choice' somewhere in their previous ramblings? Because they didn't mean it (http://www.swtor.com/news/bwblog/20090403_001). Pick a class and play your content, n00b. Title: Re: SWTOR Post by: Venkman on April 06, 2009, 03:02:21 PM Meaningful choice is the speed at which the rails flow beneath you :grin:
Title: Re: SWTOR Post by: Malakili on April 06, 2009, 05:09:11 PM Pick a class and play your content, n00b. Don't you get it, picking a class IS the choice. Don't doubt this team man, i have FAITH in them. Title: Re: SWTOR Post by: UnSub on April 06, 2009, 06:29:29 PM Reading through that it certainly seems the Bounty Hunter dialogue choices will vary between Bad Boy / Girl With A Heart of Gold and OMG MONEY HUNGREY PSYCHO. Plus it sounds like a solo class.
Title: Re: SWTOR Post by: Triforcer on April 06, 2009, 06:46:59 PM Everything I just read in that blog screams at me "THIS ISN'T A FUCKING MMO."
How can no story content be repeated or shared? Wouldn't PvP count as shared story content? Is there no grouping within a faction between different classes, at all? I was glad Stormwaltz said what he said about this not being a single-player or Guild Wars/Diablo game, but my mind just keeps repeating "does not compute" when thinking about this game. Title: Re: SWTOR Post by: WindupAtheist on April 06, 2009, 08:17:48 PM Pick a class and play your content, n00b. Don't you get it, picking a class IS the choice. Don't doubt this team man, i have FAITH in them. After all, it's BioWare! Title: Re: SWTOR Post by: Malakili on April 06, 2009, 08:50:14 PM Everything I just read in that blog screams at me "THIS ISN'T A FUCKING MMO." How can no story content be repeated or shared? Wouldn't PvP count as shared story content? Is there no grouping within a faction between different classes, at all? I was glad Stormwaltz said what he said about this not being a single-player or Guild Wars/Diablo game, but my mind just keeps repeating "does not compute" when thinking about this game. Unless "Story Content" are single player instanced questlines, this is impossible. If "Story Content" IS single player questlines, then I'm paying monthly for a single player game. If there is group based, repeatable "Non-Story" Content, then their whole "OMG STORY" angle is just a bunch of bologna. I'm a Star Wars fan, so I want this to be good, don't get me wrong. I just don't see how this is going to be anything I'm remotely interested in. Title: Re: SWTOR Post by: Sky on April 07, 2009, 08:04:40 AM Plus it sounds like a solo class. As I watch this game, the more I hear traditional mmo players gripe about it, the more interest I'll have :)Title: Re: SWTOR Post by: Merusk on April 07, 2009, 09:08:20 AM To put things in perspective for you though, Sky, remember you were hyped for Spore too. :ye_gods:
Title: Re: SWTOR Post by: Stormwaltz on April 07, 2009, 09:25:29 AM I found this article from Nick Yee (http://www.nickyee.com/daedalus/archives/001645.php) interesting. Seems the most broadly appealing bits of MMORPG content are those that require the least number of players.
I'd like to think that this does not mean people like paying subscriptions for a single-player experience, so much as it means people think of MMGs as something like playing a game with friends in the room. You can do your own thing, but you run into people, help each other out, kibbitz, and keep going. Title: Re: SWTOR Post by: Merusk on April 07, 2009, 09:28:48 AM I found this article from Nick Yee (http://www.nickyee.com/daedalus/archives/001645.php) interesting. Seems the most broadly appealing bits of MMORPG content are those that require the least number of players. I'd like to think that this does not mean people like paying subscriptions for a single-player experience, so much as it means people think of MMGs as something like playing a game with friends in the room. You can do your own thing, but you run into people, help each other out, kibbitz, and keep going. Your description certainly parallels with the reason *I* enjoy MMOs. It's the interaction with other people. If there's bits that require other people, I'm good with that, too, so long as it's not the majority of the game or the ONLY method to advance. I'm one of those freaks who enjoys raiding for the encounters and not the loot, too, so I always think I'm an outlier on this. Title: Re: SWTOR Post by: schild on April 07, 2009, 10:01:20 AM I found this article from Nick Yee (http://www.nickyee.com/daedalus/archives/001645.php) interesting. Seems the most broadly appealing bits of MMORPG content are those that require the least number of players. Throwing out solo PvP and Open PvP duels (as they are outliers in terms of games supporting them, games where they're somehow worthwhile, etc), what you've got here is a power structure. Not any sort of revealing look at how people play games. Simply put, more people are qualified for PvE. As you get into more in depth PvP and large scale PvE, you decrease your player base. It's not that more people want PvE, it's just that there isn't enough of the other stuff in presented in any sort of quantity or satisfying state. You've basically got two varieties - epeen chasing and epeen wankery. Epeen chasing being the large scale raids. Epeen wankery being large and small scale PvE. This assumes that's there's any truth to this whole Daedalus Project bullshit. Which there isn't. It's as inexact as a science can get.I'd like to think that this does not mean people like paying subscriptions for a single-player experience, so much as it means people think of MMGs as something like playing a game with friends in the room. You can do your own thing, but you run into people, help each other out, kibbitz, and keep going. Not to mention all of Yee's surveys are just fucked up as surveys. People don't know how to differentiate between small scale raids and small scale PvE. This simply isn't part of the non forum-dwelling vernacular. Small raids can be small scale PvE with a few friends, etc. Odds are those bars should be stacked on top of eachother. let's use Nebu and his small circle of friends as an example - what's the difference between them grouping up to do some casual PvE or a short raid? For most people, there simply isn't one. As for large scale PvE and raiding, the way the content is designed locks out more players than it lets in, as you need certain class ratios and demographics to actually fill shit out. In other words, you're impressed by something that's total bullshit. I absolutely abhor people linking to Nick's inconclusive studies, but that's an argument for another time. Simply put, I don't like them on the most base level of "people on the internet know nothing and tend to lie." It doesn't even get to the point of "People who are filling this out probably "don't get it." MMOGs aren't a case of "if you build it they will come" they're a case of "If it's accessible and fun they will come." There are games that scratch people in places they didn't know they had, but all this survey tells us is that Nick Yee is very good at coming up with graphs for faulty data. Data that is ALMOST completely unmine-able. Sure, some broad sweeping shit can be pulled from this - "People like playing with friends" and "people like fuilling out surveys" and "people like being a number" but anything else is hogwash. Title: Re: SWTOR Post by: Malakili on April 07, 2009, 10:30:14 AM Your description certainly parallels with the reason *I* enjoy MMOs. It's the interaction with other people. If there's bits that require other people, I'm good with that, too, so long as it's not the majority of the game or the ONLY method to advance. I'm one of those freaks who enjoys raiding for the encounters and not the loot, too, so I always think I'm an outlier on this. The problem is, if the majority of the player base "raided for the encounters" they'd never be able to keep people interested in the game. After you've done the same encounter 100 times, it just isn't interesting anymore. My point being, that they'd need to be rolling at content at an extremely fast pace in order to keep your kind of player interested in the game. As for me, I like MMOs for their persistence. I like the idea that there are things going on when I am not online, and I like the idea of not being the be-all and end-all protagonist. I enjoy group play and solo play (PvE and PvP), with a preference for group play (but only if I am in a guild or other group that plays regularly is competent, I have "Pugged" any group content in an MMO in probably 2 years, and it has made my play time a lot more enjoyable). Its the persistence that SWTOR looks like it isn't going to do very well, even if the content is fun to play. Its that feeling that really keeps me playing an MMO over the long haul. Title: Re: SWTOR Post by: Bunk on April 07, 2009, 10:47:22 AM I'd like to think that this does not mean people like paying subscriptions for a single-player experience, so much as it means people think of MMGs as something like playing a game with friends in the room. You can do your own thing, but you run into people, help each other out, kibbitz, and keep going. Sums up what I'm looking for. Played WoW for three years - never had a character hit 60, only ever did maybe five six instances in a group. I want a game I can play solo, interact with other people while I'm doing so, and have some common base I can bump in to my friends between runs (where I can show off my leet loot). And I want to be able to get said leet loot without having to get a full time job/join a raiding guild. Title: Re: SWTOR Post by: Sky on April 07, 2009, 11:09:31 AM To put things in perspective for you though, Sky, remember you were hyped for Spore too. :ye_gods: Yep, and I had a progressively bad feeling as that development went on, but tried to stay positive. I expect SWTOR to be bad, so it's all good? I still think Spore could be a good game, if they had more science sandbox and less game, but apparently I'm the minority with the science and the self-directed gameplay and whatnot.And Stormwaltz, I've been saying that for years, only to be mocked by 'go play a srpg looser!' kinda crap. There are some great alternatives for people who enjoy raiding, but solo and occasional grouping casuals are second-class citizens in them. 'You don't NEED the good loot!' Uh...huh? Title: Re: SWTOR Post by: amiable on April 07, 2009, 11:14:41 AM And I want to be able to get said leet loot without having to get a full time job/join a raiding guild. OMG!!! Thats the problem with people, they want everything handed to them on a silver platter. You sir are the reason our country is failing. You need to WORK to set yourself apart from the masses. Why should you have access to gear that I worked hard to get? Phsssh.... welfare epics. (Insert bizarre Objectivist rant that quotes liberally from "Atlas Shrugged" here). Title: Re: SWTOR Post by: Ratman_tf on April 07, 2009, 12:04:07 PM And Stormwaltz, I've been saying that for years, only to be mocked by 'go play a srpg looser!' kinda crap. There are some great alternatives for people who enjoy raiding, but solo and occasional grouping casuals are second-class citizens in them. 'You don't NEED the good loot!' Uh...huh? Well, if we're going to take the big example, I can solo all the soloable content in WoW in quest greens and blues. I don't need tier 7 raiding gear, or PvP epics to do that. Should there be epic solo content? How would it work alongside the other content? Title: Re: SWTOR Post by: AutomaticZen on April 07, 2009, 12:13:44 PM And Stormwaltz, I've been saying that for years, only to be mocked by 'go play a srpg looser!' kinda crap. There are some great alternatives for people who enjoy raiding, but solo and occasional grouping casuals are second-class citizens in them. 'You don't NEED the good loot!' Uh...huh? Well, if we're going to take the big example, I can solo all the soloable content in WoW in quest greens and blues. I don't need tier 7 raiding gear, or PvP epics to do that. Should there be epic solo content? How would it work alongside the other content? Title: Re: SWTOR Post by: DLRiley on April 07, 2009, 12:19:47 PM And I want to be able to get said leet loot without having to get a full time job/join a raiding guild. OMG!!! Thats the problem with people, they want everything handed to them on a silver platter. You sir are the reason our country is failing. You need to WORK to set yourself apart from the masses. Why should you have access to gear that I worked hard to get? Phsssh.... welfare epics. (Insert bizarre Objectivist rant that quotes liberally from "Atlas Shrugged" here). WAR says hello. Title: Re: SWTOR Post by: amiable on April 07, 2009, 12:20:37 PM I've always wondered this, even though I've long since left raiding of any type in WoW. I have the best gear I could get from dungeons, and I'm fine with that. Why do you really need more? Why do Raiders? Because its an MMO and its all about advancing your character, it is literally the only thing you can do in most games. Why not just make Raider gear the same stats and offer them fancy graphics, that way everyone can participate in Raids? It's a dumb system that rewards obsessive-compulsives and discourages new people to play, hence WoW has gotten progressively more friendly to groups comprising fewer players and soloers. And they have made a killing. Yet for some reason no one else in the industry wants to do this. Why? Title: Re: SWTOR Post by: Sky on April 07, 2009, 12:21:02 PM Really, so not going to get into this again. I'll stfu and be happy with my scrub gear. :oh_i_see:
Title: Re: SWTOR Post by: AutomaticZen on April 07, 2009, 12:28:04 PM I've always wondered this, even though I've long since left raiding of any type in WoW. I have the best gear I could get from dungeons, and I'm fine with that. Why do you really need more? Why do Raiders? Because its an MMO and its all about advancing your character, it is literally the only thing you can do in most games. Why not just make Raider gear the same stats and offer them fancy graphics, that way everyone can participate in Raids? Quote It's a dumb system that rewards obsessive-compulsives and discourages new people to play, hence WoW has gotten progressively more friendly to groups comprising fewer players and soloers. And they have made a killing. Yet for some reason no one else in the industry wants to do this. Why? And WoW is still like "hey, you don't want to play with 9-24 other people? Enjoy your scrub gear."I'm fine with a system wherein solo players can get equivalent gear. But why? Who are you e-peening too? Your close personal friends? It's not to the world at large because any gear you could get solo, would automatically become "welfare epics" to the hardcore players, and thus your e-peen falls on blind eyes. This is probably a topic for another thread though. Title: Re: SWTOR Post by: amiable on April 07, 2009, 12:32:35 PM Really, so not going to get into this again. I'll stfu and be happy with my scrub gear. :oh_i_see: No dude, I feel it, this is the thread where we all have a well-reasoned discussion and finally put the issue to rest once and for all. :awesome_for_real: Title: Re: SWTOR Post by: AutomaticZen on April 07, 2009, 12:50:07 PM Really, so not going to get into this again. I'll stfu and be happy with my scrub gear. :oh_i_see: No dude, I feel it, this is the thread where we all have a well-reasoned discussion and finally put the issue to rest once and for all. :awesome_for_real: Title: Re: SWTOR Post by: Hindenburg on April 07, 2009, 12:53:00 PM Should there be epic solo content? How would it work alongside the other content? Ignoring for a second that they required a 40 man raid to get the items, WoW had that. Hunter and Priest epic weapon quests. They take you along the world, and, in the hunter's case, had you use skills that you'd usually never bother to use. They were uninstanced trial and error affairs. LOTS OF FUN ON A PVP SERVER, LET ME TELL YOU! Gave excellent loot, though. Title: Re: SWTOR Post by: Salamok on April 07, 2009, 01:06:51 PM Epic level task specific gear should be attainable via intense soloing and/or never require more than a single group, because it is task specific it won't be epic though. Then the raid level items should be more awesome in all situations type of stuff. So if you are a small group type of guy you can still do everything a raid level guy can you just need to have multiple outfits to do it.
Title: Re: SWTOR Post by: Hindenburg on April 07, 2009, 01:20:05 PM Epic level task specific gear should be attainable via intense soloing Grinding is dead. Forget it.Quote Then the raid level items should be more awesome in all situations type of stuff. :oh_i_see:Title: Re: SWTOR Post by: Venkman on April 07, 2009, 04:46:33 PM You don't need Raid gear unless you're Raiding. You want it a) because you know it exists; and, b) because you know it to be better. Being fine with +400 to Fire is never going to satisfy if you know you're "so close" to +450. Need here is a misnomer because technically, we don't need these games :wink:
The way the content is split up is fine. If people can't get Tier 12, it's because their lifestyle and choices don't allow it. That's fine. Disparity is a part of life and has always been a part of games. No one's ever played a game where everyone was absolutely equal all the time. Because no such game can exist and still be called a "game". And heck, even for someone who HAS been there and done that (for realz, not just as stated on forums), they end up moving on to the next challenge that comes along, be it a patch or a new game. Because it's never about the gear you got but the gear you're trying to get. Therefore, it's all about knowing your own limits. Title: Re: SWTOR Post by: Malakili on April 07, 2009, 05:11:22 PM Because it's never about the gear you got but the gear you're trying to get. This. Also, to me this isn't about solo content v. group content in an MMO and its relation to getting gear. To me SWTOR is about persistent world v. instanced gameplay. Nothing I've seen about SWTOR so far leads me to believe this is going to be anything but a single player game with a co-op mode and a vs. mode.. That fine in itself, but say its an MMO and charge me 15 bucks a month, and suddenly i'm a lot less interested. Title: Re: SWTOR Post by: amiable on April 08, 2009, 05:08:01 AM You don't need Raid gear unless you're Raiding. You want it a) because you know it exists; and, b) because you know it to be better. Being fine with +400 to Fire is never going to satisfy if you know you're "so close" to +450. Need here is a misnomer because technically, we don't need these games :wink: c) you want to be competitive in PvP. WoW has mitigated the problems with c quite a bit over the years (especially since I first played, I raided solely to get PvP gear, and man did that suck). As long as you don't have PvP in the game or the disparity between raid gear and non-raid gear for PvP purposes is minimal then it is fine. I remember being literally one-shotted by folks in Raid gear in WoW battlegrounds before BC came out and it was endlessly frustrating. I think the system WoW has now is good PvP and PvE gear are on separate "tracks" and it is quite possible to solo to get high end PvP gear, but the best is reserved for the top-tiered teams (which creates in own problems of snowball effects and the "rich get richer") To be honest I like EvE's approach the best, anyone can fly anything so long as they have the skills (which anyone can train for) and they have the cash (which anyone can earn). For a pure PvE system (for example LOTRO...lol monsterplay) the raid tiering makes sense, and I was perfectly content with my solo/small group gear in LOTRO. To loop this back to SWTOR, they are apparently setting up some form of PvP endgame, so they need to be cognizant of these concerns. Title: Re: SWTOR Post by: Sky on April 08, 2009, 07:40:03 AM The way the content is split up is fine. Yeah, it's true. I love not doing dungeons or having interesting encounters like gimmick raids. I love trying to finish off a quest line 10 levels after it greys out and still struggling with some of the mobs. IT'S FUCKING GREAT!And then listening to people bitch about how RMT unbalances gameplay. :oh_i_see: Title: Re: SWTOR Post by: AutomaticZen on April 08, 2009, 08:09:01 AM The way the content is split up is fine. Yeah, it's true. I love not doing dungeons or having interesting encounters like gimmick raids. I love trying to finish off a quest line 10 levels after it greys out and still struggling with some of the mobs. IT'S FUCKING GREAT!Title: Re: SWTOR Post by: Malakili on April 08, 2009, 09:11:42 AM The way the content is split up is fine. Yeah, it's true. I love not doing dungeons or having interesting encounters like gimmick raids. I love trying to finish off a quest line 10 levels after it greys out and still struggling with some of the mobs. IT'S FUCKING GREAT!Sounds to me like he doesn't like the fact that some quest lines require a group (not instanced stuff even), and that if he wants to finish the quest lines he has to come back at a higher level, or not do them at all. Personally, when I played WoW, I generally just skipped quest lines that weren't trivially easy, as it was less efficient for leveling. But then again, when I played that game I was way into efficiency, spreadsheeting, optimization, etc. Title: Re: SWTOR Post by: Sky on April 08, 2009, 09:25:37 AM What I'm looking for is to not have this conversation AGAIN. I only made an additional comment to be snarky to DQ, who's been in on the last hundred times we've talked about this.
Also, I've heard there are games other than WoW. Title: Re: SWTOR Post by: SnakeCharmer on April 08, 2009, 09:28:42 AM All that's needed now is for someone to bring up SWG and twitch and NGE and sandbox.
Fuck. Title: Re: SWTOR Post by: AutomaticZen on April 08, 2009, 09:55:45 AM Also, I've heard there are games other than WoW. Eh. A Diku MUD is a DikuMUD. WoW just polishes the shit to a shine.Title: Re: SWTOR Post by: Bunk on April 08, 2009, 02:18:22 PM Using WoW as an example, here's what I want:
I want my weenie little level 11 rogue to be able to get a full set of Defias gear without either: A) begging a buddy to twink me though multiple times, B) Having to run the dungeon with pickup groups only interested in doing it at 100 mph in the most optimum fashion, or C) having to pay 5 Gold each for FUCKING LEVEL 10 items!!!1! on the auction hall. Why? Becuase it looked cool to run around in. And because the only way for a low level character to get matching gear in that game is to either run instances, or twink the hell out of tailoring. Title: Re: SWTOR Post by: Merusk on April 08, 2009, 03:06:29 PM Also, I've heard there are games other than WoW. Eh. A Diku MUD is a DikuMUD. WoW just polishes the shit to a shine.Since he won't say it, I will. Sky's not talking about DikuMUDs. He wants another UO, where you didn't have any of the ever-scaling items or only-doable-in-a-group dungeons. Different game type entirely. Title: Re: SWTOR Post by: Jobu on April 08, 2009, 03:09:08 PM Bioware is new to the MMO scene, but I have the utmost faith in that company. You sonofa. You're gonna make me repeat myself again, aren't you? Just because you don't want to read the thread. As retired gaming press, you should really be more informed. Edit: Look, this is how it is, unfortunately. Right now, Bioware Austin is like a bunch of griefers who got their names changed in an MMOG to avoid being noticed on sight as griefers. Now, they may or may not have changed and they may or may not have gotten themselves together, but until they PROVE otherwise, they are not "new to the MMO scene" or deserving of any amount of "faith." Remember, people don't really change, companies even less so. I just couldn't resist. "No one's claming they expect god's gift to MMOGs out of them. You just have a lot of sand in your vagina. There's nothing wrong with WANTING a company to make something good. Because generally, when something fails, it kills that setting for other companies. The INDUSTRY should want them to do Title: Re: SWTOR Post by: schild on April 08, 2009, 03:11:44 PM I'm not sure anyone in the industry wants an MMOG made by the ex-SB and SWG guys over the course of 3 years to do well. In fact, I'm pretty sure people just want them to stop making games. I know a lot of people that want them to stop. I'm also not entirely sure anyone IN the industry wants to see another Star Wars MMO succeed OR crash and burn. Quoting that bit is completely out of context compared to what I was saying. You should go play Peggle or something.
itt I mention I'd have preferred a Baldur's Gate MMOG. Title: Re: SWTOR Post by: UnSub on April 08, 2009, 06:55:28 PM IMO, I'm happy for ex-anyone to make a good MMO. To show that they've learned the right lessons and applied them in their next title. I'm certainly not going to kick Wizard101 just because it has ex-SB people involved in it.
At the end I only care about it being fun. Hell, I'll be lining up to play John Romero's Marvel Universe Wars if it turns out to be fun. Title: Re: SWTOR Post by: Ratman_tf on April 08, 2009, 07:03:45 PM Also, to me this isn't about solo content v. group content in an MMO and its relation to getting gear. To me SWTOR is about persistent world v. instanced gameplay. Nothing I've seen about SWTOR so far leads me to believe this is going to be anything but a single player game with a co-op mode and a vs. mode.. That fine in itself, but say its an MMO and charge me 15 bucks a month, and suddenly i'm a lot less interested. (http://www.planetdiablo.com/diablo3/preannouncement/introduction/logos/hellgate_london.jpg) :awesome_for_real: Title: Re: SWTOR Post by: DLRiley on April 08, 2009, 07:18:01 PM Also, to me this isn't about solo content v. group content in an MMO and its relation to getting gear. To me SWTOR is about persistent world v. instanced gameplay. Nothing I've seen about SWTOR so far leads me to believe this is going to be anything but a single player game with a co-op mode and a vs. mode.. That fine in itself, but say its an MMO and charge me 15 bucks a month, and suddenly i'm a lot less interested. (http://www.planetdiablo.com/diablo3/preannouncement/introduction/logos/hellgate_london.jpg) :awesome_for_real: Instance World of Warcraft at iits finest. Title: Re: SWTOR Post by: Triforcer on April 08, 2009, 07:18:19 PM Refusing to play things because you have some idiosyncratic grudge against the guy doing terrain modeling because of bugs in other games from 10 years ago is retarded. I'll play a game if it is fun, and if its fun I don't care if John Romero and Hitler's brain corroborated to make it.
Title: Re: SWTOR Post by: schild on April 08, 2009, 07:33:23 PM Refusing to play things because you have some idiosyncratic grudge against the guy doing terrain modeling because of bugs in other games from 10 years ago is retarded. I'll play a game if it is fun, and if its fun I don't care if John Romero and Hitler's brain corroborated to make it. This isn't about refusing to play something, this is about refusing to hype something (or in our case, letting the hype get out of hand).Title: Re: SWTOR Post by: Malakili on April 08, 2009, 07:48:44 PM Refusing to play things because you have some idiosyncratic grudge against the guy doing terrain modeling because of bugs in other games from 10 years ago is retarded. I'll play a game if it is fun, and if its fun I don't care if John Romero and Hitler's brain corroborated to make it. This isn't about refusing to play something, this is about refusing to hype something (or in our case, letting the hype get out of hand).Agreed. For all my bitching, I might give this game a shot if it looks somewhat fun. It has the structure of MMOs that have historically not kept me interested past a month or two though, which is why I wish these sorts of things would not be MMOs. I want to play them long term, not pay 80 bucks for 2 months of a game. When you play long term, the initial 50 bucks for the game seems like less and less, but if you aren't going to play it for a long time, its a fair amount of money for not all that much time. In any event, has anyone gone on the SWTOR forums lately? What a clusterfuck. Title: Re: SWTOR Post by: justdave on April 08, 2009, 07:49:24 PM Instance World of Warcraft at iits finest. Hey, I understand that axe needs grinding, but don't piss away a perfectly good joke for it! Title: Re: SWTOR Post by: Triforcer on April 08, 2009, 07:55:48 PM Refusing to play things because you have some idiosyncratic grudge against the guy doing terrain modeling because of bugs in other games from 10 years ago is retarded. I'll play a game if it is fun, and if its fun I don't care if John Romero and Hitler's brain corroborated to make it. This isn't about refusing to play something, this is about refusing to hype something (or in our case, letting the hype get out of hand).Well, I understand that. And I understand not buying something until good reviews come out if you were burned by the producer/developer/etc.'s past work. I was just addressing the tendency to reflexively dismiss certain things with no analysis whatsoever if it comes from a certain source. Title: Re: SWTOR Post by: schild on April 08, 2009, 08:24:20 PM Quote In any event, has anyone gone on the SWTOR forums lately? What a clusterfuck. Does this shock you? Quote Well, I understand that. And I understand not buying something until good reviews come out if you were burned by the producer/developer/etc.'s past work. I was just addressing the tendency to reflexively dismiss certain things with no analysis whatsoever if it comes from a certain source. It doesn't need analysis. We'll judge the final product and prove right or wrong. Why worry about analyzing anything said before release? It's either cool or it isn't, it means nothing when it comes to the final game. Same goes for TSW, Black Prophecy, etc. etc. Title: Re: SWTOR Post by: UnSub on April 09, 2009, 08:22:23 AM In any event, has anyone gone on the SWTOR forums lately? What a clusterfuck. For those of us who haven't, how so (not that I'm surprised)? Title: Re: SWTOR Post by: Lucas on April 09, 2009, 09:04:10 AM In any event, has anyone gone on the SWTOR forums lately? What a clusterfuck. For those of us who haven't, how so (not that I'm surprised)? They remind me of the SWG pre-release boards (and many other pre-release boards, ok). Err, need I say more? :ye_gods: Title: Re: SWTOR Post by: Lantyssa on April 09, 2009, 09:21:46 AM I liked the SWG pre-release boards... :cry:
Title: Re: SWTOR Post by: Malakili on April 09, 2009, 09:32:02 AM In any event, has anyone gone on the SWTOR forums lately? What a clusterfuck. For those of us who haven't, how so (not that I'm surprised)? Its essentially a constant flame war between people who think a KOTOR MMO is the greatest thing in history and that bioware can do no wrong and people who want the game to be pre-NGE Galaxies. Title: Re: SWTOR Post by: Ratman_tf on April 09, 2009, 09:51:24 AM Its essentially a constant flame war between people who think a KOTOR MMO is the greatest thing in history and that bioware can do no wrong and people who want the game to be pre-NGE Galaxies. SOE's legacy to MMOGs is the eternal flame of the NGE argument. :drill: Title: Re: SWTOR Post by: koro on April 09, 2009, 10:08:49 AM itt I mention I'd have preferred a Baldur's Gate MMOG. I would've been just dandy with a Jade Empire MMO instead.Title: Re: SWTOR Post by: VainEldritch on April 09, 2009, 12:24:56 PM I liked the SWG pre-release boards... :cry: Yup that was pretty awesome... but the immediate post-NGE boards were the biggest flame-fest I've ever witnessed on any boards. Glad I was there, really. Title: Re: SWTOR Post by: Miguel on April 09, 2009, 12:30:18 PM I've said it before and I'll say it again: they should have just acquired and re-skinned Planetside with Rebellion, Empire, and Bounty Hunter factions. Reaver? You are now an X-wing figther. AI Max? You are a Dark Trooper now! Cloaker? You are a Jedi. BFR? Imperial Walker. Rinse, repeat...success!
Forget the unfolding story-line: people really just want to slice each other up with light sabers and blow shit up with heavy equipment. ;) Title: Re: SWTOR Post by: Sky on April 09, 2009, 12:58:01 PM That's change I can believe in.
Title: Re: SWTOR Post by: Hindenburg on April 09, 2009, 01:04:26 PM Ahm, Star Wars: Battlefront with a monthly fee?
Title: Re: SWTOR Post by: Miguel on April 09, 2009, 01:21:54 PM Quote Ahm, Star Wars: Battlefront with a monthly fee? Well, SW: B with > than 32 players, and (hopefully) better balance (assuming Lucasarts wasn't in charge of said balancing). Title: Re: SWTOR Post by: Sky on April 09, 2009, 01:27:01 PM And a larger persistent world.
Title: Re: SWTOR Post by: Ratman_tf on April 09, 2009, 03:15:14 PM Title: Re: SWTOR Post by: Merusk on April 09, 2009, 04:01:08 PM I liked the SWG pre-release boards... :cry: Man, I hated the pre-release SWG boards. There was this asshole named Triforce or something like that... always going on and on about pvp.. and ragging on this poor girl named Callista or sommat. If only some white knights had come to her defense! :drill: Title: Re: SWTOR Post by: schild on April 09, 2009, 04:05:04 PM Guys. Let's lay the cards on the table, because why not.
I applied for the Bioware job. I got through a number of interviews. (3 I think). I applied on a lark and had sent them a resume that was absolutely fucking insane (anyone who has seen it can attest to it), it's like Pandemonium in paper form. I told them that what is happening is EXACTLY what would happen if X got the job. X being all but about 3 people who I knew in the CRM circle. And it's a small circle. I told them what software to use (because what they ended up using, is, well, SHIT) and how to go about dealing with all of this. We know who got the job. We know what happened afterwards. This is all exactly as I said in the interview. We can talk about me being a dick and burning bridges til the cows come home, but the writing is on the wall over there. I'm not omniscient, it was just bloody obvious the moment I saw a fanfiction forum where this was headed - straight down the path I laid out. A road littered with no intentions and no idea of how to manage that god-forsaken community (I love that community, but calling it anything other than god-forsaken is a misnomer). This is a case of reaping what they sow. Edit: tl;dr - You can blame this entire clusterfuck on nepotism. Much like nearly every other clusterfuck in the industry. Title: Re: SWTOR Post by: Lucas on April 09, 2009, 04:08:15 PM ... So say we all.
Title: Re: SWTOR Post by: schild on April 09, 2009, 04:11:40 PM ALSO.
This is a pre-alpha forum. This is just a bunch of hype bullshit. Think about what happens when they get 30x that number of people. That team is fucking ill-equipped and will always be ill-equipped in having to deal with rowdy people. They don't know enough about the SWG community to placate them and the people involved don't know enough about managing that big a group of people. They're also way too afraid to upset people through bans and lockdown. They did it 100% wrong and they can't fix it. So for any of those hoping for the best, keep hoping. Title: Re: SWTOR Post by: Triforcer on April 09, 2009, 05:28:58 PM I liked the SWG pre-release boards... :cry: Man, I hated the pre-release SWG boards. There was this asshole named Triforce or something like that... always going on and on about pvp.. and ragging on this poor girl named Callista or sommat. If only some white knights had come to her defense! :drill: Yes, that guy was a complete asshole :oh_i_see: I've actually seen Caella post a couple times over there. But the battles we fought are antiquated now- and in a sense we both won. Nobody is going the SB/Darkfall route ever again in an AAA MMO, but no developer has the reflexive "PvP is teh SATAN!1!" mentality that characterized the 2000-2003 era either. EDIT: And schild managing the SWTOR community? I'd pay 14.95 a month even for just viewing privileges to those boards :grin: Title: Re: SWTOR Post by: Stormwaltz on April 09, 2009, 09:40:56 PM EDIT: And schild managing the SWTOR community? I'd pay 14.95 a month even for just viewing privileges to those boards :grin: "I disagree with what you said" would only be the beginning. :drill: Title: Re: SWTOR Post by: schild on April 09, 2009, 10:18:03 PM EDIT: And schild managing the SWTOR community? I'd pay 14.95 a month even for just viewing privileges to those boards :grin: "I disagree with what you said" would only be the beginning. :drill:Title: Re: SWTOR Post by: Triforcer on April 09, 2009, 10:20:33 PM Huh? That wasn't a criticism of you, it was a compliment. My joy would come from watching you mete out justice. Sweet, 14 year old ADD kid smiting justice.
Title: Re: SWTOR Post by: schild on April 09, 2009, 10:32:11 PM Apologies then. It's hard to tell the difference with you. Needless to say, I'm a little burnt watching them do exactly what I said they'd do and then fuck up in the exact ways I said they would. It's really, really goddamn annoying.
Edit: For the record, if I went in there right now, I would shut down every single board except for Gen Disc, and the Star Wars Galaxies Defense Society would get booted faster than you can say NGE. That shit would be right out. Also, I wouldn't expand the boards until beta. And even then, private until open beta. And then, MAYBE I'd expand them further. It's not like a Star Wars MMOG from What-Everyone-Thinks-Is-Bioware-But-Is-Really-SOE/Wolfpack2.0/A-Tiny-Portion-Of-Bioware is going to have ANY problems getting shitloads of boxes sold - quality be damned. Also, making everyone who plays or posts there happy, is impossible. There's a very good chance I would make the boards subscriber only except for the official news boards and class discussion (serious business boards, in other words). They're going to have their time in the limelight no matter WHAT other MMOGs come out, so they may as well manage it halfway decently. Which they're not going to. Because they don't know how. Title: Re: SWTOR Post by: ashrik on April 09, 2009, 11:37:13 PM I think I may be confused, which isn't so confusing considering the simpleness of one such as I. Did Schild apply for a developer/coder type position at Bioware or some kind of forum moderator one? Assuming the former, who did get positions at this place that he was so anathema towards? All I could compile was the mishmash of SW:G and EQ people. If the latter, who gives a shit how they handle their rabid pre-release forums and why does he think it would matter? I think I'm just slow.
Title: Re: SWTOR Post by: schild on April 09, 2009, 11:40:18 PM I think I may be confused, which isn't so confusing considering the simpleness of one such as I. Did Schild apply for a developer/coder type position at Bioware or some kind of forum moderator one? Assuming the former, who did get positions at this place that he was so anathema towards? All I could compile was the mishmash of SW:G and EQ people. If the latter, who gives a shit and why does he think it would matter? I think I'm just slow. What part confused you? Seriously. I'm wondering where something I said wasn't crystal clear. I can spell it out though, the gig was CRM. On the short list of people in the industry that can cope with the SW:G community clashing with the non-SW:G community, it went to someone not on that list. But as I said before, I applied on a lark. The resume I used was put together as a gag. It just happens to be a stellar resume, or at the very least - eye-catching and entirely original.Title: Re: SWTOR Post by: Zane0 on April 10, 2009, 12:00:53 AM The Star Wars community is awful by definition; it is intrinsic to its very nature. In fact, that goes for any development around the Star Wars license by corollary -- they are catering to the Star Wars community, after all.
Don't see the point of all the kerfuffle, I guess. Title: Re: SWTOR Post by: schild on April 10, 2009, 12:03:34 AM Quote The Star Wars community is awful by definition A community is what you make of it. I'm pretty sure half the CRMs out there would never want any part of the WT.o transition or f13 afterwords. They can be shaped, molded, and respect can be earned. It just doesn't happen often. Title: Re: SWTOR Post by: UnSub on April 10, 2009, 12:07:09 AM Pre-alpha forums suck by default. I've been through too many of them, of reading half-thought out ideas, of arguments over IP, of arguments over platforms, of over-analysis of screenshots / posts / etc. And, since people aren't paying for access then anyway, pre-alpha forums are pretty much a waste of time by default, especially if there are lengthy gaps between info releases where the community inbreeds to the point of being a freakshow (hello, Citizen Zero).
In pre-alpha you'd be better off giving MMORPG.com the nod and having them deal with it. Official forums only really start to count when beta starts and players can comment on reality, not the game they've invented in their heads. SWOR hasn't helped itself by allowing its 'blogs' to be commented on separately from the forum too. Too many sub-forums. Too many people trying to boost post count on the idea that such moves get them closer to being in the alpha / beta. Title: Re: SWTOR Post by: DayDream on April 10, 2009, 12:20:01 AM well i think that pretty much kills the small chance that they'd pull off something other than a rolling train wreck, what with the "every class story will be unique" goal and schild's little foray.
guess it's time to pull out the binoculars and see if some overworked low-level shmuck manages to slip in a creative solution for some problem while nobody was looking. I bet they won't let players be droids anyway. Just slimy aliens and boring humans. Title: Re: SWTOR Post by: Reg on April 10, 2009, 02:18:40 AM So who beat you out for the CRM job Schild? Is it anyone I'd have heard of?
Title: Re: SWTOR Post by: Stormwaltz on April 10, 2009, 03:00:56 AM Laugh it up guys. Let me say this: Dick Cheney is evil. But I loved his willingness to say nothing less than precisely what he thought in press conferences, with no consideration whatsoever for social niceties or political correctness. Even when I disagree with someone, I admire blunt honesty. Being honest takes balls these days. Also, I am completely drunk right now. Four day weekend before a month of 70-hour weeks? Time for a big damn bottle of whiskey. Cheers, Schild. I like you as you are. Title: Re: SWTOR Post by: Merusk on April 10, 2009, 03:46:50 AM So who beat you out for the CRM job Schild? Is it anyone I'd have heard of? CMs listed are Amy Crider and Sean Dahlberg. http://www.swtor.com/community/showthread.php?t=9836 Crider was Tabula Rasa's CRM, (http://www.massively.com/tag/amy-crider/) and Dahlberg is better known as "AshenTemper," the Shadowbane CRM. :why_so_serious: Title: Re: SWTOR Post by: Sky on April 10, 2009, 08:46:55 AM Wait, schild is Abashi? :ye_gods:
Title: Re: SWTOR Post by: Merusk on April 10, 2009, 09:19:52 AM No, Absor.
Title: Re: SWTOR Post by: Sky on April 10, 2009, 10:59:14 AM I disagree with what you said, in the context of the SWTOR boards.
Title: Re: SWTOR Post by: Lucas on April 10, 2009, 12:02:01 PM New planet unveiled, Ord Mantell (and all related material) :
http://www.swtor.com/news/article/20090410_001 (http://www.swtor.com/news/article/20090410_001) Title: Re: SWTOR Post by: Triforcer on April 11, 2009, 12:30:09 AM Debating Sirbruce's chart! :drill:
http://www.swtor.com/community/showthread.php?p=609421#post609421 Title: Re: SWTOR Post by: Merusk on April 11, 2009, 05:40:32 AM Debating Sirbruce's chart! :drill: http://www.swtor.com/community/showthread.php?p=609421#post609421 Still less fucked up than the guy trying to say SWG was a raging success of an MMO. Title: Re: SWTOR Post by: AshenTemper on April 12, 2009, 04:57:05 PM Throwing in my .02 credits (and sorry about the sporatic topic jumps, throwing up replies based on reading this thread that I remember):
Yes, Star Wars: The Old Republic is being developed at BioWare Austin. That said, we do have quite a few people here from the Edmonton office to include James Ohlen who is the Creative Director for this project and was the Lead Designer for Baldur’s Gate 1 & 2, Neverwinter Nights, and, of course, Star Wars: Knights of the Old Republic. Also, this is still a BioWare game. It's not like we're going to be held to different standard of quality just because we're not in Edmonton. Oh, and yes, Drew is headed down here. Most of the content updates we've done have been geared towards the TOR Community. Yes, external sites post to it and we could make it a highly gated community (ie, no access without a login) but I find that to be quite non-user friendly. I know there are quite a few sites I keep up with that I don't have a login for. But you'll note that a lot of things we put up are geared towards TOR fans such as our Developer Dispatch (DevVid), Blogs, etc and not the world at large. Speaking of content, note that the game isn't finished. We are still creating and tweaking assets and some of the systems that help make them look all purty. I could pretend to know exactly what I'm talking about but I'm no programmer. Simply put, you've seen the direction we're going down, not the end result. The Threat of Peace (webcomic) and Timeline pieces are there to give context to users. The Threat of Peace actually tells the story of what happened from the Treaty of Coruscant and moves forward towards the beginning of the game. The Timeline starts from there and moves backwards, giving those who don't know much outside the movies more info about Star Wars. Yes, we could of just released some text on a page but over the years, I've come to the opinion that people pay more attention when there is pretty pictures with educational info and not just ten tons of text. There are quite a few things we haven't announced publicly. For example, our initial screenshots mostly showed Sith vs Jedi because that is all we really talked about with the announcement. As more classes are announced, we'll be able to show more things in our screenshots and vids. I know a lot of people want the details now but I'm of the camp that you only talk about things that are currently working the way they should be (designed to) and talking about how we'd like things to work can easily lead to angry fans. In regards to how the "community" section is, that's a matter of opinion and personal preference. I originally thought about not having one at this point in time but it only leads to a segmented community that is chasing its own tail trying to find out where the real information is. I also thought about having just the one forum but knowing how both Star Wars and BioWare fans are, it was more beneficial to have different sections for people to discuss in instead. I will also stand by my opinion that the software running the community section has much better administration tools and features than most anything else out there. Other things I could ramble on about but this post is probably already "tl:dr". - Sean AAT: Oh yeah, and we've been calling it TOR instead of SWTOR which is much easier to say. AAT: It is an MMO, not a MMFaux (TM pending by sidereal or ashrik; let them fight it out) ;) Title: Re: SWTOR Post by: schild on April 12, 2009, 05:11:08 PM As long as you're here:
Quote Also, this is still a BioWare game. It's not like we're going to be held to different standard of quality just because we're not in Edmonton. But you will [be held to a different standard], by both players and the new parent company. It's comments like this that grind my gears. Particularly since NWN barely ran out of the box. Also, it's a post-WAR/post-AOC/post-WoW world. The game has changed (the mmog design game, that is) and the people involved are either 1. People who have, well, not the greatest reputation or 2. have no experience making an mmog in the post-WoW world. Really, no one on management has experience there as far as I know. But maybe you've snuck someone in. Quote In regards to how the "community" section is, that's a matter of opinion and personal preference. I originally thought about not having one at this point in time but it only leads to a segmented community that is chasing its own tail trying to find out where the real information is. I also thought about having just the one forum but knowing how both Star Wars and BioWare fans are, it was more beneficial to have different sections for people to discuss in instead. I will also stand by my opinion that the software running the community section has much better administration tools and features than most anything else out there. 1. I didn't mean You should have Bioware and SWTOR fans in the same place. You will either way, people have no problem making two forum accounts. Combining them into the Bioware system would've been beyond dumb. 2. What I meant was that you shouldn't have opened up with nearly 20 forums. I say nearly because you didn't have the BH one up on day one and by the end you'll have class forums for every single class (each with their own icon and everything else on the top level). It's an organizational nightmare and all it does is invite everyone to be an armchair designer on day 1. Now, theoretically, this isn't bad, it promotes interest. Unfortunately, the reality is that after all of them put out their ideas and argue amongst eachother and be general dipshits, it's just going to end in tears, anger, and misinformation. You've essentially laid the groundwork to have forums 10x worse than SW:G. You have in fact, made it easier on whoever becomes the new SW:G community manager. An act I previously thought impossible. 3. If it has better administration tools, use them. The game isn't even in friends and family yet and that place needs to be CLEANSED with a holy fire. I'm not sure whether you think community is just a marketing tool or if "good" or "bad" a community is a community, but that place is going to become the most insular incestuous group of gamers on a level previously unseen by launch if it keeps going in this direction. You will NEVER have enough moderators. Title: Re: SWTOR Post by: eldaec on April 12, 2009, 05:13:49 PM Title: Re: SWTOR Post by: Ratman_tf on April 12, 2009, 05:44:33 PM A montly subscription fee. :oh_i_see: If SWTOR (I refuse to just call it TOR, nyah!) has commando/bounty hunter/trooper types, and I can jump the fucking storyline rails and go shoot some goddamn emo Jedi wannabes in their faces, I'd be interested. God, I had a Bounty Hunter in SWG set up just to permakill Jedi newbz, and then they fucked that all to hell. :heartbreak: Title: Re: SWTOR Post by: AshenTemper on April 12, 2009, 06:46:35 PM I'm not going to deny that it will be held to a different standard by players or EA; but that's not what I've seen in this thread. It's been labeled that since it's not Edmonton that the quality is going to be different. I'm pretty sure a few thousand miles really isn't going to make Ray and Greg forget about the project we're working on. It's a BioWare game and it will be held to BioWare standards (at least by BioWare). NWN ran fine for me out of the box but I'm not going to pretend I know too much more about it outside of my personal experience.
You're definitely right that this is a different era and that's a concern for all MMOs in development, including ours. We do have a lot more experience in the studio than the few people you've mentioned; our writing staff is larger than that all by itself. That said, if my post came across as in "It's a BioWare game so it's going to automagically r0x", sorry because that wasn't my intention. As for how many forums a site should have, that's your opinion. Mine was different. Doesn't mean one is right and the other is wrong, just means they are different. I disagree with yours and if you want to hear why, I'll ramble on about it. Whether its one forum or 20, it's still an organizational nightmare when you have over 100,000 active accounts on your community section. I chose to segregate on topics because it made it less like shouting into a hurricane and more like shouting into a thunderstorm. If it was a smaller community, I would agree on cutting back on the forums. That said, we actually only had 12 forums when the community launched and ended up adding more in the last few months (Suggestion Box, Class Disc, BH Disc, Guild Disc, Recruitmentx2, and play-by-post). Maybe the SW ones (outside of TOR) could be consolidated but even they are fairly active. Let's also not kid ourselves, in a Pre (and Post) launch community; most people are an armchair designer. Show me a community forum that isn't full of them no matter what phase they are in. And some people are going to be upset. A great example is where we released the fact that Bounty Hunters are only Sith. But truth be told, I'd rather bite that bullet now than a year down the line when everyone is under the assumption otherwise. I definitely agree that there is no such thing as having "enough" moderators. We will be bolstering our resources in the near future, too. And while I'm not going to go into details (for obvious reasons), you actually don't know what phase of development and/or testing we're in. I've been very free with the fact (in the TOR Community) that we aren’t launching next week or next month but, outside of that, we haven't said anything else. I point that out because if I don't, the assumption will be that since I didn't address the point, it must be true ;) Title: Re: SWTOR Post by: Triforcer on April 12, 2009, 07:04:16 PM Calling it TOR is a subtle way to prepare us for the fact that there is no space combat! (because "Star Wars" unpleasantly reminds us of wars in space). Thus, I will keep calling it SWTOR out of protest :awesome_for_real:
Title: Re: SWTOR Post by: Hawkbit on April 12, 2009, 07:29:58 PM This is going to end in tears.
Title: Re: SWTOR Post by: Ratman_tf on April 12, 2009, 07:52:12 PM A great example is where we released the fact that Bounty Hunters are only Sith. I wanna shoot Sith too! You're breaking my heart, Anakin! Title: Re: SWTOR Post by: lesion on April 12, 2009, 07:57:11 PM Just wait for the Jaunty Smuggler class, you.
Title: Re: SWTOR Post by: schild on April 12, 2009, 08:01:25 PM There's a whole lot of shit worth retorting in that post, even in the FIRST paragraph. NWN ran smoothly, right, your baseline for smooth must've been crap. ANYWAY, that's neither here nor there. The only thing I want to say is:
Quote I definitely agree that there is no such thing as having "enough" moderators. No, I said YOU won't ever have enough. There is a such thing as having enough as evidenced by the team I have in place right here. Edit: Also, honestly, you're just making it harder on them with the number of unnecessary forums you have. I mean, let's just go through them. Things we DON'T need before anyone public has played the game and can talk about it: 2 forums: Empire/Sith recruit. Pointless. Redundant. You already have guild recruitment. They'll label what they are in there. 1 forum (for now)- Who knows how many other later: Specific Class discussion. Pointless. Should be a general until there's a beta, actual issues. 4 forums: SW discussion. Seriously, fanboys can't go somewhere else for that? Do you think gamers want that tardery about their forums? 4 forums: Community Creations: This is JUST masturbatory. That's 11 forums that are entirely unnecessary and just increase the noise ratio and decrease signal. And by decrease signal, I mean - You haven't launched yet, if you don't know what kind of people those forums will attract, you're crazy. And it all just adds to "not having enough mods ever." Not that I've seen the forums being gutted of LCD posters yet, which is a shame, but honestly, at this point, you're creating what will ultimately and ironically be the most vile hive of scum and villainy on the internet. Title: Re: SWTOR Post by: rattran on April 12, 2009, 08:10:51 PM I definitely agree that there is no such thing as having "enough" moderators. We will be bolstering our resources in the near future, too. And while I'm not going to go into details (for obvious reasons), you actually don't know what phase of development and/or testing we're in. I've been very free with the fact (in the TOR Community) that we aren’t launching next week or next month but, outside of that, we haven't said anything else. I point that out because if I don't, the assumption will be that since I didn't address the point, it must be true ;) After going through the forums, you've managed to replicate the feel of the Vault. Bravo. Seriously, if your forums are this :uhrr: so long before launch I look forward to much amusement. Unless you were trying for useful forums, in which case you've failed. Badly. Title: Re: SWTOR Post by: schild on April 12, 2009, 08:20:08 PM Oh right. Also:
Just because a forum is active doesn't mean it should exist. Everything on the site will be active. It's a Bioware-LABELED Star Wars title. You could make a forum called The Shit House and the only thing you can post in it is Rancor/Chipmunks slashfic and it'd be active. Title: Re: SWTOR Post by: AshenTemper on April 12, 2009, 09:31:33 PM So, you have about what, 3,000 registered users on these forums, right? The TOR Community section (not the site as a whole, just the Community section) gets more posts than that on a normal day when we don't post an update. That's like saying the staff and layout my local Barnes & Nobles has should work just fine for the Library of Congress. Yes, I know, I'm being a little melodramatic on that one but you get my drift.
Now maybe if we didn't have that many forum categories, we'd probably have less visitors. And while that might be technically correct, it's be so only barely. Like I said, many of those forums didn't exist until about a month or so ago. We put them up due to the sheer amount of topics we were getting that we could funnel into them. We didn't go and make categories for everything... there are no forums made specifically for planet discussion or lightsaber crystals or who shot first. There are forums for general disc, classes, guilds, and community creations. Pretty basic topics that we know most people are going to want to talk about in regards to an MMO. They were talking about all of that already and we just made it easier for people who had no interest in guild politics to not have to see it unless they wanted to participate in it. You've basically stated that having these many forums is bad. But outside of using some colorful terms, you haven't really even given any true reasons as to why its a bad thing. When you're building a community, why is it a bad thing (when you have that kind of volume) to categorize the conversations into something more manageable for the end user? Not for me... because "for me" would be the one forum that was fully moderated and we approved posts when we had the time to. No, I'm talking about for the community you're trying to build. Explain to me why its a bad thing to give them certain areas to discuss specific topics? And outside of the fact that our game hasn't launched, how is that different from the 40 or so forums you have on this website? Title: Re: SWTOR Post by: schild on April 12, 2009, 09:56:50 PM Ours are organized and well-moderated. And VERY focused. We have very rare redundancy and shut things down as they become redundant. We also have moderator coverage 24-7 and nothing slips by them. Also, we probably only have about 1000-1500 active members, not 3,000. The rest lurk, read, or disappear. And that's good. I'd rather have only 10% of the userbase being drooling idiots than 90%. We've had some seriously terrible members come around to being awesome members. We've also had people totally flip out, and they're gone now.
Before launch, almost all your forums are going to be two things (no matter what you do): Suggestions and wankery. You've dedicated 8 of the forums to wankery. Though, really, they're all wankery considering no one in the public REALLY knows anything about how the final product will turn out. That is to say, most of the time the dev team doesn't even know how the final product will turn out (and this is particularly true of MMOGs). Sure, they can have a focus, but Things Change and Shit Hits the Fan and Shit Gets Rushed Out the Door and You're Owned by EA and WAR didn't set the best example. For the record, never ever assume I don't know exactly what is going on at any given MMOG studio. That's just naive trollbait and you know it. I've gone out of my way to make sure I have people everywhere feeding me information on nearly anything I want to know - and you know it. As for my "use of colorful terms:" Your mistake is assuming that all those extra forums don't create more spam. Not to mention you're completely missing the point. Whether you (specifically, you, BiowarEA) have 100 forums or 1 forums, you're still going to have the same number of people. That party will still be there when you expand the forums. It's a Bioware-Labeled Star Wars game. You don't even NEED forums and that many people would still be stalking you. You're just making it harder on yourself and people that WANT to post and read but don't want to deal with all that stupidity by increasing the number of forums and focus of each forum to where they're at now. Is there some logistical benefit to you having this many forums before the open beta? Do you have any statistical example? Because the history of MMOG forums says otherwise. Is there some benefit to having a fanfic forum or a suggestions forum? What do you think you're gaining by doing things the way you're doing them now. Do you really think that the current structure of the forums invites more people to come and chat and create a better overall atmosphere? If you all didn't have a forum manager or any moderators and just had one forum for the game that went without watch, you'd still have this many people. But right now you're just making things harder on yourselves, the mods, and the outsiders with the current structure (that needed repeating). Personally, I think that's insane. You can do it however you want. If you *think* that somehow this is an efficient want to do pre-beta forums, more power to you. If you think there's value beyond a closed-to-response news forum for official dissemination of state business and a gen disc forum, good on you. I think you could've gotten by with those two and a single forum for guilds recruitment and discussion. Actually, I don't "think" that would work fine, I know it would. And it would make moderation a hell of a lot easier. As it stands now, you've created The Nightmare Scenario for any mod. I'm sorry, but your presence or my presence or anyone else's presence won't change the fact that you're in charge of the forums that will be the biggest forums for a single game since WoW. Sean, you got the golden ticket - you don't think I knew that when I threw my insane post-surgery-codeine-fueled resume at Bioware? You're also inheriting what is arguably the WORST forum community since the inception of online games (SW:G). And it's only going to get bigger. And bigger. And bigger. Your top priorities should be signal:noise and streamlining the entire discussion. But right now it's just a separated mishmash of madness and iniquity that should have been moderhated down on day 1. But it wasn't. Look, I'm just trying to save you the headache you're inviting into your playground. Remember, it is YOUR playground and you work for EA, not the players. And if the community ends up being worse than SW:G, which it is well on it's way to being, well, it won't be my head they come for, it'll be yours. Thankfully, I don't think you have anyone above you that gets forums at ALL, so you might be able to slip by with The Darkness You've Wrought. But please, by all means, create yourself a headache. The people at f13 love trainwrecks. I just like having it on record that We Saw it Coming a Mile Away. Edit: Quote And outside of the fact that our game hasn't launched, how is that different from the 40 or so forums you have on this website? Signal:Noise. I also have no performance goals, retention goals, or any goals to meet. Also, I have noone breathing down my neck or telling me how to run things. Also, I'm keeping an organized history of posts. As in, the internet never forgets. Hence the graveyard. Most importantly though, I have a moderation staff that I'm quite sure could deal with ANY number of forums I threw their way. They've been doing it for years now, as have I. The newest moderator, I think, has been on staff for well over a year now, nearly two. And the rest of them completely understand how, when, where and why to moderate. You can't see the Den of Iniquity because you're a developer. Short of threads we outright delete (spam, etc), we have 14,000+ posts in that forum. These posts are dupes or notably shit. That's a .02% Shit Rate. You get more Shit Posts than that in a week - something I've also mentioned to certain folks (long) before today. These were completely predictable results for a Bioware Labeled SW game. Like I said, you'll NEVER have the moderation staff to deal with it, so why make it more of a headache. Title: Re: SWTOR Post by: Tale on April 12, 2009, 10:39:46 PM Crider was Tabula Rasa's CRM (http://www.massively.com/tag/amy-crider/) Total number of Tabula Rasa official forums: 0 Title: Re: SWTOR Post by: Oban on April 13, 2009, 04:06:31 AM So the public face of this venture is going to be half sb.exe and half Tabula Rasa?
Oh wow. (http://www.clisham.com-a.googlepages.com/failbiz.png) Title: Re: SWTOR Post by: Hindenburg on April 13, 2009, 04:36:42 AM Would it be bad if I went to the TOR forums and created a link to this topic with a catchy headline like OMG DEV DISCUSSES FORUM? :why_so_serious:
Title: Re: SWTOR Post by: Triforcer on April 13, 2009, 05:14:07 AM I thought about it, but even I have my limits.
Title: Re: SWTOR Post by: Cyrrex on April 13, 2009, 05:27:46 AM And outside of the fact that our game hasn't launched, how is that different from the 40 or so forums you have on this website? For one thing, F13.net is now a live game. I know this because of the subscription fee. The beta was a trainwreck, but they've since patched in the fun. Title: Re: SWTOR Post by: Hawkbit on April 13, 2009, 05:29:18 AM It's still grindy as hell though.
Title: Re: SWTOR Post by: rk47 on April 13, 2009, 06:39:10 AM Would it be bad if I went to the TOR forums and created a link to this topic with a catchy headline like OMG DEV DISCUSSES FORUM? :why_so_serious: wait till the game is out imo. :awesome_for_real: I can't wait for another WAR. Title: Re: SWTOR Post by: Zane0 on April 13, 2009, 08:21:16 AM I am afraid I must break ranks and agree wholeheartedly with the evil Bioware community dev. Discussion there is one percent insightful and ninety-nine absolute garbage, especially pre-beta, just like every major forum of this kind, and no amount of reshuffling will change this basic fact. And if the community becomes the equivalent of a fallout zone? I doubt anyone will truly care; what harm have the execrable WoW forums done, after all? This is all masturbatory; the important part is and has always been to centralize communication, particularly dev to playerbase. Anything else is gravy, so much fluff, and impossible to evaluate in quantitative terms of retention or attraction in any case. Internal feedback and a carefully groomed high rollers lounge will be where the action is. As always.
Just make a good game, please. Title: Re: SWTOR Post by: Sky on April 13, 2009, 08:34:53 AM This is getting entertaining.
Title: Re: SWTOR Post by: AutomaticZen on April 13, 2009, 08:35:43 AM I am afraid I must break ranks and agree wholeheartedly with the evil Bioware community dev. Discussion there is one percent insightful and ninety-nine absolute garbage, especially pre-beta, just like every major forum of this kind, and no amount of reshuffling will change this basic fact. And if the community becomes the equivalent of a fallout zone? I doubt anyone will truly care; what harm have the execrable WoW forums done, after all? This is all masturbatory; the important part is and has always been to centralize communication, particularly dev to playerbase. Anything else is gravy, so much fluff, and impossible to evaluate in quantitative terms of retention or attraction in any case; internal feedback and a carefully groomed high rollers lounge will be where the action is. Just make a good game, please. Of course Blizzard just consolidated the WoW forums into class roles instead of per class, and all but said "we're not going to read class specific forums, so suck it". I mod a forum a bit smaller than this, and we just merged forum categories as well. It's a bit easier to skim the entire list at once instead of hope from sub-section to sub-section. I can just go down the list: crap, crap, insightful commentary, crap, close thread, etc. Title: Re: SWTOR Post by: Azuredream on April 13, 2009, 08:52:51 AM Of course Blizzard just consolidated the WoW forums into class roles instead of per class, and all but said "we're not going to read class specific forums, so suck it". ^ I think when they started 'The Ghostcrawler Project' they saw there was no reason to sift through ten forums when it could be done with three. Title: Re: SWTOR Post by: Triforcer on April 13, 2009, 08:58:37 AM Schild, your point about this board not having any associated game, retention goals, etc. cuts both ways. Ashen's job isn't to vanquish idiots in an amusing manner. SWTOR needs those idiots to pay subscription fees. Thus, banning them with an accompanying one-liner accomplishes nothing (whereas here, it is the point of our existence).
There is almost nothing a mod of a community that size can do to make things worse this far in advance. Nobody except the avante garde f13 brigade is going to care if a fan fiction forum exists. Pretty much the only thing they CAN do wrong is ban too freely and turn off potential core demographic, Internet-word-of-mouth spreading subscribers. If the whole point is to build hype and you get a critical mass going and get word of mouth flowing, gaining 10 box sales in return for losing one cynic who thinks the boards are too much like the Vault is a good trade. Title: Re: SWTOR Post by: Lantyssa on April 13, 2009, 09:48:46 AM My only question on the forums is why so soon before the game?
Having gone through this several times now, I can safely say more solid information needs to be out before starting up a game-specific forum by the company running things. It's one thing for a fan site. Totally another for the the official boards. It's going to raise expectations that can never be met because you can't dispel all the speculation. Yeah I loved the SWG boards. Raph and the others also fed us a surprising amount of info considering. Also CH was even better than my expectations so I didn't quit in disguist like, oh, most of the over a million people who bought boxes. Title: Re: SWTOR Post by: Malakili on April 13, 2009, 10:07:55 AM My only question on the forums is why so soon before the game? Having gone through this several times now, I can safely say more solid information needs to be out before starting up a game-specific forum by the company running things. It's one thing for a fan site. Totally another for the the official boards. It's going to raise expectations that can never be met because you can't dispel all the speculation. When I get involved with game fora early on I always suffer from what I might call "interest burn out" I'll browse the forums avidly for a week, make a lot of posts. After that week, I realize there is no real conversation, or news about the game, stop caring, and maybe remember when the game finally come out. I think trying to keep that interest level high as the box is hitting shelves is more important, because, I , for one, am susceptible to impulse buys, and if I am super interested in a game, I can generally be convinced to buy a copy. However, after that initial burst of interest wears of me, and I haven't yet bought a copy, there is a good chance I never will. Title: Re: SWTOR Post by: Venkman on April 13, 2009, 10:19:30 AM My only question on the forums is why so soon before the game? I would guess because they felt the need to funnel the community around the time they announced the game rather than announce and then later on need to re-announce in order to get people to show up to the forums. Now, as to why they felt the need to announce as early as they did? I'm sure it was marketing. They're releasing bits and pieces of information in what looks like a timely basis as a way to set the theme apart from normal Star Wars. This is probably because we know the KOTOR world, but 90+% of the people who show up for SWTOR will not. Hence, they need a long time to set the expectations apart from both the canon and from SWG (though I really don't think a lot of effort needs to go that way. SWTOR wouldn't exist if SWG was a raging success). Title: Re: SWTOR Post by: Lantyssa on April 13, 2009, 10:55:06 AM They need more than a dribble of information leaking out otherwise it won't be about dispelling old myths as it is dispelling new ones which form from a lack of solid info.
Title: Re: SWTOR Post by: SnakeCharmer on April 13, 2009, 11:01:11 AM They do a once weekly update that usually contains some pretty cool info. I wouldn't quanitify it is a dribble of information, just a faucet that runs ever so slightly. It's one of the few things it seems being done right.
Then again, I'm looking at it with fanboi colored glasses, so, YMMV. Title: Re: SWTOR Post by: schild on April 13, 2009, 12:14:07 PM Schild, your point about this board not having any associated game, retention goals, etc. cuts both ways. Ashen's job isn't to vanquish idiots in an amusing manner. SWTOR needs those idiots to pay subscription fees. Thus, banning them with an accompanying one-liner accomplishes nothing (whereas here, it is the point of our existence). No one said he should vanquish in an amusing manner. No one said they should use a one liner. I don't understand where you're coming up with this shit. And if you don't think TOR is going to have enough subscribers (or people who buy things via RMT or whatever), you're fucking crazy. Quote There is almost nothing a mod of a community that size can do to make things worse this far in advance. No, you're right, not a mod - but an admin? Sure. They can make a shitload of forums and not hire the people necessary to police them. Quote Pretty much the only thing they CAN do wrong is ban too freely and turn off potential core demographic, Internet-word-of-mouth spreading subscribers. If the whole point is to build hype and you get a critical mass going and get word of mouth flowing, gaining 10 box sales in return for losing one cynic who thinks the boards are too much like the Vault is a good trade. Who said they should ban too freely? Triforcer, you're just making shit up to see your words on the screen again. Bioware would hit critical mass without forums at all yet. I'm not seeing the point in even opening them up yet, but that's just me. It seems like a whole lot of extra work without a major return. Title: Re: SWTOR Post by: Lum on April 13, 2009, 01:16:09 PM Pre-alpha forums suck by default. Yeah. This. I'm on the second project now where we're not even going to HINT at what we're working on until people are in the game playing. Anything before that is pointless. (Plus, given that the first project died before anyone got in the game playing, probably just as well!) Title: Re: SWTOR Post by: Ingmar on April 13, 2009, 01:54:45 PM There's nothing I hate more than a forum site where every single topic is in the same forum (ok maybe I hate other things more really) so I guess that would put my vote in the pro-SWTOR-guy forum org camp. I won't even pretend to know anything about the software choice.
But yeah, pre-Alpha forums suck anyway. Maybe this was a necessary evil to get the crap off the regular Bioware forums? Title: Re: SWTOR Post by: schild on April 13, 2009, 02:08:32 PM There's nothing I hate more than a forum site where every single topic is in the same forum (ok maybe I hate other things more really) so I guess that would put my vote in the pro-SWTOR-guy forum org camp. I won't even pretend to know anything about the software choice. And once there's reason to expand, you expand. But at a rate you can manage. Quote But yeah, pre-Alpha forums suck anyway. Maybe this was a necessary evil to get the crap off the regular Bioware forums? Bioware should've seen it coming either way, so that's neither here nor there. Title: Re: SWTOR Post by: eldaec on April 13, 2009, 02:28:33 PM The reason not to give 200000 idiots room to believe they are contributing to a community discussing serious business this early is that they will all get invested in you producing the game they are dreaming of.
You are quite obviously going to produce something from a fundamentally different genre and half of them will go into emorage in beta. Wheras, if you leave it till you have meaningful design to share, all 200000 idiots will go 'cool, star wars', and give your game a fair look based on what you are trying to build (because at that point you can tell them what you are trying to build; right now you have no idea yourself). True story : neither Triforcer nor Caella played SWG for any significant period. Title: Re: SWTOR Post by: Lantyssa on April 13, 2009, 02:40:03 PM Bioware should've seen it coming either way, so that's neither here nor there. What about Bioware AUSTIN. :grin:Title: Re: SWTOR Post by: eldaec on April 13, 2009, 02:53:00 PM Bioware should've seen it coming either way, so that's neither here nor there. What about Bioware AUSTIN. :grin:Nice. Title: Re: SWTOR Post by: schild on April 13, 2009, 02:54:54 PM Bioware should've seen it coming either way, so that's neither here nor there. What about Bioware AUSTIN. :grin:Title: Re: SWTOR Post by: Malakili on April 13, 2009, 03:13:02 PM Man, when I made the comment that the SWTOR forums were a clusterfuck, I didn't think the thread would explode into this.
Title: Re: SWTOR Post by: eldaec on April 13, 2009, 05:17:51 PM Man, when I made the comment that the SWTOR forums were a clusterfuck, I didn't think the thread would explode into this. Butterfly, flapping wings, tornados etc etc. Title: Re: SWTOR Post by: Triforcer on April 13, 2009, 05:23:04 PM The reason not to give 200000 idiots room to believe they are contributing to a community discussing serious business this early is that they will all get invested in you producing the game they are dreaming of. You are quite obviously going to produce something from a fundamentally different genre and half of them will go into emorage in beta. Wheras, if you leave it till you have meaningful design to share, all 200000 idiots will go 'cool, star wars', and give your game a fair look based on what you are trying to build (because at that point you can tell them what you are trying to build; right now you have no idea yourself). True story : neither Triforcer nor Caella played SWG for any significant period. That is true, actually. But people like us were a small small minority. I get the "people build stuff up in their head, then quit when the real game turns out differently" theory, but I don't think it really plays a significant role. People like that, even if there isn't a pre-beta community, will get in the game the first month and quit anyway. I still don't think what Ashen is doing is actually harming anyone, or the game. Title: Re: SWTOR Post by: Fordel on April 13, 2009, 05:23:18 PM Man, when I made the comment that the SWTOR forums were a clusterfuck, I didn't think the thread would explode into this. The Force is strong in this one. Title: Re: SWTOR Post by: UnSub on April 13, 2009, 06:52:37 PM Pre-alpha forums suck by default. Yeah. This. I'm on the second project now where we're not even going to HINT at what we're working on until people are in the game playing. Anything before that is pointless. (Plus, given that the first project died before anyone got in the game playing, probably just as well!) Five gold stars on this. I love knowing what is coming out as much as anyone else, but it is pointless to try to "start a community" before the devs can even announce what is going to be in the game beyond genre standards (ie HAI GUYS, SWOR HAZ PLANETS AND CLASSES!). Hell, it's not even a community - it's a bunch of interested onlookers. And, as eldaec said, with every news announcement you run the risk of shaking more of those onlookers off when they realise your game won't be the game they are playing in their heads. At this stage of SWOR it should have an announcements forum, an on-topic forum, an off-topic forum and a guild forum (which will be junk anyway since the vast, vast majority of guilds formed at this stage will die long before SWOR launches). If the argument is "lots of people talk about it, so it needs its own forum" I see lots of people talking about WoW - does the SWOR forums need a WoW / other MMOs forum as well? Title: Re: SWTOR Post by: SnakeCharmer on April 13, 2009, 07:25:59 PM I feel dirty. Title: Re: SWTOR Post by: Goreschach on April 13, 2009, 07:29:41 PM I get the "people build stuff up in their head, then quit when the real game turns out differently" theory, but I don't think it really plays a significant role. It doesn't even have to be about people quitting in emorage. Even if they don't quit, it'll just lead to more of the same kind of whining and bugfuckery that makes MMO forums such a cesspit. I feel dirty. Come on, show a little effort at least. If you're going to do a yo dawg at least put a yo dawg in yo yo dawg, dawg. Title: Re: SWTOR Post by: UnSub on April 13, 2009, 07:32:55 PM I get the "people build stuff up in their head, then quit when the real game turns out differently" theory, but I don't think it really plays a significant role. It doesn't even have to be about people quitting in emorage. Even if they don't quit, it'll just lead to more of the same kind of whining and bugfuckery that makes MMO forums such a cesspit. There appeared to be a large drop in forum participation when CoH announced they were moving from open character creation to archetype-based character creation. Certain very active forum members voiced their displeasure and went quiet. At least one major fansite had a hissy fit and shut down. These people were all replaced within about 30 days by a bunch of new people who hadn't heard of CoH before that point. Title: Re: SWTOR Post by: SnakeCharmer on April 13, 2009, 07:35:59 PM Come on, show a little effort at least. If you're going to do a yo dawg at least put a yo dawg in yo yo dawg, dawg. Arg. I knew I was forgetting something. Title: Re: SWTOR Post by: Margalis on April 13, 2009, 07:44:52 PM The bounty hunter forum threads read like this:
Will tehe be platyer bountiez? Player boutnies are a must! Will you play bounty hunter at launch? Face it guzs, player bounties don't w0rk. No player bounties = fails --- It's all pointless speculation based on nothing. Title: Re: SWTOR Post by: Triforcer on April 13, 2009, 09:31:27 PM It's all pointless speculation based on nothing. What on the Internet isn't? We are one Internet forum criticizing another Internet forum. It has always been f13 trendy fashion to rip on how stupid everyone except us is and engage in general nihilist misanthropic fury. I still don't see how those boards are instrinsically bad, anymore than we consider all the rest of the Internet intrinsically bad. Title: Re: SWTOR Post by: Lantyssa on April 13, 2009, 10:07:42 PM As I said, because of expectations. Make people think they're invested, then shatter their expectations, they'll leave and make sure everyone around knows how disgruntled they are.
Follow Lum's plan and they can comment on the good and bad of what's laid out, but you aren't fighting against preconceived notions on top of it. Title: Re: SWTOR Post by: Triforcer on April 13, 2009, 10:13:57 PM As I said, because of expectations. Make people think they're invested, then shatter their expectations, they'll leave and make sure everyone around knows how disgruntled they are. Follow Lum's plan and they can comment on the good and bad of what's laid out, but you aren't fighting against preconceived notions on top of it. But do those people really outnumber the people you gain from engaging in such early hype? I don't think so, I guess that is where we disagree. Title: Re: SWTOR Post by: Margalis on April 13, 2009, 10:35:14 PM Quote What on the Internet isn't? Is this some sort of trick question? Plenty of games ahve boards not based on speculation. The point here is that the devs are actively encouraging speculation and eventual dissapointment by forming a bazillion boards around about three sentences of game description. Title: Re: SWTOR Post by: Triforcer on April 13, 2009, 10:56:22 PM Who cares?
They will not have one less net subscriber for having boards open this early. Not even one. If that's true, then the rest is just sound and f13 nihil-fury. Title: Re: SWTOR Post by: Ingmar on April 13, 2009, 11:23:56 PM As I said, because of expectations. Make people think they're invested, then shatter their expectations, they'll leave and make sure everyone around knows how disgruntled they are. Follow Lum's plan and they can comment on the good and bad of what's laid out, but you aren't fighting against preconceived notions on top of it. But do those people really outnumber the people you gain from engaging in such early hype? I don't think so, I guess that is where we disagree. Someone should do a study! I feel like its the kind of thing someone has probably already done, even. Title: Re: SWTOR Post by: Triforcer on April 13, 2009, 11:45:16 PM As I said, because of expectations. Make people think they're invested, then shatter their expectations, they'll leave and make sure everyone around knows how disgruntled they are. Follow Lum's plan and they can comment on the good and bad of what's laid out, but you aren't fighting against preconceived notions on top of it. But do those people really outnumber the people you gain from engaging in such early hype? I don't think so, I guess that is where we disagree. Someone should do a study! I feel like its the kind of thing someone has probably already done, even. Seems like it would be impossible to control for other variables. Such as: how good the game actually is, which matters a lot more in the end. Title: Re: SWTOR Post by: Cyrrex on April 14, 2009, 05:36:36 AM Seems like it would be impossible to control for other variables. Such as: how good the game actually is, which matters a lot more in the end. Dude, that the game will be robot jebus is a foregone conclusion. I mean, it is being produced by the good folks from Bioware in Edmonton, after all. /runs away! Title: Re: SWTOR Post by: UnSub on April 14, 2009, 08:17:44 AM Who cares? They will not have one less net subscriber for having boards open this early. Not even one. If that's true, then the rest is just sound and f13 nihil-fury. But it isn't true. Badly run communities can scare off potential players. Badly managed forums can see players turned off by the mods. I hold up the shining beacon of MMO-no-ness that is Darkfall as my example, where every question was stamped down hard by forum warriors and mods ran roughshod over players for kicks. Of course, less players is what Darkfall wanted, so perhaps this was a net win for them. Title: Re: SWTOR Post by: Hartsman on April 14, 2009, 08:25:04 AM Pre-alpha forums suck by default. Yeah. This. I'm on the second project now where we're not even going to HINT at what we're working on until people are in the game playing. Anything before that is pointless. Bingo. Excellent call. Title: Re: SWTOR Post by: gryeyes on April 14, 2009, 10:09:03 AM I hold up the shining beacon of MMO-no-ness that is Darkfall as my example, where every question was stamped down hard by forum warriors and mods ran roughshod over players for kicks. Of course, less players is what Darkfall wanted, so perhaps this was a net win for them. I would think darkfall would be an example opposite of what you are claiming. A forum for a game that took 8 years to appear (not sure when the forum opened 5+ years at least) that was moderated by amateur volunteers,9-10 months between updates. Every gimmick type program they talked about abandoned and never mentioned again (monthly dev blog). Constant stream of broken promises and general fuck off attitude by the developers. Claimed beta would start at least 3 times with years in between each claim. And yet they generated and retained a community. Or at least they did until the game was released. Title: Re: SWTOR Post by: Lantyssa on April 14, 2009, 10:39:13 AM Yes. Darkfall has "a community".
This is a Star Wars game. It will have a community no matter what. If those bonds form and then half of it leaves a month later because it isn't what they wanted, they'll drag the rest with them. The community will go elsewhere. Because it's just not as much fun to play a good game if all the people you care about aren't playing. By waiting to form the community around those who like what they're playing, the bonds are between those who are interested in the game before them. You only get one chance to start the community. Why start it with people who don't even know what game they're going to be playing? Timing matters. Title: Re: SWTOR Post by: Zane0 on April 14, 2009, 11:28:32 AM There is and will never be any way to know for certain, short of an absolutely exhaustive social inquiry that might not even be physically possible; this is all the basest of speculation.
Title: Re: SWTOR Post by: Goreschach on April 14, 2009, 01:19:07 PM There is and will never be any way to know for certain, short of an absolutely exhaustive social inquiry that might not even be physically possible; this is all the basest of speculation. And since the effects on player base size are all just speculation, why put a lot of effort and money into having a huge, early forum that turns into Bartertown? Without evidence that doing so increases game pops, it's easier to have a later, smaller, highly moderated forum that isn't a complete shitheap. Title: Re: SWTOR Post by: SnakeCharmer on April 14, 2009, 01:33:00 PM Of course, the alternative is that they are going to launch sooner than anyone currently thinks they are.
Title: Re: SWTOR Post by: UnSub on April 14, 2009, 06:00:17 PM I hold up the shining beacon of MMO-no-ness that is Darkfall as my example, where every question was stamped down hard by forum warriors and mods ran roughshod over players for kicks. Of course, less players is what Darkfall wanted, so perhaps this was a net win for them. I would think darkfall would be an example opposite of what you are claiming. A forum for a game that took 8 years to appear (not sure when the forum opened 5+ years at least) that was moderated by amateur volunteers,9-10 months between updates. Every gimmick type program they talked about abandoned and never mentioned again (monthly dev blog). Constant stream of broken promises and general fuck off attitude by the developers. Claimed beta would start at least 3 times with years in between each claim. And yet they generated and retained a community. Or at least they did until the game was released. I'd argue they didn't retain a community so much as acquire one when it appeared that Darkfall would actually launch. I don't count the insane fanbois who sit on a forum for a title that appears to be vapourware as a "community", especially since they'll be the ones who have the loudest hissy fits before leaving (usually with claims of "broken loyalty, we stood by you when...") when you announce feature_X is being changed. My fallback vapour forum is Citizen Zero - there might still have been people on the pre-alpha forums for the two or so years post-Microsoft purchase of Microprose / BigWorld, but it was hardly a community worth having. How many Darkfall community members lasted the full 8 years? 4 years? 2 years? 90 days post launch? Title: Re: SWTOR Post by: Triforcer on April 14, 2009, 06:19:47 PM Of course, the alternative is that they are going to launch sooner than anyone currently thinks they are. I can reasonably see that happening. But I would still be extremely surprised if this game is out before fall 2010. Title: Re: SWTOR Post by: gryeyes on April 14, 2009, 06:40:16 PM How many Darkfall community members lasted the full 8 years? 4 years? 2 years? 90 days post launch? I really don't know. I checked on that site sporadically throughout the years and it retained an active base. I cant think of a more hostile community over a game nobody with half a brain thought would launch. Yet amazingly it did create word of mouth and had a large and active forums. There are Darkfall guilds that have been in existence for 5+ years. I do not understand it either but somehow someway that forum and Darkfall created a fanbase. They removed the join dates a year or two ago but up until that point seeing accounts created in the low 2000's was pretty common. They had a fucking guild politics/drama sub-forum that was blazing with drama. Pre-alpha guild drama :uhrr: Title: Re: SWTOR Post by: ashrik on April 14, 2009, 11:05:46 PM I think it just speaks to how much people are interested in that sort of thing.
At the very least, how passionate those people are. But at the very least they had the particulars downpat, eh? People being able to kill others almost anywhere. Not too crazy of a concept, nor too complicated of one. So I'd have to agree, too early for SWTOR. As someone earlier said, people are aligning with things they don't even understand yet. Title: Re: SWTOR Post by: Sheepherder on April 15, 2009, 11:34:29 AM So, you have about what, 3,000 registered users on these forums, right? The TOR Community section (not the site as a whole, just the Community section) gets more posts than that on a normal day when we don't post an update. That's like saying the staff and layout my local Barnes & Nobles has should work just fine for the Library of Congress. Yes, I know, I'm being a little melodramatic on that one but you get my drift. So what's the pay grade at F13 Schild? Quote There are forums for general disc, classes, guilds, and community creations. Pretty basic topics that we know most people are going to want to talk about in regards to an MMO. They were talking about all of that already and we just made it easier for people who had no interest in guild politics to not have to see it unless they wanted to participate in it. Classes: Can't be played yet, so forums devoted to them are largely meaningless. Guilds: Can't be made yet, but you want them in-game when it launches. A small browser game would do a whole lot more for you than forums. Community Creations: Redirect people to a fan fiction site, call them an "affiliate", make them link back to you. Quote But outside of using some colorful terms, you haven't really even given any true reasons as to why its a bad thing. When you're building a community, why is it a bad thing (when you have that kind of volume) to categorize the conversations into something more manageable for the end user? It's bad because fan fiction and whining about game mechanics for a game not yet in alpha is more likely to scare a sane community off rather than attract it. You don't need any effort to get the Star Wars community. Title: Re: SWTOR Post by: Furiously on April 16, 2009, 06:50:58 AM For the above I would wager the signal to noise ratio is very low.
Title: Re: SWTOR Post by: Righ on April 16, 2009, 08:20:15 AM Pre-alpha forums suck by default. Yeah. This. I'm on the second project now where we're not even going to HINT at what we're working on until people are in the game playing. Anything before that is pointless. Bingo. Excellent call. Way to blow the lid on his secret project. Still, online bingo is popular. Title: Re: SWTOR Post by: Sky on April 16, 2009, 09:22:39 AM :awesome_for_real: :drill:
Title: Re: SWTOR Post by: Cyrrex on April 16, 2009, 10:18:27 AM Bingo. Excellent call. Way to blow the lid on his secret project. Still, online bingo is popular. [/quote] All I can say is there better be player bounties. Title: Re: SWTOR Post by: Dtrain on April 16, 2009, 11:04:24 AM Bingo. Excellent call. Way to blow the lid on his secret project. Still, online bingo is popular. All I can say is there better be player bounties. [/quote] Note to devs: the little old lady class had better have 3 blotters and be able to work 6 sheets at once. Title: Re: SWTOR Post by: eldaec on April 16, 2009, 12:39:04 PM Pre-alpha forums suck by default. Yeah. This. I'm on the second project now where we're not even going to HINT at what we're working on until people are in the game playing. Anything before that is pointless. (Plus, given that the first project died before anyone got in the game playing, probably just as well!) This is a massively multiplayer online version of 'The Game' isn't it? Title: Re: SWTOR Post by: Sky on April 16, 2009, 01:11:02 PM Yo, I didn't even know Lum was hangin wit Fitty, dawg.
Title: Re: SWTOR Post by: DLRiley on April 18, 2009, 04:46:11 PM http://my.spill.com/profiles/blog/show?id=947994:BlogPost:1231907
The second interview has people working on the SWOTR. Nothing new (information wise) really funny listening to though. Title: Re: SWTOR Post by: NowhereMan on April 20, 2009, 07:24:31 AM Of course, the alternative is that they are going to launch sooner than anyone currently thinks they are. I predict this game launches a lot sooner than the Devs think it will or should :awesome_for_real: I've also got to agree with Schild in general on the assessment of the forums. There's a lot of shit people will want to discuss and a lot of speculation, etc. You know where it's great to have that happening at this stage? Fan sites that can have their own little communities, Devs can visit and occasionally post but never give any impression of listening intently to and more importantly can become incestuous cess pits without necessarily scaring off anyone who happens to come across Star Wars and Bioware in a link. Make the official forums for the moment focused specifically on what information is available, make it clear that great tracts devoted to what the mechanics should be will not be tolerated at the moment. The community does not need to be formed by the official forums especially not when the game is still dividing into bundles of cells in Bioware's (:awesome_for_real:) womb. There isn't going to be a shortage of Fan sites popping up for this, until there's a reason to have more stuff going on on official forums it just seems like it's destined for doom. Communities of that size are never going to be easy or fun to manage but it's possible to make doing so easier or harder. Of course I've never come close to managing any community, just watched plenty burn to the ground or limp on regardless so I'll leave this wishing Ashen good luck but I've got my popcorn on standby and am planning on cooking it in the raging pit of flames those community forums will consist in. Title: Re: SWTOR Post by: Segoris on April 20, 2009, 08:03:51 AM I predict this game launches a lot sooner than the Devs think it will or should :awesome_for_real: I don't think I've seen a safer prediction, or bet, then this in a long time Title: Re: SWTOR Post by: UnSub on April 20, 2009, 05:52:25 PM To follow on from NowhereMan, a great example is DCUO Source - it's doing everything that DCUO needs at this stage, gets some dev attention and is growing. It picks up all the relevant info when SOE releases something.
When DCUO is closer to actual launch, an official forum will be required. But for now the fans are doing a great job in building their community for them together with the upside that if DCUO Source turns bad, SOE can cut it off as just a fansite. Title: Re: SWTOR Post by: AutomaticZen on April 27, 2009, 08:05:23 PM Homosexuals don't exist in the Star Wars Universe. (http://www.swtor.com/community/showthread.php?t=26291&page=6)
Interesting tack. I can't think of any gay heroes in the Expanded Universe off the top of my head, but I'm surprised the CM just came out and said "no". Lucasfilm policy maybe? Title: Re: SWTOR Post by: Azaroth on April 27, 2009, 08:20:10 PM So I can't have a pink lightsaber?
Title: Re: SWTOR Post by: Dtrain on April 27, 2009, 08:27:41 PM Well, at least they found a use for the pre-pre-alpha forums other than staging a giant circle jerk.
Title: Re: SWTOR Post by: Ingmar on April 27, 2009, 08:28:59 PM Ugh, that is laaaaaaaaaaame. :heartbreak:
I hope I can blame Lucas for that and not Bioware. Title: Re: SWTOR Post by: Triforcer on April 27, 2009, 08:30:09 PM I am positive that one of the books had a same-sex Mandalorian couple. Maybe I just hallucinated that.
EDIT: Given that this game says there is potential for NPC romances with companion characters, I wonder how same-sex companion romance will be handled. And it WILL come up. Bioware is probably dreading it, because its one of those things where you piss off half the customer base no matter what you do. Title: Re: SWTOR Post by: UnSub on April 27, 2009, 09:29:16 PM I think the CM was saying that terms like homosexual and gay don't existing in SW (or at least in SWOR).
You can be gay, but you've got to call yourself something else. You swing towards the lightsaber rather than the sarlacc pit, or something. Title: Re: SWTOR Post by: Koyasha on April 27, 2009, 10:00:10 PM BioWare did make the first major RPG with the first major character same-sex romance (Jade Empire, as far as I know, at least). Even as far back as Baldur's Gate they had some allusions to same-sex relationships (several of the female non-party NPC's made flattering comments, in particular some of the girls in the secret prostitute den in Baldur's Gate), so if there is some kind of absolute no homosexual relationships policy in SWTOR I think we can probably lay it entirely at the feet of the Lucas people.
Title: Re: SWTOR Post by: Lantyssa on April 27, 2009, 10:14:05 PM Juhani. Her story includes it from several different angles.
All I know is if male companions come on like Carth and don't listen to my first warning to back the fuck off, I'm going to wind up short a few NPCs. Make those permanent choices count. :evil: Title: Re: SWTOR Post by: Triforcer on April 27, 2009, 10:22:16 PM But what if said NPC that you reject is the most ownzoring in PvP? Are you saying you wouldn't sleep with someone that disgusts you solely for PvP? :awesome_for_real:
Title: Re: SWTOR Post by: Koyasha on April 27, 2009, 10:44:20 PM Juhani did seem like they were designing her that way, and there's some strong indications of it left, but I don't really count her as a main character romance since the relationship aspect was never fully developed. I figure it was cut either due to lack of time to finish it up, or due to the nature of the content, because it has always felt like there was meant to be more, with her. Possibly Lucasfilm/Lucasarts didn't let them do it, if it's true they have such a policy?
Title: Re: SWTOR Post by: DLRiley on April 27, 2009, 10:52:00 PM Are you guys going to spend an entire page talking about this?
Title: Re: SWTOR Post by: schild on April 27, 2009, 11:17:26 PM Are you guys going to spend an entire page talking about this? I know, right. bailout.gif Title: Re: SWTOR Post by: Ingmar on April 27, 2009, 11:49:43 PM Duh, yes, thank you for reminding me about Juhani and Jade Empire, my Bioware fanboyism is preserved.
Title: Re: SWTOR Post by: Cyrrex on April 28, 2009, 04:52:36 AM My female Shepard in Mass Effect also had undeniably hot sex with a female NPC. Pretty sure Bioware doesn't have a problem with this. OTOH, I wouldn't have guessed Lucas would foster that kind of bigotry either. I'm going to assume that there is a more benign explanation without evidence to the contrary.
Title: Re: SWTOR Post by: Numtini on April 28, 2009, 06:24:02 AM Homosexuals don't exist in the Star Wars Universe. (http://www.swtor.com/community/showthread.php?t=26291&page=6) Someone really needs to tell C3P0. They're already back pedalling, reopening the comment thread and unrestricting the words. But seriously, that guy has no clue the shitstorm he's just jumped into head first with a reply that rude. And if he wasn't aware of the reaction that was going to cause, he's probably not qualified to be a community rep. Unless they do more and apologize for the comment quickly, it's going to be fun. :popcorn: Title: Re: SWTOR Post by: Triforcer on April 28, 2009, 06:47:19 AM Hah, that Kotaku thread is at like 150 comments. Paging Tale, this shit about to be VIRAL!! :awesome_for_real:
EDIT: I love the description of the situation here- http://digg.com/pc_games/There_Are_No_Gays_In_Star_Wars 100% solid and accurate phrasing, that. Title: Re: SWTOR Post by: SnakeCharmer on April 28, 2009, 06:50:30 AM Well, he's got a point. I'm trying to remember the last time Solo called Luke a whiny little fag.
Which is exactly what that thread was turning into. A bunch of homophobes whining about gays, a bunch of gays whining about homophobes whining about gays, and gays whining for their 'respect'. They're a all bunch of whiny retards, to be honest. Title: Re: SWTOR Post by: AutomaticZen on April 28, 2009, 06:53:13 AM Homosexuals don't exist in the Star Wars Universe. (http://www.swtor.com/community/showthread.php?t=26291&page=6) Someone really needs to tell C3P0. They're already back pedalling, reopening the comment thread and unrestricting the words. But seriously, that guy has no clue the shitstorm he's just jumped into head first with a reply that rude. And if he wasn't aware of the reaction that was going to cause, he's probably not qualified to be a community rep. Unless they do more and apologize for the comment quickly, it's going to be fun. :popcorn: Actually, just rereading that thread, it just occurred to me that the CM is the same person from Bioware who posted a few pages back. But I'm glad they've driven around this particular speedbump. Title: Re: SWTOR Post by: Hawkbit on April 28, 2009, 07:44:25 AM This world would be a pretty decent place if it weren't for all the fucking people.
Title: Re: SWTOR Post by: Stormwaltz on April 28, 2009, 09:04:35 AM Juhani. Her story includes it from several different angles. Yeah. Lord of the Rings Online doesn't include any options for player marriage because Tolkien's lore has no homosexuals in it (http://www.salon.com/news/feature/2007/04/28/gay_dwarves/print.html), and very few examples of interracial marriage. They didn't want to exclude homosexual or interracial unions, so they didn't offer in-game marriage at all. Title: Re: SWTOR Post by: tmp on April 28, 2009, 09:12:13 AM This world would be a pretty decent place if it weren't for all the fucking people. People themselves can be ok; it's the fucking part that's causing problems, everyone is very protective of their orifices.Title: Re: SWTOR Post by: koro on April 28, 2009, 10:21:35 AM Look's like the discussion's been re-opened (http://www.swtor.com/community/showthread.php?t=26291&page=5), and the relevant words have been uncensored.
Title: Re: SWTOR Post by: schild on April 28, 2009, 11:36:05 AM oh
hay Look what forums got totally reconfigured. :awesome_for_real: Go go Team Schild. Title: Re: SWTOR Post by: SnakeCharmer on April 28, 2009, 11:37:55 AM I bitched about precasting once.
They removed it. Go me! Title: Re: SWTOR Post by: schild on April 28, 2009, 11:43:56 AM I bitched about precasting once. While I see your point, everyone was bitching about precasting.They removed it. Go me! Pretty sure I was the only one that was bitching about the physical setup of the forums - or rather, I was the only one HERE that was. Also, I don't like how your dogatar stares at me. Those are dead eyes. Title: Re: SWTOR Post by: gryeyes on April 28, 2009, 11:45:34 AM How much are you going to charge them for a consulting fee?
Title: Re: SWTOR Post by: Yegolev on April 28, 2009, 11:48:25 AM Why does everyone keep going on about Bioware when SWTOR is obviously being made by Bioware Austin?
Title: Re: SWTOR Post by: Cyrrex on April 28, 2009, 11:58:13 AM Maybe because nobody has attempted to make that clear?
:uhrr: Title: Re: SWTOR Post by: Yegolev on April 28, 2009, 12:00:27 PM lol wut
Really? Title: Re: SWTOR Post by: Cyrrex on April 28, 2009, 12:02:29 PM I wouldn't know how to use green text if I wanted to. Which I don't.
Title: Re: SWTOR Post by: Merusk on April 28, 2009, 01:18:57 PM Why did I click over there. It's like every MMO discussion form since the genre got big. "Make leveling slow, but full of fun content!" "Don't let bad players reach max level!" "Get rid of hit points" "This game should be free to play"
The more things change, the more they stay the same. Title: Re: SWTOR Post by: schild on April 28, 2009, 01:27:21 PM this next plz
Title: Re: SWTOR Post by: Segoris on April 28, 2009, 01:38:43 PM this next plz If you are being generous and giving more But hey, improvement is still improvement. Title: Re: SWTOR Post by: schild on April 28, 2009, 01:39:36 PM this next plz If you are being generous and giving more There's no excellent way to deal with this until every class has been announced. And most folks will just bookmark whichever forums really really matter to them. Title: Re: SWTOR Post by: UnSub on April 28, 2009, 06:37:06 PM Juhani. Her story includes it from several different angles. Yeah. Lord of the Rings Online doesn't include any options for player marriage because Tolkien's lore has no homosexuals in it (http://www.salon.com/news/feature/2007/04/28/gay_dwarves/print.html), and very few examples of interracial marriage. They didn't want to exclude homosexual or interracial unions, so they didn't offer in-game marriage at all. U JUST HAT HOBIT / ORC LOV U RACIST Title: Re: SWTOR Post by: Margalis on April 28, 2009, 08:54:44 PM They should close all forum discussions of things that don't exist in the SW universe.
Including MMOs. Title: Re: SWTOR Post by: pants on April 28, 2009, 10:45:08 PM Juhani. Her story includes it from several different angles. Yeah. Lord of the Rings Online doesn't include any options for player marriage because Tolkien's lore has no homosexuals in it (http://www.salon.com/news/feature/2007/04/28/gay_dwarves/print.html), No gheys in Lord of the Rings? You have watched the movies, haven't you? And thats without talking about the Tom Bombadil, naked dancing hobbits scene from the Fellowship book. Title: Re: SWTOR Post by: Cyrrex on April 29, 2009, 05:02:19 AM And thats without talking about the Tom Bombadil, naked dancing hobbits scene from the Fellowship book. I'll admit that I sometimes miss the hidden meanings in popular literature, but I'm fairly sure that never happened. Title: Re: SWTOR Post by: DLRiley on April 29, 2009, 05:30:19 AM There are no straight elves in fiction. Why do you think elves always a dieing race and their women ALWAYS fall in love with a human male? Its because elf males are too busy making hot gay sex to one another. And yes hobbits are just as gay, well except Sam but he had me worried....
Oh you can so argue the Jedi are gay. I mean honestly having sex with women seems to drastically increase your chances of joining the darkside, but hanging around a sweaty dude all day doesn't? Fuck I rather be sith. Title: Re: SWTOR Post by: Zzulo on April 29, 2009, 06:44:27 AM You're terrible
Title: Re: SWTOR Post by: Cyrrex on April 29, 2009, 06:52:31 AM There are no straight elves in fiction. Why do you think elves always a dieing race and their women ALWAYS fall in love with a human male? Its because elf males are too busy making hot gay sex to one another. And yes hobbits are just as gay, well except Sam but he had me worried.... Oh you can so argue the Jedi are gay. I mean honestly having sex with women seems to drastically increase your chances of joining the darkside, but hanging around a sweaty dude all day doesn't? Fuck I rather be sith. Did this post actually happen? Or is it like that time when I was skiing while I was high and wasn't sure if I was actually skiing? Title: Re: SWTOR Post by: SnakeCharmer on April 29, 2009, 06:56:34 AM I'm pretty sure he's trying to be funny. It was semi-chuckle worthy.
Now we just need someone to come in here and say 'i know rite' in agreement. Such a horrible movie... Title: Re: SWTOR Post by: Sky on April 29, 2009, 07:17:29 AM I think f13 should just host the SWTOR forums, WHAT COULD GO WRONG?
And look at all the members we got from the NGE thread. Speaking of members.... Title: Re: SWTOR Post by: Stormwaltz on April 29, 2009, 08:46:54 AM Penny Arcade'd. (http://penny-arcade.com/comic/2009/4/29/)
And thats without talking about the Tom Bombadil, naked dancing hobbits scene from the Fellowship book. I'll admit that I sometimes miss the hidden meanings in popular literature, but I'm fairly sure that never happened.There was that scene at Crickhollow where all the hobbits take a bath. It features one of Tolkien's lamer attempts at poetry. Quote Sing hey! For the bath at close of day That washes the weary mud away! A loon is he that will not sing: O! Water Hot is a noble thing! O! Sweet is the sound of falling rain, And the brook that leaps from hill to plain; But better than rain or rippling streams Is Water Hot that smokes and steams. O! Water cold we may pour at need Down a thirsty throat and be glad indeed; But better is Beer, if drink we lack, And Water Hot poured down the back. O! Water is fair that leaps on high In a fountain white beneath the sky; But never did fountain sound so sweet As splashing Hot Water with my feet! I remember making stinkeye at the book the first time I read that. Title: Re: SWTOR Post by: Cyrrex on April 29, 2009, 08:54:38 AM I usually skipped over all the hobbit/dwarf/elf singing, but even so...
bah, skip it. Title: Re: SWTOR Post by: Rendakor on April 29, 2009, 09:03:48 AM There are no straight elves in fiction. Why do you think elves always a dieing race and their women ALWAYS fall in love with a human male? Its because elf males are too busy making hot gay sex to one another. Sadly, D&D's Book of Erotic Fantasy agrees with him. (Not that it's exactly THE source on fantasy sexuality.) Don't ask how I know that. :oh_i_see:Title: Re: SWTOR Post by: Draegan on April 29, 2009, 10:36:03 AM This story has polluted all the MMOG sites out there. It's completely retarded and a waste of time.
Title: Re: SWTOR Post by: Ingmar on April 29, 2009, 10:52:21 AM The Tom Bombadil scene being referenced is right after he rescues them from the barrow-wights, talks about Frodo et. al. running around naked and free on the grass etc.
Tolkien came from the English academic scene in the first part of the 20th century, if you don't think homosexuality was a big part of that culture, think again. Closeted, sure, and I'm not saying JRR himself was involved but he almost certainly would have been aware of it. Title: Re: SWTOR Post by: schild on April 29, 2009, 11:02:46 AM This story has polluted all the MMOG sites out there. It's completely retarded and a waste of time. This. A thousand times this. And people wonder why I quit writing about games. Title: Re: SWTOR Post by: Reg on April 29, 2009, 11:20:08 AM Oh I remember that bath scene. It happens right after Tom Bombadil says "Let's get you out of those wet clothes!"
Title: Re: SWTOR Post by: Hindenburg on April 29, 2009, 11:34:31 AM This story has polluted all the MMOG sites out there. It's completely retarded and a waste of time. This. A thousand times this. And people wonder why I quit writing about games. Eh, not really worse than the coverage that they kept giving to Thompson and Boll. Title: Re: SWTOR Post by: Cyrrex on April 29, 2009, 11:35:49 AM Oh I remember that bath scene. It happens right after Tom Bombadil says "Let's get you out of those wet clothes!" A caring god-like father figure might rather innocently suggest the same thing. To automatically assume that it leads to hotgayhobbitorgy means that you are actively trying to interpret it that way. That doesn't mean that it isn't true or is even wrong if it was, but I don't think it logically fits the context of the story in any way. Some times, people are just telling stories. MOST of the time, I'd wager. Title: Re: SWTOR Post by: schild on April 29, 2009, 11:36:04 AM This story has polluted all the MMOG sites out there. It's completely retarded and a waste of time. This. A thousand times this. And people wonder why I quit writing about games. Title: Re: SWTOR Post by: Ingmar on April 29, 2009, 12:07:05 PM It is a topic that matters to enough people to generate a good amount of discussion, how is it not news?
Title: Re: SWTOR Post by: schild on April 29, 2009, 12:23:17 PM It is a topic that matters to enough people to generate a good amount of discussion, how is it not news? Discussion doesn't "make something news." Edit: Clarity. Title: Re: SWTOR Post by: Megrim on April 29, 2009, 12:27:39 PM Oh I remember that bath scene. It happens right after Tom Bombadil says "Let's get you out of those wet clothes!" A caring god-like father figure might rather innocently suggest the same thing. To automatically assume that it leads to hotgayhobbitorgy means that you are actively trying to interpret it that way. That doesn't mean that it isn't true or is even wrong if it was, but I don't think it logically fits the context of the story in any way. Some times, people are just telling stories. MOST of the time, I'd wager. Hey, hey Cyrrex? Title: Re: SWTOR Post by: Ingmar on April 29, 2009, 12:50:36 PM It is a topic that matters to enough people to generate a good amount of discussion, how is it not news? Discussion doesn't "make something news." Edit: Clarity. Well, OK, but if we apply that standard to 'gaming news' in general we'd quickly be left with nothing but a list of product announcements and release dates. Woo. Title: Re: SWTOR Post by: Hindenburg on April 29, 2009, 01:03:12 PM That'd be kinda nice.
Title: Re: SWTOR Post by: schild on April 29, 2009, 01:06:44 PM It is a topic that matters to enough people to generate a good amount of discussion, how is it not news? Discussion doesn't "make something news." Edit: Clarity. Well, OK, but if we apply that standard to 'gaming news' in general we'd quickly be left with nothing but a list of product announcements and release dates. Woo. Title: Re: SWTOR Post by: UnSub on April 29, 2009, 07:20:57 PM I'll take it as news because someone in an official capacity really should have thought things out before typing "There's no such things as gays". CMs are meant to have some kind of idea about communicating to the player base in such a way that it doesn't piss them off.
There are also plenty of LGBT gamers out there who don't like being told their sexuality doesn't exist, even in a game world. Title: Re: SWTOR Post by: Triforcer on April 29, 2009, 07:23:30 PM I'll take it as news because someone in an official capacity really should have thought things out before typing "There's no such things as gays". CMs are meant to have some kind of idea about communicating to the player base in such a way that it doesn't piss them off. There are also plenty of LGBT gamers out there who don't like being told their sexuality doesn't exist, even in a game world. Well, technically, he said those "terms" don't exist in Star Wars. That's not quite the same thing as saying that homosexuality itself doesn't exist in Star Wars. Its more like saying "beer" doesn't exist in Star Wars, because even though alcoholic beverages exist they aren't called that. I honestly think that's the way he meant it, too- it just didn't seem like he was making a grandiose, overarching political statement. Title: Re: SWTOR Post by: UnSub on April 29, 2009, 07:26:47 PM I know what he meant to say, but what he said came out very open to interpretation. When dealing with sensitive topics, it is best not to make statements that are open to interpretation.
Title: Re: SWTOR Post by: SnakeCharmer on April 29, 2009, 07:41:59 PM From what I could tell, they censored the words to keep them from being used in a deragotory fashion towards other players. The GLBT brigade got pissed because they couldn't say 'gay' or 'lesbian', completely ignoring the fact they were censored to keep them from getting used in derogatory fashion - by extension from being derogatory towards the GLBT crowd.
Much like religion and politics, at this point, it's too sensitive a topic for general game forums. Should have left well enough alone, left them censored, and been done with it. Title: Re: SWTOR Post by: Hindenburg on April 29, 2009, 07:48:45 PM Nope, did the right thing, uncensored when it became necessary. Should've started uncensored, imo. Just ban the fuckers that abuse it.
Title: Re: SWTOR Post by: SnakeCharmer on April 29, 2009, 08:03:09 PM Maybe so.
Given the signal to noise ratio and the amount of actual moderation that goes on there, an 'offending' thread or post could be there for days before it gets zapped. Title: Re: SWTOR Post by: Fordel on April 29, 2009, 08:15:08 PM Almost like there should be fewer forums or something? :grin:
Title: Re: SWTOR Post by: SnakeCharmer on April 29, 2009, 08:15:37 PM shazaaam!
Title: Re: SWTOR Post by: Triforcer on April 29, 2009, 09:36:18 PM Maybe so. Given the signal to noise ratio and the amount of actual moderation that goes on there, an 'offending' thread or post could be there for days before it gets zapped. Very true. I don't think anyone moderates anything on nights and weekends. Its almost as if Sean and Amy have no help at all. Title: Re: SWTOR Post by: Lantyssa on April 29, 2009, 10:42:31 PM Well, technically, he said those "terms" don't exist in Star Wars. That's not quite the same thing as saying that homosexuality itself doesn't exist in Star Wars. Its more like saying "beer" doesn't exist in Star Wars, because even though alcoholic beverages exist they aren't called that. I honestly think that's the way he meant it, too- it just didn't seem like he was making a grandiose, overarching political statement. I agree. However if a CM is unable to communicate effectively, especially on a topic which can get touchy, there are going to be major problems.Title: Re: SWTOR Post by: Draegan on April 30, 2009, 05:37:37 AM Ok anyone have any news about SWTOR or are you guys going to end up putting a SWTOR thread in politics?
Title: Re: SWTOR Post by: Lantyssa on April 30, 2009, 09:54:10 AM The Internet's or Schild's definition of news? ;D
There isn't any because they're ramping up the community way too early. Drama is the only thing this game-in-progress can offer at this point. Title: Re: SWTOR Post by: Yegolev on April 30, 2009, 10:53:04 AM I predict that drama will continue to be the primary draw even after release.
Title: Re: SWTOR Post by: Lantyssa on April 30, 2009, 11:31:31 AM Probably. Though at least then some of it would be about mechanics and stupid dev decision of the week rather than if humans in this galaxy should be restricted to speaking like aliens in another one.
Title: Re: SWTOR Post by: lesion on April 30, 2009, 11:31:56 AM Someone must be gay, and they'll have to pay. There's no other way. A monthly fee? Olé!
Title: Re: SWTOR Post by: NowhereMan on April 30, 2009, 02:54:17 PM At least that was better than Tolkein's poetry. I skipped it in the books and I had to skip it in this thread.
Title: Re: SWTOR Post by: Rishathra on April 30, 2009, 04:38:02 PM Someone must be gay, and they'll have to pay. There's no other way. A monthly fee? Olé! "Just stay out of my way... or you'll pay! LISTEN to what I say!""Hey, why don't I just go eat some hay, make things out of clay, lay by the bay? I just may! Whaddya say?" Title: Re: SWTOR Post by: Koyasha on April 30, 2009, 08:13:52 PM Well, technically, he said those "terms" don't exist in Star Wars. That's not quite the same thing as saying that homosexuality itself doesn't exist in Star Wars. Its more like saying "beer" doesn't exist in Star Wars, because even though alcoholic beverages exist they aren't called that. I honestly think that's the way he meant it, too- it just didn't seem like he was making a grandiose, overarching political statement. Unless we can no longer use English to talk in-game or on the forums, and must learn Galactic Basic or one of the other 6 million forms of communication in the Star Wars galaxy in order to be allowed to talk, any interpretation of the statement - about ANY topic - is nonsensical. We're not actually speaking "their language", so obviously we must use the terms in our language in order to convey information.Title: Re: SWTOR Post by: ashrik on May 01, 2009, 08:58:33 AM But what if there are no gays in space?
Title: Re: SWTOR Post by: raydeen on May 01, 2009, 10:08:46 AM But what if there are no gays in space? http://www.youtube.com/watch?v=pf9oD_xl8mI (http://www.youtube.com/watch?v=pf9oD_xl8mI) Title: Re: SWTOR Post by: Draegan on May 01, 2009, 10:52:42 AM I really wish you guys would stop talking about this. My google alert is spamming me with "OMG NO GAYZ IN TEH SPACE WARZ"
Title: Re: SWTOR Post by: Sky on May 01, 2009, 11:52:38 AM Hey, they may not have gays, but they do have incest!
Title: Re: SWTOR Post by: Stormwaltz on May 01, 2009, 01:32:42 PM http://www.youtube.com/watch?v=pf9oD_xl8mI (http://www.youtube.com/watch?v=pf9oD_xl8mI) *snerk!* P.S: What quest can I get from your 80s band NPC? Title: Re: SWTOR Post by: eldaec on May 02, 2009, 01:04:04 AM Hey, they may not have gays, but they do have incest! Yet another post that *really* needs to be separated from Sky's avatar. Title: Re: SWTOR Post by: Lantyssa on May 02, 2009, 07:51:24 AM Too bad April Fools has already passed. They could have changed everyone's avatar into Daffy and then every comment would be funny.
Title: Re: SWTOR Post by: Zzulo on May 02, 2009, 04:43:42 PM http://www.rockpapershotgun.com/2009/05/02/creating-worlds-swtor-devumentary/
new vid showing off a bunch of worlds and in game scenery. Title: Re: SWTOR Post by: SnakeCharmer on May 03, 2009, 12:32:48 PM My God.
If you're going to be on a video that's going to be shown to hundreds of thousands / millions of people, for fuck sake, make yourself look presentable. I know the dress code for game developers is 'roll out of bed and wear the Tshirt you wore yesterday', but damn...Take some freaking PRIDE in way you look. Dress for the job you WANT, not for the job you HAVE. Title: Re: SWTOR Post by: schild on May 03, 2009, 12:39:06 PM My God. What. The. Hell. Are. You. Talking. About?If you're going to be on a video that's going to be shown to hundreds of thousands / millions of people, for fuck sake, make yourself look presentable. I know the dress code for game developers is 'roll out of bed and wear the Tshirt you wore yesterday', but damn...Take some freaking PRIDE in way you look. Dress for the job you WANT, not for the job you HAVE. Title: Re: SWTOR Post by: rattran on May 03, 2009, 12:59:59 PM Umm, an couple artistic types in hoodies, a guy in a clean tshirt, and a guy in a polo don't strike me as odd. I think it'd seem less believable if they were all in suits. None of them look unkempt, all look fairly relaxed.
And presumably they HAVE the job they WANT. Title: Re: SWTOR Post by: schild on May 03, 2009, 01:03:14 PM I can only assume this is Snakecharmer now:
(http://dl-client.getdropbox.com/u/39720/f13/colonel-sanders.jpg) Title: Re: SWTOR Post by: Hawkbit on May 03, 2009, 01:33:32 PM I know I was expecting a diku/story experience, but damn this rough quote at ~1:00 scares me:
Quote Then we have to guide the player through the experience. Always needs to know where to go, also where they can explore or go off the beaten path. I hope it's not 100% linear. That's going to make for a quick play if so. Title: Re: SWTOR Post by: Surlyboi on May 03, 2009, 01:35:47 PM I can only assume this is Snakecharmer now: (http://dl-client.getdropbox.com/u/39720/f13/colonel-sanders.jpg) :drill: That said, The chick has a jaw that could swallow Detroit. I'm just sayin' Title: Re: SWTOR Post by: TripleDES on May 03, 2009, 03:12:00 PM http://www.rockpapershotgun.com/2009/05/02/creating-worlds-swtor-devumentary/ That one clip where that guy was world editing zoomed way out kind of suggests that the open areas are rather small.new vid showing off a bunch of worlds and in game scenery. Title: Re: SWTOR Post by: Ratman_tf on May 03, 2009, 03:20:16 PM My God. What. The. Hell. Are. You. Talking. About?If you're going to be on a video that's going to be shown to hundreds of thousands / millions of people, for fuck sake, make yourself look presentable. I know the dress code for game developers is 'roll out of bed and wear the Tshirt you wore yesterday', but damn...Take some freaking PRIDE in way you look. Dress for the job you WANT, not for the job you HAVE. (http://taiwanjournal.nat.gov.tw/public/data/682416133271.gif) Title: Re: SWTOR Post by: SnakeCharmer on May 03, 2009, 03:36:06 PM What. The. Hell. Are. You. Talking. About? If you're going to be broadcast in a video that's going to be seen by hundreds of thousands of people, don't look like a bum. Title: Re: SWTOR Post by: Hindenburg on May 03, 2009, 03:39:23 PM What. The. Hell. Are. You. Talking. About? Terrible glasses, pullover, half-asleep look, androginy. Title: Re: SWTOR Post by: Zzulo on May 03, 2009, 04:01:16 PM The woman had a pretty lousy style. Ugly glasses, unkempt hair and clothes and makeup. Probably a low self esteem too! Or maybe extremely high :why_so_serious:
Guys all looked like bums except the one with the beard who looked like a douche with an ugly beard. :drill: Now, lets discuss their accessories :drillf: Title: Re: SWTOR Post by: schild on May 03, 2009, 04:05:59 PM What. The. Hell. Are. You. Talking. About? If you're going to be broadcast in a video that's going to be seen by hundreds of thousands of people, don't look like a bum. This is gaming, not diplomacy talks. Don't be so strange. Title: Re: SWTOR Post by: Hindenburg on May 03, 2009, 04:48:32 PM That was advertising.
Title: Re: SWTOR Post by: tmp on May 03, 2009, 05:01:05 PM Meh at least it's not another Barnett Show. And the actual game environments look excellent.
Title: Re: SWTOR Post by: Surlyboi on May 03, 2009, 06:08:58 PM What. The. Hell. Are. You. Talking. About? If you're going to be broadcast in a video that's going to be seen by hundreds of thousands of people, don't look like a bum. Thousands of people, max. All of them gamers, most of whom probably don't dress half as well anyway. The only one of those gamers that apparently gives a fuck is you. Title: Re: SWTOR Post by: Stormwaltz on May 03, 2009, 06:51:27 PM If you're going to be broadcast in a video that's going to be seen by hundreds of thousands of people, don't look like a bum. I don't make games to attract women, I make them to crush. Title: Re: SWTOR Post by: raydeen on May 03, 2009, 07:01:52 PM http://www.youtube.com/watch?v=pf9oD_xl8mI (http://www.youtube.com/watch?v=pf9oD_xl8mI) *snerk!* P.S: What quest can I get from your 80s band NPC? You have to rescue all the pets in the shop...umm..., boy. Sorry. Best I can come up with on a Sunday night with a head cold. I was on one of my benders watching 80's videos on YouTube, and pulled up West End Girls, saw that scene and thought...'Wow. He looks like an NPC in WoW.'. That's actually a florescent light. I just kinda screwed with the color of the video grab. Not that this means anything to anyone anywhere anytime anyhow. It's Sunday night and I have a head cold. Title: Re: SWTOR Post by: Hindenburg on May 03, 2009, 07:48:52 PM The only one of those gamers that apparently gives a fuck is you. Oh I'm sure Jade Raymond helped attract a fair bit of hype and some degree of sales to Assassin's Creed. Title: Re: SWTOR Post by: Engels on May 03, 2009, 07:52:24 PM Yes, but we weren't exactly clucking about her taste in wardrobe either.
Title: Re: SWTOR Post by: Draegan on May 04, 2009, 04:48:43 AM I duno.. If I was making a video that promoted my game I'd make sure everyone was dressed nicely. I'm not talking suits and shit, but maybe comb your hair or something.
Title: Re: SWTOR Post by: Surlyboi on May 04, 2009, 05:08:07 AM Fuck that. You could be a smelly neckbeard, as long as you make a good game, I don't give a shit. It's not like I have to hang out with you.
Title: Re: SWTOR Post by: Hindenburg on May 04, 2009, 05:19:56 AM But would you be less likely to invest/promote the smelly neckbeard?
Title: Re: SWTOR Post by: schild on May 04, 2009, 05:21:56 AM This may very well be a new low for f13.
Title: Re: SWTOR Post by: Hindenburg on May 04, 2009, 05:23:53 AM Oh the writing was on the wall from the first post in that direction. That it happens on a swtor thread is just too perfect.
Title: Re: SWTOR Post by: Surlyboi on May 04, 2009, 06:28:46 AM This may very well be a new low for f13. Please, we hit new lows hourly in the section that shall not be named. Title: Re: SWTOR Post by: Sky on May 04, 2009, 06:43:58 AM (http://taiwanjournal.nat.gov.tw/public/data/682416133271.gif) Really needs to be a height requirement for Vader costumes.Title: Re: SWTOR Post by: Ghambit on May 04, 2009, 07:36:56 AM (http://taiwanjournal.nat.gov.tw/public/data/682416133271.gif) Really needs to be a height requirement for Vader costumes.It's always been kinda just dumb that Imperial Guard were the coolest looking soldiers in the entire SW 'verse. Why cant we just have a movie with Imperial Guard in it? Better yet... can I be Imperial Guard in this game? Title: Re: SWTOR Post by: Lantyssa on May 04, 2009, 08:07:32 AM This may very well be a new low for f13. Doubtful (http://forums.f13.net/index.php?board=73.0).It's always been kinda just dumb that Imperial Guard were the coolest looking soldiers in the entire SW 'verse. Why cant we just have a movie with Imperial Guard in it? Better yet... can I be Imperial Guard in this game? They were always my favorite, too. We never even got to see them in action with their force pikes, either. :cry:Title: Re: SWTOR Post by: Yegolev on May 04, 2009, 09:28:26 AM They reminded me of this guy:
(http://www.collectiondx.com/gallery2/gallery/d/415293-3/P9070720.jpg) Title: Re: SWTOR Post by: tmp on May 04, 2009, 09:34:32 AM It's always been kinda just dumb that Imperial Guard were the coolest looking soldiers in the entire SW 'verse. Don't know about it, really.(http://www.alexandgregory.com/images/power%20rangers%20mystic%20force%20007%208.jpg) Title: Re: SWTOR Post by: Dtrain on May 04, 2009, 10:39:09 AM This may very well be a new low for f13. Doubtful (http://forums.f13.net/index.php?board=73.0).Note to self: Lantyssa knows where it hurts. Title: Re: SWTOR Post by: Sky on May 04, 2009, 10:58:02 AM They reminded me of this guy: Holy crap I was thinking the same thing.Title: Re: SWTOR Post by: Surlyboi on May 04, 2009, 11:36:46 AM I miss me some badass Max. Too bad that movie sucked.
Title: Re: SWTOR Post by: Ghambit on May 04, 2009, 11:47:50 AM I miss me some badass Max. Too bad that movie sucked. Blasphemy. That movie did NOT suck. Rather, it didnt suck for the time. I chalked it up there with Ice Pirates, which was awesome. I will say that I'm emotionally scarred for life having watched it as an 8yr. old though. It's a creepy ass movie. Made me wanna build mine own Starship though. Title: Re: SWTOR Post by: Yegolev on May 04, 2009, 11:53:21 AM Too bad that movie sucked. LIAR :ye_gods: :ye_gods: :ye_gods: :ye_gods: :ye_gods: Title: Re: SWTOR Post by: Engels on May 04, 2009, 11:59:05 AM Blasphemer! :mob:
Title: Re: SWTOR Post by: Brogarn on May 04, 2009, 01:07:49 PM Too bad that movie sucked. I have about 15 different responses to that all of them disagreeing with you with varying degrees of vulgarity but I think I'll just go with "you're wrong". Title: Re: SWTOR Post by: Stormwaltz on May 04, 2009, 02:04:45 PM Cygnus is my favorite space ship ever. SRSLY. Come on, kids, let's fly the Eiffel Tower into the the brooding paint vortex!
Loved it a a child. Still enjoy it now. The end still doesn't make any goddamn sense, but what a ride! Title: Re: SWTOR Post by: raydeen on May 04, 2009, 02:46:45 PM The Black Hole managed to capture the look and feel of the 50's and 60's sci-fi movies and did it well. I saw it a few months ago on TCM and loved it. I squeal every time I see it or Forbidden Planet scheduled for air. The only sci-fi movies that top them are 2001 and Metropolis (they found a very nearly complete version of Metro recently and are working on a full restore. I can't wait! :drill:)
Oh yeah, Silent Running is in there too. /sinks slowly back into the depths of Garbage Compactor 3263827 Title: Re: SWTOR Post by: gryeyes on May 04, 2009, 03:14:16 PM No love for Buckaroo Bonzai and Explorers?
Title: Re: SWTOR Post by: Merusk on May 04, 2009, 03:23:25 PM Explorers, yes! I netflix'd that for the kids and they loved it too. Still a good movie.
Title: Re: SWTOR Post by: rattran on May 04, 2009, 03:27:01 PM No love for Buckaroo Bonzai and Explorers? Nope, none.I liked 'The Adventures of Buckaroo Banzai Across the 8th Dimension' though. Good cheesy fun. Title: Re: SWTOR Post by: Ghambit on May 04, 2009, 04:05:03 PM Earth Star Voyager (which I have)
Earth 2 V: The Final Battle all great made for TV movies/miniseries. Enemy Mine was good too... "chizmaaa better than yo' Mickey Mouse Da-witch!" (cclkclkclkclkclkclklk) :grin: Title: Re: SWTOR Post by: Surlyboi on May 04, 2009, 04:06:07 PM Loved Buckaroo Banzai and Explorers. Still say The Black Hole sucked.
Call me a blasphemer all you want, I dug the movie, but I still found it overly muddy. Then again, I haven't seen it since I was 15, so perhaps I should watch it again. Title: Re: SWTOR Post by: Ratman_tf on May 04, 2009, 04:09:52 PM Loved Buckaroo Banzai and Explorers. Still say The Black Hole sucked. Call me a blasphemer all you want, I dug the movie, but I still found it overly muddy. Then again, I haven't seen it since I was 15, so perhaps I should watch it again. Nah. Not unless you're really determined to. It was goony and fun. But if you're not going to put on nostalgia goggles, it'll just be sad. Title: Re: SWTOR Post by: Evildrider on May 04, 2009, 09:58:16 PM Buckaroo Banzai is a classic Sci-fi movie in my eyes!
Title: Re: SWTOR Post by: Margalis on May 04, 2009, 10:16:27 PM The Black Hole is the first movie I ever saw, as part of a double-feature at a drive-in. (The other movie was either Cinderella or Sleeping Beauty) Don't think I've seen it since though.
Title: Re: SWTOR Post by: Yegolev on May 05, 2009, 05:39:59 AM I first saw The Black Hole when I was 33 and it's one of my favorite movies ever.
Title: Re: SWTOR Post by: Brogarn on May 05, 2009, 05:51:11 AM Ah Buckaroo Banzai. Fucking loved that movie. So cheesy. So awesome.
Wow have we gone off topic here. Yeesh. Title: Re: SWTOR Post by: Merusk on May 05, 2009, 07:07:54 AM So how about that Condorman?
Title: Re: SWTOR Post by: Yegolev on May 05, 2009, 07:37:48 AM Puma Man kicks his ass.
Title: Re: SWTOR Post by: rattran on May 05, 2009, 08:54:31 AM But he flies like a moron!
Any movie with Donald Pleasance as the evil guy is full of win. Title: Re: SWTOR Post by: Ingmar on May 05, 2009, 10:42:12 AM There's a guy who plays a tauren druid named Thepumaman on my WoW server, I get the song stuck in my head every time I fight him in Wintergrasp.
Title: Re: SWTOR Post by: stu on May 05, 2009, 02:00:04 PM Wiki says that Buckaroo Banzai and his team are featured in Battletech. Is this true?
Title: Re: SWTOR Post by: gryeyes on May 05, 2009, 02:01:14 PM Probably they are a pretty eclectic bunch. Samurai rock n roll playing scientist time travelers after all.
Title: Re: SWTOR Post by: Surlyboi on May 05, 2009, 02:09:00 PM I have a couple of characters in random MMOs named "Perfect Tommy".
Title: Re: SWTOR Post by: Lantyssa on May 05, 2009, 02:38:34 PM Wiki says that Buckaroo Banzai and his team are featured in Battletech. Is this true? Dr. B Banzai of House Davion. Primarily responsible for the Marauder design and other Federated Suns designs, if I remember correctly.Title: Re: SWTOR Post by: stu on May 05, 2009, 04:10:49 PM Neat-o ☺ I always liked Buckaroo Banzai
Title: Re: SWTOR Post by: Venkman on May 05, 2009, 05:03:09 PM Damn, now I got that whistlesong stuck in my head!
Title: Re: SWTOR Post by: Ratman_tf on May 05, 2009, 05:43:04 PM Wiki says that Buckaroo Banzai and his team are featured in Battletech. Is this true? Dr. B Banzai of House Davion. Primarily responsible for the Marauder design and other Federated Suns designs, if I remember correctly.There are lots of hidden references in Star Trek, TNG too. Mostly dedication plaques and technical readouts that only get shown for a second or two. Title: Re: SWTOR Post by: Surlyboi on May 05, 2009, 11:07:12 PM Damn, now I got that whistlesong stuck in my head! It's always stuck in my head. That probably explains a lot about me. Title: Re: SWTOR Post by: Sky on May 06, 2009, 06:24:35 AM Big Boo-TAY.
Title: Re: SWTOR Post by: Surlyboi on May 06, 2009, 11:10:42 AM Not muh goddamned planet. Understand, monkeyboy?
Title: Re: SWTOR Post by: Velorath on May 10, 2009, 04:12:27 AM I guess I shouldn't be surprised that message board drama and fashion tips warrant immediate discussion, but a new class getting announced gets overlooked (http://www.swtor.com/info/classes/trooper).
Also there's an interview with the lead writer regarding the new Trooper class as well (http://www.gamespot.com/pc/rpg/starwarstheoldrepublic/news.html?sid=6209373&tag=topslot;img;2). Title: Re: SWTOR Post by: UnSub on May 10, 2009, 04:29:07 AM I did see this and think that I really hope BioWare have some really strong classes to round out the mix. Trooper, regardless of how it actually plays, is pretty meh in terms of Star Wars.
Title: Re: SWTOR Post by: Venkman on May 10, 2009, 05:33:18 AM I guess I shouldn't be surprised that message board drama and fashion tips warrant immediate discussion, but a new class getting announced gets overlooked (http://www.swtor.com/info/classes/trooper). Also there's an interview with the lead writer regarding the new Trooper class as well (http://www.gamespot.com/pc/rpg/starwarstheoldrepublic/news.html?sid=6209373&tag=topslot;img;2). Yay for generic fodder. We've been burned by Star Wars, classes, MMOs, and a Star Wars MMO both before and after it got classes. Gonna take a lot more than "Trooper" to make us care. Like, beta invites! :grin: Title: Re: SWTOR Post by: schild on May 10, 2009, 07:50:55 AM Quote Like, beta invites! Little early to even throw a smiley face after that. Title: Re: SWTOR Post by: Velorath on May 10, 2009, 12:24:02 PM I guess I shouldn't be surprised that message board drama and fashion tips warrant immediate discussion, but a new class getting announced gets overlooked (http://www.swtor.com/info/classes/trooper). Also there's an interview with the lead writer regarding the new Trooper class as well (http://www.gamespot.com/pc/rpg/starwarstheoldrepublic/news.html?sid=6209373&tag=topslot;img;2). Yay for generic fodder. We've been burned by Star Wars, classes, MMOs, and a Star Wars MMO both before and after it got classes. Gonna take a lot more than "Trooper" to make us care. Like, beta invites! :grin: If we actually had to care to discuss something, the Darkfall thread never would have made 75 pages. Title: Re: SWTOR Post by: Murgos on May 10, 2009, 03:15:55 PM Title: Re: SWTOR Post by: Venkman on May 10, 2009, 03:18:53 PM Quote Like, beta invites! Little early to even throw a smiley face after that. Heh, not looking for them. I never wait for them anyway, they just seem to fall in my lap. It was more an ironical smile that with how little we're spamming refresh on the SWTOR info sites, we'll all be in beta as fast as our ISPs let us go from beta code to install and patch. Title: Re: SWTOR Post by: Surlyboi on May 10, 2009, 03:30:11 PM Oh, how jaded we've all become...
Title: Re: SWTOR Post by: eldaec on May 10, 2009, 03:31:25 PM ...jaded enough for a 27 page thread.
We're all playing this and you all know it. Title: Re: SWTOR Post by: lesion on May 10, 2009, 04:07:38 PM I'm playing it twice.
Title: Re: SWTOR Post by: Surlyboi on May 11, 2009, 05:48:34 AM ...jaded enough for a 27 page thread. We're all playing this and you all know it. That's not the jaded I was referring to. Jaded enough to just know we'll all be in the beta. Title: Re: SWTOR Post by: Ingmar on May 11, 2009, 10:33:33 AM Generic or not I already know someone who is all excited to play a Trooper.
Title: Re: SWTOR Post by: Sky on May 11, 2009, 10:43:25 AM Is his name Eddie?
(http://img379.imageshack.us/img379/2648/thetrooperhome.jpg) Title: Re: SWTOR Post by: Fordel on May 11, 2009, 01:53:36 PM Generic or not I already know someone who is all excited to play a Trooper. :yahoo: They could only be topped if they let me be a Droid. Title: Re: SWTOR Post by: Signe on May 11, 2009, 01:59:01 PM I love Eddie. That pic used to be my wallpaper.
Title: Re: SWTOR Post by: Cyrrex on May 11, 2009, 01:59:09 PM In KOTOR, it's no stretch to think that droids couldn't be pretty compelling characters. Of course, you'd then have thousands of kiddies, and quite possibly me, running around calling everyone Meatbag.
Title: Re: SWTOR Post by: Fordel on May 11, 2009, 02:08:30 PM In KOTOR, it's no stretch to think that droids couldn't be pretty compelling characters. Of course, you'd then have thousands of kiddies, and quite possibly me, running around calling everyone Meatbag. Why else be a droid if you can't mock the Meatsacks? Title: Re: SWTOR Post by: ashrik on May 11, 2009, 04:18:41 PM I'd definitely be interested in playing a Trooper. You say generic, I say iconic. Star Wars is more than an intergalactic boner battle between Jedi and Bounty Hunters.
Title: Re: SWTOR Post by: Goreschach on May 11, 2009, 05:04:11 PM I'd definitely be interested in playing a Trooper. You say generic, I say iconic. Star Wars is more than an intergalactic boner battle between Jedi and Bounty Hunters. No, that's pretty much all it is. Title: Re: SWTOR Post by: Ingmar on May 11, 2009, 05:13:20 PM Whatever, I wanna be this guy.
(http://newmoonprops.com/imperial_officer.jpg) Title: Re: SWTOR Post by: Lantyssa on May 11, 2009, 06:17:22 PM /forcechoke
Title: Re: SWTOR Post by: ashrik on May 11, 2009, 06:53:18 PM I'd definitely be interested in playing a Trooper. You say generic, I say iconic. Star Wars is more than an intergalactic boner battle between Jedi and Bounty Hunters. No, that's pretty much all it is. They will not be denied Title: Re: SWTOR Post by: Ratman_tf on May 11, 2009, 07:04:51 PM (http://www.icanhasforce.com/wp-content/uploads/2008/01/star-wars-jar-jar-binks.jpg)
Title: Re: SWTOR Post by: WindupAtheist on May 12, 2009, 02:17:45 AM I'd definitely be interested in playing a Trooper. You say generic, I say iconic. Star Wars is more than an intergalactic boner battle between Jedi and Bounty Hunters. No, that's pretty much all it is. This. I'm ever so tired of hearing "Star Wars is more than just (cool thing), I'd really rather see (something lame)" whenever this sort of topic comes up. Not that I have any real objection to Cannon Fodder being a class if someone wants to play it, but usually from here it spirals off into discussions of asteroid mining or space-cow milking or what the hell ever. It's a Star Wars game. I want to fly a spaceship and pew-pew enemy fighters when I'm not chopping off arms and feet with my lightsaber. If I want a game about something else beside those things, I'll play a game that's not fucking Star Wars. Edit: Also, the word "iconic" needs to Go Away. Title: Re: SWTOR Post by: Venkman on May 12, 2009, 05:18:38 AM This.
Ironically, I did my round of space mining in a Star Wars game, but let's put that aside for a second :grin: SWTOR is not offering crafting stations for budding energy prospectors and Dancers. It's a story-driven action-y game between Jedi and Sith. People aren't playing that story to be one of the nameless rabble you see in the background of the Cantina. Yes, SW can be about the struggling Droid Engineer whose Dad is barely paying the bills as a moisture farmer. But that type of SW is only interesting for the people so into the IP they consider the movies to be mere milestones between the books. It's certainly not how you extend an IP that was specifically created to tell the Jedi/Sith story. Title: Re: SWTOR Post by: Sky on May 12, 2009, 06:48:38 AM The best part about stupid cannon fodder non-jedi characters is people will play them and then bitch that jedi are overpowered. :uhrr:
There should be NO classes in the game. Everyone plays a Force Sensitive and can pick the skills they learn, and their quest decisions lead them down either path (jedi or sith). Just like, I dunno, KotOR. Title: Re: SWTOR Post by: calapine on May 12, 2009, 07:01:19 AM The best part about stupid cannon fodder non-jedi characters is people will play them and then bitch that jedi are overpowered. :uhrr: There should be NO classes in the game. Everyone plays a Force Sensitive and can pick the skills they learn, and their quest decisions lead them down either path (jedi or sith). Just like, I dunno, KotOR. That's most probably correct from a gameplay point of view, but I still can't get my head around everyone you meet being a Force Sensitive/Jedi/Whatever. It potentially kills immersion. (please don't laugh) Title: Re: SWTOR Post by: Murgos on May 12, 2009, 07:04:12 AM Fill the game with generic NPC's ala GTA or CoX. If there are thousands of 'people' around then having two or three Jedi/Sith in one area isn't such a big deal.
Title: Re: SWTOR Post by: Hindenburg on May 12, 2009, 07:10:41 AM That's most probably correct from a gameplay point of view, but I still can't get my head around everyone you meet being a Force Sensitive/Jedi/Whatever. It potentially kills immersion. (please don't laugh) You delete your mmo character every time you die, then?I'd be glad if they actually made a neutral force path. About damn time. Title: Re: SWTOR Post by: calapine on May 12, 2009, 07:17:40 AM I guess you all are right. Especially after re-reading Darniaqs post from above. I just don't fully understand how that "story driven" unique-player-experience gameplay combines with making an MMORPG?
TortageImproved? KOTOR 3 + Grind = Monthly Money Hats? Title: Re: SWTOR Post by: Sky on May 12, 2009, 07:37:44 AM After this long, I've learned one thing about mmo: fuck immersion.
Also, fuck "meaningful". Title: Re: SWTOR Post by: NowhereMan on May 12, 2009, 08:04:20 AM I don't see the huge problem with not having every class be some variant of Jedi. KotOR managed to have meaningful characters that could kick ass that didn't have lightsabers, if I can be a trooper and kick half as much ass as Canderous then I don't think that's a shitty choice. You all seem to have been overly burned by SWG, rage about this when they reveal that Jedi will be some stupid prestige class you unlock when you hit 70. Frankly I think Star Wars is about Jedis but it's also always been about guys with blasters blowing each other up and I don't see how it's going to ruin the sense of it being Star Wars or how having the option is a shitty sign. I would have thought it was a weird choice if every class was some Jedi variant.
Title: Re: SWTOR Post by: Venkman on May 12, 2009, 09:49:43 AM It's not that SW is about Jedi. It's that KOTOR is about them. And I'm fine with there being non-Jedi/Sith classes, as long as each of those other ones can stand on their own too. The thing that concerns me about "Trooper" is the ratio. Yea, commandos in the Republic have tough weaponry and stuff, but none of them ever mano-a-mano a Sith. It's always like 20 to 1 or 30 to 1 or something.
Now, if they come along and say Trooper will be like CoV's Mastermind++, then I'll think they're actually thinking it through. But for now it just seems like the same ol' model for Jedi, Sith, Fodder Trooper, Fodder Medic, Fodder Droid Engineer, and so on. It's really not about SWG. That game was very different and even after two tries and diku-izing, still is. It's more about combining WoW with SW and guesstimating the outcome from there. For me anyway. Title: Re: SWTOR Post by: Cyrrex on May 12, 2009, 10:08:33 AM You probably need to stay somewhat away from the ordinary trooper, but that doesn't mean there aren't examples that cannot be followed.. There are plenty of Commando (Mandalorian, Clone) types to model after, and they are bad asses. Or ARC Trooper equivalents, even bigger bad asses.
Title: Re: SWTOR Post by: Fordel on May 12, 2009, 10:21:18 AM You probably need to stay somewhat away from the ordinary trooper, but that doesn't mean there aren't examples that cannot be followed.. There are plenty of Commando (Mandalorian, Clone) types to model after, and they are bad asses. Or ARC Trooper equivalents, even bigger bad asses. That's what I'm thinking. Even in KOTOR you had Mandalorians who were apparently taking out Jedi. I would totally be fine with the class being an actual 'squad' though, like the Republic Commando game or a MasterMind etc... :heart: Title: Re: SWTOR Post by: Cyrrex on May 12, 2009, 10:26:07 AM Yeah. People would rail against it, but I'd just go ahead and make Jedi quite a bit more powerful, but let the Commando/Trooper/BH types simply gang up on them. I would love that as either side of the equation. I don't think the problem is so much in making a system like that work, but more of getting people to not be a bunch of whiny cunts about it.
Title: Re: SWTOR Post by: Ingmar on May 12, 2009, 10:28:07 AM The KOTOR setting has pretty well established that Jedi can get their asses kicked by non-Jedi, I'm not sure why this conversation is even going on. Its a game, not everyone wants a lightsaber, and classes will be balanced (insofar as they ever are in an MMO).
Title: Re: SWTOR Post by: Hindenburg on May 12, 2009, 10:29:35 AM Oh you naughty boy, you ninja edited before I clicked the quote button. :oh_i_see:
Title: Re: SWTOR Post by: Rasix on May 12, 2009, 10:35:15 AM Fodder Droid Engineer I'm not falling for that again! Title: Re: SWTOR Post by: Murgos on May 12, 2009, 10:41:05 AM I actually want to play a trooper after seeing some of those screen shots.
Getting to play a squad of troopers as a balance to individually stronger Jedi would be a fun mechanic, but I doubt we will see an outside the box mechanic like that anytime soon though. Title: Re: SWTOR Post by: Fordel on May 12, 2009, 10:42:07 AM Totally the fantasy I'm building up in my head:
(http://www.nexuszero.net/Img/clone_wars.gif) I can't wait to be disappointed :awesome_for_real: Title: Re: SWTOR Post by: Zzulo on May 12, 2009, 10:44:16 AM Perhaps the trooper squad mechanic is similiar to the mastermind mechanic in City of Villains
You could control around 6 or so minions there if I remember correctly. Title: Re: SWTOR Post by: Nonentity on May 12, 2009, 10:45:17 AM Fuck Jedi, I want to be a trooper.
i'm such a sucker for classes with guns. Title: Re: SWTOR Post by: Fordel on May 12, 2009, 10:46:07 AM There is that one screen shot with the 3 non-armored soldiers with the Trooper.
/rampant speculation! Title: Re: SWTOR Post by: Hindenburg on May 12, 2009, 10:48:33 AM Totally the fantasy I'm building up in my head: TBH that republic commando shooter was pretty damn good.I can't wait to be disappointed :awesome_for_real: Title: Re: SWTOR Post by: Cyrrex on May 12, 2009, 10:48:44 AM I think there are ways to do it, but I'm not sure there is a will to do it. Look no further than Ingmar's post. Some people think that characters need to be balanced against each other. I think that's crazy, but whatever. There are plenty of ways to make this work, but it requires out of the box thinking that nobody is willing or able to pull off. Everybody seems to be focused on creating combat balance, but I think strengths and weaknesses can manifested in other ways.
Title: Re: SWTOR Post by: Ingmar on May 12, 2009, 10:55:16 AM I think there are ways to do it, but I'm not sure there is a will to do it. Look no further than Ingmar's post. Some people think that characters need to be balanced against each other. I think that's crazy, but whatever. There are plenty of ways to make this work, but it requires out of the box thinking that nobody is willing or able to pull off. Everybody seems to be focused on creating combat balance, but I think strengths and weaknesses can manifested in other ways. In an MMO that's just a way to ensure that nobody plays the weaker characters. Unbalanced characters can work, if you're playing something like pen and paper Ars Magica and there's a social contract in place so that you know next week, Bob will rotate in to playing the random fodder guys and you get to play the wizard. EDIT: I will say it matters less if there's no PVP in the game, since you can presumably force certain characters to the forefront via encounter design or whatever, but players don't like that in general. Title: Re: SWTOR Post by: Velorath on May 12, 2009, 10:55:26 AM According to the interview, Troopers have the highest ranged DPS in the game and also buff their party members.
Title: Re: SWTOR Post by: Fordel on May 12, 2009, 10:57:24 AM Totally the fantasy I'm building up in my head: TBH that republic commando shooter was pretty damn good.I can't wait to be disappointed :awesome_for_real: It also had the most terrifying Wookies I've ever seen. Title: Re: SWTOR Post by: Cyrrex on May 12, 2009, 11:05:34 AM I think there are ways to do it, but I'm not sure there is a will to do it. Look no further than Ingmar's post. Some people think that characters need to be balanced against each other. I think that's crazy, but whatever. There are plenty of ways to make this work, but it requires out of the box thinking that nobody is willing or able to pull off. Everybody seems to be focused on creating combat balance, but I think strengths and weaknesses can manifested in other ways. In an MMO that's just a way to ensure that nobody plays the weaker characters. Unbalanced characters can work, if you're playing something like pen and paper Ars Magica and there's a social contract in place so that you know next week, Bob will rotate in to playing the random fodder guys and you get to play the wizard. Again, I'm not only talking about combat. Strengths and weaknesses can manifest themselves in other areas, but it probably depends a lot on the kind of game you're making. I could think of plenty of ways to make Jedi a weaker character, whilst still being able to rape face in combat, just by loosely following canon. Relationships? Nope, sorry, unless you want to get your ass expelled. Want a house? Tough shit. Inventory space? Not so much. Armor and cool clothes? Never. Oh, and you better toe the line, or you're history. Want to solo your way up? Not going to happen, Padawan. So on and etc. Title: Re: SWTOR Post by: Lantyssa on May 12, 2009, 11:06:54 AM EDIT: I will say it matters less if there's no PVP in the game, since you can presumably force certain characters to the forefront via encounter design or whatever, but players don't like that in general. I would, too, but considering there was disagreement about my Keeping Up With the Joneses not being PvP comment, I think too many people get bent out of shape if they're perceived as being less powerful for it to work on a large scale.Title: Re: SWTOR Post by: ashrik on May 12, 2009, 11:11:02 AM I actually want to play a trooper after seeing some of those screen shots. I don't see why not. We already know that players will have (at least) one companion, don't we? There's a million and one ways to balance Jedi & Pal versus Trooper & Pal.Getting to play a squad of troopers as a balance to individually stronger Jedi would be a fun mechanic, but I doubt we will see an outside the box mechanic like that anytime soon though. As someone said before, fuck immersion. If these devs have even an ounce of sense (and that's relative to other MMO developers), they're going to take every complaint that involves Jedi normally beating tons of troopers and stuff it back in the retard hole it came from. e: And yikes, Cyrrex. I hate your ideas regarding OOC balancing. A variety of constant nails-in-the-feet at all times, except when you're actively shitting on someone else's parade by being much stronger in combat? It'd be hard to find a more direct "I'm only happy when you're not happy" system outside of a Full loot PVP MMO Title: Re: SWTOR Post by: Sky on May 12, 2009, 11:18:48 AM Perhaps the trooper squad mechanic is similiar to the mastermind mechanic in City of Villains I hope Stormy is taking notes to send along to the appropriate people, because that would be pretty cool. Of course, I played a Mastermind, so I'm biased. Maybe mix in some of the minions from Sacrifice, lots of dialogue from the minions "Sir, yes, Sir!" Hire R. Lee Ermey.Title: Re: SWTOR Post by: Fordel on May 12, 2009, 11:44:59 AM I would hope they could somehow make it more cohesive then a master mind. Instead of the Leader + obvious pet minions, you instead have have your little squad of equals all in sync... somehow.
I might as well fucking say "do it right" at this point though. :why_so_serious: Title: Re: SWTOR Post by: Cyrrex on May 12, 2009, 11:48:43 AM And yikes, Cyrrex. I hate your ideas regarding OOC balancing. A variety of constant nails-in-the-feet at all times, except when you're actively shitting on someone else's parade by being much stronger in combat? It'd be hard to find a more direct "I'm only happy when you're not happy" system outside of a Full loot PVP MMO My definition of balance probably doesn't match well with others. But if you don't find a new way of looking at this, know what you're going to get? The same shit you always get. Title: Re: SWTOR Post by: Fordel on May 12, 2009, 11:57:47 AM With Jedi vs. Non-Jedi, it isn't so much an issue of actual game balance, but perception. A Jedi losing to a lone Trooper would fly right into the face of most peoples idea of StarWars. A Jedi being gunned down by a small coordinated squad is a lot easier to accept.
You would still have the base power scale of 1 Human vs. 1 Human. But in game it would appear to be 1 SpaceNinja vs. 4 Commando Units. Title: Re: SWTOR Post by: Triforcer on May 12, 2009, 12:02:13 PM That idea is intriguing but I think it would be frustrating for a lot of players. Permanent and hardcoded 4 or 6 boxing a squad of generic soldiers doesn't help a player identify with his avatar. You need that level of attachment and you don't get it in an MMORTS.
Just have a scroll at the beginning of the game saying "Classes X, Y, and Z on the Sith/Republic side are full of the baddest badass Xs and Ys and Zs in the whole galaxy. However, the Jedi/Sith war has devastated the force using ranks, so all the Jedi and Sith are pretty much punk teenagers with little skill." That justifies the balance :awesome_for_real: P.S. Hate the Trooper name. They could've come up with something slightly less generic, like Republic Elite or Republic Special Forces or something. Title: Re: SWTOR Post by: Hindenburg on May 12, 2009, 12:03:55 PM That idea is intriguing but I think it would be frustrating for a lot of players. Permanent and hardcoded 4 or 6 boxing a squad of generic soldiers doesn't help a player identify with his avatar. You need that level of attachment and you don't get it in an MMORTS. I was far more attached to my teammates in Republic Commando than I ever was to my character in any mmo i've ever played. Clearly this piece of anecdotal evidence is enough to make your argument crumble. Title: Re: SWTOR Post by: Fordel on May 12, 2009, 12:06:05 PM That idea is intriguing but I think it would be frustrating for a lot of players. Permanent and hardcoded 4 or 6 boxing a squad of generic soldiers doesn't help a player identify with his avatar. You need that level of attachment and you don't get it in an MMORTS. I was far more attached to my teammates in Republic Commando than I ever was to my character in any mmo i've ever played. Clearly this piece of anecdotal evidence is enough to make your argument crumble. Yea, let the players name and customize their Squad and Squad members, attachment issues won't exist. Shit, look at how people love their Hunter pets in WoW! Title: Re: SWTOR Post by: Ratman_tf on May 12, 2009, 12:07:53 PM After this long, I've learned one thing about mmo: fuck immersion. Also, fuck "meaningful". WoW is right there, man. You can buy a bag from Haris Pilton and go pew pew 7OL-TR-0N! Jesus. Is wanting a game that's more than grab-ass at recess such a goddamn crime? Title: Re: SWTOR Post by: Fordel on May 12, 2009, 12:10:15 PM After this long, I've learned one thing about mmo: fuck immersion. Also, fuck "meaningful". WoW is right there, man. You can buy a bag from Haris Pilton and go pew pew 7OL-TR-0N! Jesus. Is wanting a game that's more than grab-ass at recess such a goddamn crime? LotRO is right there man :oh_i_see: Title: Re: SWTOR Post by: Ratman_tf on May 12, 2009, 12:11:15 PM Fill the game with generic NPC's ala GTA or CoX. If there are thousands of 'people' around then having two or three Jedi/Sith in one area isn't such a big deal. Instance that shit, so everyone is seperated into their own copies of the world, and fill each instance with ewoks or gungans for the Jedi faggots to chop down in droves and prove their internet badassitude. Money hats. Title: Re: SWTOR Post by: Ratman_tf on May 12, 2009, 12:13:01 PM LotRO is right there man :oh_i_see: LOTR is WoW without the fun. Fuck Turbine. Title: Re: SWTOR Post by: Triforcer on May 12, 2009, 12:13:26 PM Also, if you want to save yourselves months of waiting, here are the four classes on each side:
Republic: (1) Jedi- melee DPS/minor CC/minor heal skills (pally, the ridiculous kind that got nerfed) (2) Trooper- Mega Ranged DPS/battle auras (3) Smuggler- Moderate Ranged DPS/CC master/debuffer (4) Republic Covert Ops- stealth field generator burst melee DPS Sith: (1) Sith- Melee DPS/minor CC/minor ranged spells (death knight) (2) Sith Commando- Mega Ranged DPS/battle auras (3) Bounty Hunter- Moderate Ranged DPS/CC master/debuffer (4) Sith Assassin- stealth field generator burst melee DPS Healing with be largely self-done with stimpacks and the like, but otherwise won't play a big role. Title: Re: SWTOR Post by: Fordel on May 12, 2009, 12:14:47 PM Nah, they'll split the Jedi's into multiple classes like in KOTOR.
Title: Re: SWTOR Post by: Draegan on May 12, 2009, 12:17:56 PM That reminds me of WAR.
Title: Re: SWTOR Post by: Murgos on May 12, 2009, 12:32:12 PM I don't see why not. We already know that players will have (at least) one companion, don't we? There's a million and one ways to balance Jedi & Pal versus Trooper & Pal. As long as Jedi & Pal = Obi Wan + Jar Jar and Trooper & Pal = Trooper + ATST. :awesome_for_real: Anyway, I could dream up stuff for a squad based character system all day. In stead of 'powers' you swap out troopers with skills. Like, a medic trooper to provide in squad heals or limited out of squad heals. Or a Machine Gun trooper for heavier hitting or a defense trooper with a deployable shield generator. Title: Re: SWTOR Post by: calapine on May 12, 2009, 12:41:38 PM Again, I'm not only talking about combat. Strengths and weaknesses can manifest themselves in other areas, but it probably depends a lot on the kind of game you're making. I could think of plenty of ways to make Jedi a weaker character, whilst still being able to rape face in combat, just by loosely following canon. Relationships? Nope, sorry, unless you want to get your ass expelled. Want a house? Tough shit. Inventory space? Not so much. Armor and cool clothes? Never. Oh, and you better toe the line, or you're history. Want to solo your way up? Not going to happen, Padawan. So on and etc. Oi! A very bad idea. Can you imagine the amount of player whine that's going to cause? Quote With Jedi vs. Non-Jedi, it isn't so much an issue of actual game balance, but perception. A Jedi losing to a lone Trooper would fly right into the face of most peoples idea of StarWars. A Jedi being gunned down by a small coordinated squad is a lot easier to accept. You would still have the base power scale of 1 Human vs. 1 Human. But in game it would appear to be 1 SpaceNinja vs. 4 Commando Units. I like it...but..As others have said in this thread: Probably to innovative and out-of-box thinking to be implanted. :( Quote According to the interview, Troopers have the highest ranged DPS in the game and also buff their party members. DPS and Buffs...hmmm... Jedi = Warrior Trooper = Hunter Force Jump = Charge Power Strike = Mortal Strike Sniper Shot = Aimed Shot Set Blaster on "Stun" = Concussive Shot Kiting Jedis to death! Awesome! :heart: :heart: Title: Re: SWTOR Post by: Fordel on May 12, 2009, 12:45:10 PM I like it...but..As others have said in this thread: Probably to innovative and out-of-box thinking to be implanted. :( Oh I agree, it's totally wishful thinking and all that. A Trooper is going to end up being the Sci-Fi version of a Hunter(minus pet) from WoW or a Engineer from WAR. Replace Blunderbuss with BlasterRifle, done. Title: Re: SWTOR Post by: Venkman on May 12, 2009, 01:06:41 PM Wishful thinking for this game, but as we said a page ago, CoV Mastermind is a model.
They're damned either way. It's either a pale derivative of WoW with hella more quest text and lots of complaints, or something unique enough to be more appropriate for lore but similar enough to cause complaints. Title: Re: SWTOR Post by: Fordel on May 12, 2009, 01:13:27 PM Maybe they'll end up being the 'tank' class, somehow.
Really, what the fuck do we know about the combat system in this game other then PEWPEW LASERS and WHOOSH WHOOSH LIGHTSABRE? Title: Re: SWTOR Post by: Ingmar on May 12, 2009, 01:22:08 PM And yikes, Cyrrex. I hate your ideas regarding OOC balancing. A variety of constant nails-in-the-feet at all times, except when you're actively shitting on someone else's parade by being much stronger in combat? It'd be hard to find a more direct "I'm only happy when you're not happy" system outside of a Full loot PVP MMO My definition of balance probably doesn't match well with others. But if you don't find a new way of looking at this, know what you're going to get? The same shit you always get. No, your definition of balance just is wrong. You can't take a game with multiple systems where Class A is vastly overpowered in System X, and Class B is vastly overpowered in System Y and then declare that 'balanced'. Title: Re: SWTOR Post by: Hindenburg on May 12, 2009, 01:25:33 PM Really, what the fuck do we know about the combat system in this game other then PEWPEW LASERS and WHOOSH WHOOSH LIGHTSABRE? There's also crac crac FORCE LITENIN! (http://files.myopera.com/AMGala/albums/200326/Tom%20Cruise%20Oprah.gif) Title: Re: SWTOR Post by: Fordel on May 12, 2009, 01:53:06 PM I demand that in animated gif form.
-edit- Demands met! Title: Re: SWTOR Post by: ashrik on May 12, 2009, 01:57:28 PM And yikes, Cyrrex. I hate your ideas regarding OOC balancing. A variety of constant nails-in-the-feet at all times, except when you're actively shitting on someone else's parade by being much stronger in combat? It'd be hard to find a more direct "I'm only happy when you're not happy" system outside of a Full loot PVP MMO My definition of balance probably doesn't match well with others. But if you don't find a new way of looking at this, know what you're going to get? The same shit you always get. The devs should worry 1000x more about achieving internal consistency within the game, instead of within the universe as a whole. If they try and satisfy the latter, we have some Star Trek conundrum where otherwise good and fun ideas have to be tossed out or perverted just in order to ...what? Make the trivia master people feel like awesome Jedi's or otherwise crap? Wasn't the problem with that demonstrated when they opened up Jedi in SWG? Combat is of vital importance and the balance of it is a necessity. As a game, there's no reason for one side to be set up like a boss mob. haha specially when it's so popular already. I bite my thumb at your brain Cyrrex The whine is a vocal symptom of an underlying problem. Title: Re: SWTOR Post by: Cyrrex on May 12, 2009, 01:59:05 PM And yikes, Cyrrex. I hate your ideas regarding OOC balancing. A variety of constant nails-in-the-feet at all times, except when you're actively shitting on someone else's parade by being much stronger in combat? It'd be hard to find a more direct "I'm only happy when you're not happy" system outside of a Full loot PVP MMO My definition of balance probably doesn't match well with others. But if you don't find a new way of looking at this, know what you're going to get? The same shit you always get. No, your definition of balance just is wrong. You can't take a game with multiple systems where Class A is vastly overpowered in System X, and Class B is vastly overpowered in System Y and then declare that 'balanced'. I agree. I shouldn't use the word balance, because I don't even believe it's terribly important. But as someone else said above, the amount of whine would be unbelievable. People want to be able to pick the Cannon Fodder class and then bitch that it doesn't stack up fairly against a Sith Lord. Until we stop giving a fuck about those kinds of people, we're going to get the same tripe we always get. Title: Re: SWTOR Post by: Fordel on May 12, 2009, 02:03:05 PM The same could be said for people who expect every single Jedi to be Yoda or Windu etc. Not every Paladin is Uther and not every DK is Arthas and etc.
Title: Re: SWTOR Post by: Hindenburg on May 12, 2009, 02:04:00 PM That's.... a damn good point, actually.
Title: Re: SWTOR Post by: Cyrrex on May 12, 2009, 02:06:32 PM And yikes, Cyrrex. I hate your ideas regarding OOC balancing. A variety of constant nails-in-the-feet at all times, except when you're actively shitting on someone else's parade by being much stronger in combat? It'd be hard to find a more direct "I'm only happy when you're not happy" system outside of a Full loot PVP MMO My definition of balance probably doesn't match well with others. But if you don't find a new way of looking at this, know what you're going to get? The same shit you always get. That's not even close to the same thing. The things I compared were different gameplay elements (you could argue that some were more important than others, but whatever). If a game is not only about combat, then the classes will have different strengths and weaknesses that have nothing to do with combat, period. Droid Engineers get to make droids, and as a result they should be gimped at combat. Medics shouldn't be as powerful combat toons as Jedi. Jedi don't get to specialize in building speeders or houses. Title: Re: SWTOR Post by: ashrik on May 12, 2009, 02:15:35 PM They may not be close to the same thing for you, but I feel as if others would disagree. I think you have to be very careful when making differences between your classes and think about how that changes the experience. Some trade-offs for combat proficiency are palatable, others are far from it. I'm okay that a rogue would always out-dps my mage. I had mana crystals, CC, teleports, food/water conjuring etc to offset that.
You start pushing that limit of class differentiation to include crafting, solo-ability, clothing, important NPC interaction, etc... I'm just saying that I don't see it as a new concept, class ability and trade offs, just as taking an existing one to a silly extreme. There would be whining, and justifiably so. Title: Re: SWTOR Post by: Cyrrex on May 12, 2009, 02:20:03 PM I realize I'm probably in the minority (I rather liked pre-cu sandboxy SWG, mind you). I guess I'd just prefer a more accurate depiction as to class strengths and weaknesses (I'll stop short of calling it immersion or realism). The whiners are going to whine, regardless of what you do.
Title: Re: SWTOR Post by: Pennilenko on May 12, 2009, 02:21:22 PM Jedi don't get to specialize in building speeders or houses. Luke was pretty handy with all things mechanical. :drill: Title: Re: SWTOR Post by: Ingmar on May 12, 2009, 02:22:13 PM Maybe they should go for this kind of vibe:
http://www.youtube.com/watch?v=kAHYftmwY0U Title: Re: SWTOR Post by: Cyrrex on May 12, 2009, 02:23:02 PM Jedi don't get to specialize in building speeders or houses. Luke was pretty handy with all things mechanical. :drill: Heh, I said specialize. Dabbling is cool. Title: Re: SWTOR Post by: Fordel on May 12, 2009, 02:25:34 PM Revan built HK-47, no? :grin:
Title: Re: SWTOR Post by: Velorath on May 12, 2009, 02:44:03 PM Revan built HK-47, no? :grin: Dirt-poor slave Anakin built a fucking Pod Racer and C-3P0 when he was a damn kid for that matter. Title: Re: SWTOR Post by: Venkman on May 12, 2009, 04:34:42 PM Tony built his in a cave!
(sorry, watching Iron Man again...) Anyone who thinks Jedi are walking gods needs to watch that fight scene at the end of Episode 2. There, canon. No more mysteries, a dumb Jedi is as dead as a dumb anyone. Luke could use this Force powers to sustain his body for weeks at a time without food. But he wasn't a very good cook. Title: Re: SWTOR Post by: Ratman_tf on May 12, 2009, 07:29:44 PM Anyone who thinks Jedi are walking gods needs to watch that fight scene at the end of Episode 2. There, canon. No more mysteries, a dumb Jedi is as dead as a dumb anyone. Jango went toe-to-toe with Obi-Wan and survived. Title: Re: SWTOR Post by: Venkman on May 12, 2009, 07:34:27 PM Sorry, I wasn't clear:
I was talking about the 20+ Jedi running towards the droids holding their lightsabers like a bunch of freakin' 5 year olds waving tree branches. That whole Braveheart scene was wrong on every level. But it's canon. Jengo vs Obi Wan, Jengo vs Windu, Obi Wan vs Vader and Luke vs Vader all show there's a lot of variety in how "skill" is shown. Title: Re: SWTOR Post by: DLRiley on May 12, 2009, 08:03:27 PM Well Obi-Wan isn't as :drill: as Windu and Luke has jobba aura plot shields so......
Title: Re: SWTOR Post by: Triforcer on May 12, 2009, 08:57:41 PM I don't understand why Jedi on Sith fights aren't more like Jedi Outcast/Academy Multiplayer- constantly spamming Force Pull/Push to crash them into things or go off cliffs. You saw it a little with Dooku and Anakin, I think (both trying to push and canceling each other out, maybe I am misremembering who was in that fight) but most of them don't even seem to try.
Title: Re: SWTOR Post by: Lantyssa on May 12, 2009, 10:21:19 PM Remember that the most climatic battles are between the strongest Jedi and Sith around. Most rank and file would probably be lucky to have enough power tie their shoe laces with the Force.
Title: Re: SWTOR Post by: Fordel on May 12, 2009, 10:39:05 PM They mostly are just able to cancel each other out. You see them use the powers against crap like droids all the time. It's also probably demanding physically and mentally, potentially leaving themselves open for a more mundane counter attack.
Darniaq: Don't forget who had to fly in and rescue those Jedi! :grin: Title: Re: SWTOR Post by: eldaec on May 13, 2009, 12:30:46 AM Sword fights suck in computer games.
Weaselly force power games suck in films. The abomination that is the extended universe includes bullshit like trainee jedi wrenching star destroyers out of orbit WITH THEIR MIND. And if tactical nous ever permeated the star wars universe, someone would have to explain why you don't fly around a death star at extreme range and attack directly down on exhaust ports, rather than this fly through the trench-o-lasers crap. Basically you have to just accept that lack of coherent tactical or strategic thought anywhere in the galaxy is 'canon'. It's like teh gays, mentioning strategy or tactics in a SW game should get you banned, as 'these terms do not exist in the SW universe'. Title: Re: SWTOR Post by: Merusk on May 13, 2009, 06:15:29 AM I was talking about the 20+ Jedi running towards the droids holding their lightsabers like a bunch of freakin' 5 year olds waving tree branches. That whole Braveheart scene was wrong on every level. But it's canon. Sonic weapons, like those the Genosians use, can't be deflected by sabers. This added to the slaughter. They mostly are just able to cancel each other out. You see them use the powers against crap like droids all the time. It's also probably demanding physically and mentally, potentially leaving themselves open for a more mundane counter attack. Doku and Yoda had their little Force power battle to explain why they run around beating at each other with lightsticks instead of Force Choking/ pushing a bitch, they cancel each other out most of the time. As Tri mentions, you also saw some of this in the Obi-Wan / Anakin fight. Jango held his own against Obi-Wan because Ben was trying to capture/ detain him while Jango was trying to kill Ben. We saw what happens when it's "Jedi wants you dead" later. Title: Re: SWTOR Post by: Sky on May 13, 2009, 06:40:47 AM enough power tie their shoe laces with the Force. Don't spoil the new class!Title: Re: SWTOR Post by: Yegolev on May 13, 2009, 07:43:21 AM This thread is getting all Star-Warsaboo.
Title: Re: SWTOR Post by: Ratman_tf on May 13, 2009, 07:52:28 AM This thread is getting all Star-Warsaboo. (http://www.virginmedia.com/images/darth-vader-400x300.jpg) It was inevitable. Now, meet your destiny! Title: Re: SWTOR Post by: Fordel on May 13, 2009, 08:12:55 AM Jango held his own against Obi-Wan because Ben was trying to capture/ detain him while Jango was trying to kill Ben. We saw what happens when it's "Jedi wants you dead" later. You must note that before Jango got all decapitated by Windu, he mowed down a couple Jedi that tried to attack the platform they were on. Also, it was freaking Windu. :grin: Title: Re: SWTOR Post by: WindupAtheist on May 13, 2009, 08:15:08 AM If I've said it once, I've said it a million times: You have Jedi and Sith because people will demand to play them, and you balance them evenly with all the other classes because to do otherwise would be idiotic game design. I'd rather they made the generic dude-with-a-gun class some sort of "Mandalorian Super Badass Commando Rambo Supersoldier" instead of just fucking "trooper" but that's only a name. The bottom line is that yes, the guy playing a non-force class ought to be able to pwnzerize your Jedi one-on-one in PVP if he's better at it than you.
If you want to feel like a superman slicing up dozens of dudes, well that's what NPCs are for. Title: Re: SWTOR Post by: Fordel on May 13, 2009, 08:22:18 AM I don't get the big deal with the Trooper name.
No one gives a shit when we call stuff Paladin or Mage instead of Holy Crusader of Justice or Magistrix of Arcana. Title: Re: SWTOR Post by: Surlyboi on May 13, 2009, 08:28:37 AM That's because "Trooper" sounds like "Pooper"
As for Jango taking out the jedi he took out (and it was only one) he took him out because he was too close and unprepared for blocking multiple blasters. Also, his eyes were on the fucking sides of his head so he couldn't see shit. :drill: Title: Re: SWTOR Post by: Cyrrex on May 13, 2009, 08:58:20 AM If EU is thrown into the mix a little, Jango actually killed newbie Jedi with a bit more regularity (once with his bare hands). And to take it a bit further, it has been explained that Jango's real motivation for letting the Kaminoans use him as a clone template was to get revenge on the Jedi for a battle against them that he once lost. And, technically, all the little clone Jangos running around did, in fact, end up killing nearly all the Jedi.
Also, there is an argument that Mace beat him so easily because he got his ass run over and his equipment malfunctioned. That said, the average Jedi still clobbers the average Bounty Hunter. Title: Re: SWTOR Post by: Koyasha on May 13, 2009, 09:09:18 AM I'd like to see some kind of squad-system for troopers just because it's an interesting mechanic that hasn't ever been done really well before, even without considering the idea that it would really make more sense overall and seem to fit the setting better. But then, maybe the reason it's never been done well (without pausing) is because our limited interface makes it difficult to control ONE character when that character has dozens or more abilities, much less multiple avatars.
Title: Re: SWTOR Post by: Cyrrex on May 13, 2009, 09:13:09 AM It would be interesting, though. Instead of creating a single trooper toon, you create Omega Squad, the elite team of commandos. It would be tough, all right, and inexperienced players would fairly get slaughtered by noob Jedi. But once you get it working...you still get slaughtered by noob Jedi, probably. But at least you have a full squad!
Title: Re: SWTOR Post by: Yegolev on May 13, 2009, 09:51:46 AM If EU is thrown into the mix a little, Jango actually killed newbie Jedi with a bit more regularity (once with his bare hands). And to take it a bit further, it has been explained that Jango's real motivation for letting the Kaminoans use him as a clone template was to get revenge on the Jedi for a battle against them that he once lost. And, technically, all the little clone Jangos running around did, in fact, end up killing nearly all the Jedi. Also, there is an argument that Mace beat him so easily because he got his ass run over and his equipment malfunctioned. That said, the average Jedi still clobbers the average Bounty Hunter. This is a lot of work just to fit some logic around a fevered dream of a fat hack director. Title: Re: SWTOR Post by: Venkman on May 13, 2009, 10:25:15 AM That's the very essence of the entirety of the EU collection. Six movies. 200 books. You do the math :grin: Every single throwaway thing in the movies from the Rancor down to the Jawa has at least half a novel dedicated to it.
The abomination that is the extended universe includes bullshit like trainee jedi wrenching star destroyers out of orbit WITH THEIR MIND. To be fair, there were a dozen or so Jedi channeling through that clone guy at the top of a temple specifically decided for channeling and focus. And Daala was a stupid fleet commander. @Merusk: Good point about the sonics, but it just reinforces the stupidity of rushing them head on. Title: Re: SWTOR Post by: Triforcer on May 13, 2009, 11:32:48 AM I don't get the big deal with the Trooper name. No one gives a shit when we call stuff Paladin or Mage instead of Holy Crusader of Justice or Magistrix of Arcana. We don't use "Paladin" in real life. However, a Trooper is the same as the guy giving us speeding tickets. There were so many more good choices (as simple as "Republic Elite Forces") they could have went with. Its not a huge point, but I ddo wonder how much thought they put into the name. Title: Re: SWTOR Post by: AutomaticZen on May 13, 2009, 11:34:50 AM To be fair, there were a dozen or so Jedi channeling through that clone guy at the top of a temple specifically decided for channeling and focus. And Daala was a stupid fleet commander. And doing so killed his clone ass dead. Title: Re: SWTOR Post by: Yegolev on May 13, 2009, 11:40:29 AM That's the very essence of the entirety of the EU collection. Six movies. 200 books. You do the math :grin: Every single throwaway thing in the movies from the Rancor down to the Jawa has at least half a novel dedicated to it. Oh, I know. I didn't just become a nerd this morning. Sometimes I like making obvious comments. :oh_i_see: Also I say Jango just had a bit of bad luck at an unfortunate time. Possibly Mace is really good but it was so hard to tell because of the shit acting. :oh_i_see: Title: Re: SWTOR Post by: Fordel on May 13, 2009, 11:46:49 AM I don't get the big deal with the Trooper name. No one gives a shit when we call stuff Paladin or Mage instead of Holy Crusader of Justice or Magistrix of Arcana. We don't use "Paladin" in real life. However, a Trooper is the same as the guy giving us speeding tickets. There were so many more good choices (as simple as "Republic Elite Forces") they could have went with. Its not a huge point, but I ddo wonder how much thought they put into the name. Seems like a good name to me, since it also ties up how we got Clone and Storm troopers and all that. They could have just called them Soldier like in KOTOR. Title: Re: SWTOR Post by: Lantyssa on May 13, 2009, 11:48:39 AM Trooper fits. This is Star Wars, not some fancy literary work.
Title: Re: SWTOR Post by: Draegan on May 13, 2009, 11:59:23 AM Wasn't there some worm creature in one of the Tim Zahn books that negated the Force? Maybe Troopers can use that.
Title: Re: SWTOR Post by: Triforcer on May 13, 2009, 12:03:09 PM Oh, I am sure everyone will be covered in cortosis and ysalamiris and shit.
...now I feel ashamed I knew that without looking it up. :ye_gods: Title: Re: SWTOR Post by: Fordel on May 13, 2009, 12:10:12 PM As you should!
Title: Re: SWTOR Post by: NowhereMan on May 13, 2009, 12:59:05 PM Squad idea sounds interesting. An easy way to maintain player attachment would be to make the player character a squad commander with (as has been suggested) slotting other troopers in and out like abilities. You get access to medics, troopers, heavy troopers and your own commander with each having a selection of possible skills (maybe some sort of branching system). Troopers having perhaps a versatile set, medics being heal/defence buffs, heavy troopers being pure attacking and the commander getting offensive buffs, that kind of thing. Make the abilities themselves relatively less powerful than single characters but your ability to cool down is based on the number of that type in the squad so one kitted out with all medics could do a half decent healer job with good buffs. Of course the other problem with that approach is that instead of having to display a model for every player on screen you need to display 5 and large scale events become a headache. Not such an issue if the gameplay is going to be heavily instanced though.
Title: Re: SWTOR Post by: Lantyssa on May 13, 2009, 02:25:29 PM I'm amused that all this pie-in-the-sky dreaming is exactly why people were saying opening up the forums this far ahead of releasing solid information was a bad idea.
Title: Re: SWTOR Post by: gryeyes on May 13, 2009, 02:35:19 PM Baseless speculation is often more entertaining than the game.
Title: Re: SWTOR Post by: Ingmar on May 13, 2009, 03:40:01 PM However, a Trooper is the same as the guy giving us speeding tickets. That's regional. We certainly don't call them that in California. I mean, I'd be with you if they were calling them CHiPs or something (Blizzard's new MMO: CHiPs Online :drill:), but trooper is a pretty broadly useful term for this sort of thing. Title: Re: SWTOR Post by: Ratman_tf on May 13, 2009, 05:37:11 PM Oh, I am sure everyone will be covered in cortosis and ysalamiris and shit. ...now I feel ashamed I knew that without looking it up. :ye_gods: Instead of using a stupid anti-force tequila worm, Thrawn should have gotten a real clue and found some way to negate a hero's plot immunity. Title: Re: SWTOR Post by: Venkman on May 13, 2009, 06:22:04 PM Thrawn. Man, talk about a guy dying like a bitch... He was doing so good too.
Title: Re: SWTOR Post by: Sky on May 14, 2009, 08:24:57 AM Which gets released first: TOR or Gizka's KotOR 2 restoration?
:why_so_serious: :oh_i_see: Title: Re: SWTOR Post by: Goreschach on May 14, 2009, 08:30:10 AM Which gets released first: TOR or Gizka's KotOR 2 restoration? :why_so_serious: :oh_i_see: First? Title: Re: SWTOR Post by: NowhereMan on May 14, 2009, 08:36:27 AM I think what you were going for there was: Released?
Title: Re: SWTOR Post by: Cyrrex on May 14, 2009, 08:37:12 AM I think what you were going for there was: Released? think? Title: Re: SWTOR Post by: NowhereMan on May 14, 2009, 08:43:29 AM I may have been exaggerating :uhrr:
Title: Re: SWTOR Post by: Venkman on May 14, 2009, 08:57:34 AM I think what you were going for there was: Released? think? Title: Re: SWTOR Post by: Yegolev on May 14, 2009, 09:51:40 AM Which gets released first: TOR or Gizka's KotOR 2 restoration? :why_so_serious: :oh_i_see: First? I think what you were going for there was: Released? I think what you were going for there was: Released? think? I may have been exaggerating :uhrr: I think what you were going for there was: Released? think? FIFY? Title: Re: SWTOR Post by: Hindenburg on May 14, 2009, 09:58:54 AM (http://i176.photobucket.com/albums/w198/tatronic/180px-Bricktopsnatch.jpg)
Title: Re: SWTOR Post by: Sky on May 14, 2009, 11:14:36 AM DON'T CUT MY FUCKIN' JACOBS!
Title: Re: SWTOR Post by: Stormwaltz on May 14, 2009, 12:19:03 PM I think what you were going for there was: Released? think? ? Title: Re: SWTOR Post by: schild on May 14, 2009, 12:20:27 PM I think what you were going for there was: Released? think? Title: Re: SWTOR Post by: WindupAtheist on May 14, 2009, 12:45:57 PM Ethnically ambiguous Revan is dubious of this thread.
(http://i38.photobucket.com/albums/e121/GrimDysart/revan.jpg) Highly dubious. Title: Re: SWTOR Post by: Hindenburg on May 14, 2009, 12:47:57 PM Ethnically ambiguous Revan needs to visit the pig farm.
(http://iamajfunk.files.wordpress.com/2009/03/bricktop2.jpg) Title: Re: SWTOR Post by: Surlyboi on May 14, 2009, 02:31:46 PM Do you know what "nemesis" means?
Title: Re: SWTOR Post by: sidereal on May 14, 2009, 03:24:35 PM Do you know what "nemesis" means? It's what comes after 'Laser Squad' Title: Re: SWTOR Post by: Sky on May 15, 2009, 06:45:10 AM It means your an orrible cunt.
Title: Re: SWTOR Post by: Surlyboi on May 15, 2009, 07:25:52 AM Right. Now fetch me a cuppa tea, Errol.
Title: Re: SWTOR Post by: Kageru on May 26, 2009, 06:03:36 PM So much star wars geekery, I thought the original was an amusing space opera but it seems to have almost become a religion for many. Anyway, this was a rumor (via FoH) about the gameplay that sounds extremely believable on a lot of levels. http://www.rlmmo.com/viewtopic.php?t=6975&highlight=kotor+mmo Quote Below Im posting an inside view of The Old Republic based on an inside source. And no I didnt have to dumpster dive this time to get this info rofl. Oh and before the flame wars begin, lets not forget I was dead on correct when I said Bioware was making a Star Wars theme MMO. And this was despite Bioware and LA both stating for a fact that this would not be a star wars MMO. This is going to be long and so I'll do my best to organize what I know as best I can. Many MMO's start out as an idea. Developers formulate a basic concept and then workshop ideas. A basic blueprint is written up and a budget is estimated. Then work begins. At this point some of the larger MMO dev houses present their blueprint to a marketing team. The team will do research to determine what kind f projected revenue they can expect and if the game will reach an intended target. Ideas are given back to the development team who may or may not revise their blueprint. I describe this as whats normally done within a development of an MMO. I mention this because TOR didnt start in this traditional sense. TOR was born from a business model. This business model was handed over to developers who were then asked to design a game around it. What was this business model you ask, it was a book. This book was written by Lucas Arts and inspired by KOTOR and its success. I dont know the origins of when and why it was done but this book is the framework for TOR. The game has been designed to play like a virtual book. Each chapter will have alternate endings based on which dialog you chose in the quests. The goal is to make the game replayable and new each time you start over. Each chapter has roughly the same content as a KOTOR game. And there are several chapters so the game does have a ton of content. The game is heavily instanced. If you have ever played Lord of the Rings Online, its similiar to the beginning quest sequence and some of the books. You will literally watch a story unfold in front of you in your own little world. There are several cinematic scenes in the game. Its definitely NOT open. There are no giant worlds you can freely explore. Its sort of like Guild Wars or a variation of Age of Conan. No player cities and no housing. There is no space content so if your hoping for a JTL in TOR you better look elsewhere. There is a few quests involving boarding a ship but you arent going to fly around in an X-Wing doing missions. The story evolves. Think Books in Lord of the Rings. They plan on adding new chapters to the story. Here is the catch, you will likely have to pay for each new chapter. Its not really an expansion, so its more like buying some additional quests. There are classes in the game but not in the traditional MMO sense. There isnt a tank class or a healing class really. Each class can dps and has some healing abilities. Each class will start on its own planet and will have a unique series of quests to start the game. Once you leave the planet, the quests will be mostly the same as other classes but the dialog is unique to each class. Of course there are different possibilities based on the dialog you choose. Also cinematic sequences will be different depending on class. You can solo through the entire game. Not to say there arent group quests, there are but you can skip them. If you dont like questing, this game isnt for you. There really is no other means to play the game. There is no non-combat class. There is a limit to the number of companions you can have. And in a group you cant have two of the same companions out at the same time. Also you can only have one companion out at a time. Crafting is very basic. You craft your own lightsaber. There is no weapons crafting or armor crafting of any kind. There are some quests that require you to do some basic crafting like fixing a shield generator or fixing a droid. There are some modifications you can add to your gear. But you arent going to make your own gear. There is currency and you can buy consumables like health pots. There will be a standard auction house. Its definitely a PvE focused game. PvP will be limited to duels at this point. There are no raids, at least not in the traditional sense where 25 people go into a dungeon like in wow. combat is classic rpg with a toolbar and specials with cooldowns. Bioware wont support addons and apparently it will be considered an exploit to use one. No idea why. The game currently is in full alpha test mode. To summarize the game, its not really an MMO in the traditional sense. Some people are going to be upset by the design. Others like KOTOR fans will absolutely love this game. Oh and there will definitely be RMT plus a subscription fee. Title: Re: SWTOR Post by: Triforcer on May 26, 2009, 06:13:33 PM Heavily instanced? No PvP except duels? Wow, that would fucking suck. I find the latter a bit hard to believe though. You'd think they'd throw PvPers a bone with a contested planet or two.
Title: Re: SWTOR Post by: Merusk on May 26, 2009, 06:16:11 PM Why?
What do they gain from adding pvp to a game like that? Nothing but whines about class imbalance and whines about PVP being "tacked on" - because it is. NOTHING. Title: Re: SWTOR Post by: Triforcer on May 26, 2009, 06:18:57 PM Its just amusing that in a game revolving around Jedi and Sith, they can't actually fight each other. What bullshit.
Title: Re: SWTOR Post by: Ratman_tf on May 26, 2009, 06:20:38 PM http://www.rlmmo.com/viewtopic.php?t=6975&highlight=kotor+mmo Sounds dreadfully like Hellgate: London, but with the caveat that it's from some unverified lolsource. Title: Re: SWTOR Post by: UnSub on May 26, 2009, 06:28:08 PM That post fits with the comments that BioWare was making KOTOR 3, 4, 5, 6 and 7 with SWOR.
Title: Re: SWTOR Post by: Draegan on May 26, 2009, 06:33:44 PM Still sounds like a fun game.
Title: Re: SWTOR Post by: Threash on May 26, 2009, 06:52:47 PM Why? What do they gain from adding pvp to a game like that? Nothing but whines about class imbalance and whines about PVP being "tacked on" - because it is. NOTHING. Subs? are people really interested in games with not even wow style pvp anymore? Title: Re: SWTOR Post by: Ratman_tf on May 26, 2009, 07:03:07 PM Still sounds like a fun game. Maybe. But if the write up is true, or even close, Bioware would be smart to ditch the MMOG aspect altogether and focus on a kind of multiplayer Mass Effect instead. (Which just might be what they're aiming for) Unless they have some whizbang way to make a single player experience integrate with MMO style gaming. Which is possible... but I wouldn't hold my breath that they can pull it off in any kind of satisfying way. Title: Re: SWTOR Post by: Merusk on May 26, 2009, 08:50:08 PM Why? What do they gain from adding pvp to a game like that? Nothing but whines about class imbalance and whines about PVP being "tacked on" - because it is. NOTHING. Subs? are people really interested in games with not even wow style pvp anymore? Yes. Simple question, easy answer. The hard answer is what percentage of people demand it vs those who don't care one way or another and will pvp if it's available but won't kick-up a stink if it's not. Add them to the guys who won't pvp, ever, even in WoW. I know there's a number of those out there, too. Title: Re: SWTOR Post by: DLRiley on May 26, 2009, 09:36:51 PM Why? What do they gain from adding pvp to a game like that? Nothing but whines about class imbalance and whines about PVP being "tacked on" - because it is. NOTHING. Subs? are people really interested in games with not even wow style pvp anymore? Geez of all the problems i foresee this game having i don't think bioware turning up its nose to persistent butt fucking is a bad idea... yes its a shame this game is looking a lot like hellgate london and less like guild wars.... i guess its much to late to retrofit there game for even a bloody arena at this stage, no point in going down that road when your clearly pushing it to make a semi enjoyable pve experience. Title: Re: SWTOR Post by: rattran on May 26, 2009, 10:10:57 PM Geez of all the problems i foresee this game having i don't think bioware turning up its nose to persistent butt fucking is a bad idea... yes its a shame this game is looking a lot like hellgate london and less like guild wars.... i guess its much to late to retrofit there game for even a bloody arena at this stage, no point in going down that road when your clearly pushing it to make a semi enjoyable pve experience. That's one hell of a run on sentence. Frothing over vague rumors about a game in alpha, and claiming it too late to make changes? :uhrr: Title: Re: SWTOR Post by: DLRiley on May 26, 2009, 10:16:54 PM Well you can make serious changes in alpha, but as far as balance is concerned, your going to have a hell of a time making a balance pvp (still strictly talking about an arena) when it didn't even make the alpha priority list.
Title: Re: SWTOR Post by: gryeyes on May 26, 2009, 10:27:10 PM So when you said:
Quote i guess its much to late to retrofit there game for even a bloody arena at this stage You really did not mean its much too late? Title: Re: SWTOR Post by: DLRiley on May 26, 2009, 10:35:40 PM So when you said: Quote i guess its much to late to retrofit there game for even a bloody arena at this stage You really did not mean its much too late? Can they add an arena during beta, end of alpha, or just before launch if they wanted to? Yes. Will they have the sense to give classes a semblance of pvp balance before they add such arena. No. So is it much too late? Yes. Title: Re: SWTOR Post by: gryeyes on May 26, 2009, 10:46:46 PM Whats the name of that other game that added an arena after launch? And isn't "balance" an ongoing process regardless of stage of development including after post release?
Quote Will they have the sense to give classes a semblance of pvp balance before they add such arena. No. So is it much too late? Yes. How did come up with this conclusion? Title: Re: SWTOR Post by: DLRiley on May 26, 2009, 10:59:38 PM WoW was 5 years ago, and if an mmo did something like that now you would have probably end up banning forum accounts by the thousands due to the flame wars. Tacking on pvp at the very end of development is a bad idea, almost as suicidal as tacking on an end game post production. Unless your idea of pvp is buttfucking on a pvp server, you are really asking for drama you really don't need or want.
Title: Re: SWTOR Post by: Xerapis on May 26, 2009, 11:14:49 PM PVP is usually nowhere NEAR as pleasant as buttfucking.
Title: Re: SWTOR Post by: gryeyes on May 26, 2009, 11:15:14 PM If i wear 3d glasses will i understand your posts? What does buttfucking on a pvp server mean? Why would people be upset at receiving consensual pvp content that does not negatively impact them? This is not the very end of development. This is vague rumors on a game in Alpha. Why would you assume all the silly things you are assuming on next to 0 information? You state the most absurd things as a certainty.
Title: Re: SWTOR Post by: schild on May 26, 2009, 11:16:40 PM Quote If i wear 3d glasses will i understand your posts? Look who's talking. I have to consume Peyote of the Philosopher to decipher half of yours. Title: Re: SWTOR Post by: gryeyes on May 26, 2009, 11:19:22 PM Sad but true. :heartbreak:
Title: Re: SWTOR Post by: WindupAtheist on May 27, 2009, 01:07:50 AM So it's a series of single player games but with group quests and /duel so they can charge a sub fee. Color me shocked.
Title: Re: SWTOR Post by: Zzulo on May 27, 2009, 04:35:41 AM I also think another label (if the rumour is true, that is) for the game would be fitting.
Or eventually we'll be calling all Multiplayer games "MMO's" Title: Re: SWTOR Post by: Merusk on May 27, 2009, 04:37:13 AM That's the general idea. MMOs cost you money and you don't own the game to resell it later. It solves piracy and generates more money than a SP game.
Title: Re: SWTOR Post by: DLRiley on May 27, 2009, 04:58:11 AM If i wear 3d glasses will i understand your posts? What does buttfucking on a pvp server mean? Why would people be upset at receiving consensual pvp content that does not negatively impact them? This is not the very end of development. This is vague rumors on a game in Alpha. Why would you assume all the silly things you are assuming on next to 0 information? You state the most absurd things as a certainty. I like i think everyone else responding to the spoiler alert, is assuming under the benefit of the doubt that it is true. Common sense tells me that hopefully bioware will message 2/3 of people concerns. Hell the fact that the spoiler info listed making your own light saber as the only craftable, is in and of it self a reason to disregard it, since it makes no sense for bioware to insist on having none jedi classes but only the lightsaber craftable. Title: Re: SWTOR Post by: Venkman on May 27, 2009, 05:03:10 AM Why? Lightsaber crafting is a required part of Jedi training. Other classes can just get their gear the old fashioned drop/purchase method. There's otherwise no business reason to put crafting in SWTOR. That audience is even smaller than the folks who will be turned away by the lack of PvP.
Having said that, I imagine they'll add PvP down the road. As Triforcer said, Sith vs Jedi really doesn't make sense without it. It'll be an unbalanced trainwreck when it first gets patched in, but I would bet large that it'll go in. As will space flight eventually. Both of these only happen if the game is hugely successful though, since they're considerable expenses. It remains to be seen if the LoTRO tutorial stretched out over 200+ hours of gameplay will work as a business. But then, we don't really know yet if this will be the usual $15/mo either. That's the general idea. MMOs cost you money and you don't own the game to resell it later. It solves piracy and generates more money than a SP game. This. Title: Re: SWTOR Post by: tkinnun0 on May 27, 2009, 05:37:37 AM will pvp if it's available but won't kick-up a stink if it's not. There's also the segment that approaches PVP like it was PVE. For example, I would join a PUG raid to Wintergrasp, then wipe to or clear the trash mobs (opposing side players) until we either went home or killed the raid boss in the back room. Title: Re: SWTOR Post by: NowhereMan on May 27, 2009, 06:47:16 AM This game does sound like a really stretched out version of KotOR with some multiplayer aspects tacked on, which could be fun but I don't I'd really want to pay $15 a month for. This is especially true if I have to pay for each chapter on top of the subscription fee and it really just is a SP game with chat. Of course who knows, maybe there's some more tempting features in there somewhere and I'll end up giving it a go and getting hooked.
Title: Re: SWTOR Post by: Venkman on May 27, 2009, 07:59:29 AM I think the monthly fee is really just a guesstimate at this point. I could see them going up-front purchase and then bi-annual purchased content packs. If I recall, that was the rate Guild Wars was supposed to be at.
Title: Re: SWTOR Post by: Ratman_tf on May 27, 2009, 08:20:44 AM Why? Lightsaber crafting is a required part of Jedi training. I read an EU source where the Jedi get their lightsabers from the lazer sword fairy, and it's G-17a canon, so it must be true! It might have been in a deleted scene from the Holiday Special, I think. Yipeee! Title: Re: SWTOR Post by: DLRiley on May 27, 2009, 08:21:40 AM will pvp if it's available but won't kick-up a stink if it's not. There's also the segment that approaches PVP like it was PVE. For example, full-loot upon death. Title: Re: SWTOR Post by: Malakili on May 27, 2009, 09:10:35 AM Wasn't that big long thing already posted once in this thread? Either way, Its pretty much what I expect this game to be, and also why I'm not particularly interested in it at all.
Title: Re: SWTOR Post by: Yegolev on May 27, 2009, 09:19:30 AM Lack of PVP is not a huge detriment. No one likes it anyway, they like what it could be, or else they like ganking newbs. See: Every Game Since UO. So it's Guild Wars meets DDO or something? Sure, sounds like a fine idea.
Title: Re: SWTOR Post by: Lantyssa on May 27, 2009, 09:21:32 AM Can we at least port JtL over, including reverse engineering? Thanks.
Title: Re: SWTOR Post by: Venkman on May 27, 2009, 09:23:51 AM I'd love a JTL addon, but down the road. I first want a SW game that I can care about. Been a long time since those early SWG days :-)
Title: Re: SWTOR Post by: Lantyssa on May 27, 2009, 09:29:41 AM Yeah, it has. Way too long. Too bad (for me) CH won't be an option.
Title: Re: SWTOR Post by: Threash on May 27, 2009, 11:08:07 AM I'd love a JTL addon, but down the road. I first want a SW game that I can care about. Been a long time since those early SWG days :-) I dont think a game without space combat even deserves the SW name. Theres a shit ton more space combat in star wars than light saber fighting, or motherfucking crafting. Title: Re: SWTOR Post by: Fordel on May 27, 2009, 11:28:29 AM I'll play the StarWars version of GuildWars, as long as I only have to pay for the game+expansions like GuildWars.
No bloody way I am paying a sub fee for the Guild Wars experience. Title: Re: SWTOR Post by: Draegan on May 27, 2009, 11:43:23 AM YOu won't have to only pay a subscription. You'll have to pay a sub and use RMT.
Title: Re: SWTOR Post by: Venkman on May 27, 2009, 11:45:01 AM I'd love a JTL addon, but down the road. I first want a SW game that I can care about. Been a long time since those early SWG days :-) I dont think a game without space combat even deserves the SW name. Theres a shit ton more space combat in star wars than light saber fighting, or motherfucking crafting. Damn now you have me curious. All six movies together: is there more space combat than lightsabers? Ep 4 and 6 for sure. Ep 1, 2, and 3 though? I want more space combat, and in fact would rather have Freespace 3 than KOTOR 3. But I'm curious about the space/lightsaber thing anyway. Title: Re: SWTOR Post by: Fordel on May 27, 2009, 11:50:54 AM There's probably more space combat overall, but how much of that space combat is being done by the 'heroes' that PC's would end up being.
Title: Re: SWTOR Post by: Ratman_tf on May 27, 2009, 11:51:19 AM I've seen all 6 movies, and at no time does Marilyn Monroe fight Elvis. Totall rip-off.
Title: Re: SWTOR Post by: Lantyssa on May 27, 2009, 12:35:34 PM There's probably more space combat overall, but how much of that space combat is being done by the 'heroes' that PC's would end up being. The heroes were involved in most every space combat scene I can think of.Title: Re: SWTOR Post by: eldaec on May 27, 2009, 03:00:51 PM I'd love a JTL addon, but down the road. I first want a SW game that I can care about. Been a long time since those early SWG days :-) I dont think a game without space combat even deserves the SW name. Theres a shit ton more space combat in star wars than light saber fighting, or motherfucking crafting. Did you watch a different Star Wars? All the space combat in Star Wars: The stupid shit where Anakin accidentally blows up the droid ship Obi-Wan in asteroid field with Fett Opening sequence in Ep 3 Battle of Yavin Millenium Falcon in the asteroid field. Battle of Endor There is very little star wars in Star Wars. OTOH Neeson vs Maul Maul vs Neeson/Obiwan Maul vs Neeson/Obiwan* Lee vs Obiwan/Anakin I Lee vs Yoda Lee vs Obiwan/Anakin II Yoda vs Palpatine Obiwan vs Anakin Obiwan vs Vader Luke vs Vader I Luke vs Vader II * So awesome it counts double. This is not counting any amount of lightsabre vs not lightsabre antics. You can't go 30 minutes in Star Wars without someone breaking out their space penis, but you barely get one space battle per film. Title: Re: SWTOR Post by: Ingmar on May 27, 2009, 03:11:40 PM I think the Hoth fight gets to count unless we're being *really* technical. Although it gets lightsabered too.
Title: Re: SWTOR Post by: Fordel on May 27, 2009, 03:14:00 PM What I'm saying, is how many times is there a space battle, while the heros end up boarding a ship or whatever to fight it out, compared to how many times the heroes are the ones doing the flying etc.
Title: Re: SWTOR Post by: Ingmar on May 27, 2009, 03:17:01 PM I think people might really just be waxing nostalgic about their experiences playing Tie Fighter!
Title: Re: SWTOR Post by: proudft on May 27, 2009, 03:36:55 PM But TIE Fighter was fuckin' awesome! :drill:
Title: Re: SWTOR Post by: Venkman on May 27, 2009, 04:08:09 PM I think people might really just be waxing nostalgic about their experiences playing Tie Fighter! Yes. That entire series and Freespace 2. Someone's gotta make a game like that again. I can't believe there's no market for it. Or maybe that market's only on console and called shit like "Hawx". God I can't believe a guy who may a career on trying to be really right sold out like that. Eh. Anyhoo, eldaec's post is exactly my point. I appreciate that some of the space battles were awesome, but they do not put the "Star" nor "Wars" in Star Wars, because there simply weren't as many of them as there were mono a mono sword fighting. And his list gives more credit than I would. The only space battles I consider actual space battles are: Yavin Endor Naboo (didn't care about it, but it qualifies) Coruscant (rescue of Palpatine) Obi-wan vs Fett was more a chase/evasion than a "battle", since Obi-wan wasn't equipped to fight back. Hoth was on Hoth, and after that the Falcon was just playing cat-and-mouse while running. Then look at the long history of SW games after the X-wing/Tie-fighter/XvT series and Rogue Squadron. Then add the source material for this game. At least SWG had the good grace to plan JTL from day one, but even then I consider ourselves lucky. So no, I don't think space battles are required for a game called Star Wars. I just want them personally :grin: Title: Re: SWTOR Post by: Lantyssa on May 27, 2009, 05:42:58 PM Obi-wan vs Fett was more a chase/evasion than a "battle", since Obi-wan wasn't equipped to fight back. Hoth was on Hoth, and after that the Falcon was just playing cat-and-mouse while running. Then look at the long history of SW games after the X-wing/Tie-fighter/XvT series and Rogue Squadron. Then add the source material for this game. At least SWG had the good grace to plan JTL from day one, but even then I consider ourselves lucky. If you're going to be that picky about it, then a lot of the saber battles were, too. Like, Obi-wan versus Vader. Possibly one of the most important as far as getting Luke to take this seriously, but it's not like the fight itself (or many in the original trilogy) were all that epic.Nitpicking cuts both ways. :-P When you say Star Wars, people think of both. It doesn't actually matter what the movies contained so much as what people think of when you say those two words. Title: Re: SWTOR Post by: Hindenburg on May 27, 2009, 05:44:16 PM Yes. That entire series and Freespace 2. Someone's gotta make a game like that again. I can't believe there's no market for it. Or maybe that market's only on console and called shit like "Hawx". God I can't believe a guy who may a career on trying to be really right sold out like that. Eh. Called Ace Combat, actually. There's a few clones that I might be able to remember, but they're all native to the ps2. Probably something to do with most pc gamers interested in jet fighter games thinking that they all gotta be simulators, and crying that the game is a dumbed down piece of shit when they can't use their ridiculously complex controls. Title: Re: SWTOR Post by: Sky on May 28, 2009, 06:57:21 AM Episodes 1-3 aren't technically Star Wars. In my book. Which is all that counts. I'm going the Modern Angel route on this one. It's fact.
Title: Re: SWTOR Post by: Venkman on May 28, 2009, 07:01:22 AM Obi-wan vs Fett was more a chase/evasion than a "battle", since Obi-wan wasn't equipped to fight back. Hoth was on Hoth, and after that the Falcon was just playing cat-and-mouse while running. Then look at the long history of SW games after the X-wing/Tie-fighter/XvT series and Rogue Squadron. Then add the source material for this game. At least SWG had the good grace to plan JTL from day one, but even then I consider ourselves lucky. If you're going to be that picky about it, then a lot of the saber battles were, too. Like, Obi-wan versus Vader. Possibly one of the most important as far as getting Luke to take this seriously, but it's not like the fight itself (or many in the original trilogy) were all that epic.Nitpicking cuts both ways. :-P Well, now I'm gonna argue that a sec :-) In the mid/late 70s, that fight was epic. And Obi-wan didn't set out to lose that fight. He just realized during it that he couldn't win, so made the best of it by ascending to a level where he could still guide Luke after a fashion. As an aside, my favorite light saber moment was right after Darth Maul killed Qui-gon when Obi-wan went all crazy on him. Man what a waste of a great bad guy. Title: Re: SWTOR Post by: Cyrrex on May 28, 2009, 07:10:31 AM The original Obi-wan versus Vader fight was never particularly compelling from a swordsmanship or action point-of-view. I suspect it had more to do with the novelty of those crazy laser swords and the fact that Vader scared the bejesus out of most of us at the time.
Qui-Gon/Obi versus Maul was definitely the best of them, with the last part being particularly awesome. I actually manage to block out how crappy that entire movie is just because of that scene. I consider it a great tragedy that they killed off Maul. It almost doesn't count, but you left Obi-Wan versus Grievous off your list. That was a missed opportunity (not yours, theirs), IMO. Title: Re: SWTOR Post by: Brogarn on May 28, 2009, 07:44:50 AM That fight scene was definitely the best part of that movie but you could tell that Ray Park was slowing down for Liam. Plus, I always thought that Liam should have had a bastard sword sized light saber. Would have fit him better.
Title: Re: SWTOR Post by: Cyrrex on May 28, 2009, 07:50:22 AM Yeah, while he did slow down a bit for Liam, I thought it made sense for the story. He was just toying with them, after all, and was never really in danger. Until he made Obi-Wan fucking snap, and then it was game on, motherfucker.
Title: Re: SWTOR Post by: Lantyssa on May 28, 2009, 08:48:14 AM Well, now I'm gonna argue that a sec :-) In the mid/late 70s, that fight was epic. And the space combat wasn't? :?Title: Re: SWTOR Post by: AutomaticZen on May 28, 2009, 10:03:50 AM Well, now I'm gonna argue that a sec :-) In the mid/late 70s, that fight was epic. And the space combat wasn't? :?The farther you get into the expanded universe, the less space combat becomes a big draw. Mostly because you can't have novels of nothing but space combat. Even the Rogue Squadron book series had the pilots become hotshot commandos as well as pilots. And if it invovles Jedi, it's mostly "PEW PEW! LAZER SWORDZ! FORCE EYEBROWS GO!" Plus, no Star Wars game beats JEDI POWER BATTLES for Playstation. (http://upload.wikimedia.org/wikipedia/en/2/2d/Jedipowercov.jpg) Title: Re: SWTOR Post by: Mosesandstick on May 28, 2009, 11:54:19 AM I'm not kidding when I say that's my favourite Star Wars game.
Title: Re: SWTOR Post by: eldaec on May 28, 2009, 01:22:21 PM Yeah, while he did slow down a bit for Liam, I thought it made sense for the story. He was just toying with them, after all, and was never really in danger. Until he made Obi-Wan fucking snap, and then it was game on, motherfucker. The greatest tragedy in Star Wars is that Maul vs Neeson/MacGregor is intercut with the 3 worst sequences in the entire canon. I personally take the view that Obiwan is not reacting to Darth Maul, or to the death of Qui-Gon, but to a tremor in the force revealing to him just how many megawatts of suck he is sharing his screen time with. Title: Re: SWTOR Post by: rk47 on May 28, 2009, 03:41:36 PM I'm not kidding when I say that's my favourite Star Wars game. Never played it, but are you sure? Jedi Knight series in PC is pretty much my favorite. Title: Re: SWTOR Post by: AutomaticZen on May 28, 2009, 04:03:06 PM I'm not kidding when I say that's my favourite Star Wars game. Never played it, but are you sure? Jedi Knight series in PC is pretty much my favorite. Find it. Hunt it down. It's like getting kicked in the nuts by everyone you know and love. That game is so goddamn hard because it has platforming segments that have no reason to be in a Star Wars game, and require you jumping at just the right moment. Death sends you back to failureville all over again. From IGN's Review (http://psx.ign.com/articles/163/163674p1.html): Quote The next element of the game that's absolutely crucial to success is jumping. More often than not, its hard to judge how far you need to leap. That happens sometimes in games, and if the game rewards you for learning the skills to play it and enables you to judge, through experience, the length of the jumps, it's forgivable. But with Jedi Power Battles, the collision detection is so bad that sometimes it appears that you have landed on solid ground, but in reality you haven't. You-sa gonna die lotsa. Throughout the 10 levels, there are numerous areas to jump to and from, and the control, and collision detection is consistently poor, and practically forces death upon you. On top of that, every single time you die all the enemies in the level return. That means you have to chop you way through them all over again just to get the same point where you died just to lose yet another life due to the horrid controls. Oddly enough, I still love it. It's great with a friend and a couple of drinks. You can split the time between enjoying it, and laughing about how bad it is. Title: Re: SWTOR Post by: Venkman on May 28, 2009, 05:08:09 PM Well, now I'm gonna argue that a sec :-) In the mid/late 70s, that fight was epic. And the space combat wasn't? :?That was the first line of my list of space battles ([Battle of] Yavin [IV]) :-) It almost doesn't count, but you left Obi-Wan versus Grievous off your list. That was a missed opportunity (not yours, theirs), IMO. That's a good point actually. I enjoyed at least parts of that fight. Not as much as Ep 1, but the beginning part at least was fun.Title: Re: SWTOR Post by: Brogarn on May 28, 2009, 05:54:10 PM I personally take the view that Obiwan is not reacting to Darth Maul, or to the death of Qui-Gon, but to a tremor in the force revealing to him just how many megawatts of suck he is sharing his screen time with. That had me rolling. Well played. Title: Re: SWTOR Post by: Mosesandstick on May 28, 2009, 11:32:18 PM Find it. Hunt it down. It's like getting kicked in the nuts by everyone you know and love. That game is so goddamn hard because it has platforming segments that have no reason to be in a Star Wars game, and require you jumping at just the right moment. Death sends you back to failureville all over again. You got to be a bit of a masochist to like JPB. It's such a frustrating game you will never break the disk. You'll go straight to punching your tv. It's only redeeming quality is the multiplayer, which can actually be kinda fun because it's jedi versus pewpew and stuff. And Plo Koon rocks. And when you die, which will happen, a lot, you don't have to start over. Those IGN guys are noobs. They didn't talk that much (or at all) about the bits where you had to fall down off platforms on to little ledges that you can't see so that you can collect all the sekrit items in the game =). Or make complete blind leaps of faith, which is what most of the game feels like. Or making a huge jump and being shot at in mid-air from enemies off screen. Or being in 2 player mode and having your friend respawn nowhere near you because you're on a secret platform and the game camera fixes the situation by jumping to the middle where both of you can't be seen. Or the fact that the final fight against Darth Maul is impossible because he attacks around 8 times a second and has infinite block (which is probably what it would've really been like fighting Maul :awesome_for_real:). I would sell my spleen for Jedi Power Battles II. Title: Re: SWTOR Post by: Yegolev on May 29, 2009, 07:02:03 AM You people are sick.
Title: Re: SWTOR Post by: Mosesandstick on May 29, 2009, 08:19:57 AM The first time I played Ninja Gaiden I thought it was a breeze.
In all seriousness, the lightsaber action in JPB is probably the best arcadey lightsaber action there is out of any star wars game. Title: Re: SWTOR Post by: WindupAtheist on May 29, 2009, 08:20:41 AM I rented JPB back in the day. For the first five minutes I thought "Hey this is kinda fun!" Then I fell off a cliff 40 times in a row trying to jump onto a platform and quit playing.
Title: Re: SWTOR Post by: Yegolev on May 29, 2009, 10:28:33 AM That reminds me of Ultima VIII.
Title: Re: SWTOR Post by: WindupAtheist on May 29, 2009, 10:34:03 AM The way they've cranked out Star Wars games over the years, I'm still pissed we never got a lightsaber version of Bushido Blade.
Title: Re: SWTOR Post by: Yegolev on May 29, 2009, 10:39:21 AM You are just trying to get me all worked up, aren't you?
Title: Re: SWTOR Post by: Hindenburg on May 29, 2009, 10:47:36 AM The way they've cranked out Star Wars games over the years, I'm still pissed we never got a lightsaber version of Bushido Blade. Jedi Knight 2 MP. Title: Re: SWTOR Post by: Yegolev on May 29, 2009, 10:58:01 AM The way they've cranked out Star Wars games over the years, I'm still pissed we never got a lightsaber version of Bushido Blade. Jedi Knight 2 MP. Stop talking out of your ass. Title: Re: SWTOR Post by: Hindenburg on May 29, 2009, 11:02:45 AM I'm serious. It was absolutely terrific in MP, and lightsabers were the only weapons worth using. 3 stances, special moves and defense according to stance, ranged weapons nearly useless due to force push and quick saber stance, lightsaber-only servers, limbs being chopped off.
It was the closest thing to the bushido blade games I've ever played. Title: Re: SWTOR Post by: schild on May 29, 2009, 11:04:15 AM And yet, it still was nothing like Bushido Blade.
Title: Re: SWTOR Post by: Yegolev on May 29, 2009, 11:15:55 AM Yea, I played JKII and I played Bushido Blade. The closest thing to Bushido Blade that I have played was Bushido Blade II: Electric Boogaloo, but, alas, it was not Bushido Blade. JKII was great fun, but it was not anything like Bushido Blade. Hell, Demon's Souls is more like Bushido Blade than JKII.
Title: Re: SWTOR Post by: WindupAtheist on May 29, 2009, 11:30:14 AM As much as I'd like a Star Wars version of Bushido Blade, I'd also love a Bushido Blade version of Bushido Blade. Why did you have to remind me that BB2 existed?
"I'M TONY, CHECK OUT MY RHYTHYM!" :uhrr: :uhrr: :uhrr: Title: Re: SWTOR Post by: Kail on May 29, 2009, 02:23:14 PM I'm serious. It was absolutely terrific in MP, and lightsabers were the only weapons worth using. 3 stances, special moves and defense according to stance, ranged weapons nearly useless due to force push and quick saber stance, lightsaber-only servers, limbs being chopped off. It was the closest thing to the bushido blade games I've ever played. Weird; that's almost the exact opposite of how I remember it. Lightsabers were decent, but unless you were a Jedi IRL, force deflecting projectiles before they splashed you was tricky, so missiles and concussion blasts were still huge damage attacks. Firing from mid-range, you could annihilate a saber user with one or two shots while they couldn't do much to you except that weak saber throw. From behind, even the starter pistol did enough damage that you could take down a saber user before they could react. The stances were a novel idea, but almost totally unused. The only useful one was Strong stance, since that's the one which ignored blocks, so that's the one people used. There was that one stupid jumping attack that was an instant kill if it connected, so that's the one everyone spammed. So every duel was two people popping a swing, running in to melee range as it executed, and running back out for the follow through to finish, and spamming that stupid jump move whenever they had the force energy for it. You could do all kinds of crazy stuff, like force run up walls, but there was never a reason to; you never got anything from doing that except maybe a bit of distance (which you could also get by just jumping). There were all kinds of situational attacks (e.g. attack when an opponent is behind you and you deal an unblockable hit to them), but since everyone moved at Quake speeds, these were almost impossible to pull off reliably. It was pretty much the definitive case of something that looks great on paper but fails to deliver, for me. There was all this awesome stuff to do, all these cool moves and tricks, but nowhere to use them, no reason to try them. I love the games in single player (Jedi Academy has some incredibly fun level design), but I really couldn't stand multiplayer for very long. Title: Re: SWTOR Post by: Modern Angel on May 29, 2009, 02:39:35 PM As much as I'd like a Star Wars version of Bushido Blade, I'd also love a Bushido Blade version of Bushido Blade. Why did you have to remind me that BB2 existed? "I'M TONY, CHECK OUT MY RHYTHYM!" :uhrr: :uhrr: :uhrr: You are insane if you don't think Tony was the best character in BB2. Fuck I loved that game. Title: Re: SWTOR Post by: UnSub on May 31, 2009, 12:46:38 AM The stances were a novel idea, but almost totally unused. The only useful one was Strong stance, since that's the one which ignored blocks, so that's the one people used. There was that one stupid jumping attack that was an instant kill if it connected, so that's the one everyone spammed. HASSAN CHOP! (http://www.hassanchop.com/HassanChop.jpg) That's my recollection of it too. Then it was found the reverse stab was also super-powerful (possibly once the Hassan Chop was nerfed), so players would run up to each other backwards. Title: Re: SWTOR Post by: Triforcer on May 31, 2009, 12:51:54 AM I'm serious. It was absolutely terrific in MP, and lightsabers were the only weapons worth using. 3 stances, special moves and defense according to stance, ranged weapons nearly useless due to force push and quick saber stance, lightsaber-only servers, limbs being chopped off. It was the closest thing to the bushido blade games I've ever played. Weird; that's almost the exact opposite of how I remember it. Lightsabers were decent, but unless you were a Jedi IRL, force deflecting projectiles before they splashed you was tricky, so missiles and concussion blasts were still huge damage attacks. Firing from mid-range, you could annihilate a saber user with one or two shots while they couldn't do much to you except that weak saber throw. From behind, even the starter pistol did enough damage that you could take down a saber user before they could react. The stances were a novel idea, but almost totally unused. The only useful one was Strong stance, since that's the one which ignored blocks, so that's the one people used. There was that one stupid jumping attack that was an instant kill if it connected, so that's the one everyone spammed. So every duel was two people popping a swing, running in to melee range as it executed, and running back out for the follow through to finish, and spamming that stupid jump move whenever they had the force energy for it. You could do all kinds of crazy stuff, like force run up walls, but there was never a reason to; you never got anything from doing that except maybe a bit of distance (which you could also get by just jumping). There were all kinds of situational attacks (e.g. attack when an opponent is behind you and you deal an unblockable hit to them), but since everyone moved at Quake speeds, these were almost impossible to pull off reliably. It was pretty much the definitive case of something that looks great on paper but fails to deliver, for me. There was all this awesome stuff to do, all these cool moves and tricks, but nowhere to use them, no reason to try them. I love the games in single player (Jedi Academy has some incredibly fun level design), but I really couldn't stand multiplayer for very long. If you tried to win with fencing, you were doing it wrong. I put all my force points in choke, lightning, and push. Just stand near ledges and wait for people. Title: Re: SWTOR Post by: Mosesandstick on May 31, 2009, 01:36:33 AM Depends on the map peeps.
Title: Re: SWTOR Post by: Stormwaltz on June 01, 2009, 02:31:48 PM Big new trailer being revealed at the EA-E3 presentation now.
I'll get you the link when it's up in a non live streaming way. EDIT: Here t'is. http://swtor.com/media/trailers/deceived-cinematic-trailer Title: Re: SWTOR Post by: Ghambit on June 01, 2009, 03:09:45 PM [enter voice-over discussions]
Welp, they've taken on the task of taking some of the most A.D.D.-ridden fans in the world and getting them to sit and listen to an entire MMOs-worth of voiceovers. Are their writers really that good?? They better be. Title: Re: SWTOR Post by: Tannhauser on June 01, 2009, 03:14:20 PM Wow, that's kick ass.
Title: Re: SWTOR Post by: SnakeCharmer on June 01, 2009, 03:39:22 PM Kick ass trailers do not a kick ass game make.
Can't believe I just typed that...Anyway, wasn't there supposed to be 30 minutes of gameplay footage released today? Or at least 5 minutes of gameplay with 25 minutes of developer commentary? Title: Re: SWTOR Post by: Gutboy Barrelhouse on June 01, 2009, 03:45:49 PM Too bad the Clone Wars was not rendered like that, I would have watched them all then.
Title: Re: SWTOR Post by: Venkman on June 01, 2009, 04:20:35 PM Paraphrasing myself from the E3 letdown thread in PC/Console.
Regarding voiceover, if they stay the course with this title, it'll have more resemblance to KOTOR than any of the EQ1 descendants. So while we suffered through voiceovers in EQ2 beta until we could turn them off, SWTOR may just play differently enough where the voice isn't in the way as much as it supports. We didn't play through the Mass Effect story the same way we constantly optimize character stats in WoW :-) But having watched the awesome sizzler, I'm forced to ask again: wtf? no real PvP? Whole damned video was PvP. Title: Re: SWTOR Post by: Threash on June 01, 2009, 05:04:23 PM Voiceover was great in AoC, it made a very noticeable difference in my enjoyment of the game when it was suddenly removed around lvl 20. It also made for a very very large install folder. That trailer is fucking awesome, i know that doesn't mean anything at all with regards to the actual game but it did get me pumped up to try it out which is really all a trailer can do.
Title: Re: SWTOR Post by: gryeyes on June 01, 2009, 05:06:20 PM What a great trailer.
Title: Re: SWTOR Post by: Venkman on June 01, 2009, 05:11:57 PM Wonder who did it? Looks like it could be Blur, but I'm sorta guessing...
Title: Re: SWTOR Post by: Triforcer on June 01, 2009, 05:18:23 PM I can't see this at work. Am I correct in surmising we don't learn anything about actual game mechanics, beyond the voiceover bit? Crafting, PvP system, that type of thing?
Title: Re: SWTOR Post by: Ingmar on June 01, 2009, 05:19:23 PM I can't see this at work. Am I correct in surmising we don't learn anything about actual game mechanics, beyond the voiceover bit? Crafting, PvP system, that type of thing? You don't even learn the voiceover thing from the video - this is purely a cinematic trailer. Title: Re: SWTOR Post by: Surlyboi on June 01, 2009, 05:21:20 PM Who gives a fuck right now? That trailer is pure fucking win. Let's bask in the glory of it today.
We've got plenty of time to go back to bitching about mechanics before the thing launches. Title: Re: SWTOR Post by: Fordel on June 01, 2009, 05:45:41 PM That was easily one of the best LightSabre duels I have ever seen. Maybe the best. I've re watched like 5 times just to catch all the maneuvers the two 'boss' jedi/sith were pulling off.
Title: Re: SWTOR Post by: gryeyes on June 01, 2009, 06:10:30 PM Ya Ive watched it 4 times, so fucking awesome.
Title: Re: SWTOR Post by: Hawkbit on June 01, 2009, 06:17:15 PM Four minute trailer was better than six hours of prequels. heh.
I watched it on G4 first and I had to LOL. When the EA presentation and SW trailer was over Olivia Munn said something like: "OMG that was awesome! So is the game going to play like that?" Then random other G4 dude says "Yes." All paraphrased, of course. But jesus. Title: Re: SWTOR Post by: Triforcer on June 01, 2009, 06:20:24 PM Viewed in isolation, the trailer is entertaining. But I seem to recall a great cinematic for WAR of a massive city siege, and look where that got us. Non-gameplay trailers mean less than nothing.
Title: Re: SWTOR Post by: Merusk on June 01, 2009, 06:25:18 PM Oh, that reminds me. Another reason PVP in this game would be an asinine decision.. 5:1 Sith ratio.
Title: Re: SWTOR Post by: Threash on June 01, 2009, 06:27:23 PM Viewed in isolation, the trailer is entertaining. But I seem to recall a great cinematic for WAR of a massive city siege, and look where that got us. Non-gameplay trailers mean less than nothing. It means we can watch and enjoy an awesome trailer. Title: Re: SWTOR Post by: Surlyboi on June 01, 2009, 08:28:16 PM Oh, that reminds me. Another reason PVP in this game would be an asinine decision.. 5:1 Sith ratio. This. I so dread being overrun by wanna-be evil asshats spamming the sith mantra over and over. Title: Re: SWTOR Post by: AutomaticZen on June 01, 2009, 08:40:27 PM Oh, that reminds me. Another reason PVP in this game would be an asinine decision.. 5:1 Sith ratio. This. I so dread being overrun by wanna-be evil asshats spamming the sith mantra over and over. Hey, you gotta give them something, because apparently the only lightsaber color they have is red. Title: Re: SWTOR Post by: ashrik on June 01, 2009, 08:42:41 PM Oh, that reminds me. Another reason PVP in this game would be an asinine decision.. 5:1 Sith ratio. This. I so dread being overrun by wanna-be evil asshats spamming the sith mantra over and over. <Darth Sid> Can I has a green litesaber? <Sith Happens> Hit alt-f4 to change the color of ur beam <Darf Thrall> stfu <Meesa Meesa> halp where iz mankirks wife?!?!? <Jedi Mindtrixx> WoW leads to the darkside <Busta Skywalka> you sith biches about to get ponzord <Peace IsALie> There is only passion! <Han FiredFirst> LF4M defense of coruscant! Title: Re: SWTOR Post by: Falwell on June 01, 2009, 09:02:44 PM Asinine or not, it appears to be there in some form...
http://e3.gamespot.com/story/6210545/star-wars-the-old-republic-exclusive-qanda-the-smuggler-profession-and-e3-2009?tag=topslot;img;1 Quote When it comes to weaponry, the smugglers know that hokey religions and ancient weapons are no match for a good blaster at their side. Now, in terms of armor, smugglers like to stay lightly equipped--as much to complement their combat techniques as to not cramp their style. You see, many smugglers are real charmers and like a little class with their appearance--think Lando in Cloud City. In fact, when discussing gear, we affectionately refer to one of the high-end smuggler player-versus-player reward sets as the "Bling" outfit Title: Re: SWTOR Post by: Triforcer on June 01, 2009, 09:21:35 PM That at least debunks the "duels only" rumor, although it leaves open the possibility we have badge-grinding BGs.
They are in a tough spot with this one. You can go the DAoC route, with the core "starter" worlds of the other side offlimits and a couple RvR planets, or you can have a game where Jedi and Sith quest 10 feet away with no power to attack the other side (which goes against the "Galactic War" concept). I'm betting they go with a hybrid WAR/DAoC solution, where certain planets are offlimits to the opposite faction and the others have RvR lakes. For some reason I think its exceedingly unlike they will say "screw it" and have Jedi and Sith always seeing each other everywhere but unable to attack. Title: Re: SWTOR Post by: ashrik on June 01, 2009, 09:48:22 PM I'd wager that the amount of times they talk about Sith and Republic players having a totally different gaming experience would support the theory that we won't be rubbing shoulders at a lot of quest hubs.
Title: Re: SWTOR Post by: Ingmar on June 02, 2009, 12:15:33 AM Have they said that PVE won't be fully instanced?
Title: Re: SWTOR Post by: Triforcer on June 02, 2009, 03:35:05 AM I'm too lazy to find it, but one of the first October 2008 interviews (released on the day of announcement or close to it) had a comment by the devs that they are cognizant of the dangers of too much instancing (that it takes away from the "world" feeling). Of course its been eight months, who knows if that still holds true.
Title: Re: SWTOR Post by: Venkman on June 02, 2009, 04:39:56 AM I'd wager that the amount of times they talk about Sith and Republic players having a totally different gaming experience would support the theory that we won't be rubbing shoulders at a lot of quest hubs. This. Sith and Jedi will have completely different tracks, sub-divided among their classes. It really sounds like every class gets their own unique AoC Tortage. Eventually the players will converge. Easy to see how on the PvE side, harder to see on the PvP. Could be Scenarios/BGs or BG/RvR, as I very much doubt open nor lakes-like PvP though. They're in a lose/lose here for the vocal critics, so their best hope is to hit as broad an audience as possible. And that means compartmentalizing by playstyle as much as possible. Doesn't need to mean instancing in the way we know it today. I'd go with Tri's thoughts of playstyle bracketed by planet. Title: Re: SWTOR Post by: Falwell on June 02, 2009, 05:25:30 AM I find it ironic that Bioware did more good with the SW license in their last four minutes of footage then Lucas did with his last seven hours.
Title: Re: SWTOR Post by: Cyrrex on June 02, 2009, 05:45:22 AM I haven't been able to keep up with any of the E3 stuff, but is it safe to assume that they still haven't talked release date for this?
Title: Re: SWTOR Post by: Falwell on June 02, 2009, 05:54:33 AM I haven't been able to keep up with any of the E3 stuff, but is it safe to assume that they still haven't talked release date for this? Nah, and they won't for quite some time I'd wager. Title: Re: SWTOR Post by: Sky on June 02, 2009, 06:45:23 AM That trailer is so nice, and really drives home how badly Lucas fucked up his own franchise with the lame prequels. Once again Bioware is doing better with his IP.
Title: Re: SWTOR Post by: Murgos on June 02, 2009, 07:10:28 AM Whatever, at some point a Sith Master is going to Force hold an Ewok so that a Jedi Padawan can power level. And then they'll both go camp the Jedi Council spawn.
I suggest divorcing yourself mentally from any connections to things like Canon or Motives or Story or etc..., now so that you can just accept the game as it is when released and enjoy it on it's merits. Title: Re: SWTOR Post by: Ghambit on June 02, 2009, 07:18:50 AM I'd wager that the amount of times they talk about Sith and Republic players having a totally different gaming experience would support the theory that we won't be rubbing shoulders at a lot of quest hubs. This. Sith and Jedi will have completely different tracks, sub-divided among their classes. It really sounds like every class gets their own unique AoC Tortage. Eventually the players will converge. Easy to see how on the PvE side, harder to see on the PvP. Could be Scenarios/BGs or BG/RvR, as I very much doubt open nor lakes-like PvP though. They're in a lose/lose here for the vocal critics, so their best hope is to hit as broad an audience as possible. And that means compartmentalizing by playstyle as much as possible. Doesn't need to mean instancing in the way we know it today. I'd go with Tri's thoughts of playstyle bracketed by planet. I thought they'd said that your character's factional relevence is determined mostly by the choices you make in-game (i.e. rep. grinds and story decisions.) Therefore, it's conceivable you're not ever really locked out of places, only disallowed temporarily. Also, these "moral grey areas" would allow one to travel to many different zones w/o being killed (like a Lando or Haan). Title: Re: SWTOR Post by: Draegan on June 02, 2009, 07:30:26 AM That trailer is so nice, and really drives home how badly Lucas fucked up his own franchise with the lame prequels. Once again Bioware is doing better with his IP. I'm crying on the inside because this is so true. Title: Re: SWTOR Post by: Ratman_tf on June 02, 2009, 07:53:04 AM Hay guise, this trailer waz bettur than the prequels, amirite? :awesome_for_real:
Title: Re: SWTOR Post by: SnakeCharmer on June 02, 2009, 08:07:45 AM Hell, it was better than all 6 movies combined.
Title: Re: SWTOR Post by: Rasix on June 02, 2009, 08:10:34 AM Hay guise, this trailer waz bettur than the prequels, amirite? :awesome_for_real: (http://dl-client.getdropbox.com/u/82533/swtor1.JPG) :drill: Quote Hell, it was better than all 6 movies combined. Nah, Empire is still better. Title: Re: SWTOR Post by: Lum on June 02, 2009, 09:16:00 AM The trailer was done by Blur, I've heard, and is probably the best work they've ever done.
Title: Re: SWTOR Post by: Zzulo on June 02, 2009, 09:43:01 AM and all of their work is pretty god damn good already
Title: Re: SWTOR Post by: Malakili on June 02, 2009, 09:53:34 AM It would be cool if that cinematic had anything to do with the actual game.
Title: Re: SWTOR Post by: Yegolev on June 02, 2009, 10:03:11 AM I think the Jedi can retake that palace if they just gain enough Gungan faction.
Title: Re: SWTOR Post by: Nebu on June 02, 2009, 10:18:21 AM Every time I see a cinematic, I am reminded of the trailers for DAoC, WAR, and AoC. The trailer may have been the best part of all three of those titles.
I want to see actual gameplay. Granted, I'm excited about the potential here, but I've all but given up hope for MMO's. Title: Re: SWTOR Post by: Ingmar on June 02, 2009, 10:28:17 AM Whatever, at some point a Sith Master is going to Force hold an Ewok so that a Jedi Padawan can power level. And then they'll both go camp the Jedi Council spawn. I dunno, I really get the impression that PVE zones will be completely separate for the 2 sides. Title: Re: SWTOR Post by: SnakeCharmer on June 02, 2009, 11:35:22 AM I want to see actual gameplay Tomorrow at 1pm, I believe. Title: Re: SWTOR Post by: WindupAtheist on June 02, 2009, 12:01:56 PM Nice promo cartoon. Almost makes you forget that the combat was the worst thing in KOTOR. Almost.
Also, the entire "Hay maybe we can trust the Sith to make peace! OH NOES WE CAN'T! HOW UNEXPECTED!" premise is pretty retarded. At least Palpatine had to get himself elected to office and subvert the Republic from the inside. Apparently this version of the Republic can be bamboozled by a ploy on the order of "Let's take turns punching each other, I'll go first!" Title: Re: SWTOR Post by: Fordel on June 02, 2009, 01:34:19 PM Mass Effect combat was pretty fun on the other hand, we can always hope its more like that, or they learned from it, or <insert dreamers fantasy>.
Maybe they should just give up on the game, and just give all the dev money to Blur to make a full length movie instead. :drill: Title: Re: SWTOR Post by: gryeyes on June 02, 2009, 01:59:49 PM Its superior to that CGI clone wars series by a HUGE margin.
Title: Re: SWTOR Post by: Fordel on June 02, 2009, 02:07:56 PM I pretend the CGI Clone Wars series doesn't exist. The Cartoon CloneWars though, that was awesome :heart:
Title: Re: SWTOR Post by: gryeyes on June 02, 2009, 02:12:59 PM Everything Tartavosky (bet i mangled that name) is golden. Unrelated but did you notice the Sith boss cuts off the jedi's pony tail!
Title: Re: SWTOR Post by: eldaec on June 02, 2009, 03:14:01 PM I can't decide if more than 5 minutes of that cgi or any kind of dialog would take us into the uncanny alley.
But still more awesome than $100 million of George Lucas Star Wars. Title: Re: SWTOR Post by: Venkman on June 02, 2009, 03:57:56 PM The trailer was done by Blur, I've heard, and is probably the best work they've ever done. Yea, that's what I thought, from looking at it. Blur's site is really out of date :-) Their work is awesome (EQ2 and WAR prior to this one, plus a bunch of other things of course). They definitely have a "Style" though, erring more on the side of realism and camera work more than fantastical like Blizzard. It does highlight the difference between cinematic and game play though. Here's hoping it's not as wide a gulf as WAR's was :grin: Quote from: Ghambit wrote I thought they'd said that your character's factional relevence is determined mostly by the choices you make in-game (i.e. rep. grinds and story decisions.) Therefore, it's conceivable you're not ever really locked out of places, only disallowed temporarily. Also, these "moral grey areas" would allow one to travel to many different zones w/o being killed (like a Lando or Haan). First I've heard that. Was that part of their last-year announcement? From everything I've read since, this game is shaping up to be multiple Tortages with a Fallout 3+DLC business model. Now, I wouldn't mind being wrong. Or maybe they'll do both, where the first 10 levels are spent choosing your path and then the next 10 paths are deepening your allegiance or something. Actually, that makes sense. Or maybe just because I hope that's what they do. Title: Re: SWTOR Post by: Delmania on June 02, 2009, 06:21:16 PM Quote from: Ghambit wrote I thought they'd said that your character's factional relevence is determined mostly by the choices you make in-game (i.e. rep. grinds and story decisions.) Therefore, it's conceivable you're not ever really locked out of places, only disallowed temporarily. Also, these "moral grey areas" would allow one to travel to many different zones w/o being killed (like a Lando or Haan). Dear god, I hope they polished that up since the 2 single player games. NPC: "I need your help!" Choices: a.) I'll save you! b.) I'll kill you! c.) Pie? (Upon choosing (b)) Party members: you big meanie. I hate you but I will keep following you anyways. Title: Re: SWTOR Post by: koro on June 02, 2009, 07:40:21 PM I didn't see it mentioned, but Gamespot, in addition to the Q&A posted above, gave impressions (http://e3.gamespot.com/story/6210951/star-wars-the-old-republic-impressions-combat-bounty-hunters-smugglers-and-gameplay?tag=latest-highlights;title;5) of the hands-on play they had. Some of the notable bits of it include:
Quote [The Smuggler] will have a unique cover system that will, when you acquire a target enemy, immediately place a stick-figure silhouette in the world, which provides the best cover. It's best to first head to that cover area and then start firing. In fact, cover is so important to this profession that some of its abilities may only be used while crouching behind cover. Quote Our party confronted the captain and engaged in "multiplayer dialogue," which is another one of Star Wars: TOR's unique features. During the conversation, our bounty hunter and our Sith team members were each given a dialogue option during the conversation, which ended with the group decision of either killing the captain as punishment or sparing his life. Decisions like this will apparently give you and your party members a few moments to cast your votes before the game locks in the party's decision. In this case, we chose to kill the captain, which was an evil act that earned our characters dark side points, and according to BioWare, changed the course of the game (the following sequence of events we're about to describe apparently wouldn't have happened had we spared him). And finally Quote Finally, the Jedi made his appearance and seemed to pose a real challenge because he had force powers of his own, but using the bounty hunter's and Sith's abilities together, such as having the bounty hunter trigger his jetpack to dive-bomb the Jedi while the Sith character dueled on foot, eventually brought the mighty Jedi knight down. I'm hoping to see an actual video of the gameplay tomorrow. Abusable as it may be, I do find the idea of the mechanically-integrated "group vote" on a path to take for a party quest pretty interesting. Title: Re: SWTOR Post by: Triforcer on June 02, 2009, 07:43:09 PM If choices made in "group dialogue" have any (permanent) effect whatsover on subsequently available quests, items, companions, etc., then the system simply won't work. Picture all the PUG mouthbreathers you've ever grouped with and ask yourself whether you want your goal of getting that one really cool companion character to depend on THEM. I can hear schild's head exploding already.
Title: Re: SWTOR Post by: squirrel on June 02, 2009, 07:43:13 PM The trailer was done by Blur, I've heard, and is probably the best work they've ever done. Agreed, although given how cool some of the trailers they've done for other games are I'm not sure it's relevant to the product. That said, it is Bioware. Well, kind of. Here's hoping. But yeah - great trailer. Then again I thought the Blur Warhammer trailers were awesome too. Title: Re: SWTOR Post by: SnakeCharmer on June 02, 2009, 07:43:32 PM In other news, the Off Topic forums at swtor.com have been shut down (http://www.swtor.com/community/showthread.php?p=832289#post832289) as a result of the complete cesspit it has become. Never fear, however, it will be reopened as they hire/place more community staff to help moderate the forums as a whole. The fun then spilled over into other forums, which resulted in a flurry of locking/deleting of posts.
:facepalm: Title: Re: SWTOR Post by: Kageru on June 02, 2009, 08:34:45 PM It still bugs me that all the combat looks like they're swinging broadswords at armored foes. I know it looks pretty, but if your weapon is weightless and needs zero force to cut through just about anything and your foe is unarmored anyway a more guarded style (like rapier fencing) would just make so much more sense. Or a flamethrower for that matter. Title: Re: SWTOR Post by: Lantyssa on June 02, 2009, 08:45:00 PM In other news, the Off Topic forums at swtor.com have been shut down (http://www.swtor.com/community/showthread.php?p=832289#post832289) as a result of the complete cesspit it has become. Never fear, however, it will be reopened as they hire/place more community staff to help moderate the forums as a whole. The fun then spilled over into other forums, which resulted in a flurry of locking/deleting of posts. At least we get the pleasure of knowing we predicted this would happen.Title: Re: SWTOR Post by: WindupAtheist on June 02, 2009, 09:51:15 PM I see a name in that thread which explains some things. :awesome_for_real:
Title: Re: SWTOR Post by: Koyasha on June 03, 2009, 03:10:10 AM I like the idea of the group vote thing, AS LONG as I'm still an independent character of my own and if the group doesn't feel like killing a guy and I do, I can still whip out my blaster/lightsaber and do it myself without their approval.
If it means I'm actually restricted in my own actions by the wishes of my group, that's just going to drive me (and probably most people) away from grouping at all, even if there isn't permanent effects, and ESPECIALLY if there is. If there's permanent decisions that I am forced to follow some group vote on for my character, it's likely I'd never group at all in any place where I have the slightest hint that there might be such a decision ahead. Which means I'd play like it was a single-player game, and quit within a month or two once I've played out whatever story there is to experience. Title: Re: SWTOR Post by: Simond on June 03, 2009, 04:48:09 AM It still bugs me that all the combat looks like they're swinging broadswords at armored foes. I know it looks pretty, but if your weapon is weightless and needs zero force to cut through just about anything and your foe is unarmored anyway a more guarded style (like rapier fencing) would just make so much more sense. Or a flamethrower for that matter. Title: Re: SWTOR Post by: NowhereMan on June 03, 2009, 05:40:53 AM I like the idea of the group vote thing, AS LONG as I'm still an independent character of my own and if the group doesn't feel like killing a guy and I do, I can still whip out my blaster/lightsaber and do it myself without their approval. It's not going to go that way because 1) It would never work the other way, if your party votes to kill the captain you can't really choose to not do it and 2) Since I'm guessing the effect is a gameplay one of your quest branch will involve the captain being alive (based on the group choice) and then you kill him and shunt them down another path the potential for griefing would be ridiculous. I can see why they're going for this since the alternative is no grouping or having one set storyline people follow but it sounds like it could potentially suck balls, especially if these plot choices have any real gameplay consequences such as companions or faction choices. I'm guessing that they're more related to plot and what your next quest or next part of that quest involves doing though. Basically I'm hoping the difference in this case amounts to what the next quest is rather than rewards. I imagine it will involve agreeing with any PUGs before you start a quest what quest path you're going to go for then hoping the majority aren't lying/too retarded to pick the path they want. Title: Re: SWTOR Post by: Tmon on June 03, 2009, 06:09:45 AM I remember how pissed people got in Guild Wars when someone chose not to skip a cut scene and forced everyone in the group to wait for it to end. Can only imagine how pissed someone who is shooting for perfect good will be when their group forces them to kill the puppy. I imagine that anything truly game changing would be something that group votes won't effect. Maybe the karma change from killing the puppy will be based on your vote and the changes in the story line are cosmetic and only affect who and what you see later and not what rewards are available.
Title: Re: SWTOR Post by: Koyasha on June 03, 2009, 06:20:10 AM I imagine it will involve agreeing with any PUGs before you start a quest what quest path you're going to go for then hoping the majority aren't lying/too retarded to pick the path they want. That's highly unacceptable to me, it means I'd have to research every quest ahead of time and know all the outcomes and dialogue choices, which would ruin most of the fun of the story-based gameplay in the first place.Honestly I don't know how such a disagreement could be worked out in a "fair" way. I hope they come up with something clever and interesting beyond what I can think of right now, but at the very least I hope that any decisions in a group environment present you with the option to not have them permanently affect your character, even if it means you later have to replay the mission. Title: Re: SWTOR Post by: AutomaticZen on June 03, 2009, 06:41:45 AM Couldn't you just not PUG? Group with friends or solo.
In a system like that, I'd to do it my way the first time around (solo or group of friends), and then PUG and see where it takes me the second time. Sounds fun actually. Title: Re: SWTOR Post by: Cyrrex on June 03, 2009, 06:46:52 AM The reason this isn't going to work (if in fact it won't) is because human beings suck. I'm not only talking about the griefers. It's also all the rest of us who are so horribly concerned that the whole experience plays out to our precise expectations so that we can achieve the exact reward we were expecting...and all of that because whenever we're in a multiplayer game we're really competing in some strange arms race. If you were in a single player game, do you go back to your save point when you realize you shouldn't have killed the puppy, or do you just roll with it and make the best out of it?
I'd actually personally be thrilled if I went in with a PUG and some douche killed the puppy anyway, and it meant that the karma police were going to come after all of us as a result. Because that's how shit really works. You don't get to re-roll, and you don't get to load the last save point. Seriously, I'd love that (not because I'd do it, I'm a pretty straight arrow). I suppose I'm damn near alone in that thinking. Fake edit: after seeing AZ's response, maybe I'm not the only one. Title: Re: SWTOR Post by: Triforcer on June 03, 2009, 06:48:42 AM Combine multiplayer dialogue with this: (from http://www.rockpapershotgun.com/2009/06/03/e3-09-the-old-republic-new-class-more/)
Quote The emphasis on story means there’s also a strong focus on morality. Whether you’re Republic or Sith, you can still be a bastard (I have been promised that there will be plenty of opportunities to make some completely horrendous decisions) or a do-gooder. And with Dark and Light come unique abilities unavailable to those who fail to be as lovely or as evil as you. ...and we've got, to put it mildly, some serious problems. Even setting aside the whole multiplayer dialogue issue, I REALLY think Bioware is underestimating the nerdrage that will come from being forced to forgo certain abilities because of dialogue choices (especially when the consequence of the choice isn't 100% obvious at the time. Hell, even if it IS obvious, abilities get nerfed and buffed). Title: Re: SWTOR Post by: Lantyssa on June 03, 2009, 07:57:02 AM If they can limit the group vote to impacting the story, but my vote determining the rewards, then I am okay with it. I don't PUG, so I can live with the consequences of what my friends choose. As long as they're in character, I could handle it with strangers, too.
My take from that example Tri is that it's not specific quests which determine your good/evil abilities, it's how good or evil you are. That is something you should always be able to shift. I bet those of us who like to stay neutral lose out though, like all the other morality games. Title: Re: SWTOR Post by: Cyrrex on June 03, 2009, 07:59:52 AM I don't see why they couldn't make up some sort of neutral power set. Don't ask me what that would be, but surely it's plausible.
They won't, of course. Title: Re: SWTOR Post by: Simond on June 03, 2009, 09:31:26 AM Word of God sez "Grey Jedi inevitably fall to the Dark Side in the end"
Title: Re: SWTOR Post by: HaemishM on June 03, 2009, 09:32:54 AM The whining that will occur with group vote griefing will be FUCKING DELICIOUS. :why_so_serious:
Title: Re: SWTOR Post by: Venkman on June 03, 2009, 09:37:00 AM I'm sure this will be a heavily controlled experience. I actually like that Ghambit was right in terms of there being player choice/moral decisions along the way. But as you've all mentioned, this system has limitedly described has more problems than not.
My guess is that they've already got some very heavy contrivances coming. They'll need to protect PUGs from themselves but give the friend groups the multiplayer dialog options. They'll probably end up making it the soul decision of either the group leader or whoever is on the current quest that started the conversation with the NPC. Players will discuss it in chat or something but it'll fall to one person. And this itself will be an option in the same vein as NBG/roll party loot options. Title: Re: SWTOR Post by: Ratman_tf on June 03, 2009, 11:44:03 AM "hay guys, should we kill the puppy?"
"KILL PUPPIES! IM A SITH AND THAT MEANS IM A BADASS!11!!!1 I HAVE SKULLS ON MY JAMMIES!" "gtg GF aggro" "I miss everquest, when do we get past this moral quest bullshit and get back to killing mobs?" ">>>buy credits! Safe Secure Transaction! /telll creditspammer01532978 $15 per 100 credits!<<<" Title: Re: SWTOR Post by: tmp on June 03, 2009, 12:01:22 PM don't forget:
"Everyone pay me ONE MILLION CREDITS or the puppy gets it." Title: Re: SWTOR Post by: Ghambit on June 03, 2009, 12:17:47 PM I personally like this mechanic. A lot of us have been whining about the softcore-ness this whole metrosexual storytelling business was imparting on the game. Since they're now making it tied to abilities, faction, gear, etc. it'll make people pay more attention to the storyline, their actions, AND who they group with.
There's a potential for a bit o' metagaming in the simple act of forming a viable group. After all, what kind of dumbass Jedi goes and groups with a Sith that kills puppies? How close an eye do you keep on that neutral Smuggler when it comes time to deal with the Syndicate? It all makes sense. The PUG is no longer just a PUG, it's an adventure in itself :awesome_for_real: I'll like it more if they'll allow me to tag someone as "enemy" so I can kill them if/when they decide to turn to the darkside. If there's self-retribution implemented with this mechanic, that's pure win. If they DONT allow me to kill puppy-killers (or at least grossly effect their faction rating, zone access, maybe put up a bounty or kill mission, etc.) then the mechanic aint gonna work. It's a Storytelling game, so they may as well add more story-based mechanisms, including those generated by phucktards you group with... all of a sudden the group quest turns into a witch-hunt for Leeroy Jenkins and his bad karma. Title: Re: SWTOR Post by: DLRiley on June 03, 2009, 12:48:00 PM Oh god this game will create a black hole in the internet due to all the e-rage it will generate per second. Mmo forums will never be the same :drill:
Title: Re: SWTOR Post by: tmp on June 03, 2009, 12:58:46 PM G4tv has a hands-on report (http://e3.g4tv.com/thefeed/blog/post/696137/Star-Wars-The-Old-Republic-Preview.html) as well, with some detail on combat and such:
Quote Control-wise, Republic works much like other MMOs, with you using the “W," "A,” “S,” and “D” or arrow buttons to move, and the number keys to initiate attacks that correspond to the numbered icons along the bottom of the screen. Except that when you play as a Sith, as I did, doing simple melee attacks with your lightsaber builds up your Action Points, which you can use to do special attacks. So, for example, after attacking some guys a couple times with some quick jabs of the “1” key, I was able to stun everyone around me with a “5.” Or maybe a “4.” It happened kind of fast. All I know is everyone stopped hitting me long enough for me to slice ’em up. Title: Re: SWTOR Post by: eldaec on June 03, 2009, 01:11:11 PM Combine multiplayer dialogue with this: (from http://www.rockpapershotgun.com/2009/06/03/e3-09-the-old-republic-new-class-more/) Quote The emphasis on story means there’s also a strong focus on morality. Whether you’re Republic or Sith, you can still be a bastard (I have been promised that there will be plenty of opportunities to make some completely horrendous decisions) or a do-gooder. And with Dark and Light come unique abilities unavailable to those who fail to be as lovely or as evil as you. ...and we've got, to put it mildly, some serious problems. Even setting aside the whole multiplayer dialogue issue, I REALLY think Bioware is underestimating the nerdrage that will come from being forced to forgo certain abilities because of dialogue choices (especially when the consequence of the choice isn't 100% obvious at the time. Hell, even if it IS obvious, abilities get nerfed and buffed). There will be respeccing after 3 months, and rage will fade. And it'll be a choice between feeding orphans or killing kittens, so anyone unable to pick the one they want is unlikely to be capable of installing the game in the first place. Worrying about the group decision thing is also probably misplaced, dollars to donuts the decisions are buried in click through dialog boxes, and those dialog box votes will end up giving you light side / dark side according to your vote, rather than the party decision. Maybe it'll be a problem on consoles. Title: Re: SWTOR Post by: Draegan on June 03, 2009, 01:13:44 PM G4tv has a hands-on report (http://e3.g4tv.com/thefeed/blog/post/696137/Star-Wars-The-Old-Republic-Preview.html) as well, with some detail on combat and such: Quote Control-wise, Republic works much like other MMOs, with you using the “W," "A,” “S,” and “D” or arrow buttons to move, and the number keys to initiate attacks that correspond to the numbered icons along the bottom of the screen. Except that when you play as a Sith, as I did, doing simple melee attacks with your lightsaber builds up your Action Points, which you can use to do special attacks. So, for example, after attacking some guys a couple times with some quick jabs of the “1” key, I was able to stun everyone around me with a “5.” Or maybe a “4.” It happened kind of fast. All I know is everyone stopped hitting me long enough for me to slice ’em up. Doesn't sound very original. Title: Re: SWTOR Post by: Simond on June 03, 2009, 01:32:40 PM Fuck originality. SWG was original.
Title: Re: SWTOR Post by: Murgos on June 03, 2009, 01:44:18 PM "HAy, Guyz. I need leik 1 more darkside point for force choke so make sure you pick the darkside option, k? I've been grinding dark for months man, for realz"
"Sure bro, np" *Your amazing act of kindness has shifted you significantly toward the light: You gain 221 light points* "NOOOO, YOU FUCKING FAT FAGGOT MOOSEFUCKER!!! AHHHHH" Oh, it will be glorious, glorious. Title: Re: SWTOR Post by: HaemishM on June 03, 2009, 01:57:14 PM G4tv has a hands-on report (http://e3.g4tv.com/thefeed/blog/post/696137/Star-Wars-The-Old-Republic-Preview.html) as well, with some detail on combat and such: Quote Control-wise, Republic works much like other MMOs, with you using the “W," "A,” “S,” and “D” or arrow buttons to move, and the number keys to initiate attacks that correspond to the numbered icons along the bottom of the screen. Except that when you play as a Sith, as I did, doing simple melee attacks with your lightsaber builds up your Action Points, which you can use to do special attacks. So, for example, after attacking some guys a couple times with some quick jabs of the “1” key, I was able to stun everyone around me with a “5.” Or maybe a “4.” It happened kind of fast. All I know is everyone stopped hitting me long enough for me to slice ’em up. God-fucking-damnit. Let's not even bother trying to do anything besides what been done with gameplay mechanics in every single fucking MMOG since 2004. Title: Re: SWTOR Post by: Ingmar on June 03, 2009, 02:10:44 PM Why should they risk the huge amount of money this game is costing on something experimental in the controls?
If half of what they're saying about the storyline stuff and PVE design is true, then the game will be plenty innovative already. Advancement in the genre doesn't have to be purely mechanical or visual. Title: Re: SWTOR Post by: Koyasha on June 03, 2009, 02:19:23 PM I'd actually personally be thrilled if I went in with a PUG and some douche killed the puppy anyway, and it meant that the karma police were going to come after all of us as a result. Because that's how shit really works. You don't get to re-roll, and you don't get to load the last save point. Seriously, I'd love that (not because I'd do it, I'm a pretty straight arrow). I suppose I'm damn near alone in that thinking. This is pretty much what I would want. I don't mind wanting to NOT kill the puppy and have someone else do it anyway, because that's how shit works. I would mind having some vote actually prevent me from killing the puppy if I want to, though.Title: Re: SWTOR Post by: Lucas on June 03, 2009, 02:22:38 PM Live demo *should* be up in a few minutes:
http://e3.gamespot.com/live.html?tag=topslot;thumb;1 (http://e3.gamespot.com/live.html?tag=topslot;thumb;1) Title: Re: SWTOR Post by: Montague on June 03, 2009, 02:38:44 PM Mass Effect 2 live demo on right now. :drill:
Title: Re: SWTOR Post by: Lucas on June 03, 2009, 02:39:43 PM Yep, awesome :drill:. But on the schedule it said SWTOR...Well, maybe it's all things bioware time...
Title: Re: SWTOR Post by: AutomaticZen on June 03, 2009, 02:46:35 PM Mass Effect 2 live demo on right now. :drill: Was that a new character in your party or did Ashley get some implants? Title: Re: SWTOR Post by: Lucas on June 03, 2009, 02:49:35 PM Here we go...
Title: Re: SWTOR Post by: AutomaticZen on June 03, 2009, 02:50:48 PM NOOOOOOOO! Trailer why?!
Title: Re: SWTOR Post by: Fordel on June 03, 2009, 02:51:35 PM Mass Effect 2 live demo on right now. :drill: Was that a new character in your party or did Ashley get some implants? That's someone new, with a very VERY tight shirt. Title: Re: SWTOR Post by: Fordel on June 03, 2009, 02:53:55 PM Oh boy, ACTION ORIENTED combat. :awesome_for_real:
Title: Re: SWTOR Post by: Montague on June 03, 2009, 02:55:10 PM No gameplay. Zzzzzz
Title: Re: SWTOR Post by: Lucas on June 03, 2009, 02:55:17 PM Sigh, it looks like the demo we can read about in various articles is only behind closed doors or something. Sucks :(
http://www.shacknews.com/onearticle.x/59009 (http://www.shacknews.com/onearticle.x/59009) Title: Re: SWTOR Post by: Falwell on June 03, 2009, 03:04:13 PM Those hoping to see gameplay footage in that "stage demo" will have to be content with eating shit.
Title: Re: SWTOR Post by: Lucas on June 03, 2009, 03:08:56 PM Taste like chicken.
Title: Re: SWTOR Post by: eldaec on June 03, 2009, 03:41:36 PM Does this even have a fake release date yet? Who the hell was expecting real gameplay footage?
Title: Re: SWTOR Post by: SnakeCharmer on June 03, 2009, 04:07:08 PM Those hoping to see gameplay footage in that "stage demo" will have to be content with eating shit. Forums are a flame with nerd rage about the lack of the demo they supposedly promised without delivering. So much so that you can't create a new topic in any forum, and only reply to existing threads. Wow. That Sean guy is WAY WAY out of his league. Title: Re: SWTOR Post by: Ghambit on June 03, 2009, 04:20:34 PM Those hoping to see gameplay footage in that "stage demo" will have to be content with eating shit. Forums are a flame with nerd rage about the lack of the demo they supposedly promised without delivering. So much so that you can't create a new topic in any forum, and only reply to existing threads. Wow. That Sean guy is WAY WAY out of his league. There's already been a demo. wtf are they whining for? Title: Re: SWTOR Post by: SnakeCharmer on June 03, 2009, 04:22:42 PM I wrote that wrong, sorry.
The were apparently expecting to see 30 minutes of game footage. Not sure where that specifically started from, but that's been the buzz of the forums the last couple of days. "Journalists" got to play it (or see the demo), fans didn't. Now forum/fans are pissed. Title: Re: SWTOR Post by: UnSub on June 03, 2009, 06:12:27 PM I completely approve of the experimental MMO design that Bioware is trying out - a choose-your-own-adventure title that you can play with others and all pick which page to turn to.
The issue here is that they are doing it with the Star Wars IP, which is loaded with so much fan baggage that it would choke a sarlaac. The group decision process sounds okay up until players metagame it for powergaming advantage, grief each other about it and basically don't team. In fact, I see it (as described) as guaranteeing limited / small PUGs or solo play. Plus the content has to be replayable - has to - or else 1) Bioware will have to create more content for SWOR's launch than any other MMO to date - 40 hour storylines in MMOs tend to get eaten up within two weeks - and 2) players won't want to miss out on better content because their group picked the 'wrong' path. At this point, it sounds like SWOR will be a MMO PvE with a giant lobby players can gather in before going into individual storylines. Title: Re: SWTOR Post by: Triforcer on June 03, 2009, 06:17:36 PM I honestly believe that Bioware believes it can churn out static content at a rate that each person's personal "story" will last until the next expansion. We are probably close in time to their "oh shit" moment when they realize that would take another five years, and EA won't allow that.
Title: Re: SWTOR Post by: Ghambit on June 03, 2009, 07:03:21 PM I honestly believe that Bioware believes it can churn out static content at a rate that each person's personal "story" will last until the next expansion. We are probably close in time to their "oh shit" moment when they realize that would take another five years, and EA won't allow that. This is why they have to use voiceovers and hopefully do-so w/o quest text. I'd say the grind would probably 3+ times as much time to maxlevel if people have to listen to all the voiceovers. Also, since much of the content is decision-based, you cant just skip through... because you could be seriously borking yourself. I think it's evil, and ingenius if they indeed release the game that way. I hope they do... gonna take balls though They can also take a lesson from MxO, which really didnt effectively get its players to take part in the active storyline, even with dynamic content. Reason being, there was nothing forcing the players to aspire to do-so and the stories were just too few and far between. Bioware is hiring an Army of writers, and they'll likely stay pretty employed if they can get the playerbase to sign onto this. Instead of trying to make the content dynamic after-the-fact, they make it "dynamic" via CYOA before release... and update at their leisure. Very smart if you asked me. It'll be like an audiobook you can play. The only other question I've got is how much scripting will there be? If the writing is good enough, there wont need to be any. Bland, and they better have some interaction beyond just CYOA. Title: Re: SWTOR Post by: Venkman on June 03, 2009, 07:44:02 PM I completely approve of the experimental MMO design that Bioware is trying out - a choose-your-own-adventure title that you can play with others and all pick which page to turn to. The only thing I find anywhere near innovative is the mention of multiplayer quest dialog. Everything else is just a crapload of money chasing a proven formula. The game play is derivative. The only thing really "experimental" is the scope of the promise :grin: I actually would like to see them make an AC1 with a story that mattered and kept players entertained, rather than giving them some specific new set of grinds every month. We've got WoW for that noise. Title: Re: SWTOR Post by: Triforcer on June 03, 2009, 07:47:15 PM I'd say its highly unlikely that there will be no accompanying text, and/or be on option to skip cutscenes (although the latter gets complicated in a group setting). There will be hearing-impaired players and/or those who want/need to play without sound. There will be a much larger group of players who go into an unstoppable rage if they have to watch a cutscene every time. Bioware, at some level, has to realize that.
Title: Re: SWTOR Post by: SnakeCharmer on June 03, 2009, 08:59:48 PM Bioware, at some level, has to realize that. I think it might me...Yeah...It is... It's time for my schild impersonation... BioWare AUSTIN Title: Re: SWTOR Post by: Ghambit on June 03, 2009, 09:25:20 PM I'd say its highly unlikely that there will be no accompanying text, and/or be on option to skip cutscenes (although the latter gets complicated in a group setting). There will be hearing-impaired players and/or those who want/need to play without sound. There will be a much larger group of players who go into an unstoppable rage if they have to watch a cutscene every time. Bioware, at some level, has to realize that. So then have the text, but dont allow one to skip through until the cutscene has finished. Either that or make the text scrolling w/o the ability to speed it up. Title: Re: SWTOR Post by: Triforcer on June 03, 2009, 09:38:31 PM I'd say its highly unlikely that there will be no accompanying text, and/or be on option to skip cutscenes (although the latter gets complicated in a group setting). There will be hearing-impaired players and/or those who want/need to play without sound. There will be a much larger group of players who go into an unstoppable rage if they have to watch a cutscene every time. Bioware, at some level, has to realize that. So then have the text, but dont allow one to skip through until the cutscene has finished. Either that or make the text scrolling w/o the ability to speed it up. That is the kind of shit we mock mercilessly when talking about old school EQ or some other exercise in virtual S&M. What's the point in not giving people the option to skip it? Because they "should" read it? Why is "players should" still in the MMO dev's vocabulary? Title: Re: SWTOR Post by: Ghambit on June 03, 2009, 09:53:47 PM Umm.. the devs mentioned "the end of the story arc" for your particular class character. Exactly what happens at the end?? Do we have to reroll?
(if there's no endgame I would hope there is no subscription fee) Title: Re: SWTOR Post by: Triforcer on June 03, 2009, 10:03:39 PM A couple of the E3 interviews that have been mentioned have said that the devs said this will be a "full trimmings" MMO- with full pvp (I don't think, from context, they meant FFA PvP), crafting, raids, etc). Maybe that was in response to the "this is a single-player game" rumors floating around.
Title: Re: SWTOR Post by: Ratman_tf on June 03, 2009, 10:33:02 PM Why should they risk the huge amount of money this game is costing on something experimental in the controls? If half of what they're saying about the storyline stuff and PVE design is true, then the game will be plenty innovative already. Advancement in the genre doesn't have to be purely mechanical or visual. I think this game is Not For Me. Quests were cool when we were coming off of games like EQ and DAOC, but now after years of 'em in WoW, I'm sick to death of quests and theme park storylines. All that voice acting and story driven quests sounds boring and the kind of thing I'd skip frantically so I can get back to bashing mobs. I wanna see something new on the gameplay side dammit! Title: Re: SWTOR Post by: Triforcer on June 03, 2009, 10:35:14 PM so I can get back to bashing mobs. I wanna see something new on the gameplay side dammit! :why_so_serious: Title: Re: SWTOR Post by: Ratman_tf on June 03, 2009, 11:07:05 PM so I can get back to bashing mobs. I wanna see something new on the gameplay side dammit! :why_so_serious: I know. It doesn't even have to be earth shaking revolution. Just mob bashing that's got a new twist or two to play with. Title: Re: SWTOR Post by: Tannhauser on June 04, 2009, 02:58:42 AM Yeah, the game you're looking for is called Spellborn. It takes about 1 minute of real time to kill a single bear. You're welcome.
Title: Re: SWTOR Post by: jayfyve on June 04, 2009, 04:01:34 AM I'd actually personally be thrilled if I went in with a PUG and some douche killed the puppy anyway, and it meant that the karma police were going to come after all of us as a result. Because that's how shit really works. You don't get to re-roll, and you don't get to load the last save point. Seriously, I'd love that (not because I'd do it, I'm a pretty straight arrow). I suppose I'm damn near alone in that thinking. I think this can be a good mechanic as well. To take a scenario from WoW, what if the Alliance and Horde could group together if they wanted to, but there were disadvantages to doing so, and eventually your allegiances switched. Another way to say this might be, I roll a republic light side Jedi. Two months later, friends finally quit the other MMO's they are playing, but they all want to roll Sith. Now I can easily play with them, but my avatar's reputation slowly switches sides as well. Title: Re: SWTOR Post by: SnakeCharmer on June 04, 2009, 06:49:18 AM so I can get back to bashing mobs. I wanna see something new on the gameplay side dammit! :why_so_serious: I know. It doesn't even have to be earth shaking revolution. Just mob bashing that's got a new twist or two to play with. Like maybe a story that revolves around said mob bashing? Title: Re: SWTOR Post by: DLRiley on June 04, 2009, 07:19:42 AM Yeah, the game you're looking for is called Spellborn. It takes about 1 minute of real time to kill a single bear. You're welcome. 45 seconds if you stand still. :drill: so I can get back to bashing mobs. I wanna see something new on the gameplay side dammit! :why_so_serious: I know. It doesn't even have to be earth shaking revolution. Just mob bashing that's got a new twist or two to play with. Like maybe a story that revolves around said mob bashing? I think a combination of repayable story driven content + the option to kill mobs all day action game style is guaranteed to keep both camps happy along as it doesn't play like an mmo. Something that spellborn pretty much missed by 10,000 miles. Title: Re: SWTOR Post by: Ratman_tf on June 04, 2009, 08:11:47 AM so I can get back to bashing mobs. I wanna see something new on the gameplay side dammit! :why_so_serious: I know. It doesn't even have to be earth shaking revolution. Just mob bashing that's got a new twist or two to play with. Like maybe a story that revolves around said mob bashing? Maybe, if they can tell a story without going to the conventions of "Read some text, Take a quest, Solve a quest, Show a cutscene." Title: Re: SWTOR Post by: tmp on June 04, 2009, 08:16:08 AM Maybe, if they can tell a story without going to the conventions of "Read some text, Take a quest, Solve a quest, Show a cutscene." How do you suggest a story could be told when text is a no, audio is a no, and visuals are also a no? Short of straight upload into brain matrix-style i'm kinda drawing a blank here...Title: Re: SWTOR Post by: DLRiley on June 04, 2009, 08:33:22 AM I think its really a matter of tying in the whole story process to the progression of the game. Again when something plays like an mmo even good things like a story becomes retarded. Story =! excuse to grind.
Title: Re: SWTOR Post by: Ghambit on June 04, 2009, 08:39:41 AM I think its really a matter of tying in the whole story process to the progression of the game. Again when something plays like an mmo even good things like a story becomes retarded. Story =! excuse to grind. This is one reason why I'd prefer they didnt use quest text, or at the least not traditional quest text. It'd have to be stylized and ideally scrolling along with the audio. Also, they have to vary the way the story is presented. It cant just come from NPCs standing around. They should be using holographic comms, messages, droids, go-betweens, The Force, radios, etc. Boils down again to how much scripting leeway the writers have. Hopefully, they've got a set of tools that easily allows them to inject different modes of storytelling. Title: Re: SWTOR Post by: schild on June 04, 2009, 08:45:02 AM Am I the only person that wants a bounty hunter mission (preferably within the first 5 levels - hell, the tutorial) to lead you to a warehouse full of Nemoidian Bird Cages and you have to kill an architect and leave the place completely unrecognizable (maybe... a pile of ash)?
Title: Re: SWTOR Post by: Montague on June 04, 2009, 08:45:23 AM I think its really a matter of tying in the whole story process to the progression of the game. Again when something plays like an mmo even good things like a story becomes retarded. Story =! excuse to grind. This is one reason why I'd prefer they didnt use quest text, or at the least not traditional quest text. It'd have to be stylized and ideally scrolling along with the audio. Also, they have to vary the way the story is presented. It cant just come from NPCs standing around. They should be using holographic comms, messages, droids, go-betweens, The Force, radios, etc. Boils down again to how much scripting leeway the writers have. Hopefully, they've got a set of tools that easily allows them to inject different modes of storytelling. No, I think he's more saying that you have to tie story progression in with the ding-grats. The method of delivery will be irrelevant if the mechanical progression of the characters is the straight Diku-model - the MMOGtards will ignore it in the frenzy to get to end-game. Tying skills and abilities into quest progression in a LOTRO-esque fashion might be the answer. Title: Re: SWTOR Post by: DLRiley on June 04, 2009, 08:52:37 AM I think its really a matter of tying in the whole story process to the progression of the game. Again when something plays like an mmo even good things like a story becomes retarded. Story =! excuse to grind. This is one reason why I'd prefer they didnt use quest text, or at the least not traditional quest text. It'd have to be stylized and ideally scrolling along with the audio. Also, they have to vary the way the story is presented. It cant just come from NPCs standing around. They should be using holographic comms, messages, droids, go-betweens, The Force, radios, etc. Boils down again to how much scripting leeway the writers have. Hopefully, they've got a set of tools that easily allows them to inject different modes of storytelling. No, I think he's more saying that you have to tie story progression in with the ding-grats. The method of delivery will be irrelevant if the mechanical progression of the characters is the straight Diku-model - the MMOGtards will ignore it in the frenzy to get to end-game. Tying skills and abilities into quest progression in a LOTRO-esque fashion might be the answer. No its the opposite, story shouldn't simply be a way to get your character from point A. to point B. otherwise you quickly run out of content and you have a serious problem with everything following the same formula when your attempting to tell a story. Your better of thinking people actually want to play the game and will go through the multiple story arcs in order to have more fun, then naturally assuming that progression is king. Because if you do assume progression is king than ultimately the game devolves into skipping the story anyway to quickly get to level up part only to rage 10 seconds later because you didn't unlocking the skill you want. Title: Re: SWTOR Post by: Ghambit on June 04, 2009, 09:24:00 AM I think its really a matter of tying in the whole story process to the progression of the game. Again when something plays like an mmo even good things like a story becomes retarded. Story =! excuse to grind. This is one reason why I'd prefer they didnt use quest text, or at the least not traditional quest text. It'd have to be stylized and ideally scrolling along with the audio. Also, they have to vary the way the story is presented. It cant just come from NPCs standing around. They should be using holographic comms, messages, droids, go-betweens, The Force, radios, etc. Boils down again to how much scripting leeway the writers have. Hopefully, they've got a set of tools that easily allows them to inject different modes of storytelling. No, I think he's more saying that you have to tie story progression in with the ding-grats. The method of delivery will be irrelevant if the mechanical progression of the characters is the straight Diku-model - the MMOGtards will ignore it in the frenzy to get to end-game. Tying skills and abilities into quest progression in a LOTRO-esque fashion might be the answer. No its the opposite, story shouldn't simply be a way to get your character from point A. to point B. otherwise you quickly run out of content and you have a serious problem with everything following the same formula when your attempting to tell a story. Your better of thinking people actually want to play the game and will go through the multiple story arcs in order to have more fun, then naturally assuming that progression is king. Because if you do assume progression is king than ultimately the game devolves into skipping the story anyway to quickly get to level up part only to rage 10 seconds later because you didn't unlocking the skill you want. Just what I was about to type. :oh_i_see: If the Story is good enough, endgame wont matter as much. And it better be good, because so far we see no indication of any kind of robust endgame aside from PvP. If you check out the new "Heavy Rain" game for PS3 you'll see a masterful job of interactive storytelling. Just watching the demo engrossed me. In that type of game you cant click through dialogue, because the dialogue is actually part of the game... that's what Bioware should try to achieve. (obviously, it'd be more deliberate though) Title: Re: SWTOR Post by: UnSub on June 04, 2009, 09:38:55 AM Players will skip the story. Too much blah blah and things will be skipped.
Honestly, it all sounds like a a multiplayer version of Mass Effect or Jade Empire. Traditional MMO players are going to hate it. HATE IT. Plus I'm interested to see if BioWare can actually create enough unique content for 10 or so classes. I don't expect abilities / skills to be balanced. BioWare don't do too badly, but balance isn't really their strong point. Title: Re: SWTOR Post by: Lantyssa on June 04, 2009, 09:40:36 AM Y'all are crazy. A game where the game is the point? No, no, no. We need something which lets us zip to the end more quickly so we can have nothing to do.
Honestly, it all sounds like a a multiplayer version of Mass Effect or Jade Empire. Traditional MMO players are going to hate it. HATE IT. Plus I'm interested to see if BioWare can actually create enough unique content for 10 or so classes. I'm fine with that. "Traditional MMO players" have shitty taste when it comes to fun.Title: Re: SWTOR Post by: SnakeCharmer on June 04, 2009, 09:41:14 AM There's only 8 classes, IIRC....4 per side.
Title: Re: SWTOR Post by: Montague on June 04, 2009, 09:48:59 AM I'm fine with that. "Traditional MMO players" have shitty taste when it comes to fun. Amen, sistah. Title: Re: SWTOR Post by: CadetUmfer on June 04, 2009, 09:57:27 AM Maybe developers should stop spending millions trying to cram scripted narrative into a genre who's strengths lie elsewhere, and realize that MMOs Are Not a Storytelling Medium (http://www.asteraxonline.com/blog/2009/06/mmos-are-not-a-storytelling-medium/)
Title: Re: SWTOR Post by: Triforcer on June 04, 2009, 10:00:54 AM Y'all are crazy. A game where the game is the point? No, no, no. We need something which lets us zip to the end more quickly so we can have nothing to do. Honestly, it all sounds like a a multiplayer version of Mass Effect or Jade Empire. Traditional MMO players are going to hate it. HATE IT. Plus I'm interested to see if BioWare can actually create enough unique content for 10 or so classes. I'm fine with that. "Traditional MMO players" have shitty taste when it comes to fun.Traditional MMO players will also pay monthly sub fees. How are you going to keep that box buyer for the next 12 months if all your game is relying on is a 40 or 50 hour story arc? They can't build a game big enough to keep people subscribing for 1, 2, 3, 4, years like WoW on "story" alone.. Title: Re: SWTOR Post by: AutomaticZen on June 04, 2009, 10:05:23 AM There's only 8 classes, IIRC....4 per side. Which is rather confusing. Go to the site, they have 8 slots for classes. Bounty Hunter and Trooper are already up. Smuggler will join the Republic side soon. But they're already told us about Jedi and Sith, and the Sith was playable in the hands-on. So are there 8 classes outside of Jedi & Sith? Or have they just omitted the two because they aren't really to show it? Title: Re: SWTOR Post by: Triforcer on June 04, 2009, 10:07:45 AM They've admitted Jedi and Sith will be in the game, but for some reason haven't "officially" announced the classes. My theory is that they are doing this to surprise us by announcing each side has TWO force classes, with "Jedi" and "Sith" both split up somehow.
Title: Re: SWTOR Post by: DLRiley on June 04, 2009, 10:20:56 AM Players will skip the story. Too much blah blah and things will be skipped. Players will skip it if their not playing the game for the story. Plan and simple. Title: Re: SWTOR Post by: Ghambit on June 04, 2009, 10:24:32 AM Has it even been confirmed that Jedi and Sith are even CLASSES? I'd always assumed your class is independent of if you're force sensitive, hence the reason they dont seem to be lumping classes with jedi/sith.
Obviously, they'd run into the typical problem where everyone wants to be a Jedi/Sith if they're given as flat-out class choices. Then again, this is a KOTOR game... so that'd kinda be the point eh? Perhaps the other classes are just "filler." :oh_i_see: Title: Re: SWTOR Post by: SnakeCharmer on June 04, 2009, 10:27:56 AM Which is rather confusing. Not really. Quote Go to the site, they have 8 slots for classes. Bounty Hunter and Trooper are already up. Smuggler will join the Republic side soon. But they're already told us about Jedi and Sith, and the Sith was playable in the hands-on. So are there 8 classes outside of Jedi & Sith? Or have they just omitted the two because they aren't really to show it? They've officially announced two classes, BH and Trooper. Smuggler has been mentioned in articles and such, but the 'official' Friday feature thing for smuggler hasn't been done yet; same for Jedi and Sith. We know those three are going to be in the game (along with BH and Trooper), but there hasn't been the grand release they did for the other two. You can basically fill in Jedi, Sith, and Smuggler in three of the 6 remaining boxes, leaving 3 classes unknown. You could speculate that some sort of medic, a scout/fast mover type for the Sith Empire side, and possibly an engineer type will be the remaining three. They've got tons of info left to release: 17 more timeline holo things, 6 more classes to officially reveal, 12ish more planets to show off, 4 or so more comics, miscellaneous Fan Friday/new avatar fill ins. Some of that will be bundled together, of course. But I suppose that just shows how far out the game actually is. Title: Re: SWTOR Post by: Stormwaltz on June 04, 2009, 10:40:10 AM MMOs Are Not a Storytelling Medium (http://www.asteraxonline.com/blog/2009/06/mmos-are-not-a-storytelling-medium/) They are if the story is about the players -- how they develop their characters, and the choices they make that affect the world at large. Imagine if, instead of picking a class right at the beginning, you follow a chain of quests that sets you up with your initial skills. Imagine if your guild plays through an instance that unlocks a town for them -- or for the whole damn server. Alas, many still think storytelling can only be NPCs explaining why they need ten rat tails, or reciting the history of UltimateBadGuy01. Fuck that. That's lore. That's a noun. Story is a verb. What you experience. As for the SWTOR classes... I don't have more knowledge than you (hey, there is a Smuggler -- win!), but when you mentioned multiple Jedi/Sith classes a thought occured. In KotOR, there were actually three Jedi classes you could choose. The Councilor was your Qui Gon subtle manipulator/diplomat, and the Guardian was your Obi-Wan lightsaber duellist. The last was the Sentinel, which was the [Column A + Column B / 2] class. Title: Re: SWTOR Post by: AutomaticZen on June 04, 2009, 10:46:30 AM Thought about that, but I'm hoping those were more abilities and traits you could pick up in the class, instead seperate classes.
I figured the long range specialist (read: ranger/hunter), the medic (read: priest), and the engineer (pet class) would round things out. Split between the two sides with corresponding flavor. Title: Re: SWTOR Post by: Ratman_tf on June 04, 2009, 11:12:16 AM I think its really a matter of tying in the whole story process to the progression of the game. Again when something plays like an mmo even good things like a story becomes retarded. Story =! excuse to grind. Yeah. The gameplay itself should tell the story, not a block of text or a short movie. At least, I think that's a more interesting direction for games to take. Title: Re: SWTOR Post by: SnakeCharmer on June 04, 2009, 11:13:51 AM True that.
Mimes make awesome storytellers. Title: Re: SWTOR Post by: Ratman_tf on June 04, 2009, 11:28:11 AM True that. Mimes make awesome storytellers. Take the Zelda series, for example. There's some text, and some cutscenes, but for the most part, you're out there with Link doing stuff. Or the Sims games. The events and activities in the game are the story. Title: Re: SWTOR Post by: schild on June 04, 2009, 11:30:16 AM Zelda has one of the most paper-thin stories in gaming.
I don't know why you'd choose that as an example. Title: Re: SWTOR Post by: CadetUmfer on June 04, 2009, 11:31:52 AM They are if the story is about the players -- how they develop their characters, and the choices they make that affect the world at large. Where does narrative come into play here? "How they develop their characters" == XP/loot/skills. What quest narrative involves that? "the choices they make that affect the world" == You killed all the floozies infesting my farm! Now I can farm again, yay! How does this involve me? This screams "show not tell" to me. I can already see the effects on my character. If I were meaningfully affecting the world, you could show that too. Every MMO has 2 stories. The "game", that I'm playing and care about, and the "lore", that you force me to skim to know how to continue my "game" story. Let's bring them together! Title: Re: SWTOR Post by: Ratman_tf on June 04, 2009, 11:33:00 AM Zelda has one of the most paper-thin stories in gaming. I don't know why you'd choose that as an example. My choices are rather limited, unless you want to call something like Pac-Man a story... :uhrr: Title: Re: SWTOR Post by: Cyrrex on June 04, 2009, 11:49:47 AM Zelda has one of the most paper-thin stories in gaming. I don't know why you'd choose that as an example. It's interesting as an example, IMO, because while you are correct that it's paper-thin...it works. Because you are acting out most of the story. Or something. Maybe it's because the Zelda games always do a good job of OMG I GOT THE SHINEY THING I NEEDED, even when you don't know/care what the shiney is for. I still get chills everytime I open one of the big chests, even when I know what's in it. Fuck it, ignore me. I've been playing too much Zelda lately. Title: Re: SWTOR Post by: Koyasha on June 04, 2009, 12:22:28 PM So far they haven't announced any "medic" or "healer" classes, and I really hope it stays that way, because the whole 'healer' mechanic in MMOG's is one that's really starting to feel pretty old and pointless. It doesn't really seem that hard to design a game where there's no 'healer' - single player games and a number of multiplayer game types manage it regularly, but it's alien in the MMOG context.
Title: Re: SWTOR Post by: Fordel on June 04, 2009, 12:24:01 PM Jedi's will be the healers. :awesome_for_real:
Title: Re: SWTOR Post by: ashrik on June 04, 2009, 12:37:40 PM I have a good feeling that every class will be fairly self-contained as far as "we're all dps" goes. Hell, they said that we all have a partner already, didn't they? NPC Dialog is likely to be in the vein of AoC or Mass Effect, as opposed to WoW block o' text since that's the only way that voice overs would work. Whoever brought out the Massively Singleplayer Online RPG term in this thread should probably get a cookie.
Title: Re: SWTOR Post by: SnakeCharmer on June 04, 2009, 12:41:26 PM I have a good feeling that every class will be fairly self-contained as far as "we're all dps" goes Pretty much. Every class will have dps, every class will have healing ability, etc. The only real difference is how they go about it. Title: Re: SWTOR Post by: DLRiley on June 04, 2009, 12:46:21 PM An mmo should always give you the option of playing through a story and playing as a character, though ironically you can build a story based game anyway. Story should not be treated as an excuse to grind, if you have a story that exist to justify killing 10 rats to get the next ding then you have a fundamental problems. IE people stop giving shit about the story. So what you do is have the game be played as a game and have a story which people actually want to actually read and know if they choose, and if they don't want to deal with it, who should make it as fun as possible to bash monsters in the head repeatedly. Allow for everything to be repayable, allow for AI to be used as party members and keep the level cap low.
Title: Re: SWTOR Post by: SnakeCharmer on June 04, 2009, 12:58:10 PM wat
Title: Re: SWTOR Post by: tmp on June 04, 2009, 01:46:06 PM Or the Sims games. The events and activities in the game are the story. Sims have shitload of text which puts events and activities in context. Without that text, the job --any job-- of your sim is just +money/day e.g., with promotions becoming bonus to that +money/day. If you refuse to read the text you will miss out on large chunks of the story.Title: Re: SWTOR Post by: rattran on June 04, 2009, 02:31:48 PM An mmo should always give you the option of playing through a story and playing as a character, though ironically you can build a story based game anyway. Story should not be treated as an excuse to grind, if you have a story that exist to justify killing 10 rats to get the next ding then you have a fundamental problems. IE people stop giving shit about the story. So what you do is have the game be played as a game and have a story which people actually want to actually read and know if they choose, and if they don't want to deal with it, who should make it as fun as possible to bash monsters in the head repeatedly. Allow for everything to be repayable, allow for AI to be used as party members and keep the level cap low. Crack. You should stop smoking it. Title: Re: SWTOR Post by: Ratman_tf on June 04, 2009, 03:18:28 PM Or the Sims games. The events and activities in the game are the story. Sims have shitload of text which puts events and activities in context. Without that text, the job --any job-- of your sim is just +money/day e.g., with promotions becoming bonus to that +money/day. If you refuse to read the text you will miss out on large chunks of the story.I'm talking about trying to tell a story through the gameplay, not removing all text from a game. And yes, without the text popups, every sim's job is fundamentally the same. Think about that for a moment. Title: Re: SWTOR Post by: tmp on June 04, 2009, 03:32:52 PM I'm talking about trying to tell a story through the gameplay, not removing all text from a game. And i'm saying the gameplay itself is likely to fall short when it comes to that.Quote And yes, without the text popups, every sim's job is fundamentally the same. What story does it tell you?edit: i guess i just don't get the whole "zomg, block of text and/or cutscene, do not want" thing given these blocks of text/cutscenes are generally used to handle interaction with other characters in the game world, that goes beyond just punching them in the nads. The "show, don't tell" thing is fine but there's need for some "tell" in the storytelling too, otherwise it's likely the viewer/player is left with very limited idea about what is driving various characters, their own included. Title: Re: SWTOR Post by: Venkman on June 04, 2009, 03:51:46 PM MMOs Are Not a Storytelling Medium (http://www.asteraxonline.com/blog/2009/06/mmos-are-not-a-storytelling-medium/) They are if the story is about the players As long as the players are satisfied with that. Which they aren't. Because every single MMO is already about the players and their own personal hero journies, but nobody seems to notice that. So they are unsatisfied. Quote Imagine if, instead of picking a class right at the beginning, you follow a chain of quests that sets you up with your initial skills. Imagine if your guild plays through an instance that unlocks a town for them -- or for the whole damn server. EQ2 had the right track, they just forced players to make niave unrecoverable decisions. It was a good idea to give quest stories so players could "figure out" their first and second sub-class choices. It just didn't work because those quests in no way told the player anything they actually needed to hear (role in group, playstyles, what it meant for raids, etc). So sub-classing went bye bye.EQ2 also has the various instantiated progression zones (lead to many interesting early problems). A one-time unlock for an entire server though has the usual Gates of Ahn'Qiraj problem: it's either a grindy mess that bores everyone away, or the collective rage gets focused on the 24/7ers who did it before the other few thousand people. I completely agree that story is not just some scripted event players claim to want then bitch that they can't skip past. But the mechanics of story telling need to change first. If it's canned, that's a huge resource drain for what most people assume will disinterest character optimizers. If it's procedurally-generated branching-storytelling like modern text adventures, you sorta need a different development process with a producer probably operating outside their comfort zone. And that requires a lot of testing, preferably in a smaller title with less attention and development budget and a more dedicated fanbase willing to look past the warts. :grin: Title: Re: SWTOR Post by: Koyasha on June 04, 2009, 04:30:45 PM One thing I'm thinking here is that actually writing story isn't really that time-consuming a process if you have a large staff of good writers, which they certainly seem to have covered. The question is how easy it is for them to go from 'hey I have an idea for something cool the players can do' to having it in-game and fully implemented. If their backend tools are good enough that the implementation is the easy part then they've got a formula for continuing to add in more story content constantly at a pace that can keep up with the majority of players, especially if those players are playing 2-4 characters regularly.
Title: Re: SWTOR Post by: kondratti on June 04, 2009, 07:14:29 PM They are if the story is about the players -- how they develop their characters, and the choices they make that affect the world at large. Imagine if, instead of picking a class right at the beginning, you follow a chain of quests that sets you up with your initial skills. Imagine if your guild plays through an instance that unlocks a town for them -- or for the whole damn server. Oh yay, Frogloks in EQ2 again.Title: Re: SWTOR Post by: Margalis on June 04, 2009, 07:18:41 PM People should distinguish between densely plotted stories and well-told stories with good atmosphere and characters.
I'd say that the vast majority of game stories that stick with people fall into the latter category rather than the former. I can't think of too many examples of densely plotted stories in games that have worked. Title: Re: SWTOR Post by: Moorgard on June 04, 2009, 08:38:44 PM i guess i just don't get the whole "zomg, block of text and/or cutscene, do not want" thing given these blocks of text/cutscenes are generally used to handle interaction with other characters in the game world, that goes beyond just punching them in the nads. The "show, don't tell" thing is fine but there's need for some "tell" in the storytelling too, otherwise it's likely the viewer/player is left with very limited idea about what is driving various characters, their own included. MMOs offer a huge range of storytelling techniques, and too often developers have hung their story on just one of them. Just having great writing isn't the answer, nor is just having great cinematics. It's about crafting an experience that drenches the player in a consistent and thoughtful storyline, in which literally everything from the setting to the game features to the world population reinforces the core principles of that story. Some players read text, some don't. What you need to do is make sure that players can't help but experience the story as they perform the basic act of playing the game. It's something MMOs haven't traditionally been very good at, but I think developers are learning and things will improve. To imply that MMOs are incapable of telling good stories is short sighted. Title: Re: SWTOR Post by: Ratman_tf on June 04, 2009, 10:00:33 PM I'm talking about trying to tell a story through the gameplay, not removing all text from a game. And i'm saying the gameplay itself is likely to fall short when it comes to that.And who do we have to blame for that? Quote Quote And yes, without the text popups, every sim's job is fundamentally the same. What story does it tell you?One story with multiple "skins" consisting of flavor text. It's something MMOs haven't traditionally been very good at, but I think developers are learning and things will improve. To imply that MMOs are incapable of telling good stories is short sighted. Exactly what I'm talking about. Right now, we get a block of flavor text, then we go punch mobs in the nards. Maybe you earn a cinematic after punching 1000 mobs in the nutsack. No matter how intricate and well crafted the cinematic or cutscene, it's totally irrelevant to what you're actually doing as a character. It's only flavor text. The cinematic may say you're a "great Jedi" or a "fearsome Sith Lord", but really, you're a womp rat hunter. Title: Re: SWTOR Post by: Zane0 on June 04, 2009, 10:12:20 PM SRPGs will always always always have the advantage -- as long as the distinction is meaningful. You can make a storyline for your MMO, certainly, but I'll be damned if it hasn't been awkward, forced, uncomfortable, and ultimately irrelevant every single time.
The key to WoW's success was in making the MMO formula palatable enough for the masses to digest -- nothing more. It had little to do with establishing any sort of player narrative, and everything to do with the streamlining of fun; the distillation of character advancement into a near-visceral thrill. KOTORO is barking up the wrong tree, methinks. Bioware wants to carve out its own special niche in design, but there's really no need. The Star Wars property will do well enough, the production values will do the rest, and everyone in the end will have learned all the wrong lessons. Title: Re: SWTOR Post by: Margalis on June 04, 2009, 10:27:36 PM MMOs offer a huge range of storytelling techniques... They do or the could? As far as I can tell the storytelling techniques in MMOs consist of text blocks and...more text blocks? Even in-engine cutscenes are pretty rare. Title: Re: SWTOR Post by: Ghambit on June 04, 2009, 10:33:15 PM I think a large part of the problem is most MMOs arent really developed as a shared experience. Even though they're "massively multiplayer" in truth it's really more of every person for him/herself. Studios want to cater to the individual to compel them to buy their product, but they water it down as such so that this fact doesnt impinge on someone else's version of their world. What you end up with is a bunch of static elements that treat every character the same. You can literally just finish whatever crummy story the MMO has to offer and it'd be exactly the same as everyone elses. And largely when this is done, you're lucky if anyone even cares because there are 1000's of other people who've followed the exact same storyline as you. Not only that, but the act of participation in the storyline itself largely goes unnoticed, because most of the "quests" are just to-do lists that instantly refresh for everyone. You're basically punching a timecard. Hence there's nothing truly shared about the characters and their world.
In a real story, it's just not like that. What I like about Bioware's idea is that technically, with enough story-arcs you end up with not a single character being a clone of another. The possible combinations of how one reaches "the end" far exceed the amount of players in the game. In this sense, everyone does indeed have their own story; based on their decisions rather than just if they completed "x" quest. What I'd really like to see though, is if they can craft a world where a player's actions actually stand out from others - to the point other characters say "wth.. wtf is that guy doing over there? I dont recall having to do that." Instead of "oh, Yubyub is just on his Rancor cave attunement quest. 3 more womprats and he's done." Lastly, a character's actions should have tangible effects on the world. You can't make or live a story w/o elements of it changing aside from just the character. Take the design of APB for instance. From what I've been reading, they plan on only have 100 players at a time in each city.... with each city linked in some way to a larger world. The inherent goal of each character is to make their mark on the world, either good or bad... with the city itself being a living, breathing part of the storyline. (similar to ATITD I guess) (sigh) There's no way in hell everything we want is going to EVER be in a game. It's late, I must be more delusional than usual. Peace out. :why_so_serious: Title: Re: SWTOR Post by: Margalis on June 04, 2009, 11:01:57 PM Quote What I like about Bioware's idea is that technically, with enough story-arcs you end up with not a single character being a clone of another. The possible combinations of how one reaches "the end" far exceed the amount of players in the game. In this sense, everyone does indeed have their own story; based on their decisions rather than just if they completed "x" quest... Until the optimal path is discovered and people who don't follow it have trouble getting groups. Title: Re: SWTOR Post by: Triforcer on June 04, 2009, 11:08:33 PM Quote What I like about Bioware's idea is that technically, with enough story-arcs you end up with not a single character being a clone of another. The possible combinations of how one reaches "the end" far exceed the amount of players in the game. In this sense, everyone does indeed have their own story; based on their decisions rather than just if they completed "x" quest... Until the optimal path is discovered and people who don't follow it have trouble getting groups. This. Also, unless every path leads to gear with exactly the same stats at exactly the same time in the progression arc, the nerdrage would be incandescent. That's why Bioware's vision doesn't work in an MMO- not because it can't technically be done, but because doing it per se creates problems in other parts of the game, like the one Margalis and I are bringing up. Title: Re: SWTOR Post by: Margalis on June 05, 2009, 01:52:57 AM It doesn't even work in their single player games.
How many people, when playing KOTOR, play a character straight down the middle if that's what they feel like doing vs. people who go all light or all dark because that gives you better abilities? In basically every game where you have "moral choices" or story choices or anything of that sort if there are any ramifications to character abilities people tend to plot out a path that gets them the stuff they want rather than plotting out a path that fits their character. If the game has one specific order of events that gets you the epic sword people go on gamefaqs and follow that order. Title: Re: SWTOR Post by: ajax34i on June 05, 2009, 04:58:23 AM The problem is that MMO's focus on combat. Take any novel / book you consider "good" and count how many pages are the pure fighting.
Title: Re: SWTOR Post by: DLRiley on June 05, 2009, 07:14:18 AM The problem is that Mmo's focus on character development. But character development is in books too right? Err wrong, character development is at the mercy of the story not the reader. The author takes a character and hopefully through logic finds the best way to change that character from one state to another. Linear vs Open story telling debate put to the side for a moment, in an mmo your character is at your best interest not just being another part of the world and by extension at the mercy of the most logical conclusion. Meaning mmo players, and by extension rpg's based on open story telling principles ultimately face the problem of people consistently picking the good path, not moral good, but power/most beneficial path for their characters. Except in single player games you can short change the characters and unless they use outside sources, they won't noticed and some won't be bothered rage if the outcome of there character/story arc wasn't the best possible. That will never, ever, not in a billion years, be the case for mmo players. Since 100% of their decisions must be 110% beneficial to their character or the nerd rage will ensue. Progression is king.
Title: Re: SWTOR Post by: gryeyes on June 05, 2009, 07:18:26 AM You truly have a dizzying intellect.
Title: Re: SWTOR Post by: DLRiley on June 05, 2009, 07:24:36 AM :awesome_for_real:
Title: Re: SWTOR Post by: tmp on June 05, 2009, 07:38:50 AM What you need to do is make sure that players can't help but experience the story as they perform the basic act of playing the game. I think this sort of absolutes is just buzzwords on the level of "groundbreaking interactive edutainment experience" tbh. Or if you would, storytelling equivalent of philosopher's stone -- a nice dream which ignores physical limitations of the matter.here's rather classic example of some semi-relevant storytelling: http://www.youtube.com/watch?v=h6sj89xgnl4 ... the wall of text/dialogue wheel/cutscene part starts at 1:00 in. And hey, it even has moral choice thrown in there. What i'm getting at with it is, considerable parts of story aren't conveyed through "basic actions" but through interactions with other characters in the world. And that interaction involves communication which in turn generally involves text and/or voice acting. And often a pause in mob bashing. If the player plain refuses to pay attention to these bits (http://www.youtube.com/watch?v=kBVmfIUR1DA) ... then it rather drastically limits what themes and nuances you'll be able to convey to them, if you choose to pander to this part of audience at all cost. Title: Re: SWTOR Post by: tmp on June 05, 2009, 07:43:17 AM And who do we have to blame for that? No one, it is not a matter of blame. Humans invented language for a reason, because wide range of subjects couldn't and still cannot be communicated just through bashing the skulls and teabagging.Quote No matter how intricate and well crafted the cinematic or cutscene, it's totally irrelevant to what you're actually doing as a character. It is totally irrelevant what goals motivate your character? So if you kick the puppy to save the galaxy or to send it into eternal damnation, it is the same story because hey, the puppy and the kick Title: Re: SWTOR Post by: CadetUmfer on June 05, 2009, 08:59:41 AM It is totally irrelevant what goals motivate your character? So if you kick the puppy to save the galaxy or to send it into eternal damnation, it is the same story because hey, the puppy and the kick No, it's irrelevant because after I kick the puppy to save the galaxy, the galaxy isn't saved and the puppy isn't kicked, and all I have is 5000XP and some +10 Board Shorts. Title: Re: SWTOR Post by: tmp on June 05, 2009, 09:06:56 AM |