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LucasArts, Bioware Announce Star Wars MMO

LucasArts and Bioware held a press conference today to confirm what has been suspected for a long time: they're working on a Star Wars MMO. It will be called Star Wars: The Old Republic, and it will be a continuation of the Knights of the Old Republic franchise. Further coverage is available at Gamespot, and IGN has some of the concept art. An official website for the game was launched as well. "According to the game's official announcement, Star Wars: The Old Republic is set thousands of years before the rise of Darth Vader, with the galaxy divided by war between the Empire and the Sith. That's about 300 years after the events of KotOR, a time frame that, according to Zeschuk, 'is completely unexplored in the lore.' Players can take the role of either a Jedi, a Sith or other classic Star Wars characters -- and, as perhaps can be expected from BioWare, Muzyka says story will be a major component, underlying and driving all of the player's actions."

346 comments

  1. The dark side of this announcement. by GrpA · · Score: 1, Insightful

    After a few years of relative peace in the galaxies, Darth Arts will turn to the dark side and fsck up everyone's game to make it more "appealing" to new players....

    Those who fail to learn from history are doomed to keep watching reruns of Episode 1....

    GrpA

    --
    Enjoy science fiction? "Turing Evolved" - AI, Mecha, Androids and rail-gun battles. What more could you want?
  2. Noooooooooo by Anonymous Coward · · Score: 5, Funny

    Noooooooooooo!!!!

    1. Re:Noooooooooo by Captain+Splendid · · Score: 5, Funny

      DO NOT WANT!

      I'll see myself out...

      --
      Linux, you magnificent bastard, I read the fucking manual!
    2. Re:Noooooooooo by fractoid · · Score: 5, Funny

      IT'S A TRAP!

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    3. Re:Noooooooooo by master_p · · Score: 0

      Khaaaaaaaaaaaaaaaaannnnnnnnnnnnnnnnnnnnn!!!!

      (Sorry, I am a Star Trek fan...)

    4. Re:Noooooooooo by Anonymous Coward · · Score: 0

      I'd consider it if it weren't a glorified dice game like the originals.

    5. Re:Noooooooooo by Jimmyisikura · · Score: 2, Funny

      Good cause I don't want to alarm you but I have a suspicion that they are going to make Jar Jar Binks a playable character. No link, just a theory that LucasArts has had a steak driven through the good part of their brain.

    6. Re:Noooooooooo by Vastad · · Score: 1

      No link, just a theory that LucasArts has had a steak driven through the good part of their brain.

      Would that be rib-eye or T-bone? Has serious implications on cerebral matter explosive spread patterns you see.

    7. Re:Noooooooooo by Anonymous Coward · · Score: 0

      That's no MMO.....

    8. Re:Noooooooooo by debrain · · Score: 1

      ... get an axe! .. oh wait .. that was a trick.

  3. Wait... by Anonymous Coward · · Score: 2, Informative

    Isn't there already a Star Wars MMO?...

    1. Re:Wait... by Longwalker-MGO · · Score: 4, Informative

      No, there was but sony got stupid and screwed it up like everything else they touch. They thought they could make a turned based game system made for adults into a fps system, sorta, for 12-15 year olds. They thought wrong.

    2. Re:Wait... by SpacePunk · · Score: 2, Funny

      Yeah, like there is a Highlander 2.

    3. Re:Wait... by Mr.+Capris · · Score: 4, Funny

      I thought that in the end, there can be only one?

      --
      Have you seen the arrow?
    4. Re:Wait... by coleblak · · Score: 5, Insightful

      Yeah, like there is a Highlander 2.

      "There can be only one."
      There should have been only one!

      --
      77 HITS
      Really Long Off Topic Combo
    5. Re:Wait... by dargon · · Score: 0, Offtopic

      nananananananananana I CAN'T HEAR YOU nananananananananana

    6. Re:Wait... by Impy+the+Impiuos+Imp · · Score: 1

      No, two there always is. Master...and apprentice.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    7. Re:Wait... by Unending · · Score: 1

      Ok first off I have never played SWG so I have no first hand knowledge of the game.
      That said I got the chance to talk to the guy that headed up development of the space combat portion. So I asked him if he had played X-Wing, Tie Fighter or any of the other games in that series, his response was "no everyone always asks me that though, I guess they were good games."

    8. Re:Wait... by epee1221 · · Score: 1

      You mean this?

      --
      "The use-mention distinction" is not "enforced here."
    9. Re:Wait... by voodoobettie · · Score: 1

      I played SWG from the first week it was out and I loved it... right up until they changed it into an FPS and they changed it so that my Bounty Hunter could no longer use her weapons or armor. That was super lame. I am glad to see that SWG suffered the slow and painful death they deserved. I've now moved on and am quite happy with my new life in WoW. :D

      --
      Nobody can guarantee what's going to happen tomorrow, not even an admiral from the future.
    10. Re:Wait... by geekoid · · Score: 1

      I disagree.

      Sony's online failures was do to the developrs thinking people want Star Wars to be EQ with lasers and shit.

      Look, this is the main points one must have to be successful with a str wars MMORPG:

      1) People don't want to be killing 'rats'.
      2) You must allow epope to start out at the begining of what they wat to be.

      Want to be a Jedi? here is your Light Saber adn a minor power
      Smuggler? Here is your ship?
      Princess? here are contacts and perks
      Wookie? Her is your strength and your blaster cross bow thing. Also, some Light Side Jedi contacts.
      Hot shot Fighter pilot? here is your ship, and here is your squadron.

      Wether or not they want to be 'evil' or good' should only depend on how the player behaves.

      Want to be a merchant? fine here is a shop and some base supplies.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    11. Re:Wait... by geekoid · · Score: 1

      If you don't remember the pain of the past it will be repeated, highlander.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  4. I knew it wouldn't be long.... by zappepcs · · Score: 0

    First there were dolls, shirts, light sabers and manner of spin-off merchandise. I'm surprised that it took so long to get a MMO going. I expect to see people at scifi conventions dressed like a sith and wearing a belt with digital readout declaring their score/health/karma from the game. It's bound to boost cosplay in North America. The FSM knows we need more of that!

    1. Re:I knew it wouldn't be long.... by Samantha+Wright · · Score: 4, Informative

      http://en.wikipedia.org/wiki/Star_Wars:_Galaxies

      You may be more behind than you think!

      --
      Bio questions? Ask me to start a Q&A journal. Computer analogies available for most topics!
    2. Re:I knew it wouldn't be long.... by OutLawSuit · · Score: 5, Interesting

      The first Star Wars MMO came out 5 years ago. Star Wars Galaxies couldn't live up to the hype but it had some good ideas in it such as its crafting system. SOE essentially killed it by entirely revamping the combat system, not even the space expansion could save it. It also didn't help that the game really had no plot to speak of to begin with. This new MMO will undoubtedly be the final nail in the coffin for Star Wars Galaxies.

    3. Re:I knew it wouldn't be long.... by rtb61 · · Score: 1

      A focus on storyline rather than game play, let me guess, MMO trickle ware, sold in instalments. In MMO, the game play should induce the players into creating the storyline, attempting to force feed it will only result in latter players being completely out of sync, existing players feeling creatively confined and the inevitable occasional boring story line turning off large numbers of players.

      --
      Chaos - everything, everywhere, everywhen
    4. Re:I knew it wouldn't be long.... by Anonymous Coward · · Score: 0

      I agree with the crafting system, played quite a few MMO's, but SWG by far has the best crafting system.

    5. Re:I knew it wouldn't be long.... by MrAnnoyanceToYou · · Score: 1

      I was Mothmar Friedsquid. I made huge huge piles of ships. I loved the crafting system. However, LucasArts continually shoved things down the throat of SOE (not that SOE was doing all that well in the first place) and pushed the game downwards.

      Even if I weren't an ex-gamer, I'd boycott this one.

    6. Re:I knew it wouldn't be long.... by MrBigInThePants · · Score: 1

      SWG died long before the combat revamp. The revamp was supposed to RESSURECT the game. The final mass exodus occurred after a revamp of one part failed revolutionize the entire game - which was buggy and not that fun.
      People were hanging out for the revamp only and expecting that it would be far too much of a change. I think there was a naivety about what was wrong with the game - combat was only one part that was broken.
      For me, the biggest failure was that is just lacked a real SW feel. There were wookies, but they did not feel like wookies and looking stupid. There were ATSTs, but storm troopers were using them like RC toys..etc.

    7. Re:I knew it wouldn't be long.... by Joe+U · · Score: 1

      I know the feeling.

      SOE tries too hard to create everything for everyone, and winds up creating games that annoys pretty much every group. SWG is currently a MMORPG MUD SIMCity FPS Card game.

      Honestly, I felt that if Sony and Lucas didn't get smacked down so hard with SWG, the next 'upgrade' would have been SWG: Peggle edition.

    8. Re:I knew it wouldn't be long.... by Impy+the+Impiuos+Imp · · Score: 1

      Yeah, but here's the story line of Galaxies: Go to that grassland planet with a handful of prefabricated outposts and kill giraffes that take 5 people with laser guns and one with a flamethrower sixty seconds to kill.

      And the one thing I actually found interesting, the Dancer class, got hosed with the NGE. Previously, she was happy being a medium-good pistoleer, and had her hacked Naboobian pew-pew (the only ray gun that actually looks like a cool 1950s ray gun!) running around in groups. Then one day she could still dance, but could no longer use any but the level 1 guns anymore.

      Ummm...thanks.

      Later on I logged back in on a free weekend to find my cantina and all its contents, including 8 twilek fishnet outfits of various colors decorating the stage, along with a stripper pole for each.

      "Can I get that stuff back?"

      "No", came the official response.

      CONNECTION TERMINATED.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    9. Re:I knew it wouldn't be long.... by Impy+the+Impiuos+Imp · · Score: 1

      It, and the contents were missing, that is. And my house, and all it's stored contents.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    10. Re:I knew it wouldn't be long.... by Bloodoflethe · · Score: 2, Interesting

      Not really. I once thought as you do, but eventually I realized that the player base is generally incapable of a decent, or even coherent, storyline. It is necessary that the developers string their clientele along with a story. Personally, I prefer the way Microsoft let Turbine handle it in Asheron's Call, at least at its inception. The storyline was mostly non-existent, but there would be events that would craft a general large-scale story that the players could take part in and one person per server (or group) would ultimately be considered the one to make a difference in the event. Thereafter, others could still go there and do *most* of the event, but they would never be able to do the whole thing or fight the non-scripted, PC bad guy being run by a dev. It made one try to uncover the next event, made getting good leads or even paltry information worth money/favors to those who could follow through with the events and made things generally more interesting.

      Anyone that played during that time might have recalled the epic battles between the powerful mage of goodocity, Asheron, and the evil demon-thing, Bael'Zharon. Ah, good times.

      --
      "Little is much when little you need."
  5. The death star is coming! by Anonymous Coward · · Score: 0

    It's like a million screams all at once, and then silence.

    I really wish they didn't make this an MMORPG, However, given the nature of the beast they will probably make a lot of money off of it.

  6. Re:Did Jews do 9/11? by Anonymous Coward · · Score: 5, Funny

    Anyone ever see those anonymous death threats directed at random people online? Well, I'm going to do the opposite. I vow to track down the parent poster, where ever he is, drag him kicking and screaming out of his parents' basement, bathe him, put him in the sun until he gets a tan, teach him to speak English (as opposed to Trollish), set him up with a real job and girlfriend, and give him a life.

  7. Pew pew pew by RuBLed · · Score: 5, Funny

    I wonder if there would be a class whose sole purpose is to spam laser blaster fire all over the battleground during the entire fight.

    1. Re:Pew pew pew by Neoprofin · · Score: 5, Funny

      "Stormtrooper"

    2. Re:Pew pew pew by Anonymous Coward · · Score: 4, Informative

      Did stormtroopers existed during the Old Republic?

    3. Re:Pew pew pew by Neoprofin · · Score: 5, Funny

      "Sith Trooper"

      Bastard.

    4. Re:Pew pew pew by Koiu+Lpoi · · Score: 1

      If I can't remake my Dual-Wield Blaster Jedi from KotoR, I'm not buying it.

    5. Re:Pew pew pew by Culture20 · · Score: 1

      Republic Rocket Jumper

    6. Re:Pew pew pew by MikeBabcock · · Score: 1

      Automated sentry turrets :-)

      --
      - Michael T. Babcock (Yes, I blog)
    7. Re:Pew pew pew by Killjoy_NL · · Score: 1

      Ok, that would be a cool (joke) class to play :D

      --
      This is the sig that says NI (again)
  8. Jeeeez..... by Anonymous Coward · · Score: 0

    After failing with force unleashed Lucas Arts decide to hand ball yet another Star Wars game off to a competent company.

    Maybe they need to compare themselves to Bioware and try to figure out where they're dropping the ball.

    Message to George:

    Yes we know you made the original Star Wars trillogy, yes it was good, yes I enjoyed it. Maybe it's time to move on and come up with something else that's original and just as good....

    1. Re:Jeeeez..... by WhatAmIDoingHere · · Score: 5, Informative

      Failing? Didn't the game sell almost 2 million copies?

      "LucasArts has already shipped 4.3 million copies of the game, but it's proved so popular they've told the factory to make some extra copies. Looks like The Force Unleashed could be the most popular Star Wars game to date - unsurprising when you consider it's one of the least rubbish"
      http://www.eurogamer.net/article.php?article_id=243312

      --
      Not a Twitter sockpuppet... but I wish I was.
    2. Re:Jeeeez..... by deniable · · Score: 2, Interesting

      I thought Force Unleashed was OK. I bought the Wii version and other than getting too energetic and hitting the TV and Furniture a couple of times, I had great fun with it.

    3. Re:Jeeeez..... by Anonymous Coward · · Score: 0

      It's God of War with lightsabers. Anybody who praises God of War and bashes The Force Unleashed is having their opinions fed to them by gaming magazines. Yes, anybody whose opinions differ from mine are wrong. Deal with it.

  9. God Dammit by skam240 · · Score: 4, Interesting

    I hope this doesn't put off another Knight of the Old Republic game. I have no desire to pay a monthly fee to play in the Star Wars universe but on the other hand I loved the two KOTOR games that were made. ...and seriously, do we really need another MMO out there? I hope they at least do something original with this.

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    1. Re:God Dammit by andy9701 · · Score: 4, Informative

      For better or for worse, it looks like Bioware is making this game instead of a KOTOR sequel. Their reasoning seems to be that they have a ton of story ideas, and they can get them into games easier in an MMO than in multiple sequels.

    2. Re:God Dammit by skam240 · · Score: 2, Insightful

      I think it's probably more like they think they can make more money making people pay monthly payments.

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    3. Re:God Dammit by Anonymous Coward · · Score: 0

      Their reasoning seems to be that they have a ton of story ideas, and they can get them into games easier in an MMO than in multiple sequels.

      No, that's not their reasoning. Their reasoning is "we get paid only once for a single-player game, but we get paid EVERY MONTH for an MMO."

      Which really sucks, because it's categorically impossible to have an MMO with as much emphasis in story as a single player game.

    4. Re:God Dammit by moniker127 · · Score: 1

      yes we do. theres like two sci fi mmos that are playable.

    5. Re:God Dammit by skam240 · · Score: 3, Insightful

      Yeah but MMO players play their one or two games for years. Those of us who loath the genre and have no desire to pay monthly fees for a game we've already payed for generally play through our games in months or even weeks. While MMO players happily run about in Eve online those of us who don't play those types of games have to wait longer and longer periods of time for new games as more and more developers jump on the MMO bandwagon to milk those monthly payments. Shoot, we'd probably be patiently waiting for Starcraft 3 or 4 if it weren't for WOW.

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    6. Re:God Dammit by lysergic.acid · · Score: 3, Interesting

      there are already plenty of sci-fi MMOs for the PC. its consoles that need some decent sci-fi MMOs.

      Sony already said they're going to focus their future MMO efforts on consoles. perhaps other developers will follow suit.

      personally, i'd like to see some decent sci-fi MMOs for the PSP. there are currently only 2 sci-fi RPGs for the platform: Alien Syndrome and Bounty Hounds. and Alien Syndrome sucks balls.

      i don't know what the situation is with other consoles, but i think it'd make more sense for MMO developers to release their games on platforms that currently have a dearth of MMOs rather than try to compete in an already-saturated market. it's not like the ps3/360/psp/ds can't support MMOs.

    7. Re:God Dammit by shogun · · Score: 1

      Seconded, I was looking forward to another KOTOR game, but now it looks like this MMO game that i'll never play will take its place.

    8. Re:God Dammit by syousef · · Score: 5, Informative

      ...and seriously, do we really need another MMO out there? I hope they at least do something original with this.

      Star Wars is all about the fantasy of being a hero. The problem is that playing minor characters in world where the heroes get all the action sucks. You don't get to be familiar. Hell in an MMO you don't even get to be special otherwise everyone is special just like you. What does that leave you with - unnamed wookies, droids, ewoks and storm troopers??? Yoda's dim witted 3rd cousin shlopwitt of the planet schnarf?

      --
      These posts express my own personal views, not those of my employer
    9. Re:God Dammit by Surt · · Score: 1

      The game designers are just dumb if they can't figure out how to make being the hero work in an MMO. You have the in-game characters talk about the feats of the great players. You build game story over time based on what the hero players do. You make it seem plausible that by devoting yourself to playing the game you could be one of those people. You make it fun even if you don't reach that level. This is not rocket science.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    10. Re:God Dammit by syousef · · Score: 1

      You're missing the point. Being a hero is about being special, chosen, better than the common folk, more powerful, wiser etc. The more heroes you have in an MMO the less special each one is. It doesn't matter how many people and bots talk about what feats you performed if everyone is performing them.

      Think about flying in Second Life. If you were the only one that could fly that'd be one heck of a special power to have. Since everyone can fly the novelty wears off in half a day.

      --
      These posts express my own personal views, not those of my employer
    11. Re:God Dammit by Surt · · Score: 2, Insightful

      That's exactly my point (that you claim I'm missing) though. You need to design your game so that there CAN be exceptional achievements. Things that can only be done once. An evolving story line that remembers the actions of those rare players who achieve greatness. Actions and powers given out only to a tiny fraction of the players.

      Then the challenge is to inspire hope in players that it could be them, and to make the game fun enough just to play to keep around those who never get such an achievement. This stuff is not hard to do as a game designer, it's just risky, and it has to be done with great care so that the core of your game remains great fun.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    12. Re:God Dammit by Pearson · · Score: 1

      Well, to be more practical, it doesn't even have to be something that is only done once. That would make a player stand out to some of the humans playing on that server. But to make the player feel that his character is becoming a legend, you just have to have the in-game AI characters mention his character's achievements. There is quite a bit of stuff that can be done, visible only to the player, that could reinforce the impact his character is having on the world.

      As just a simple example, lets say that a character carves his name in a tree trunk as part of a quest. Every time he passes that tree, he sees the change he's made in the environment. But to every other player who passes, they could be shown THEIR character's name (assuming they had done the quest), so each feels special, even though they are each treated equally.

      Spending dev time on a one-off event that only a few will enjoy is simply not going to happen anymore. Blizzard has demonstrated quite clearly to all the bean counters that you don't need those events to be the biggest, so no one will pay for it.

      --
      I...I'm attacking the darkness!
    13. Re:God Dammit by Anonymous Coward · · Score: 2, Funny

      WoW had more story emphasis than Super Monkey Ball.

    14. Re:God Dammit by drik00 · · Score: 1

      Two things....

      a. MMO's all but demand a keyboard, if you've ever played one for any period of time, you know why you don't want to be forced to communicate via voice with 99% of the people in the game.

      2. if you *EVER* buy/play another MMO run by Sony/SOE, you deserve what you get.

      -J ...and yes, the a->2 was a joke.

      --
      Beer, now there's a temporary solution -- Homer Jay S.
    15. Re:God Dammit by Jaruzel · · Score: 2, Insightful

      The reason there are no MMOs for the current crop of consoles is down to how the online games are hosted.

      With PC MMOs, there is a massive server infrastructure that you as a client connect into, this infrastructure keeps the game going even if no-one plays it, and has to be maintained for as long as there is (enough) player demand, which could be several years.

      Publishers view the console market as crash-and-burn with each new game typically expected to be played by more than 10% of players for only about 3 months or so (Halo being the obvious exception).

      So that the console game publishers don't have to constantly invest in server farms for games that only have critical mass for a few weeks, they went with peer-hosted online gaming; One player becomes the 'host' and the other players connect to them as peers. If that 'host' disconnects then the game is over.

      I'm glad that Sony have thrown their hat into the ring with regard to console MMOs and I do hope that other publishers follow suit, however, I feel that as the console player demographic is mostly 10-25 in age it is unlikely that MMOs on consoles will take off - mostly because that demographic would rather spend the monthly subs that most MMOs require on the next new shiny war* game that's just come out.

      Also, it has to be said, can a console REALLY provide the complex interface that makes most MMOs so involving ? I'm a WoW player (not uber, lvl 70 is still WAY off for me), and the amount of key bindings needed to make the game effective is mind-bending - not sure how you'd translate that to a Wiimote or 360 controller.

      -Jar

      (* I mean, how many war games do we really need? They are all the same, no really, they are. And then there's all the samey driving games, plus not forgetting ALL those EA Sports games. Console gaming is in a rut, which is why my 360 gathers dust while I slaughter Elementals in WoW for hours on end.)

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    16. Re:God Dammit by Anonymous Coward · · Score: 0

      I was hoping for another Jedi Knight game. Both Jedi Outcast and Jedi Academy had fantastic multiplayer where skill was required rather than mindless leveling. To this day there is no other game that comes close to the amount of control and flexibility that the JK games gave the player for swordfighting.

    17. Re:God Dammit by Dutch+Gun · · Score: 3, Insightful

      Seriously? The only "MMO" I know of that really told much of a story was Guild Wars, and that was because the entire game was instanced gameplay. Honestly, I haven't experienced anything of a real story in MMOs before (although I hear Age of Conan does a fairly decent job for the first twenty levels).

      In general, it seems MMOs are more about creating a themed sandbox environment for people to play in than creating a story. Nothing wrong with that - they're obviously fairly popular. But it seems sort of odd to hear people talking about stories in MMOs when it really hasn't been done.

      As I have no real desire to play another pay-per-month grind-fest, so I guess I'll be missing this one. I'm sure plenty of people that haven't yet been burned out by this style of gameplay will enjoy it, though. I'd love to see a new Kotor, myself.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    18. Re:God Dammit by Rogerborg · · Score: 1

      Since presumably you're not dumb, perhaps you'd like to share with us the secret of how they'd do that?

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    19. Re:God Dammit by R.D.Olivaw · · Score: 4, Insightful

      Yeah but MMO players play their one or two games for years. Those of us who loath the genre and have no desire to pay monthly fees for a game we've already payed for generally play through our games in months or even weeks. While MMO players happily run about in Eve online those of us who don't play those types of games have to wait longer and longer periods of time for new games as more and more developers jump on the MMO bandwagon to milk those monthly payments. Shoot, we'd probably be patiently waiting for Starcraft 3 or 4 if it weren't for WOW.

      Don't worry, it seems blizzard has found a solution to your problem. There will be 3 Starcraft2 games. This way, you too can pay the equivalent of a yearly subscription to play a game even though you hate MMO. The reason given is the abundance of stories to tell. Does it sound familiar?

    20. Re:God Dammit by demiurgency · · Score: 1

      I think you've hit one of the quintessential issues of MMO's square on the head. We play fantasy games to retreat into a world where we are special, where we are heroes. But in an MMO, there are no heroes. Just people with better loot, or honor kills, or what have you. These are a measure of nothing, except how many hours a player has logged. In WoW today, 9 out of 10 toons are level 70. Nobody is special.

      I've often wondered if permanent death, if it could somehow be worked fairly into an MMO, might be the cure for this game design challenge. Of course, permanent death introduces so many design problems of its own (griefers especially), mainstream MMOs have shied away from it.

      I was really interested back in the early days of Warhammer Online (the cancelled project, not WAR) the developpers were seriously considering a permanent death system. I guess they couldn't find a way to make it work.

      Sure, they've improved dramatically in graphics and content, but in so many other ways, I feel MMO's have not significantly evolved in gameplay since the days of Ultima Online. I keep an active interest in seeing who is going to come up with the gameplay design which will lead to the more involving online play that I think a lot of us are craving.

    21. Re:God Dammit by tsm_sf · · Score: 1

      The problem is that playing minor characters in world where the heroes get all the action sucks. You don't get to be familiar.

      Two words for you:

      Leeeeeeeroy Jenkins!

      --
      Literalism isn't a form of humor, it's you being irritating.
    22. Re:God Dammit by Isotopian · · Score: 3, Insightful

      It's funny, I got tired of doing the exact same thing over and over again, so I quit WoW and bought a 360. I haven't played a pc game in months.

      --

      It's poetry with a beat behind it! And guns! They're like beatniks with automatic weapons.

    23. Re:God Dammit by skam240 · · Score: 1

      Not exactly, given that they arrived at the logical conclusion to a "too much story" problem which is to just make what will basically be expansions if I had to guess. As for shelling out more money for three different releases, we'll have to wait and see if it's worth it just like any other game.

      --
      I ignore Anonymous Coward posts. If you want to discuss something, that's awesome. Log in.
    24. Re:God Dammit by dreamchaser · · Score: 3, Insightful

      Give me a break. The reason is to get recurring revenue (monthly fees) for the game rather than a one shot deal. If you buy their 'reasoning' then you're very gullible.

    25. Re:God Dammit by R.D.Olivaw · · Score: 1

      Of course, it can be worth it and it certainly will be worth it for lots and lots of people. It's a safe bet that it will sell like hot cakes.
      My understanding is that the three games will be available at the same time. Am I mistaken? If so then they can hardly be called expansions.
      In any case, my original comment was that they found a way to make people who hate MMOs pay more for the same game. No matter how you cut it, we used to get campaigns for all the species in an RTS. Now, you have to pay per campaign.

    26. Re:God Dammit by NoisySplatter · · Score: 3, Interesting

      I think part of the reason it's so hard to make people feel special is that not only are there many players that are just as "unique" as everyone else, but there are multiple servers. In EVE Online there is only one server so everything that happens in the game is directly applicable to everyone. There are many famous names that people recognize. Their fame has nothing to do with scripted events or quests given by an NPC, nor is it limited to just their imagination as in your tree example.

      I think the best way to make players feel special is to give them a real chance to differentiate themselves from others. Give the players real objectives to fight each other for and let them form their own alliances and groups. Don't shoehorn them into a silly race vs race battle, one of the most powerful choices you could give a player is who they pledge their support to. If they can change sides or even form a new faction the conflicts become much more meaningful and less repetitive. People will naturally lead and others will naturally follow. Those leaders will be the ones remembered, but if we want special people we need people to remember them.

      --
      In Soviet Russia meme tires of you!
    27. Re:God Dammit by Xest · · Score: 4, Interesting

      People do get to be special in MMOs. Particularly in those with a strong PvP element like Ultima Online had, like Dark Age of Camelot had and so on. Those who rack up the most kills, those who are the best players are always more respected/hated than your average joe.

      You make your own name in an MMO, sure you may not be playing Luke Skywalker but if you can defeat anyone else 1 vs 1 on a server then be sure that many will look up to you and many more will hate you.

      It goes further than just PvP though, I've seen people who for example in Ultima Online had the most money, the most rare items and so forth and were themselves looked up to. I've seen blacksmiths who can churn out more perfect quality armour by having the mental (in?)capacity to sit their mindlessly crafting away and still be nice enough to charge reasonable prices. There's also raid leaders, people who may have led raids to kill the biggest monster in game however many times more than the next one down or who have led hundreds of allies through certain tough quests for example.

      Every MMO server/side has it's heroes and that's what some people like about MMOs, you get to be a hero, someone special where you get real recognition from real players rather than simply NPCs telling you you're great in single player games.

      It may sound a little sad, but the phenomena really does exist. You're only like everyone else in an MMO if you don't bring anything to the community, if you want to do well or simply if you have the time to do well and stand out you absolutely can. For some being not Luke Skywalker, but a character of their own creation who stands out as a leader to their team mates is good enough for them.

    28. Re:God Dammit by cgenman · · Score: 1

      i think it'd make more sense for MMO developers to release their games on platforms that currently have a dearth of MMOs rather than try to compete in an already-saturated market. it's not like the ps3/360/psp/ds can't support MMOs.

      Ironically, as always in game development, it's easier to get funding if you can point at someone else and say "we're doing that."

    29. Re:God Dammit by DikSeaCup · · Score: 1

      At least I have chicken.

    30. Re:God Dammit by MSojka · · Score: 1

      Star Wars is all about the fantasy of being a hero. The problem is that playing minor characters in world where the heroes get all the action sucks. You don't get to be familiar. Hell in an MMO you don't even get to be special otherwise everyone is special just like you. What does that leave you with - unnamed wookies, droids, ewoks and storm troopers??? Yoda's dim witted 3rd cousin shlopwitt of the planet schnarf?

      Then be a hero. All it takes in an MMO is the dedication, some social skills to build up a decent following and the will to do whatever it takes to write your server's history instead of being just a part of it.

      It helps when the game in question allows you to "possess" parts of it (like in EVE Online or Lineage II), but even without you can be a hero - someone the server talks about, someone people look up to. Someone people love or hate, but seldom stay indifferent about.

      If it sounds like hard work, it's because it is. Being a hero, being someone special among even just a few thousand people requires you to actually stand up and make you a hero. If you don't like it, stick to single-player games, there you can be hero without any effort whatsoever.

    31. Re:God Dammit by Gewalt · · Score: 1

      An evolving story line that remembers the actions of those rare players who achieve greatness. Actions and powers given out only to a tiny fraction of the players.

      Then you will have a tiny fraction of your paying customers left.

      --
      Modding Trolls +1 inciteful since 1999
    32. Re:God Dammit by Creepy · · Score: 1

      Then you obviously missed the hints from 12+ months ago that rumored that Lucas Arts and Bioware were working together on a MMORPG and how nearly everyone that heard that knew immediately that it either meant Star Wars or Indiana Jones were involved (then immediately guessed a KOTOR MMORPG).

      This news is about as surprising as me finding milk at the bottom of my cereal bowl.

    33. Re:God Dammit by DMadCat · · Score: 2, Funny

      The kicker? No one's twisting your arm to buy them!

      Seriously. Go read a book.

    34. Re:God Dammit by Anonymous Coward · · Score: 0

      Guild Wars was alright, but the story was pretty weak, mainly because there was no existing lore. WoW's the opposite, a ton of lore, and they did nothing with it, making you feel like some lowly goober wandering around as a nobody in the middle of this giant world that's supposedly part of an epic struggle that never actually happens.

      You might find LOTRO to be interesting. IMO, the best thing about that game is the story. I think Turbine does a very good job of mimicing the trilogy's story and, better yet, you actually feel like you're a part of it rather than some random plebe walking around performing random errands for random people like you get in the lower levels of, say, World of Warcraft.

      Also, you don't get nearly as much grind. There are still kill/carry/collect quests, but Turbine organized them so that most of them glom together along with a storyline quest. Rather than having to constantly run back and forth between a quest giver and a target group of MOBs, you can easily do a half dozen quests at once, turn them all in, do the next half dozen, etc. As for items, you CAN grind for uber items and tons of money if you want, but I've never had any trouble just using quest rewards and bargain buys on the Auction House, which has left me with plenty of money to buy extra storage, mounts, etc. when need-be without having to go grind for gold.

    35. Re:God Dammit by Anonymous Coward · · Score: 0

      What sci-fi MMOs are there per say, that are space scifi and not something like say city of heroes? And that aren't bleeding subscriptions or have a high turn over of accounts? Basically there is little to no Sci-fi MMO.

      There is star wars galaxies, but that game has had such a drop in subs over the years, and then there is umm... planetside, which is a MMOFPS, not sure what else there really is.

      Please elaborate about the "plenty" of sci-fi MMOs on the PC

    36. Re:God Dammit by Commcd · · Score: 1

      Wurmonline has experimented with having 'special' people that can suffer permanent death.

      I'm not sure what the current state of things is but they had champions of each religion(magical faction) that had better and more powerful abilities in exchange for having a limited number of lives.

      The effort required to become a champion was quite extreme but everyone knew who they were. Things got interesting with people hunting them and people defending them.

      I would recommend checking it out if you like a game where everything is made by players.

      http://www.wurmonline.com/

    37. Re:God Dammit by @madeus · · Score: 1

      The games you've mentioned - City of Heroes and Star Wars Galaxies, PlanetSide are all Sci-Fi MMO's. The Matrix Online, RF Online (which is much like Lineage 2, only with robots and mechs) and The Saga of Ryzom spring to mind (I think it got canned too - and good riddance).

      If you want explicitly spaced based MMO's - other than Star Wars Galaxies - currently Eve Online, Tabula Rasa and the rather aging Anarchy Online options (as is Vendetta Online, on a much smaller scale, but it's kinda cute and of course runs on Linux and Mac OS X).

      Earth and Beyond was pretty good when it was going, and not unsuccessful - even Electronic Arts admitted it was profitable, just not enough for them to bother with.

    38. Re:God Dammit by elrous0 · · Score: 1

      If I had great social skills and a strong will, I wouldn't waste my time in an MMO. I'd be a REAL LIFE hero.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    39. Re:God Dammit by genner · · Score: 1

      Yoda's dim witted 3rd cousin shlopwitt of the planet schnarf?

      I'd actually play the game if they let you do that.

    40. Re:God Dammit by GauteL · · Score: 2, Insightful

      Star Wars is all about the fantasy of being a hero. The problem is that playing minor characters in world where the heroes get all the action sucks.

      Exactly, and all the replies you have received so far completely miss the point. In an old school offline game, you are the exceptional hero and everything in the game centers on you. This is the fantasy that makes games so unique as entertainment. You are the hero, not just watching the hero.

      Making it possible to become an exceptional and unique in an MMO is completely besides the point. I will never become that hero. I am not good enough and not devoted enough and neither are 95% of all the people playing World of Warcraft. Only the small elite can by definition be good enough to be an exceptional hero, otherwise there is nothing exceptional about it.

      You then have to wonder what the point of playing an MMO is. I play games to have fun, to relax and probably to get a feeling of mastering something. An MMO can never give me this unless I devote an obscene amount of time and effort into it, and it may still not be good enough. This is exactly what real life is like, so why seek it out in games?

    41. Re:God Dammit by MobileTatsu-NJG · · Score: 1

      My understanding is that the three games will be available at the same time. Am I mistaken?

      Yes. They're doing one game at a time, probably a year or so in between them.

      A lot of the misgivings on Slashdot about it were simply knee-jerk reactions.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    42. Re:God Dammit by Anonymous Coward · · Score: 0

      Both the 360 and PS3 can use pretty much any USB keyboard for text input (just not "game" input on the 360). The two MMOs on the 360 right now both use it.

    43. Re:God Dammit by Anonymous Coward · · Score: 0

      Yoda's dim witted 3rd cousin shlopwitt of the planet schnarf?

      Betcha, ya'll do.

    44. Re:God Dammit by eth1 · · Score: 2, Informative

      Yes, you can be a "hero" in an MMO. The problem is it takes such a massive ongoing investment in time. When I played Dark Age of Camelot, I ended up as one of those people. The problem was, I spent countless hours in game spellcrafting, AND countless hours outside of the game working on the crafting calculator that was the source of most of my renown. I had fun, but I had to quit... I didn't want TWO jobs.

      An offline RPG lets you be the hero on your own schedule.

    45. Re:God Dammit by Anonymous Coward · · Score: 0

      The 360 has two MMOs. An MMO lite, like Guild Wars, called Phantsy Star Universe as well as FFXI, which is a more traditional MMO. Both use external servers not hosted by Microsoft.

    46. Re:God Dammit by Bloodoflethe · · Score: 2, Insightful

      I think you are both a little too far on either side of this. Frankly, the amount of content they have to release *is* too much to charge a mere $45 or so for. I don't feel that the quantity of content quite makes up for a full price game, but that is only secondary to the point. I'd say they should charge maybe $30-35 (I don't know what their pre-markup prices are here, just going with a guess) for each. That is to say, I think they're charging roughly 50% more than they should on these games.

      Enough of that - where skam seems to fall short on the MMO storyline thing is that he doesn't realize there really is a lot of lore packed into the quests, cameos and even the visuals of each zone/instance. The problem is perceptual. In single-player games, you are forced to be deeply involved with the lore, whereas in the MMO it is simply a backdrop that you can immerse yourself in, if desired. When the lore isn't pushed into your face, some people perceive the lore to be lacking. Hint: it is there if you look for it.

      --
      "Little is much when little you need."
    47. Re:God Dammit by Xest · · Score: 1

      I'd argue that's more an issue of game specific design problems though than an issue with the advantages/disadvantages of the MMO genre as a whole.

      DAoC did indeed require a massive amount of time investment compared to most other MMOs and whilst time does play into the majority it is good to see with some of the more recent ones such as Warhammer online that they are making some effort to make MMOs a little more casual.

      Personally I always figured the best MMO commercially is one where your players always come back but only need to spend a minimal amount of time in game to get their enjoyment, afterall getting subscription costs whilst lowering bandwidth and hardware costs is surely only going to be good for business! The issue most MMOs seem to have is that they don't have enough real content to keep their players hooked so they keep them hooked by making it take ages to complete said content by adding time sinks and use that to keep people playing.

      Again without meaning to sound like I'm hyping Warhammer Online up I do at least like the fact I can log in, do a couple of quick quests, maybe a couple of scenarios and log out after maybe only an hour and come away feeling like I actually got somewhere. That's a far cry from DAoC's ML raids on their release for example which could take upwards of a single 10hr sitting worst case.

    48. Re:God Dammit by theangrypeon · · Score: 1

      It is an interesting thought, but permanent death is just not an option for MMOs, at least popular ones.

      People pour a lot of time into their characters, and having any possibility of having all that time and effort just disappear forever is definitely unappealing. Particularly if it happened in freaky ways (The lag boss killed me!).

      In Diablo 2 (Yes, yes not an mmo but I think this applies) it worked really well because it was completely optional.

      But even if it was optional, they would have to have an appeals system set up for "unfair deaths" caused by server crashes, bugs, etc. The overhead involved with that is just too troublesome. I know Diablo 2's policy was "sucks to be you" but there's no way an MMO today can have such a policy.

    49. Re:God Dammit by lysergic.acid · · Score: 1

      if you do a google search for "sci-fi mmo" you'll see that nearly every title you come across is for PC:

      • Earth & Beyond
      • EVE Online
      • Jumpgate
      • Anarchy Online
      • Age of Armor
      • ACE Online
      • Atriarch
      • DarkSpace
      • Darkwind: War on Wheels
      • Divergence
      • Tabula Rasa
      • Earthrise
      • Endless Ages
      • etc., etc...

      i don't play PC games so i can't tell you which ones are any good, but the point is, there are a ton of sci-fi MMOs to choose from on the PC (Windows at least).

    50. Re:God Dammit by Bloodoflethe · · Score: 1

      Too bad you don't. Go back to your basement.

      --
      "Little is much when little you need."
    51. Re:God Dammit by R.D.Olivaw · · Score: 2, Insightful

      The kicker? No one's twisting your arm to buy them! Seriously. Go read a book.

      I already said that it was a matter of personal perception. If you have the time to play MMOs and enjoy them then they are worth every penny to you. If you like Starcraft then the more games you can get the happier you are.
      I don't understand what you mean? I did not demand that they release what I want. I did not try to persuade others to not buy what is offered. We were discussing the GP's dislike of MMOs and want of normal games so I gave him an example of how normal games are being stretched to cost as much as MMOs. I wasn't interested in Starcraft before and I'm not interested in it now.
      Now that horse is way too big for you. Get off before you fall and break something.

    52. Re:God Dammit by SatanicPuppy · · Score: 1

      Years, or weeks, depending. Good MMOs are amazing cash cows. Crap MMOs are massive money pits.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    53. Re:God Dammit by Anonymous Coward · · Score: 0

      The problem with your comparison is that paying for additional content is optional for Starcraft. There is no monthly fee, you can pay once and play all you want with all the features for online play, and if you feel like it, pay for the 2 other packs, that while having no influence on online play, allow you the opportunity to expand to other stories while waiting another 12 years for the next Starcraft.

    54. Re:God Dammit by harry666t · · Score: 1

      > they can get them into games easier in an MMO than in multiple sequels.

      Erm... Make one, good, flexible engine and then just add content?

      Jedi Academy could have had dozens of sequels (modding it was really easy), and I know I (and many others) would play all of them. Just look at how much content was created by the community:

      http://lucasfiles.com/?action=category&id=57
      http://jediknight3.filefront.com/

      There still are new files on jk3.filefront.com almost every day, still after five years since the game release.

      If I were LucasArts, I'd go to the community and ask them for the ideas for the engine. Then I'd take the time developing it, making it fast, flexible, extendable, stable, etc. and base a crapload of games on it. And if each of these games was as hackable as JK3...

    55. Re:God Dammit by demiurgency · · Score: 1

      That's not exactly a 'can-do' attitude now, is it? A game that implements PD would need to come up with some creative solutions, not the 'more of the same' attitude at the forefront of game design today.

      Here's one possible idea. It's not a serious one, just an example. On permanent-death, a large (75%?) of the exp and value of carried items would get refunded to the player, with which they can build a new character without starting from scratch. All banked item and gold remains the property of the player.

      Another thing that can make PD work is just a matter of setting expectation. I don't know if you were a PnP roleplayer, but there was a major difference in attitude toward character death in a game like D&D, and a game like Call of Cthulhu, or Paranoia, or even Warhammer Fantasy. In some games, there was an expectation that your character would last the campaign, from level 1 to level 20, with PD reserved only for the most bone-headed blunders (or pissing off the DM). In CoC or Paranoia, you were expected to die, or go insane, or (very often) get vaporized. A lot of the fun of the gameplay was based on mortality. Occasionally, rarely, you'd have a player who was very clever, or a character who was very lucky, who happened to live a very good, long time. These characters were memorable, but not immortal. I would like MMOs begin to explore this kind of shift of thinking.

      Both WoW and WAR are inherently silly games. They're both built on a milieu of war between two great factions. But a war with no casualties is not a war. It's a Disney-themed grind-fest.

      I feel all major MMOs are right now stuck in the same place they were in 1997, and the attitude of "nobody's ever done it, so we're not even going to try" is not going to move the genre along. Until an MMO starts fielding some real innovation I will not play another one. In my opinion, UO, EQ, AC, WoW, WAR, are all essentially the same game.

    56. Re:God Dammit by aztektum · · Score: 1

      I've had this interesting idea for MMO's that would create nice variety...

      Have storylines that run on each server and various outcomes. Let them be active for a month and at the end whichever outcome was achieved most often on that server, that outcome now becomes canon for that server.

      So if the outcome is a major city is leveled, then that major city is leveled. You could have a mini-game that lets players help in rebuilding it over the next month by running quests for it.

      --
      :: aztek ::
      No sig for you!!
    57. Re:God Dammit by Morlark · · Score: 2, Informative

      In WoW today, 9 out of 10 toons are level 70. Nobody is special.

      While you certainly make some very valid points, I don't think this is a very valid statistic with which to back up your claim. Many MMOs are designed on the premise that all or most of the player base is at the maximum level, and WoW probably more so than most. Yes, 9 out of 10 players are level 70, but that doesn't mean that nobody is special, it means that level is essentially not a relevant indicator of specialness. How many people can call themselves High Warlord or Grand Marshall, or ride an armoured netherdrake? Can't be more than a few thousand, surely? Out of 11 million. I'd say those people might have something to feel special about. How many people are called Scarab Lord? A hundred, tops? That's a tiny fraction of the active player base.

      And to respond to:

      Then you will have a tiny fraction of your paying customers left.

      from that sibling post up there, I believe that WoW actually does have more than a hundred subscribers currently.

      --
      Santa's suicide mission go!
    58. Re:God Dammit by skam240 · · Score: 1

      I've tried a few different major MMO's (including WOW) through lent copies from friends, running characters through to fairly high levels and based on my own experiences there is a huge difference in quality and immersiveness between the story telling in single player RPGs and MMOs. In addition, getting involved with MMO "lore" always seemed tedious and boring to me while I've rarely shied away from it in a single player experience.

      --
      I ignore Anonymous Coward posts. If you want to discuss something, that's awesome. Log in.
    59. Re:God Dammit by aztektum · · Score: 1

      I don't quite see it that way. I guess I'm a rube wanting to be fleeced.

      By your rationale it seems magazine companies should simply deliver their product w/o a sub-fee.

      Given their track record with story in games, I'm willing to give BioWare the benefit of the doubt that they feel they really can pull it off. If they do, I'll gladly pay them for new stories to play through every month (or other reasonable timeframe).

      --
      :: aztek ::
      No sig for you!!
    60. Re:God Dammit by demiurgency · · Score: 2, Insightful

      Ah, but that's where I feel the critical flaw of MMOs today lies. There's only one single factor that separates the High Warlords, armored netherdrake riders, and Scarab Lords from those who are not.

      Time spent grinding.

      That's it. There's no substitute for it, no work around, no lottery, no skill-testing question. You want High Warlord? You grind for honor. (And also, game the system by conspiring with the other side over Vent)

      If I chose to, I could quit my job, stop going out, give up all other parts of my life, and commit myself to playing WoW for 90 hours a week, and attain all of these honors. I don't feel that kind of behavior should go honored.

      The problem with MMOs is not that grinding is one path to these honors. It's that it's the only path.

      The only real alternative to the grind-fest I can see is a real risk-reward system.

      Personally, I feel a Scarab Lord has nothing to feel special about. He didn't play WoW better than I did. He just played it more, a lot more, to the sacrifice of everything else in his life.

      Games are great. I love games. But they need to strike a balance with life too. And good game design, I feel, should recognize this.

    61. Re:God Dammit by indytx · · Score: 1

      Every MMO server/side has it's heroes and that's what some people like about MMOs, you get to be a hero, someone special where you get real recognition from real players rather than simply NPCs telling you you're great in single player games.

      Or, you could just take my approach. I get to be a hero everyday. It's called being "Daddy."

      --
      Make love, not reality television.
    62. Re:God Dammit by UnknownSoldier · · Score: 1

      > I've often wondered if permanent death, if it could somehow be worked fairly into an MMO, might be the cure for this game design challenge.

      Unfortunately, no. It's been tried in the past.

      1. Dieing to lag (or other "Real Life" interruptions") is NOT fun, and players won't put up with it.
      2. It messes up PvP.

      A better way would be take a 2-tier approach. You start as hard-core (with only 1 life), if you die, you character is resurrected as soft-core. Of course, the hard-core players would be visually noticable, and have better (more unique) gear to provide incentive to not die.

      The core problems of MMOs are not being addressed as the solutions are
      a) too risky
      b) game designers just don't "get it" what players want
      c) players don't "get it" and keep falling for the red herring of "realism"

      Fundamentally, I think the core issue can never be resolved, as MMOs are based on a faulty assumption. But that's a topic for another day...

    63. Re:God Dammit by UnknownSoldier · · Score: 1

      I've replied to one of your other posts... but I'll say this:

      As a game dev, it makes me smile to finally see someone else "get it" about the core issues of MMOs.

      Please keep posting, so other people can be made aware of the issues, and maybe collectively gamers & game designers can start to work towards a solution.

      Thank-you

    64. Re:God Dammit by Darinbob · · Score: 1

      Yeah, the option to be "the hero" is probably the biggest difference between single and multiplayer RPGs. While you can be the hero in MMOs, it's a bit harder to do and most games don't bother very much. The toughest of all fights involve raids with a dozen or more players, who then defeat it week after week.

      Guild Wars is kind of different in that it's very story based and you (or you and your friends) get to be the heros). But it's sort of like a single player game with multiplayer outposts to meet people. I like the story based part of Lord of the Rings online, and there are some instanced parts where you do feel like the hero, though it is rarer.

      Then again, sadly the role playing game market out there is really pretty small (I'm making a distinction between role playing and role playing games). Big name developers don't want to deal in niche markets. So single player RPGs now are basically FPS hybrids, and multi player RPGs are like WoW/EQ for the most part.

    65. Re:God Dammit by Kiarn · · Score: 1

      Drive by Hello. /waves to eth1

    66. Re:God Dammit by Surt · · Score: 1

      That was the rest of my post?

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    67. Re:God Dammit by Darinbob · · Score: 1

      Those who rack up the most kills, those who are the best players are always more respected/hated than your average joe.

      You mean hated. No one respects a PvPer :-)

      The problem here is that this option is only open to a very few (hated) elite players. In most single player games, all players get to be the hero, even if they're not very skilled.

      Being a hero in a game is not about being looked up to. It's not about being the best. Actually, being the best and being looked up to at the same time in an MMO is rare. Being the hero in an RPG means you're the star of the story line, or that you've influenced the important events in the story line or world. The Vault Dweller in Fallout is the hero, not because he totally pwned the super mutants or had mad skillz, but because he saved his vault and stopped the advancing army and made the wastelands a better place.

    68. Re:God Dammit by Surt · · Score: 1

      Conveniently ignoring the remainder of my post, which addressed exactly that.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    69. Re:God Dammit by Anonymous Coward · · Score: 0

      By a gross misrepresentation of your rationale it seems magazine companies should simply deliver their product w/o a sub-fee.

      Fixed that for you.

    70. Re:God Dammit by syousef · · Score: 1

      Actions and powers given out only to a tiny fraction of the players.

      Then most people end up play Joe Schmuck from Boobsville. Not fun.

      --
      These posts express my own personal views, not those of my employer
    71. Re:God Dammit by dreamchaser · · Score: 1

      No MMO ever has duplicated the good, epic storylines of games like Planescape or Baldur's Gate. It's literally impossible to make EVERYONE the great hero out to save the world/galaxy/etc in an MMO. Your analogy to magazines is horrible. It's more like buying a novel that has a mediocre plot and that you have to pay for monthly.

    72. Re:God Dammit by DMadCat · · Score: 0, Flamebait

      No, you whined because they were coming out with not one but supposedly three Starcraft games and getting all of them would cost as much as an MMO yearly subscription.

      So my (admittedly somewhat sarcastic) suggestion to you was, don't buy them.

      I'll try again in plain English. Unlike an MMO subscription, just because they're making three doesn't mean you have to spend the money to get them all.

      I think I'll remain on the horse. The view is nice.

    73. Re:God Dammit by Surt · · Score: 1

      That's like suggesting that you can't have fun playing wow if you don't make level 70 with maxed out items. If that's the case, then again, it's the WOW designers who suck, not a fundamental problem.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    74. Re:God Dammit by R.D.Olivaw · · Score: 1

      It was plain enough the first time. I'll repeat as well. I had no intention to buy this game in the first place.
      Yes, you don't have to buy them all. You don't have to buy any. I pointed out that what usually was done in one game (RTS with campaigns for all species) is now being offered in three.
      I still don't get it. What do you mean? If I don't want to buy a product then I am not allowed to discuss it or even whine about it? Your only addition to the discussion was condescension.

    75. Re:God Dammit by Lord_Dweomer · · Score: 1

      And that is exactly the problem they are trying to address. All of those ways you mentioned to become a well-known entity in today's typical MMO require MASSIVE amounts of time that casual players do not have, which to me sounds like an opportunity in the MMO market. Bioware is simply trying to bring the epic feel that can be found in single player games successfully over to the MMO world.

      --
      Buy Steampunk Clothing Online!
    76. Re:God Dammit by Lord_Dweomer · · Score: 1

      Don't worry, it seems blizzard has found a solution to your problem. There will be 3 Starcraft2 games. This way, you too can pay the equivalent of a yearly subscription to play a game even though you hate MMO. The reason given is the abundance of stories to tell. Does it sound familiar?

      Bingo. Episodic gaming has been about only one thing from day one...increasing the amount of revenue companies receive from a single title and the regularity for which they receive the payments. Ie. mimicking the subscription model that MMOs use but for single player games. They would NOT be doing it unless it made them more money. Period. I'll be buying one copy of Starcraft and pirating the rest thank you very much.

      --
      Buy Steampunk Clothing Online!
    77. Re:God Dammit by mattack2 · · Score: 1

      But you don't get to log off of that for weeks or months at a time.

      (BTW, I don't play MMOs.)

    78. Re:God Dammit by rtechie · · Score: 1

      While to some extent MMOs are cash cows (essentially charging people $20 a month to do the same grinding they do for $50 flat offline), at their best they allow players to become invested in the virtual world through buying property, running large multi-user encounters, and affecting an overarching storyline (as in single-player games).

      Many people game with their Real Life friends online, where the social aspect is more appealing than the relative isolation of single-player. Most so-called "single player" RPGs are incorporating multiplayer elements, recent examples include Too Human and Fable II.

    79. Re:God Dammit by zoips · · Score: 1

      FFXI has gobs of story. And you have to do most of it anyway to get to cool new locations (which you will need to be able to get to otherwise you'll never get to level or get new gear), so you can't just claim you never saw it (unless you never go anywhere in the game).

      Now, the game is crap, of course...and I say that after playing it for 3 odd years and putting more than 1 year of game time in...

    80. Re:God Dammit by syousef · · Score: 1

      That's like suggesting that you can't have fun playing wow if you don't make level 70 with maxed out items. If that's the case, then again, it's the WOW designers who suck, not a fundamental problem.

      No it's not. Star Wars is a genre about a simple farm boy that realizes he has amazing power and that his help is needed to save the universe from an evil empire. WOW is not....and yet even in WOW if you don't at least try to progress through the levels, the game is pointless and becomes more like second life (also pointless).

      --
      These posts express my own personal views, not those of my employer
    81. Re:God Dammit by rtechie · · Score: 1

      Also, it has to be said, can a console REALLY provide the complex interface that makes most MMOs so involving ?

      No.

      You've hit upon THE reason MMOs haven't seen wide adoption on consoles. Look at THE only remaining console MMO, Final Fantasy XI. The PS2/360 interface is basically broken. The only other console MMO, Phantasy Star Online, was very action-oriented and popular mainly because of novelty (it launched on the Dreamcast, and was the first online console game widely available).

      Console gaming is in a rut, which is why my 360 gathers dust while I slaughter Elementals in WoW for hours on end.)

      You're constantly replaying a 4 year old game and you're saying console gaming is in a rut?

    82. Re:God Dammit by DMadCat · · Score: 1

      So maybe I don't get quite what you were being sarcastic about.

      You wryly stated that three seperate games will cost the same as one yearly MMO subscription hinting that their excuse was "more story to tell". Maybe I assumed wrong that you were chiding them for not putting it all in one game, which you've made abundantly clear you will not buy, which is beside the point as my "read a book" comment was meant for whoever might be upset that they'd now have to buy all three (again, clearly not you).

      The problem I have with this is, you're comparing apples to oranges.

      An MMO is a fairly non-linear experience where you can go off and do whatever it is you want to do in pretty much whatever order you want to do it or do nothing at all to advance and still have fun playing the game. As well, during that year's subscription you'll likely see at least one or two updates with new content that you don't have to pay extra for.

      Starcraft is a turn based strategy game with a linear storyline. You complete missions in order and the story unfolds. You insinuated that they should be putting all three storylines in the same package because to break them into three seperate games will make the total cost as much as an MMO yearly subscription (which we've established that we hate for the purposes of this discussion). What that infers to me is that it's somehow not fair that the consumer has to pay as much for this trilogy of games (that again I can only surmise by the tone you think should be one big game) as they would for a year's worth of an MMO.

      So either I assume your point is that they should keep it all in one game (however, were they to do that the storylines would likely be shorter at which point the complaint would be that the stories lack depth and so the game isn't worth the money) or your point is that they're somehow making up an excuse (too much story to tell) to get consumers to pay more for what you seem to contend should be a single game that you're not buying. Or did I somehow completely miss your point?

      So other than whining about a game you're not going to buy, what exactly did you contribute to the conversation? Even if I don't truly care about the discussion, am I not allowed to show my disdain for the irrelevance of another's post? I dismissed your post because it was pointless, however I wasn't feeling particularly wordy. I'm a little sad I needed to explain this much just why your post was nothing more than whining (Score 5 Interesting notwithstanding).

    83. Re:God Dammit by Xest · · Score: 1

      Lot more expensive though ;)

    84. Re:God Dammit by Jaruzel · · Score: 1

      You're constantly replaying a 4 year old game and you're saying console gaming is in a rut?

      No, I'm constantly playing a game for 10 months* (when I started WoW) - As I'm only mid level, I'm still discovering and learning new stuff. When (if) I get to level 70 (or whatever the new expansion sets the upper level to), then yeah I'm sure the novelty will wear off.

      Also, WoW is constantly updated, there's new patches about once a month, adding and changing stuff, not to mention the two large expansion packs, that completely revamp the whole game.

      My point was, that underneath EVERY console game is one of 3 types: War, Driving, and Sports. What people call RPGs on consoles isn't really RPG, it's just the War model with some basic stats added. For real RPG players, console RPGs are very much RPG-lite, aimed at first timers.

      -Jar
      (* Yes, 10 months, and I'm not even level 70, all _real_ WoW players feel free to mock me.)

      --
      Together, We Can Make Slashdot Better. I Do NOT Mod ACs. - Check Me Out
    85. Re:God Dammit by chefren · · Score: 1

      If the game remembers your "achievements" and mirrors them back at you ("Are you the same Syousef who saved the crop of old Farmed Bob?!") the game can successfully portray you becoming a hero.

    86. Re:God Dammit by Rogerborg · · Score: 1

      Oh, I see. I'm guessing that you don't play MMOs.

      --
      If you were blocking sigs, you wouldn't have to read this.
    87. Re:God Dammit by Surt · · Score: 1

      Sure do, and I've done game design too, including on a AAA title, but I've not gotten to design on an MMO. Still, the solution to this is utterly straightforward.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    88. Re:God Dammit by rtechie · · Score: 1

      No, I'm constantly playing a game for 10 months* (when I started WoW)

      You're still constantly playing a 4 year old game. There are lots of other MMOs out there if you're stuck to that genre.

      My point was, that underneath EVERY console game is one of 3 types: War, Driving, and Sports. What people call RPGs on consoles isn't really RPG, it's just the War model with some basic stats added. For real RPG players, console RPGs are very much RPG-lite, aimed at first timers.

      So where do Civilization Revolutions, Guitar Hero, and Portal fit into these "genres"?

      There is no such thing as a "War" game. That's not an accepted video game genre, sorry. You're probably talking about First Person Shooters and Third Person Shooters. Neither are console RPGs.

      How many recent console RPGs have you played anyway? You seem to be frightfully ignorant. What does a Japanese-style strategy RPG like Spectral Force 3 have to do with FPS or 3PS games? According to you, Eternal Sonata, which I've been playing for a while now, is a "War" game.

      MMORPGs are multiplayer grinding, single player RPGs are single-player griding. That's basically the difference. If anything, there tends to be less grinding in single-player games. Single-player PC RPGs have controls as sophisticated, or usually more sophisticated, than MMORPGs. The Witcher is a good example.

    89. Re:God Dammit by popo · · Score: 1

      > "The reason is to get recurring revenue (monthly fees) for the game rather than a one shot deal."

      Which would be okay, if every month you were actually getting $20 of new content. But think about it: A standalone game costing $50 bucks has an immense amount of content. Are you getting proportionally the same amount of content every month with a MMO?

      The problem isn't just that they're milking you for money, it's that they're giving you much much less. At the end of a year, you've spent $200+ on the average MMO and you often have far *less* content than you would in a standalone game.

      --
      ------ The best brain training is now totally free : )
    90. Re:God Dammit by popo · · Score: 1

      Which is why most MMO's suck.

      Centuries of fiction have taught us one thing: People like heroes.

      The MMO concept tries to convince us all that it's cool to be an average joe.

      No thanks, I've pretty much got that experience down...

      --
      ------ The best brain training is now totally free : )
  10. Star Wars Galaxies by PineGreen · · Score: 5, Funny

    Isn't star wars galaxies still around? How does it compare?

    1. Re:Star Wars Galaxies by skam240 · · Score: 1

      I'll let you know in a year or more when the game is actually made.

      --
      I ignore Anonymous Coward posts. If you want to discuss something, that's awesome. Log in.
    2. Re:Star Wars Galaxies by SB5 · · Score: 4, Insightful

      Galaxies is not still around. What remains of Galaxies is a gravestone on how to not make an MMORPG.

      --
      If what you are reading sounds funny, or sarcastic, lame, or stupid
      it is because it is supposed to be. just laugh
    3. Re:Star Wars Galaxies by SatanicPuppy · · Score: 5, Insightful

      Eh. The problem isn't how they made it. The game they made was okay, and it developed a nice little niche following.

      And then WoW blew up, and they decided to try and be WoW, even though the game had been pretty much designed to be NOT WoW, at which point the whole thing caught fire imploded and shit itself into a grotesque mockery of life.

      Look at Eve...Same era, also sci-fi themed, similarly geared toward the hardcore contingent, but Eve stayed true to itself and is quietly prospering.

      What Blizzard does well is figure out what they want to do, and make it into a good game. What Sony (and EA) does well is try to figure out what will make them the most money in the shortest time.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    4. Re:Star Wars Galaxies by servognome · · Score: 2

      It used to be a great fun sandbox, but WoW showed most players didn't want a sandbox they wanted a straight forward game of progression. So they blew up the fun little niche that SWG had become and replaced it with a generic grindfest.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    5. Re:Star Wars Galaxies by Anonymous Coward · · Score: 0

      What I rarely see mentioned is the fact that the Bioware Austin was founded and largely staffed by the SW:Galaxies team after they were fired (or quit in some cases). I know that some key people from Bioware Canada were brought in to try to infuse the new studio with the Bioware culture, but the studio is being run by Rich Vogel and Gordon Walton, who were both heavily involved in SW:Galaxies.
       
      I hope SW:TOR is a great game, but with EA and the original SW:G team involved, I don't know if a few Bioware guys can turn that tide.

    6. Re:Star Wars Galaxies by Anonymous Coward · · Score: 0

      People love to sit in a casino punching [Play] fast enough to burn trough a monthly salary in one day just as long as they get a few coins every now and then.

      Blizzard saw that when they made Diablo (as others had before with Gauntlet et.al.) and repeats the success in a Warcraft environment with WoW.

      Who needs a storyline when you can hear money drop every other kill?

    7. Re:Star Wars Galaxies by Jugalator · · Score: 0

      And then WoW blew up, and they decided to try and be WoW, even though the game had been pretty much designed to be NOT WoW, at which point the whole thing caught fire imploded and shit itself into a grotesque mockery of life.

      Because WoW, as we all know, is a perfect imitation of life! Mmmm...

      --
      Beware: In C++, your friends can see your privates!
    8. Re:Star Wars Galaxies by Anonymous Coward · · Score: 0

      Maybe its just me but if you manage to make a *niche* game out of one of the most successful and well-known franchises of all time you're doing it wrong.

    9. Re:Star Wars Galaxies by Anonymous Coward · · Score: 1, Informative

      Eve stayed true to itself and is quietly prospering.

      Eve has hardly stayed true to it's "hardcore" self. I left EVE because they were continuously trying to mainstream the game, making PvP easier, making "large gangs" more powerful, making the universe effectively smaller (by making travel much faster)..

      Why not hamper nanoships (can't afford to lose subs)
      Why not ban the ISK farmers? (they don't)
      Why did they axe EVE-TV? (can't afford it)
      Why do they spam "power of two" offers every month? (they need the subs)
      Why do they charge people from certain countries more? (because they need to?)

      (also because they can)

    10. Re:Star Wars Galaxies by Rakshasa+Taisab · · Score: 1

      Why not hamper nanoships (can't afford to lose subs)

      Heard of 'The Great Nano-Nerf' coming? Plenty of nano-fag tears flowing.

      Why not ban the ISK farmers? (they don't)

      They take the subscription fees for the ISK farmers, then every 4-5 months they ban them en mass... In addition to subtracting bought isk from the wallets of idiots. (Ouch)

      Why did they axe EVE-TV? (can't afford it)

      So it's expensive...

      Why do they spam "power of two" offers every month? (they need the subs)

      And a lot of people got dual/triple accounts, so what's bad about the offer?

      Why do they charge people from certain countries more? (because they need to?)

      It's called taxes and exchange rates.

      --
      - These characters were randomly selected.
    11. Re:Star Wars Galaxies by Anonymous Coward · · Score: 0

      Galaxies got the SoE treatment in how they usually make something thats good then hire fucking morons that fuck it up royally. EQ2 is another SoE blowjob when the put Aerilak (or hairyasslick, still cant tell the difference) in control

      SoE fuck everything they touch

    12. Re:Star Wars Galaxies by Anonymous Coward · · Score: 0

      Blizzard also made the learning curve of WoW pretty shallow, so much so guys can drag their girlfriends to play and not have to stand there with them the entire time telling them what to do.

      They don't require you to put stat points in your character, it's done automatically every time you level up. The weapons are clearly labeled how much damage they'll do, not some 8d10 rating that is confusing to someone unless they look up what the hell it all means.

      The process of doing quests is straightforward and they are just variations on 2 types, kill mobs or collect items.

      WoW is a simple game to pick up and play. Can Bioware replicate that? I don't know, and maybe they aren't aiming for the casual user anyway.

    13. Re:Star Wars Galaxies by Dan667 · · Score: 1

      I started playing EVE and tried WOW. After the trial was over, I went back to EVE. It is just more engrossing. Has a functioning economy and you don't have to have the really rare gear to be effective. (actually, people hunt those that get anything rare). I find EVE a lot more fun for the exact reason it is not dumbed down.

    14. Re:Star Wars Galaxies by Blakey+Rat · · Score: 1

      If it is, it shouldn't be. I've never played a more irritating game in my life.

      If you had a joystick plugged-in, the keyboard commands for the spaceships were disabled. Good thing the tutorial DIDN'T TELL YOU THAT! It took me like 45 minutes to work that one out, after digging my dust-covered joystick out from behind the monitor. Christ that was a terrible bug.) The tutorial alone wasted almost an hour of my time, stupidly pressing 'W' on the keyboard and wondering why my damned spaceship wouldn't accelerate. Ugh.

    15. Re:Star Wars Galaxies by Jaeph · · Score: 1

      "Eh. The problem isn't how they made it. The game they made was okay, and it developed a nice little niche following."

      The game they made was a mish-mash of ideas with lots of bugs and balance issues. I won't detail them all, as they've been argued to death, but calling the game they made "okay" is silly. It was busted.

      I had lots of hope. I, like many, found a game inside the mish-mash that appealed to me, and really hoped they would fix things. Where they ended up did not appeal to me at all, so I quit.

      -Jeff

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
  11. Re:Did Jews do 9/11? by ushering05401 · · Score: 0, Troll

    Yeah, have you checked out that users journal history?

    I'm not saying anything mean, but I am really scratching my head after browsing his journal and comment history.

    I wonder if an elder geek couldn't save this one. BTW, Luke727, have you been bitch slapped or do you just get modded down quickly? Just kinda curious.

  12. Is a story-driven MMO really possible? by cowscows · · Score: 5, Interesting

    I'm not saying it's impossible, but I really have a hard time seeing how story can meaningfully be integrated into an MMO. There's just too many people participating in the world in completely different ways. There's just practical matters, like what time zone do you put big events in? How do you evolve the story in a way that entertains the hardcore players on a day to day basis but also maintain consistency and meaningful interaction for more casual players who only put in a couple hours per week? What happens to your story when the players react in a way completely unexpected?

    An real world example is EvE Online. Along side a mostly player driven universe, the devs have tried to run "storyline" events, and they hardly ever worked out. The players just didn't react as was hoped/expected (sometimes unwittingly, sometimes purposefully.) I remember one event where the devs tried to get a big bunch of casual players together to go fight a big scary ship that they'd never expect to be in combat with otherwise. But players of a large and powerful corporation accidently stumbled upon the target ship before the casual group could get there, and destroyed it first. When the casual group arrived and the ship was already dead, they turned against the dev characters' ships. And that's not even getting into the many cases where groups have purposely thwarted the devs' plans. Fortunately for EVE, these sorts of "story" events aren't a big part of the game, and not particularly important to its success.

    If you're going to focus your game design on the story driven part, then you'd better find a way to let every single player be a part of it in a meaningful way. Otherwise a small group of hardcore players will dominate the storyline, and leave nothing for the rest

    --

    One time I threw a brick at a duck.

    1. Re:Is a story-driven MMO really possible? by lymond01 · · Score: 2, Funny

      Easy...just have larger squadrons: "We're a go, Red 37..."

    2. Re:Is a story-driven MMO really possible? by Zephyrmation · · Score: 1

      I'd like to see a hierarchical system that gives a few players immense control over the gaming world. The best storylines are the ones you make yourselves. Actually, that would pretty much be my ideal game - depending on your rank in the game, you would be granted more or less responsibility/leadership, and higher-level players would be the rulers of their respective factions, with the ability to set national policies and delegate to other players. And then you could add some sweet graphics and everyone would love it. Aaah, if only I owned Blizzard...

    3. Re:Is a story-driven MMO really possible? by CrazyJim1 · · Score: 1

      That is a funny story. They attacked the devs because the target wasn't there.
      Reminds me of all my PNP days in highschool. Our crew hardly ever followed the storyline, so most of the game was adhock game mastering. It was fun riots though because our crew was very skilled at humor and some of the strangest events happened.

    4. Re:Is a story-driven MMO really possible? by trytoguess · · Score: 3, Interesting

      Now question is, how will you ensure players are creating decent content instead of: A: Kill this uber monster optimized to level you asap. B: Kill this uber monster that you've no chance of defeating cause I like to laugh while you die. c: Kill this penisvagina monster. Allowing players to vote on content and having the devs implement the high ranking ones removes B and C, but A will never go away short of a MMO that doesn't require grinding of any short whether it be item grind or level grind.

    5. Re:Is a story-driven MMO really possible? by Anonymous Coward · · Score: 0

      Make power based largely PvP based. If you torture the small players instead of helping them, you will be weakened by other clans that do help. if thats the case then if one group became too powerful the politics of the game would cause the other groups to unite against them.

    6. Re:Is a story-driven MMO really possible? by l3xii · · Score: 1

      WoW and other MMOs have had story driven content for a while, and in some of them it works quite well; but it hasn't been their focus.

      WoW's implementation for example might be that there is a new zone, but there is a story behind the zone and before it can be unlocked (or completely unlocked) the server, as a whole must complete a series of quests and tasks.

      Sure you don't have to pay much attention to the story line, and sure a lot of the key elements of the story fall to raiding guilds, but the scope is usually so large that it takes somewhat active participation from the entire server for days/weeks.

      I remember a story driven series of events in Everquest where the Ogre race (or was it Trols, long time ago - both were playable races) was driven out of their home town by Froglocks (another playable race). It was the introduction to expansion that was coming out, and it was very story driven with elements players could both passively observer and which they could actively participate in.

      People seem to think the story must be about a character, specifically their character, but there are bigger stories and bigger stories have many participants.

    7. Re:Is a story-driven MMO really possible? by panda+cakes · · Score: 2, Informative

      I'm not saying it's impossible, but I really have a hard time seeing how story can meaningfully be integrated into an MMO.

      Have a look at FF11 - it has a plot similar to single player FFs complete with long cutscenes and ominous dialogues (actually several plots - three in the original and one in each of the expansion packs). You don't need story events to include whole server, each group or an individual player can go through them without affecting the rest of the players.

    8. Re:Is a story-driven MMO really possible? by Kemeno · · Score: 1

      It's not necessarily about *the* story so much as it is about *your character's* story. From what I've read/watched at GameSpot, it looks as though they're looking add in deep 'plotline' quests for your character (possibly specific to each class) that allow you to define your characters position in the game world.

      It's kind of like in the Star Wars movies. Sure, you've got the whole plot of the movies, but you've also got a lot of detail about where the characters come from and why they're doing what they're doing. One of the dev's compared it to Han Solo. You learn a lot about him in the movies. He's being chased by Jabba the Hutt. This is because he didn't pay a bounty. He's got Chewbacca as a sidekick, etc. The story-driven content focuses on a player developing his or her own character, and you have to make decisions which can have a big impact down the road. In addition, of course, you've got some big war or some overarching storyline, which your character may or may not have a big role in... but no one character defeated the Empire, right?

      It seems to me like they're trying to take the deep storylines of earlier Bioware RPG's and make a more social experience out of it, and at the same time make a game that focuses more on character development than the other MMO's out there. I think it's a very interesting concept; One of the things that has kept me away from MMORPG's is a lack of a deep storyline. I'm looking forward to seeing if they can pull it off.

    9. Re:Is a story-driven MMO really possible? by SanityInAnarchy · · Score: 1

      I remember one event where the devs tried to get a big bunch of casual players together to go fight a big scary ship that they'd never expect to be in combat with otherwise. But players of a large and powerful corporation accidently stumbled upon the target ship before the casual group could get there, and destroyed it first. When the casual group arrived and the ship was already dead, they turned against the dev characters' ships.

      That, to me, is a sign of a good game.

      In larger games like WoW, Final Fantasy, etc, the game's own "plot" is completely replayable, and applies directly to players and groups.

      I've also seen this done in a smaller game (Nexus TK), in which major plot points do happen, but they are entirely GM-run -- just throw up a few barriers and make it physically impossible for players to interfere. And thus boring -- you may as well be watching a movie. Hell, the movie would probably be better written, and in the case of Nexus, any movie is going to have better graphics.

      But to me, this is exactly what makes an MMO interesting -- for it to be player-driven, and for something entirely unexpected to happen.

      Unexpected doesn't necessarily involve things like killing bosses. Think of all the WoW machinima movies. Think of Leeroy Jenkins. Or, in Nexus, people have figured out how to play checkers, dodgeball, etc, using mechanics already in the game -- they have essentially invented new minigames.

      Another example: EverQuest had a boss (The Sleeper) which, to this day, you will find sites claiming has never been killed. These sites will also claim that, should you read on other sites that it's been killed, they are lying. Indeed, the developers obviously never intended for it to die.

      But rather than make it invincible, they just gave it ten billion hit points, and a few one-hit-kill-a-player or one-hit-kill-a-bunch-of-player attacks.

      So a few clans massed together and took it down.

      Otherwise a small group of hardcore players will dominate the storyline, and leave nothing for the rest

      That's tricky, but to a certain extent, I think that's deserved. People who can put more into a game should get more out of it.

      Otherwise, how would you determine who "wins", or who gets to participate? Skill? (Hint: more hours means more practice, so you're back to square 1.) And if you let everyone get their fun, then we're back to a completely boring story -- either the same one over and over, or completely non-interactive, GM-run events.

      Or massive all-out war, which would kind of exclude the majority from playing any kind of major part (by definition).

      --
      Don't thank God, thank a doctor!
    10. Re:Is a story-driven MMO really possible? by azuredrake · · Score: 1

      Make the rewards for player-generated content still present, but somewhere between 1/2 and 2/3s as fast as dev-generated content. Remove this penalty if the mission/arc gets selected as one of the "best of the best", per the developers.

      --
      Quis custodiet ipsos custodes?
    11. Re:Is a story-driven MMO really possible? by ConanG · · Score: 1

      Ok, I know most people don't consider Guild Wars to be an MMORPG (not even the developers). They sacrificed some of the aspects that make a game a proper MMO. In their place, they put some good, fun things. For instance, the game leads the player through a decent storyline.

    12. Re:Is a story-driven MMO really possible? by deniable · · Score: 1

      Gee, that almost sounds like Jedi teamwork versus the individual way of the Sith. You may be on to something.

    13. Re:Is a story-driven MMO really possible? by Sobrique · · Score: 1
      MMO events are really cool, but do require someone to think about the dynamics involved - there's always going to be someone who crashes it 'because they can' and there's always going to be a whole bunch of people who 'want to be the heros'.

      That doesn't mean, however, you can't have an event. It just means you need to think 'what would a player do' as you're writing the script.

    14. Re:Is a story-driven MMO really possible? by cowscows · · Score: 1

      Yeah, that's true, but then it's not really a story-driven MMO, it's more like a bunch of little single player or small teams effort games that are just kind of tied together through an otherwise run-of-the-mill MMO. You're basically talking about instancing. Not inherently a bad thing, just a compromise that developers have had to make because of the nature of MMO's. It's not economical, or fun on a mass appeal gameplay level to develop a bunch of content that can only happen in the game once, and only be experienced by those players that were in the right place at the right time.

      But at the end of the day, if anybody can go into that instance and replay that part of the game, then any one player going through it can't feel like he/she is having a real effect on the overall storyline of the game. Not saying that that makes instancing pointless, but that it's not a path towards making an MMO that is story driven in a greater sense.

      --

      One time I threw a brick at a duck.

    15. Re:Is a story-driven MMO really possible? by cowscows · · Score: 1

      True, but I'm not sure how many people play games like that just to feel like a "nobody" foot soldier. WoW's implementation is basically just moving the grinding from the individual level to the server level. The players aren't making choices that affect the future path of the story, they're just trying to reach some pre-set conditions to trigger the next part of the script. The only real control the players have is how soon that trigger gets reached. It's not a terrible gameplay mechanic, but it's not really players helping to define a story.

      --

      One time I threw a brick at a duck.

    16. Re:Is a story-driven MMO really possible? by cowscows · · Score: 1

      The EVE event that I described was indeed awesome. It was actually completely hilarious. But like you said, it was player-driven. And that's different than story-driven. EVE is all about a player-driven universe, and it does it pretty well. Although it definitely has its problems, it's a successful game, with many very dedicated and passionate players.

      My anecdote wasn't meant to dump on EvE, just to illustrate that even a small scale story-line with open participation is basically impossible to plan out. In fact, if I remember correctly, the aformentioned event was only the first part of a larger story-arc, which consequently had to be dumped because after that first event it was impossible to get the players to buy into it. The people who were running the story tried to ad-lib it from there, but making compelling content takes time. Your only hope is to try and predict all the possible paths through the story that the players might take and create content for each, but that's basically impossible, and wouldn't be economically feasible anyways.

      The real meat of EVE is in the player-driven game. It's not about stories, it's about the social aspect. And like you said, there are more dedicated people who end up being more influential (EVE has alliances of literally thousands of players, but run by individuals), but the more casual players are willing to engage in those larger campaigns, and I believe the fact that those campaigns are thought up and waged purely by other players is a big part of that. I could delve into that idea further, but I have to go to work :(

      --

      One time I threw a brick at a duck.

    17. Re:Is a story-driven MMO really possible? by Cro+Magnon · · Score: 1

      An real world example is EvE Online. Along side a mostly player driven universe, the devs have tried to run "storyline" events, and they hardly ever worked out. The players just didn't react as was hoped/expected (sometimes unwittingly, sometimes purposefully.) I remember one event where the devs tried to get a big bunch of casual players together to go fight a big scary ship that they'd never expect to be in combat with otherwise. But players of a large and powerful corporation accidently stumbled upon the target ship before the casual group could get there, and destroyed it first. When the casual group arrived and the ship was already dead, they turned against the dev characters' ships. And that's not even getting into the many cases where groups have purposely thwarted the devs' plans. Fortunately for EVE, these sorts of "story" events aren't a big part of the game, and not particularly important to its success.

      ROTFLMAO!!

      Sometimes the unexpected can be the best of all. I've been in a few RolePlays where nothing went like I expected, but we still had lots of fun with them.

      --
      Slow down, cowboy! It has been 4 hours since you last posted. You must wait another few hours.
    18. Re:Is a story-driven MMO really possible? by Mordac · · Score: 1

      Wow has managed in this new expansion to actually make story matter to the actual world you exist in. Their phasing tech means that as you progress in the game/story the world itself changes to match.

      If you can, you'll have to experience the Death Knight starting zone. Also at 80 in Icecrown there are a few areas that change completely based off of quests you've done.

      No longer do you kill a villain to see him still there afterwards (see Battle for Undercity.) I'd say Blizzard is again making a big change in what people think MMO's can do, and i'm sure Bioware is aware of this and will work hard to make it possible in their new game.

    19. Re:Is a story-driven MMO really possible? by ldierk · · Score: 1

      Ever heard of Guildwars?

    20. Re:Is a story-driven MMO really possible? by cowscows · · Score: 1

      Fair enough, but really all they're doing is making more complicated quests, and maybe tying them together by weaving the major aspects through some larger plot line. Ok, but since you've got (hopefully) thousands of players all playing through the same quests, then each individual's "story" is going to be basically the same, or follow one of the predetermined paths. Either way, there's going to be scores of characters that all have the exact same backstory, which sort of makes any connection to the greater story arc pointless.

      What you end up with is a collection of single player/co-op campaigns, loosely held together by the social aspects of a fancy 3D chatroom. And maybe some PVP thrown in on the side. There are already many successful games that follow that mold, so more power to 'em.

      But that's not what I want to think when someone tells me their MMO will be story-driven. I want a game where the world is shaped by the story, and the story is shaped by the players. But I'm not sure that that's really a feasible target. I don't think it's possible for developers to create the story as fast as the players' decisions will demand. I think the road to success is more along the lines of cutting out the story part, and making mechanics that allow the players to shape the game world more directly .

      --

      One time I threw a brick at a duck.

    21. Re:Is a story-driven MMO really possible? by SanityInAnarchy · · Score: 1

      like you said, it was player-driven. And that's different than story-driven.

      I don't think this is necessarily the case. I do realize that it hasn't really been done before, though -- at least, the "story" in question has to be either completely spontaneous, or flexible enough to allow for changes like that.

      I mean, there are the meta-stories -- Leeroy Jenkins wasn't exactly a roleplay story, but it was a story. But the real trick would be to make an actual plot that players can influence, without going OOC.

      --
      Don't thank God, thank a doctor!
    22. Re:Is a story-driven MMO really possible? by SanityInAnarchy · · Score: 1

      An event which prepares for (and deflects) every possibility of screwing it up is going to be a boring, scripted event.

      --
      Don't thank God, thank a doctor!
    23. Re:Is a story-driven MMO really possible? by Darinbob · · Score: 1

      I'm not saying it's impossible, but I really have a hard time seeing how story can meaningfully be integrated into an MMO.

      Lord of the Rings Online uses instances for telling the storyline. Not instances in the sense of WoW/EQ dungeons, but private areas that only you or your group see. You start the game at level 1 kicking everything off in an instance that only you are in. No one else is running through saying "hey its a noob lol". It does work pretty well. Some of the storyline takes place in the broader world, some of it is in instanced settings, some is soloable, some requires groups, etc.

      The trick though is a bit of suspension of disbelief is needed. Ie, that hundreds of others players did the same thing you did, or that you can replay/remember these events later.

    24. Re:Is a story-driven MMO really possible? by Darinbob · · Score: 1

      No longer do you kill a villain to see him still there afterwards (see Battle for Undercity.)
      I'd say Blizzard is again making a big change in what people think MMO's can do,

      Blizzard did not invent this! This has been in place for other MMOs in the past. Both Guild Wars and Lord of the Rings Online do this currently.

    25. Re:Is a story-driven MMO really possible? by Saxerman · · Score: 1

      The problem is in trying to stage events. Events shouldn't be staged, they should just happen. You stage events, and you have to worry about who shows up and when. You have to worry about what happens. Events should be part of the quest system and rigged directly into the living environment of the game world.

      That quest for a spy character to discover when and where the new shipment of resources is leaving isn't a throw away quest. That shipment really is a pile of resources sitting in a freighter somewhere. And that shipment is going to do something, regardless of if our spy is successful. And our spy character is just part of the chain. If the spy completes his quest, that information gets passed into the queue for other characters. The sith characters might get missions to protect the shipment. The rebels to intercept the shipment. Random bounty hunters to merely rob the shipment. It's a real event, and it's going to happen, and the players can find out about it, and react as they wish.

      And this is just one minor event going on in the universe at any given time. Events like this need to be going on all the time, and how the players react to them needs to matter. It needs to change things. The resources don't arrive means the empire won't be able to get certain weapons/equipment/missions out at the output. Continued missed shipments might require the output be abandoned. Maybe the rebels get a chance to destroy it or take it over.

      Say you have a random NPC rebel giving out missions on some other random outpost trying to disrupt the local sith activities. If those missions continue successfully, maybe the entire imperial presence is eventually forced from the planet. Maybe if the missions fail utterly, the NPC gets captured by the empire. And if players can't free the NPC, he gets shuttled off to some prison planet and/or executed. Maybe that NPC is a player.

      And then none of that should 'just happen' either. The reasons the resources are ready to ship out happened for a reason. The reason there is a freighter ready to ship those resources didn't just happen. That NPC didn't just burst into existence on that outpost. Everything triggers everything else in a massive chain of events that make up your game world.

      --

      A steaming cup of soykaf would be real wiz right now.

    26. Re:Is a story-driven MMO really possible? by panda+cakes · · Score: 2, Insightful

      I don't quite understand your concerns. Consider some solid single player RPG, say Final Fantasy 12 but any is ok. Is this a story driven game? Yes, it is. Does it somehow bother me that anybody can buy this game and replay any part of the game? No. Not at all. The game is still driven by the story and I cannot see how that a few million other people playing the same game changes this. Say the same game had a cooperative mode and instead of AI controlling other characters in the player's party other people did with additional controllers - what would have changed? Probably something would but I don't see anything changing in the story aspect of the game. Now say those people controlling other characters were doing this through network - would have this somehow turned everything around and disabled all the story-driven business? Again, I don't see how.

    27. Re:Is a story-driven MMO really possible? by cowscows · · Score: 1

      Nothing's wrong with it, but why not just make it a single player game or a co-op game? What's the point of making in an MMO? I guess there's still a separate social aspect to it all, but there's really nothing new here that you wouldn't find in WoW, it's just themed with the StarWars universe instead of the Warcraft universe. Ok, the quests might take a little longer to complete, but it's not really very different.

      And then what happens once everyone's played through the stories? What kind of game is it then? I guess they can add more content, but that stuff takes time to create, and more in-depth quest arcs will take even longer. What's there to keep me interested and paying a monthly fee in order to keep playing

      I'm not trying to dump on this game in particular, if it wants to be WoW in space, then that's fine and if they do it well they will deservedly see lots of success. But I'm more interested in seeing something different.

      I want MMO's where the decisions and actions of the players have consequences beyond just collecting loot and triggering pre-scripted events. In my ideal version of WoW, you wouldn't just go out to some random field and kill boars, you'd help a wealthy guild build a village in that field, and then a few months later you have to try to defend it from a huge army of horde players that want to burn it to the ground.

      I'm looking for more interaction with the world. I want players to be able to shape it in very significant ways. Not to the level of detail such as uploading textures or anything like that, but the developers should provide tons of little props and pieces and let the players find creative ways to use them to further their personal goals.

      Trying to find a way to meaningfully mold all of that through some universe wide story arc seems like an almost impossible challenge to me. I don't know if that's what BioWare is going to try to do with this game, but if they're going to give it a shot then it'll almost certainly be interesting to see how it ends up. If on the other hand, they're making a more traditional MMO, then that's ok too. But is not as interesting to me, even if it also happens to have a Star Wars backstory.

      --

      One time I threw a brick at a duck.

    28. Re:Is a story-driven MMO really possible? by panda+cakes · · Score: 1

      I see at least two reasons for not making a coop game: 1. It's hard. Lack of a dedicated server causes whole lot of technical challenges starting from synchronization of time and ending with synchronization of data. Remember PSO? It was killed by these issues pretty fast. 2. It's cheap - you could charge for a coop game match service in 90s but nowadays people are not going to pay you monthly fee just for that. Would you rather own a coop game or an MMO with subscription fee coming in every month? There are more alternatives in MMO design than just two: WoW and Second Life. Story driven is just another one. I, for one, cannot play WoW because the game looks like a complete waste of time. On the other hand I've enjoyed FF11 for its story line.

    29. Re:Is a story-driven MMO really possible? by bar-agent · · Score: 1

      Fair enough, but really all they're doing is making more complicated quests, and maybe tying them together by weaving the major aspects through some larger plot line. Ok, but since you've got (hopefully) thousands of players all playing through the same quests, then each individual's "story" is going to be basically the same, or follow one of the predetermined paths. Either way, there's going to be scores of characters that all have the exact same backstory, which sort of makes any connection to the greater story arc pointless.

      Even if that were the case, it's better than nothing. But I think it could be doable. I'm thinking in terms of permutations or roles rather than branches. Take a smuggler for example. A smuggler's "personal story" could include a number of NPC enemies and a number of NPC contacts. Different smugglers could collect different sets of enemies and contacts. Two smugglers might have a couple of the same enemies, gotten in different ways, or different contacts that they got the same way but that are different NPCs. It shouldn't be too hard for the devs to create enough of these possibilities to keep personal stories fairly unique. "Hey, you pissed off Hidalgo too? What, did you steal his girl like I did?" "No, but I accidently killed his pet fynock."

      What would get interesting is if the devs come up with scenarios involving these NPCs. For example, one NPC might put a contract out on another. The first NPC would tell all the players who are his contacts. The second NPC learns about the contract and asks all his players for help. You can imagine how this will go.

      The key idea is to have a relatively small number of NPCs that interact in many different ways with each other, and in fewer ways with a larger number of almost-but-not-quite interchangable NPCs. Basic social networking theory, actually.

      --
      i'd hit it so hard, if you pulled me out you'd be the king of britain [bash.org]
    30. Re:Is a story-driven MMO really possible? by Lord_Dweomer · · Score: 1

      Now question is, how will you ensure players are creating decent content instead of: A: Kill this uber monster optimized to level you asap. B: Kill this uber monster that you've no chance of defeating cause I like to laugh while you die. c: Kill this penisvagina monster. Allowing players to vote on content and having the devs implement the high ranking ones removes B and C, but A will never go away short of a MMO that doesn't require grinding of any short whether it be item grind or level grind

      And this is why I occasionally find myself going back to Battlefield time and time again. Even now that they introduced the unlock system which is a pain in the butt, you still advance at a steady pace regardless of your play style. If anybody knows of an MMO that has ZERO grinding and no microtransactions, please by all means share!

      --
      Buy Steampunk Clothing Online!
    31. Re:Is a story-driven MMO really possible? by MBraynard · · Score: 1
      Asheron's Call actually did this very well. They had a new story line roll out on a monthly basis and there were things to be discovered by people of all levels. Even the MAJOR tasks were so hard (killing a certain dev controlled MOB) that they often required pretty much everyone on the server to be taking shots at the the mob (and some characters DEFENDED the mob!)

      Despite it's flaws, at it's peak, AC was about the best MMO out there.

    32. Re:Is a story-driven MMO really possible? by cowscows · · Score: 1

      Well that's great if Blizzard is taking steps in that direction (I haven't played WoW in quite some time), but I'm having a hard time seeing how a developer can really keep that sort of thing going for long.

      When you say that in WoW when you kill a villain you don't see him anymore, what about if someone else kills him? That's the sort of persistence and continuity that I'd like to see, where player actions and decisions matter not only to themselves, but to everyone else. The big question mark is how could a developer find a way to make enough story driven content to keep everyone busy like that? How much effort could they really afford to put into a villain that only a few players are going to get to kill?

      --

      One time I threw a brick at a duck.

    33. Re:Is a story-driven MMO really possible? by cowscows · · Score: 1

      You're describing something along the lines of what I'm looking for, but I think you're underestimating the challenge that would be involved in creating such a game. The real issue is that if a game developer wants to provide the players with choices that have serious consequences in the game world, then the developer also has to create all of the necessary content to follow up for all of the possible choices that the players might make. There's really two problems with this approach. First off it's really hard to create any sort of compelling situation in which there are only two stark choices, especially in a multiplayer game. More than likely, there's going to be a wide range of choices that you can anticipate the players taking, so you have to plan for all of them. And even assuming that one of your anticipated results is what exactly what happens, and you have a gameplan in place for it, you're still ending up discarding a huge chunk of work that you did for all the other potential directions the story may have followed.

      And none of that helps you when the players decide on a course of action that you never expected. What if the sith characters decide to hijack the shipment themselves? It might be out of character for textbook sith, but there's no guarantee that the players are going to follow those sorts of "rules".

      I think the solution is to create a universe where it's all player driven. I'm going to talk about EvE yet again because it has situations similar to what you described. There are stations that need to be consistently supplied, or else they become more vulnerable to attack. The difference is that those stations were put their by players, the players are completely responsible for procuring and transporting the necessary supplies, and if they don't, then it's other players who are going to discover the weakness and attack.

      It isn't so much a plotted out storyline as it is just a bunch of people competing through a set of rules that the devs have created. But there's plenty of drama and such that comes out of that. Like you said, events spontaneously happen, or they're planned by players, completely separate from any input from the devs. That's a good thing, but it's not the same as the game being story-driven.

      --

      One time I threw a brick at a duck.

  13. Koster by emgeemg · · Score: 3, Funny

    Here's to hoping that they don't let Raph Koster anywhere near this game. In fact, can we get a restraining order against him for the entire dev team?

    1. Re:Koster by dave1791 · · Score: 1

      Raph Koster was not responsible for the changes to SWG that made it suck. Damian Schubert of Shadowbane is the lead designer of the Old Republic.

    2. Re:Koster by Bieeanda · · Score: 1

      Shadowbane? Oh god, this is doomed from the outset. At least Brad Mcquaid won't be spending the payroll on blow.

    3. Re:Koster by tcolberg · · Score: 1

      While we're at it, can we get one against George Lucas as well? I want this prequel to be good!

  14. Re:Did Jews do 9/11? by skam240 · · Score: 2, Insightful

    I dunno, I think killing him or her would be a better use of your time and would ultimately be what's best for society.

    --
    I ignore Anonymous Coward posts. If you want to discuss something, that's awesome. Log in.
  15. Re:Been there, done that by quanticle · · Score: 1

    Its WoW with blasters.

    --
    We all know what to do, but we don't know how to get re-elected once we have done it
  16. Re:FUCKING FAGGOTS by Revenger75 · · Score: 3, Funny

    I take it that you don't like Star Wars or proper grammar.

  17. No surprise by Anonymous Coward · · Score: 0

    This info was leaked months and months ago. No surprise, but very excited to see what's in store for us!

  18. Just give me a Linux client... by erroneus · · Score: 4, Insightful

    ...make it Binary only for all I care... compiled for 32 and 64 bit.

    1. Re:Just give me a Linux client... by Anonymous Coward · · Score: 1, Funny

      Always tack on demands, and if they're fulfilled you tack on an additional one. Yeah, that's the way to make game companies want to do something for you. People like YOU are the reason we don't get linux clients, you always have to whine and place demands.

    2. Re:Just give me a Linux client... by nacturation · · Score: 1

      ...make it Binary only for all I care... compiled for 32 and 64 bit.

      What's the point? You already have binary-only Windows to play a binary-only game on.

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    3. Re:Just give me a Linux client... by erroneus · · Score: 1

      Yeah, that's it. There'll be no Linux client because we want a Linux client. Amazing logic.

      This is something under development. It is a lot easier to write something once with multiple OSes in mind than it is to write something for one OS and then attempt to adapt it for others afterward. That's the whole point of the wide variety of certain libraries like OpenGL, GTK, QT and SDL.

    4. Re:Just give me a Linux client... by Anonymous Coward · · Score: 0

      I agree partly, though with some libraries you can't do binary only, or with some you have to pay obscene amounts of money to get that option like with Qt. The biggest problem is they get a lot of things "for free" if they develop a game for Windows only, which won't happen if they go for something portable like SDL/OpenGL.

      In any case, if they release ANY binary for Linux I'd be happy with that, but it's not that easy with MMOs. They have to develop and support both versions, or it won't work.

  19. Wow! (No, not WoW!) by cailith1970 · · Score: 5, Interesting

    Lots of sad and cynical posts so far, but I have to say I'm looking forward to. I loved KotOR, and I've been hanging out for this one for ages. I just hope they do it right. I played SWG for a while, if for no other reason than being an MMO in the Star Wars universe. Bioware did KotOR right, hope they can translate it to an MMO format successfully.

    So on behalf of the Star Wars geeks, YAY!!!

    --
    I intend to live forever, or die trying. - Groucho Marx
    1. Re:Wow! (No, not WoW!) by Anonymous Coward · · Score: 0

      So on behalf of the Star Wars geeks, YAY!!!

      Do you really speak on behalf of all four of them?

    2. Re:Wow! (No, not WoW!) by Anonymous Coward · · Score: 0

      Hell hath no fury like a nerd scorned.

      I'm with you man, Bioware has made some top notch titles in the past few years, and I'm anxious to see what they can do with an MMO.

      I did play SWG for a while and quite enjoyed it until SoE killed it with a single patch.

      I'm still holding out for the Trek MMO, but this will help pass the time as a break from WoW.

  20. Re:Been there, done that by servognome · · Score: 3, Funny

    You mean like Lewt Warz

    --
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  21. Anyone else "got a bad feeling about this?" by fishinatree · · Score: 1

    How many times is LucasArts going to fit that line in?

    1. Re:Anyone else "got a bad feeling about this?" by _Shad0w_ · · Score: 1

      LucasArts? None. Bioware on the other hand most likely will; it popped up in KoTOR and KoTOR II, iirc.

      --

      Yeah, I had a sig once; I got bored of it.

    2. Re:Anyone else "got a bad feeling about this?" by dominique_cimafranca · · Score: 1

      Now I'm surprised why "bad feeling about this" didn't show up earlier. Must be losing our mojo.

  22. KotOR sequal?? by RepelHistory · · Score: 1, Insightful

    it will be a continuation of the Knights of the Old Republic franchise.

    That's about 300 years after the events of KotOR

    Uh, you're going to make a continuation of the KotOR franchise... 300 years after the events of that franchise?? LucasArts forced Obsidian to rush out KotOR II before Christmas and so they didn't have time to give the game the ending it deserved - no conflicts were resolved in a satisfactory manner, leaving it up to a future sequel. And now they're just going to jump 300 years into the future, a time when most of the characters from the last two games are dead, and expect it to make sense?

    Yeah, good luck with that.

    (Or more likely, they're going to start a new storyline entirely and they just slapped on the KotOR label for name recognition.)

    1. Re:KotOR sequal?? by Qetu · · Score: 2, Interesting

      Eh ... the KotOR label was made precisely to escape canon. In the old Republic you have all the trappings from Star Wars plus no Jedi or Sith limit, and no messing with the original trilogy characters (or the games and prequel trilogy characters). It's not about a single storyline.

    2. Re:KotOR sequal?? by nmb3000 · · Score: 3, Interesting

      And now they're just going to jump 300 years into the future, a time when most of the characters from the last two games are dead, and expect it to make sense?

      I actually look at it from the other direction. Maybe they're putting this game 300 years afterward for the express reason that all the previous characters are dead. That way, when/if this MMO fails (and even if it doesn't--there are a lot of people with no interest in these online games), they can go ahead and release another standalone KotOR game or two and finish up the KotOR story proper.

      Or maybe that's just hope talking :(

      --
      "What do you despise? By this are you truly known." --Princess Irulan, Manual of Muad'Dib
      /)
    3. Re:KotOR sequal?? by jotok · · Score: 1

      It doesn't matter. I think there is absolutely zero imagination in this franchise.
      Star Wars consists of nothing more than the same cookie-cutter characters and overwrought plots, over and over and over again. I am never disappointed by the franchise because this is all I expect of a story idea Lucas got while watching WW2 dogfight movies: a bunch of stories about war, war, war, laser blasters, mystical force powers, etc. (this is why the Star Trek franchise sucks now: Every series is about some kind of war in space. Even the original series, with its cheesy special effects and overacting and thinly-veiled morality plays was preferable to "threat of the week")...

      So...for me...this game will be like every other game in the franchise, ie, it will not look any different, the "plot" will be interchangeable, and the gameplay, as with most MMOs, will be mediocre. There will be absolutely nothing to recommend the game unless you are already really into the concept of a Star Wars MMO, and then you and your friends will probably have a blast playing it.

      Despite all of this I'm still a fan, but as I said, I have very low expectations. Give me another X-Wing game with a learning curve like Falcon 3.0 and I'll be happy as a pig in shit.

    4. Re:KotOR sequal?? by aztektum · · Score: 1

      It seems people forget BioWare didn't make the second KotOR game and that it was, in fact, Obsidian Entertainment that did. Whois to say we won't still see one by yet another dev team? Afterall, I have a feeling it's up to Lucasarts more than BioWare when games bearing the STAR WARS brand are released.

      --
      :: aztek ::
      No sig for you!!
    5. Re:KotOR sequal?? by roguenine19 · · Score: 2, Interesting

      (KOTOR 2 Spoilers)

      The big unresolved plot point in KOTOR 2 was the looming menace of a Sith army outside of known space that the main character of the first KOTOR game went out to stop. It could be that this is the Sith Empire in the new MMO. (End spoilers)

      It probably is intentional to set this after the main characters of the previous games are dead, if only to make it feel like the players, and not the characters from previous games, are the heroes, and to stay away from the bits in Galaxies where you just felt like a tourist.

  23. Old news. by Animats · · Score: 0, Troll

    Star Wars? Oh, yeah, my parents used to be into that.

  24. Ow! (No, not NWN2!) by Ostracus · · Score: 1

    "Bioware did KotOR right, hope they can translate it to an MMO format successfully."

    And yet they messed up their own property. Gives me hope.

    --
    Shai Schticks:"You don't make peace with friends, you make peace with enemies"
  25. Oh no. by moonpie1122 · · Score: 1

    Oh no. I disappeared into KOTOR. I did not want to return to the real world. I was a Jedi. I believed it.

    If this comes out, there is no going back. I will effectively disappear from meatspace. I will live off peanut butter, chocolate milk, and Mountain Dew. I will be a Jedi again. My powers will be greater than yours. I will be strong, courageous, and, when provoked, unleash a wrath so furious that you will stare in awe.

    This forsaken material world I shall leave behind. Luminous beings are we, not this crude matter.

    1. Re:Oh no. by Boronx · · Score: 1

      Turns out we're matter.

    2. Re:Oh no. by fractoid · · Score: 1

      You may be. Sounds like the GP isn't... or won't be once he runs out of peanut butter, choc milk and Mountain Dew. :)

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  26. SW Galaxies backwards compatability... by fartrader · · Score: 1

    I really hope that they allow me to "grandfather in" my Level 93 wookie cantina bacta-splooge collector. I almost made Jedi.

    1. Re:SW Galaxies backwards compatability... by dave1791 · · Score: 2, Insightful

      I doubt it. EA (Bioware's parent company) and Sony are competitors.

      Anyway, it is in EA's interest for you to grind a new character for a few months before starting the endgame.

  27. My only question is... by m.ducharme · · Score: 0, Troll

    will they bolt SecuROM onto it? If so, I'm not buyin.

    --
    Rule of Slashdot #0: You and people like you are not representative of the larger population. - A.C.
    1. Re:My only question is... by _Shad0w_ · · Score: 1

      Why would you bother to SecurROM a game than can only be played online with a subscription? Assuming it follows normal MMO patterns.

      Then again with EA you never know wtf they're going to do.

      --

      Yeah, I had a sig once; I got bored of it.

    2. Re:My only question is... by Anonymous Coward · · Score: 0

      Its an MMO, why would it need copy protection?

    3. Re:My only question is... by RogueyWon · · Score: 1

      Highly unlikely, given it's an MMO. The genre tends not to need much in the way of copy-protection, due to the whole "you need a paid-for account, created using a valid CD key to play" thing.

      I can't, off the top of my head, even think of any MMOs that require you to have the disk in the drive to play.

    4. Re:My only question is... by MaXMC · · Score: 1

      Why would they need SecuROM?
      You'll need an account to play anyway, they'll probably use some monitoring software to thwart bots playing though

  28. Re:Did Jews do 9/11? by bitrex · · Score: 0, Offtopic

    Neo-Nazi or Elder Geek? These are tough choices you offer.

  29. WHOA by Ieatsyou · · Score: 0

    My head just exploded into candy!

  30. The Old Republic by Quartz25 · · Score: 2, Funny

    The Old Republic is so last millennium... didn't anyone see this game coming back then?

    --
    Most people don't get why the integral of "e to the x" is so funny. Most math majors don't have a sense of humor.
  31. Oh boy! by binarylarry · · Score: 5, Funny

    I hope it brings back the fantastic Dancer class.

    I can't wait to do me some dirty dancing, Wookie style!

    BLARRRHHAHHDHDDDDDDDDD!

    --
    Mod me down, my New Earth Global Warmingist friends!
    1. Re:Oh boy! by Anonymous Coward · · Score: 0

      Oh God, the images of a Wookie in Flashdance.
       
      /What an incredible smell you've discovered!

    2. Re:Oh boy! by kkovach · · Score: 1

      The dancing wasn't that bad. The crafting in general was pretty damn cool. Especially being able to name your final products.

      I had a wookie bartender that was freaking awesome. I had my own cantina called the Rancor Room that was pretty damn cool, with a live rancor outside, and droids serving drinks inside. And you have to have entertainment in a cantina!

      I even held a couple parties there for people. That aspect of it was done pretty well. The rest was crap.

      --
      The less confident you are, the more serious you have to act.
  32. Canon Of Suck by nick_davison · · Score: 1, Funny

    ANH +3: Empire - Arguably the high point
    ANH +0: A New Hope - Pretty good
    ANH -19: Revenge Of The Sith - Bad
    ANH -22: Clone Wars - Very bad.
    ANH -32: Phantom Menace - Terrible

    ANH -1000...?

    If we extrapolate the level of suck achieved as the canon goes back in time, there is the potential for a vortex of such terrible suck to be created that it sucks us all in long before the LHC ever comes close.

    Our only hope is that the existing KOTOR games weren't just flukes and estabished the timeline vs. suck rule only applies to Lucas penned movies. We can but hope.

    1. Re:Canon Of Suck by bigstrat2003 · · Score: 1

      Revenge Of The Sith - Bad

      Revenge of the Sith was the best in the series, fool!

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    2. Re:Canon Of Suck by renegadesx · · Score: 1

      Revenge of the Sith was the best in the prequal trilogy... that is not saying much

      --
      Make SELinux enforcing again!
    3. Re:Canon Of Suck by Barny · · Score: 4, Funny

      Sifting through pig turds looking for grains wheat to eat, is not fun.

      --
      ...
      /me sighs
    4. Re:Canon Of Suck by LandDolphin · · Score: 1

      Nooooooooooooooooooooooooooooooooooooo!

      Here is some random crap to try and get the "no" past /.'s lame filter

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    5. Re:Canon Of Suck by ConanG · · Score: 1

      You spell remarkably well for just typing random crap!

      Here's what I get when I type random crap:
      kek ioxsioms ejmeiosm eop esopmwsp[em

    6. Re:Canon Of Suck by RogueyWon · · Score: 1

      Oh don't worry, if you move beyond the films, there is plenty of suck in the post-original-trilogy era. I'm not quite sure why I actually read so much of it - I suspect a period at work where I had regular plane journeys every week contributed, as brain-dead trash books can pass a flight pretty well.

      But if you look at any kind of list of Star Wars novels set after the films, you can chalk up pretty much anything by Kevin J. Anderson as "borderline unreadable tripe" (and to be honest, his Star Wars stuff is less toxic than his Dune stuff). The New Jedi Order stuff is also incredibly patchy - there are a few decent enough efforts in there, but also some of the worst fiction I've ever read, particularly in the first half of the series. Timothy Zahn's novels are probably the best, particularly the old Heir to the Empire trilogy, but they depart pretty wildly from the "feel" of the movies.

      The closest I've seen any other Star Was product come to emulating the feel of the original trilogy is the original KoTOR. I remember playing it and thinking that Lucas should have let Bioware develop the prequel movies.

    7. Re:Canon Of Suck by DikSeaCup · · Score: 1

      It's been a while and memory can be fleeting, but ...

      I recall reading what I think was KJA's first Star Wars book and enjoying it. But as you say, after that, it was utter shit. I think he started writing books targeted to younger audiences, and then everything he wrote started sounding the same. Crap crap crap.

      And his Dune work with Brian Herbert is making Frank Herbert spin in his grave.

      Zahn - I need to see what else he's written in the Star Wars genre, as I've read I think five of his so far and was incredibly impressed. It's too bad that KJA had me fearing any Star Wars book after a while ...

    8. Re:Canon Of Suck by bigstrat2003 · · Score: 1

      No, I need to disagree here. It was the best, period.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    9. Re:Canon Of Suck by trongey · · Score: 1

      ANH +3: Empire - Arguably the high point
      ANH +0: A New Hope - Pretty good
      ANH -19: Revenge Of The Sith - Bad
      ANH -22: Clone Wars - Very bad.
      ANH -32: Phantom Menace - Terrible

      Bravo! Handled as a true scientist. Leave out the data point (Return of the Jedi) which doesn't support the desired conclusion. You're now ready for a lucrative career in grant-collecting.
      PS: I will allow that the missing point makes a case for a classic bell curve.

      --
      You never really know how close to the edge you can go until you fall off.
    10. Re:Canon Of Suck by LandDolphin · · Score: 1

      Ops, I forgot to include the Spelling and Grammar errors for your enjoyment. Sorry

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    11. Re:Canon Of Suck by Anonymous Coward · · Score: 0

      Sifting through pig turds looking for grains wheat to eat, is not fun.

      Ah, another SWG player!

    12. Re:Canon Of Suck by Barny · · Score: 1

      Actually no, but every other failed mmog since, yes :/

      AoC
      Horizons
      Tabula Rassa

      Only the depth varies, the amount of grain stays the same it seems.

      --
      ...
      /me sighs
    13. Re:Canon Of Suck by nick_davison · · Score: 1

      Actually, Jedi was ignored because, like an electron, it existed in two places, simultaneously.

      Sure, it had a giant teddy bear's picnic. Major points against.

      But it had Leia in that bikini, a formative moment in so, so many lives.

      Therefore it was simultaneously the worst of the original three and yet also the very best - all depending on your criteria.

      Now, had Lucas put Natalie Portman in that outfit, we might be regarding the originals in a wholly different way too. They'd still suck... yet they'd still get a certain guilty vote.

    14. Re:Canon Of Suck by skam240 · · Score: 1

      and by period you mean "for a piece of crap series that was critically speaking a bomb and was reviled by the majority of the series' core fan base", right? Otherwise I have no idea what you could possibly be getting at.

      --
      I ignore Anonymous Coward posts. If you want to discuss something, that's awesome. Log in.
    15. Re:Canon Of Suck by binarylarry · · Score: 1

      Oh, I like this game!

      Let's see what I get:

      What are these So wither'd and so wild in their attire, That look not like the inhabitants o' the earth, And yet are on 't?

      Hmm, I really don't understand what that means exactly.

      --
      Mod me down, my New Earth Global Warmingist friends!
    16. Re:Canon Of Suck by bigstrat2003 · · Score: 1

      I mean it was the best Star Wars movie. You know damn well what I'm getting at.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    17. Re:Canon Of Suck by skam240 · · Score: 1

      Alright, I'm not sure what you mean by "best" in this instance. Do you mean best movie in an absolutely horrible follow up trilogy to a trilogy that was critically, highly successful and one that kept its core fan base happy throughout its series?

      Otherwise, I have no frame of reference to understand what you are saying.

      --
      I ignore Anonymous Coward posts. If you want to discuss something, that's awesome. Log in.
    18. Re:Canon Of Suck by bigstrat2003 · · Score: 1

      Well, considering the fact that you think the prequels were absolutely horrible, that just goes to suggest that you have no taste in movies. They were damn good movies, and Episode 3 was in fact better than the original trilogy.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    19. Re:Canon Of Suck by skam240 · · Score: 1

      Is it just me that has no taste in movies or is it the bulk of the series' core fan base (who don't like them as well) and all of the critics who gave the new trilogy bad reviews? How about the few reviewers how gave a movie or several of the movies descent scores but ones that were lower then the phenomenal reviews the original trilogy received? Where do they fall in all of this?

      --
      I ignore Anonymous Coward posts. If you want to discuss something, that's awesome. Log in.
  33. Another Game Idea..... by IHC+Navistar · · Score: 2

    While they're at it, LucasArts should come out with a game called: "How To Beat A Horse To Death Like Nobody Else In History".

    --
    Knowing Google's lust for data collection, the Soviet Union is still alive and well inside the psyche of Sergey Brin....
  34. Re:Did Jews do 9/11? by Splab · · Score: 5, Funny

    Where do we sign up for your program?

  35. I hope they do _this_ one right... by jadin · · Score: 5, Interesting

    I loved Galaxies when it first came out. Looking back with my rose-colored glasses what I remember loving the most was the roleplaying it brought out in me. I'm not normally a strong roleplayer, but I will roleplay back at other people. I tend to blend in with the crowd in that regard.

    Galaxies compared to most MMO's I've played enabled some of the best roleplaying I've ever seen (I realize my limited experience of course, I'm sure a lot of hardcore roleplayers would laugh at me). A lot of what the game entailed was interacting with other players which, naturally, enabled a lot more roleplaying. Some examples are you would go out and grind like most MMO's but after a while you'd have wounds that you can't heal in the field. You'd need to head to town and visit the hospital where medic classes will grind their skills on you and heal you back up. Your mind would also get wounds (fatigued basically) that would need to be fixed up by entertainment, namely dancers and musicians. These two simple features allowed for a lot of fun roleplaying. Yes you could walk in and just sit there, but you could also really get into the roles... I actually made a very low IQ medic for my roleplaying. I made macros for healing people's wounds where my character would do random things such as tasting the medicine before giving it to patients. It was quite enjoyable. One of my favorite roleplayers stood at the shuttle bay and stood behind the otherwise empty ticket counter saying random airline things that made me crack up. Most were just classic airline jokes with star wars twist but it was very well done.

    Games like WoW on the other hand are fun in their own right, but I find it a real challenge to roleplay and can't remember ever truly doing so in that game. Everything is setup for playing the game instead of ROLEplaying the game. I'm not asking for SWG back, but if they can make it easily roleplayable like SWG enabled, I'll be happy. Star Wars is still one of the best backdrops for a geek like me to get lost in.

    1. Re:I hope they do _this_ one right... by CarbonShell · · Score: 1

      Sadly games like these allow you to roleplay but do not encourage it. In the time you are roleplaying an encounter someone is out there farming and gaining xp.

      Gaining xp -> faster level progression -> more power -> more prestige -> the only thing that is important in such a game.

      Similarly I was in the Neverwinter Nights region and it was basically the same.

      I remember one guy who was a part-time farmer and part-time roleplayer. But I ultimately felt he was more the former and only the latter when it gave xp because of one incident:
      He had calculated the price of an item by the amount of farming runs he would have to do.

      In closing I think the game should determine what it wants to be:
      A roleplaying game or an action style game.
      But the mechanics must match.

    2. Re:I hope they do _this_ one right... by Sobrique · · Score: 1

      That's why I like EVE a lot - advancement is real time based, so you're not actually forced into the choice between 'advancement' and 'everything else'. Whether you're roleplaying, or grinding, your advancement rate doesn't change.

    3. Re:I hope they do _this_ one right... by Blakey+Rat · · Score: 1

      Good RP MUDs have a system in place where you can get "experience" (or something equivalent) via roleplay. The MUD I used to admin at (dead now, sadly) had a "RPPGIVE" command you could award other people with, and they would level up with RPP the same as with EXP. If you were max level, you could use RPP to buy other benefits, like custom-made mounts or items. We also had a system where you didn't instantly know everybody's name; they had to actually introduce themselves in some way before you could "RECOGNIZE" them in the future.

      Anyway, I've yet to see any MMO that even tells you which channels are IC and which are OOC, much less actually encourages RP.

    4. Re:I hope they do _this_ one right... by Creativephobia · · Score: 1

      Galaxies had good role playing for two reasons: Primarily, there was the right crowd there, more mature than your average MMO player, looking for storyline more than your mundane MMO elements. Despite not finding it in the actual game, many purists insisted on making up for the lack of it by themselves while giving SOE the benefit of the doubt on their many failed promises. However, also worth note was that there was nothing better to do. People idled in the cantinas and RPed because the game itself was boring as all hell, and unless you were devoting years of your life to unlocking the inevitably disappointing Jedi, you'd seen a great deal of the game's content by your second month. (Old content, I might add, if you were a beta player; and most were.) You tout the game for it's social aspect, which may have worked well enough (Though honestly how practical is it bringing a dancer or musician along with you? These classes primarily stayed in the cantinas and therefore saw none of the action; relegated to making their own. If they multiclassed with a combat profession, they ultimately ended up being less useful at both ends). The fact of the matter is that SWG only saw its limited success and tiny niche market for so long because it had a social dynamic AND the player base willing to support it. The game did little else right, from combat mechanics to content to proper consumer support. You could ultimately get the same end result in a MUD. The problem is just assembling the initial player base and finding ways to keep them interested.

    5. Re:I hope they do _this_ one right... by CarbonShell · · Score: 1

      The sad fact is that the huge majority do not care about RP. Every time someone calls their game a 'mmoRPG' I get a twitch in my eye and have to control the urge to inform them that just because you can change a couple of values on a character *does not make it an RPG*.

      I'd love to have such features as you mentioned in a game.
      Other features:
      ID-Level: How well you can spot someone. I always hated how people always knew who you were, even if you disguised yourself, just because of your floating name.

      @Progression:
      On one side I also like EVE's progression system where your char defines himself over the skills.

      Generally I do not really like any level based progression in a way that you need n amount of points to progress because people will also act according to this.
      In case of a Xp death penalty system, the closer players get to the next level the more cautious they became. Then they discover RPing as a safe way of XP-income.

      I also never liked this hp/level system.
      In my old PnP (D&D) days I ran a group where your char had the standard base hp + 1/lvl. This totally changed the game as your chance of dieing did not sink dramatically just because you gained a level. One lucky arrow could still take out a much higher level fighter instead of the archer having to turn him into a walking pincushion and that 100th arrow finally changing him from a full forced fighting machine (everything above 0hp = 100% power) to dead.

      [Generic fighter name]: Hey [Generic mage name], what is that you got on your chest?
      [Generic mage name]: What this? (Points to object) Just a battle axe from that Orc. But please excuse me, I must cast my next spell.

      I also had surprised my players into realizing that just because the enemy falls after being stabbed by a weapon does not mean they are dead.
      After that Holywood-style illusion was gone (and later others), I felt the players really were forced into contemplating their characters and found out that being evil did not just mean running around with a goatie.
      Plus the inner-party conflicts between the different alignments over such topics as what to do with the fleeing, wounded and dead enemies.

      Ah the fun. :)

      In closing I think most games are broken because they try to fix design short-comings (or non-existence) by easy outs like fed-ex quests, dumping huge amounts of gold, quick regen or other similar quick-fixes.

      But sadly that is what many zero-depth players want.

    6. Re:I hope they do _this_ one right... by Blakey+Rat · · Score: 1

      Well, the two aren't mutually-exclusive, exactly. You could modify WOW to be a decent RP game, it wouldn't be *that* difficult, but Blizzard simply has no will to do it. (They already run servers they call "RP servers" but... they're lying.)

      I think an absolute bare minimum of RP features would be:
      1) Sensible channels. No In-Character channels you can hear all over the world (unless you can explain it in a more rational manner than "everybody's telepathic." Many, many MUDs make this mistake by making the "tell" channel IC.) No Out-Of-Character channels that affect the game world, i.e. talking to NPCs. No mixing between IC and OOC channels.
      2) Real character customization. It's no fun to RP when all characters are virtually identical, both in appearance and in skillsets. WOW is actually slightly closer to this now that they finally added "barbershops." That's a very small step in the right direction.
      3) A way of advancing in the game without involving combat. The MUD I admined had a simple system where people were allotted RP points they could spread to other players, so it was a nice peer-to-peer effort: if somebody liked your RP, they could give you more points, if they hated it, they could give zero points.
      4) Speaking of 4, non-combat classes. If I want to make a RP character who's a lawyer, I should be able to. (Had one on the MUD and it worked out fine because that system was flexible enough.) It sounds like Star Wars Galaxies had this, too, with the "entertainer" classes.

    7. Re:I hope they do _this_ one right... by CarbonShell · · Score: 1

      agree 100%

      @1: Heck they could do sooo much with just the chat channels:
      * audio quality depending on range, environment effects, dampening, language barrier etc. This could easily be implemented
      * general language barrier: If you don't know orc, you won't understand them. Really simple to implement.
      * audio effects: shout, whisper, change your voice, speech problems (lisp, stutter).

      @2: Imho not that important as there are so many other things you cannot modify as well. I do think that your appearance should not be based on your 3d char but on some other system. Maybe a description file that is filled based off of what you are wearing and like.

      @3: I think the problem is that advancement is always connected to combat. Anyone that is an active martial artist or in something similar will tell you that training is where you really advance.

      Far to many would-be heroes finally realize they should have practiced more when they see their enemy pulling their sword out of our late hero's bloody belly.

      Combat should be seen as it would be in RL: dangerous, bloody and scary.
      I often compare combat to a wild-west shootout. If you survive you were simply better and/or had more luck. What valuable lessons does one learn that would improve ones skill during a shootout?

      In my PnP sessions I would only give xp during the rest periods and they would reflect the insights since the last rest.
      I never mentioned how they were gained.

      Actually the players never really had a lot of 'stats' about themselves.
      They had 'features' rather then 'stats' (in the back they were numbers).

      and the result was: the players loved it!

      @4: yes!
      Heck I would not even have classes but let people learn skills. Then they can do what they feel like.

      And this is also exactly where the games are broken:
      A) Why should anyone want to be a non-combat class when you basically have to do combat in order to progress in any way.

      Also far to often 'crafting' is simply just an excuse to allow farming.

      B) Wealth distribution:
      Far to often I see blacksmiths with insane amounts of money.
      Is that not counter to standard logic?
      Being a blacksmith might not yield a lot of money but you also did not risk dieing horribly after being crushed by a club weld by a troll.

      Again this is where games are often 'broken by design'.

      Not to mention that worlds in games have some kind of monster-replicator that will just pour out monster horde after monster horde for the heroes to slay.

      It should be like the old sailing-ship-navy saying about life in the navy:
      'endless months of horrible boredom interrupted by minutes of sheer and unimaginable terror'.

      C) Being a non-combat class also involves less heroic work.
      Every 'employment' should have some meaningful goal to actually make it interesting for players.

      Employments such as merchant, manufacturer or engineer can, if supported by the game, equally fun and could become very powerful.
      Think Jabba the Hut.

  36. what's the point by Anonymous Coward · · Score: 0

    of trumpeting up the story element when in a few years the servers are shut down and no one will be able to experience those stories again. Once the fan patch for kotor 2 is released, I intend on playing the first two kotor games again. I couldn't do that if they were MMO's.

  37. SWG by FibreOptix · · Score: 1

    I actually preferred pre cu SWG to WOW - flame away.

    1. Re:SWG by _Shad0w_ · · Score: 1

      Why would anyone flame for that? I never got to play pre-CU, but all I ever heard were good things. I got in to SWG pre-NGE and I loathe the NGE - I quit playing shortly after it was rolled out on the live servers.

      --

      Yeah, I had a sig once; I got bored of it.

    2. Re:SWG by crashcodesdotcom · · Score: 1

      I don't know what this CU and NGE stuff you speak of is.

      I played SWG when it first came out. It was fun. I liked setting up the various mineral mining things and going back later to collect my loot. Crafting was fun. The combat was wonky; so I didn't get into it much. Having entertainers help you recover was pretty smooth.

      It was fun. I liked it. I got busy doing other stuff and didn't play for a while. I came back. So many things worked sooo differently than before I just said forget this.

    3. Re:SWG by _Shad0w_ · · Score: 1

      CU was the "Combat Upgrade", which was the first time Sony changed the game and NGE was the "New Game Experience" which was the second time they did it.

      In the case of the NGE they might as well have just called it a "New Game" and be done with it.

      --

      Yeah, I had a sig once; I got bored of it.

  38. Induling the fanboy inside me by _Shad0w_ · · Score: 4, Funny

    I am squeeing in fanboyish delight. Hopefully I can stop before I have to catch the train; this is probably a disturbing thing for a 30 year old software developer to be doing on public transport.

    --

    Yeah, I had a sig once; I got bored of it.

    1. Re:Induling the fanboy inside me by Artuir · · Score: 5, Insightful

      I don't know, it's kind of comforting to see that not everyone has grown up into a boring person as most seem to do. At least you're excited and happy about something, right?

    2. Re:Induling the fanboy inside me by mk2mark · · Score: 3, Funny

      What is squeeing? It sounds like it might be a word used to describe squealing in excitement to the point of incontinence?

    3. Re:Induling the fanboy inside me by Chris+Burke · · Score: 1

      I am squeeing in fanboyish delight. Hopefully I can stop before I have to catch the train; this is probably a disturbing thing for a 30 year old software developer to be doing on public transport.

      Naw, I'm sure it just makes everyone else on the train feel better about themselves because they aren't as crazy as you are. According to Lewis Black, instead of going to therapy New Yorkers just hop on the subway. So you're doing a public service!

      --

      The enemies of Democracy are
    4. Re:Induling the fanboy inside me by Anonymous Coward · · Score: 0

      If you two would like to get a room together, I have a bridge I can sell you... wait that didn't come out right...

  39. In all fairness, though by Moraelin · · Score: 5, Interesting

    In all fairness, though, I don't think it was a general Sony problem. The SWG team was something different and let to play by its own rules. Stuff like repeatedly lying to customers, the Sith Lord approach to dealing with players and board posts, etc, were something I haven't experienced in other Sony games.

    And while the NGE and its bad interface were bad, let's not kid ourselves: pre-NGE SWG was a one-trick pony. It had exactly _one_ saving grace that everyone remembers fondly: the flexible character development system. That's it.

    It was launched as a largely-empty DIKU MUD with graphics, without Jedi _or_ vehicles _or_ spaceships. If that's what SW is about, I rest my case. It's been a scramble since then to figure out how to shoehorn Jedi in. And even the excuse "but SW doesn't have thousands of Jedi"... well, they made it even worse lore-wise.

    I mean, basically the story of a typical Jedi in SWG was: You're a grizzled old veteran, you've seen wars and have been on the wrong side as often as on the right side. You learned that winning and getting out in one piece beat being right. You setted in somewhere and took a job as an entertainer in a cantina. You learned pretty quickly that the pretty semi-naked girl or the bishounen in gay outfits get all the tips, and nobody even notices the master musician. You got your pretty haircut and (if apropriate) your implants and strutted your anatomy for cash. You didn't end up a misanthrope, you ended up despising every sentient species in the galaxy. Then you decided to try your hand at crafting. You prospected every corner of every known planet, you've made backroom backstabbing and deals, and generally made Hutts look like Mother Theresa by comparison. And you rose to the top like the biggest shit floats to the top of the septic tank. Then for reasons you'd rather not talk about, you went into smuggling instead. The less talked about that period the better. Then you tried your hand as a bounty hunter, and it's been largely an exercise in being a paid assassin, and elliminating gamblers who didn't pay their debts and opponents of some of the biggest scum in the galaxy. You learned again that being paid beats being morally right.

    And only after that, when you're a jaded, cynical, burnt-out shell of a former human, _of_ _course_ you're ready to be trained as a Jedi.

    I mean, hello? Wasn't that why they took them as kids? So they _haven't_ learned all those bad reflexes and views yet?

    But even that's reading too much into it, because it was basically one big empty sandbox, where players were supposed to create their own content... but without the tools or rights to do so. Smugglers _still_ can't actually smuggle, quests were generally a late addition and mostly an exercise in merchandising the SW key characters, etc. Even the holocron grind wasn't as much thought to be the little story I wrote above, it was just an unimaginative exercise in taking the old "remort" system of MUDs ten steps too far and turning it into an _unholy_ grind.

    I'm sorry, but that's not a _Sony_ problem, that's a Raph Koster problem. That's his ideas you have at work there. I don't think, say, Sony's old Everquest was like that. It only became a Sony problem in as much as they let him tell them what to do in other games too, and for example in EQ2 they've been struggling to fix that bad touch ever since.

    And even after that bad era, SWG still is a... weird exception even among Sony games. They didn't turn EQ2 into a FPS, for example. Or I don't remember such SWG-typical idiocies as for example having classes which don't even have a combat level and can't do the quests, in any other Sony game. Talk about a fundamentally broken balance. On the contrary, most of the rest evolved to have better balance, get more story, etc. Nor, again, lying to the customers instead of fixing the damned bug reports. Etc.

    SWG also had their own rules on Sony's website. It's the only Sony game where unsubscribing took me to a page which basically said, "go away, we don't wa

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:In all fairness, though by Zencyde · · Score: 2, Interesting

      I liked reading your post and will attest to its accuracy. I also feel it should be noted that the developers only listened to classes with high populations. Which means that more people flowed into the classes that worked. It left many classes with excessively low populations. I would know, I was a Pikeman from beginning to end. We had the lowest player population in the game, besides Jedi. But that was before the Jedi boom. :)

      --
      What day is it? Could you please tell me?
    2. Re:In all fairness, though by Copperhamster · · Score: 4, Interesting

      As a SWG player off and on for a while, (I still couldn't smuggle last time I quit. I did enjoy the space combat though) I found the worst part being the schizto constant 'rewrites of the way things are' to be the biggest issue, and I'm afraid I know where it came from; Lucasarts

      Sony made the game, but unlike all the rest of Sony's titles, apparently Lucasarts has a strong creative control on the content and mechinisms. Comments about this that and the other 'vetoed by Lucasarts'... the NGE was basically forced on the game by Lucasarts, who felt 'it's Star Wars, there should be 5 million players, not the measly 300k we've got' Stuff would show up in need of fixing, their would be posts about how a fix was in testing... then a 6 month wait for deployment, which is worse than any other game they ran. My suspicion was that the 6 months was getting Lucasarts to vet any change in the game, even fixes.

      Example: The 'big' ships (basically, light freighters) have turrets manned by secondary players. Those players pretty much can't hit unless you basically fly straight and level; apparently in a galaxy far, far away they never invented gyroscopic motion compensation for turrets. If a ship tried to manuver, you couldn't track your targets worth a damn.

      I remember when I was playing (It's been a couple of years now since I've been in) that the devs liked the idea, and had even mentioned putting it in place on their internal test server.

      It finally got added with the last expansion, because one of the hooks were new multiplayer vessels (gunboats) which were non-flyers without it. Some comments I read around in the intervening time indicated that the whole motion compensation thing was blocked by, you guessed it, Lucasarts, because it 'didn't match the feel of the movies space combat'.

      Mind you, Raph was an ass too. He gets a good part of the blame, but together He and Lucasarts can destroy a galaxy....

    3. Re:In all fairness, though by Darinbob · · Score: 1

      pre-NGE SWG was a one-trick pony. It had exactly _one_ saving grace that everyone remembers fondly: the flexible character development system.

      I didn't play that game, and I'm not sure I would have liked it, but that feature sounds like the most important one in a role playing game. Maybe NGE was the point where MMORPGs started turning into MMOGs?

    4. Re:In all fairness, though by infalliable · · Score: 1

      Largely true. SWG was released as an early beta build. It needed another year of quality development. It had a very weak SW feel to it, and was missing huge amounts of content.

      Classes didn't function, quests were broken, the Galactic War was a fantasy that didn't exist, and the list goes on. Even the races weren't balanced. If you didn't log onto the game every week to pay rent all your stuff was deleted, and sometimes it was just plain deleted from bugs.

      That seems to be the largest issue with SW products lately. They're not finished when released. Hopefully, it gets corrected in future products.

    5. Re:In all fairness, though by Mithrandir · · Score: 1

      The one thing that my friends and I still talk about was the SWG crafting system. It's been the best of the lot. The whole concepts of materials having inconsistent quality and that the quality could allow you to produce good and bad lots of the same item, or optimise for one attribute over another really set them apart from anything before or after. It was the sort of thing that made a crafter playable as a long term character because there was so much variety and constantly having to stay on top of things, compared to the grind of combat characters.

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
  40. It will probably succeed. by Vindane · · Score: 1

    SOE somehow botched up a goldmine in Star Wars Galaxies. If BioWare can assemble a good team of developers in the "MMO-know", I'm sure it will be a hit.

  41. Here's for roleplaying! by iJusten · · Score: 0, Redundant

    Players can take the role of [...] classic Star Wars characters.

    Translation; the game will be filled with players named Luke Skywalker or Darth Vader.

    --
    Chronologically late.
  42. Re:Did Jews do 9/11? by SanityInAnarchy · · Score: 0

    killing him... would ultimately be what's best for society.

    And the gene pool.

    --
    Don't thank God, thank a doctor!
  43. Still have doubts? Go here and read: by Anonymous Coward · · Score: 2, Interesting

    http://www.gamasutra.com/php-bin/news_index.php?story=20760

    http://www.gamasutra.com/php-bin/news_index.php?story=20757

    Because it sound a lot like story is going to individualized as opposed to generalized. Every one is going to have a party of NPC's like the other two games. They have a lot of good things that makes me confident that this MMO might actually be worth paying a monthly fee for, and I have never done that before.

  44. Re:Did Jews do 9/11? by Anonymous Coward · · Score: 1, Funny

    Your ideas fascinate me and I'd like to sign up for your jewsletter.

  45. Eco busting on MMO is best by Anonymous Coward · · Score: 0

    MMO chat until you get someone started about how green they are, then laugh when you ask them why they are hypocritically wasting lots of electricity playing a MMO game.

    1. Re:Eco busting on MMO is best by Bloodoflethe · · Score: 1

      It's a good thing that energy can't technically be wasted. The amount of energy added as the result of heating is equal to the amount of internal energy in the system, less the amount of energy lost as the result of work. or {delta}Q = dU + {delta}W

      Thermodynamics. Learn it, live it (you can't do otherwise, anyway).

      --
      "Little is much when little you need."
  46. Silly question but... by sstreet81 · · Score: 0

    What is an MMO? There are clearly levels of nerd in this sector I cannot comprehend.

    1. Re:Silly question but... by justinlee37 · · Score: 1

      Shorthand for MMOG or MMORPG ... you know, like World of Warcraft. "MMO" is shorter and covers all large multiplayer games.

  47. Hear ye, hear ye! by Gorath99 · · Score: 2, Insightful

    This game could become the first MMO that I will play, but only if there is a roleplaying server that I can join. The KOTOR games were immensely enjoyable, but to me at least, that was because of the atmosphere, the great characters, the backstory, the moral dilemma's and other roleplaying related things. The combat honestly wasn't particularly great.

    If I can play a KOTOR MMO full of Kreia's and HK-47's, I'll be a very happy guy, but if it's going to be a world full of LrdKillMeister123's, then I don't even want to get anywhere near it.

  48. The web-page gives away how much it will suck by Saysys · · Score: 1, Interesting

    If you remember the old SWG website then you remember how long the load times where for simple things like âmenusâ(TM). Ironically this was directly reflected in the load times that where constant in the game.

    When I first played WoW I wondered how it was that I didnâ(TM)t have to wait to see what was in my bag... But, then, if you go to the WoW page it loads instantly and has reasonable navigation.

    Fast forward to SWtOR and look at the front page. It takes a while to load, it is un-intuitive, thereâ(TM)s a ridiculous splash screen, pointless graphics and obnoxious sounds every time you hit the front page.

    This does not portend well for the KotOR MMO my young padawan.

  49. So we will never find out what happened to by ancient_kings · · Score: 1

    Revan at beyond the Outer-Rim and if the Outcast has contacted him/her ? Well, that freakin' blows...WTF!!! Damn it George... Finish what yer started...

  50. Empire vs. Sith? by ogma · · Score: 3, Interesting
    My knowledge of the Star Wars universe extends only as far as the movies, so this is a genuine question, not a veiled correction:

    Star Wars: The Old Republic is set thousands of years before the rise of Darth Vader, with the galaxy divided by war between the Empire and the Sith.

    Shouldn't that be "between the Republic and the Sith"? Or was there an Empire before the Republic before the Empire we came to know and love? Thanks.

    1. Re:Empire vs. Sith? by WraithCube · · Score: 1

      I was wondering the same thing though I'm an avid Star Wars fan. Not much is written about the time period, but this is supposed to occur around 4,000 BBY (Before the Battle of Yavin or episode 4). The old or Galactic Republic is supposed to have been established in 25,000 BBY.

      The first kotor had the Republic led by Jedi leading a war against the Mandalorians (Boba Fett's culture) IIRC. The second had a Jedi turned Sith leading a war against the Republic. I'm not really sure where an Empire comes in unless Bioware came up with some change of government in the 300 years in between.
      ----
      Scratch that. Went to the official game site. It's the Sith Empire against the Galactic Republic. So it is a typo of one side facing itself in the summary.

  51. Neat website, tag welcomeoldbrowsers by savuporo · · Score: 1

    Just went to http://www.swtor.com/ with FF 2.0.0.16 from Ubuntu 7.04, which sent me to a nice "Welcome old browsers" page. What gives ?

    --
    http://validator.w3.org/check?uri=http%3A%2F%2Fwww.slashdot.org Errors found while checking this document as HTML5!
  52. Wow... by Narfubel · · Score: 2, Insightful

    I can't believe how many people are bashing this without even seeing more about it. Personally I think Bioware did a great job with KOTOR and might actually do this MMO pretty well.

  53. R.I.P. by Sebilrazen · · Score: 1

    Leeroy Jenkins jokes
    8/2005-10/22/2008

    --
    "There are no facts, only interpretations." --Friedrich Nietzsche.
  54. More appropriate quote than "Noooooo" by Anonymous Coward · · Score: 0

    "I've got a bad feeling about this"

  55. No sony ? well thats good news by unity100 · · Score: 1

    This only lucasarts as the factor that can f@ck up this game. i wonder if bioware will be able to prevent it.

    perchance, if any execs or liaison from lucasarts reading this, i have one advice : "shut the f@ck up during and after game development and let bioware do this thing". else i go on paying blizzard each month.

  56. More star wars? by b0ttle · · Score: 1

    They should make a Monkey Island MMO. I miss the good old days of Lucasarts.

    1. Re:More star wars? by orudge · · Score: 1

      Well, only seven more years to wait!

  57. Re:50/50 split by MikeDirnt69 · · Score: 1

    Never heard about The Force within Blood Elfs?

    --
    Am I eval()? - http://www.monst3r.com.br
  58. It IS a sony problem by unity100 · · Score: 2, Insightful

    why the execs in sony are being paid for anyway ? to run, govern things right ? if they let some fucktards ruin one of the biggest merchandises in the world, that means that they didnt do their job well.

    1. Re:It IS a sony problem by wilder_card · · Score: 1

      Gee, if only this was the worst of their screw-ups. Sony lives in its own world, how they judge accomplishment apparently has nothing to do with concepts like "success" and "failure".

  59. star wars = ghey by CheshireFerk-o · · Score: 1

    seriously when george lucas finally frickin dies, will this shit finally go away after 30some years. and where the @#$! will all his money go?! hes gotta have almost as much as B.Gates by now. QUIT FEEDING THE BEAST, maybe it'll stop producing shit. man i hate star wars, long live the Trek!

    1. Re:star wars = ghey by Anonymous Coward · · Score: 0

      I'm a trekkie too, and you're an idiot.

  60. Not available at the same time. by Anonymous Coward · · Score: 0

    Blizzard says they're doing this because they're still working on the Zerg and Protoss campaigns but the Terran campaign and multiplayer (for all three races) is done so they're going to release that instead of waiting another year or more. So for the other races they have to build the maps, polish the story, do the cinematics, do whatever special stuff it is they say they're doing, and so on.

    1. Re:Not available at the same time. by rtechie · · Score: 1

      Um, wrong. Think about it, if the engine is working for all 3 races (and it would have to be for multiplayer) then all they have to do left is the campaigns, which is just a bunch of voicework and scripted events. All of the real work in RTS games is in the engine, and that's done.

      No, this is about charging $180 for a $60 game. If they release the Protoss and Zerg campaigns for $10 or even $20 I'd say you're right, but they won't. They're greedy over at Blizzard. They're too used to World of Warcraft money.

  61. what? by someone1234 · · Score: 2, Insightful

    Kotor was considered rubbish?

    --
    Patents Drive Free Software as Hurricanes Drive Construction Industry
    1. Re:what? by Unending · · Score: 1

      My thought on seeing that was: WHAT they thought TIE Fighter was rubbish?

    2. Re:what? by Haeleth · · Score: 1

      The modern mainstream games media caters to the modern mainstream gamer, and the modern mainstream gamer doesn't realise there were any games before the XBox.

      TIE Fighter never existed. The Dark Forces series never existed (not even after it was rebranded as the Jedi Knight series because not enough people remembered Dark Forces). Don't even ask about the classic vector-based arcade game, you'd blow today's kids' minds with the revelation that there were 3D video games nearly thirty whole years ago...

    3. Re:what? by Incredible+Elmo · · Score: 1

      I admit, I also thought Republic Commando was quite fun, although a bit short.

  62. Re:Did Jews do 9/11? by Bloodoflethe · · Score: 1

    I did the same look/double-take. He has some fairly intelligent (if not fully-developed posts - that is, reactionary musings rather than really trying to do justice to a subject) posts and then some really stupid ones, as well as a link to goatse on his profile.

    Currently, me = ???
    (clearly, I am the second step)

    --
    "Little is much when little you need."
  63. Insulting the console that MADE kotor by elrous0 · · Score: 1

    What pisses me off is that Bioware has essentially abandoned the console gamers that made KOTOR such a bestseller. KOTOR sold something like three times the number of games on the Xbox than than it did on the PC. And Bioware is repaying us by making a PC-only MMO? WTF?!?!? Are they TRYING to piss off fans and lose money?

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  64. Re:50/50 split by Bloodoflethe · · Score: 2, Funny

    I think that's called ERP.

    --
    "Little is much when little you need."
  65. Heros are rare by Cro+Magnon · · Score: 1

    The problem is, not everyone CAN be a hero. In any game (or RL for that matter), the heros are far outnumbered by the "grunts". And some of those grunts might work as hard as the heros, but never quite get into the limelight. Maybe they don't have the social skills or the gaming skills. Maybe they don't live in the mom's basement and game for 24/7. But for whatever reason they remain in the background.

    That's always going to be the case in any game with large numbers of players.

    --
    Slow down, cowboy! It has been 4 hours since you last posted. You must wait another few hours.
  66. I still have to wonder, though by Moraelin · · Score: 3, Insightful

    Well, I guess we'll never know exactly what went on in there, but I just have to wonder.

    Did Lucas actually tell them how to code it? Get into the tiniest details of the interface? Surely nobody (sane or half-competent) drags the client into that kind of talks.

    I don't doubt that _some_ details got vetoed by Lucas, but I doubt that the whole NGE fiasco can be blamed on them. How much of it is really to blame on Lucas, and how much just on incompetent design and implementation?

    The reason I wonder is that Bioware seemed to have had a lot more free hand with their KOTOR. I don't doubt that they had a bunch of details vetoed by Lucas or forced upon them, but the result was still a thoroughly enjoyable game.

    For example, on one hand Bioware was free to move their game completely out of the trilogy time and invent their own story and planets and characters... on the other hand, the NGE turned the whole f-ing storyline into nothing more than a merchandising exercise for key SW characters. (You know, same as printing Vader's head on a t-shirt.) Did Lucas demand that? Is Lucas as schizophrenic as to behave that fundamentally differently to the two teams? Or is the unimaginative story in the NGE really just to blame on the SWG team?

    Did Lucas force them to make the NGE first person... and not even update the enemy AI or interface to actually be fit for FPS play? Well, they didn't demand that KOTOR be first person or anything. How much of it is really due to Lucas's demands, and how much of that fucked-up interface is just... design out of spite, for lack of a better word? The whole thing almost feels like something designed out of spite.

    And if SWG ended up practically micro-managed by Lucasarts, how did it come to that? Not many end up managed that way, even by Lucas, so it's a valid question. Just to play the devil's advocate: Can it be that Sony and RK just couldn't manage that team and that franchise, and Lucasarts ended up having to do that job too, whether they actually want it or not?

    Don't get me wrong, I'm not a Lucasarts fanboy or anything, and I'm sure they have their share of the blame. I'm just wondering how much of it, and how _did_ it come to that.

    Ah well, as I was saying, we'll probably never know.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:I still have to wonder, though by Denjiro · · Score: 1

      I recall reading an article a few years back about KOTOR which may explain the differences. The main point of the article was that Bioware was making the game so far out of the movie timeframe so they had essential free reign to create what they wanted. It's likely that since SWG is set in the movie time frame that Lucasarts is exerting much more control over their characters and properties.

  67. Re:Did Jews do 9/11? by nem75 · · Score: 1

    AFAIK diversity is best for the gene pool. Yes, that seems to include stupid-ass /. troll genes.

  68. --hopefully... by mr+good · · Score: 2, Interesting

    hopefully the people in charge of the new bioware star wars mmo will incorporate a crafting/merchant system as advanced and detailed as the one found in SWG, preNGE. for a few years my main character was a chef. it sounds weird in retrospect, especially when most of the mmorpgs out today are combat oriented, but i actually had a lot of fun. i was also part merchant and bioengineer. my days were spent decorating my restaurant and obtaining food resources and ingredients from players who would harvest the stuff. i would also spent a large amount of time exploring the planets, looking around for a good water spawn or a field of high quality space corn to place my harvesters. then, at the end of the day, i would do a lot of experimenting and i'd try to make the best recipe for bivoli or bespin port or mind brandy. then, i'd input the recipe to a food factory and a few hours later i'd have several crates of profitable food. the food system, after the chef revamp, i was pretty detailed, and different foods would buff different stats or abilities, and there was usually a decent demand for foods of various types. my character was a meek and mild mon calamari... if i ran into trouble trying to milk space herbivores or if bunch of spiders made a nest near my food harvesters, i had a scout blaster and a few pistol skills that i could use to try and defend myself. everything in SWG is horrible now, and the population issues are such that getting a new restaurant off the ground is impossible, and even leveling up a merchant is essentially impossible because of the complete lack of grind-quality ingredients, as well as a market for mid-level foods and stuff... ...but it would be great to see a crafting system like this in a new mmorpg. it would be such a refreshing change from the bland crafting found in warhammer online, or world of warcraft, for example.

    1. Re:--hopefully... by Kouroth · · Score: 1

      Ever play Horizons? Great crafting game but not much else sadly. They forced its release before it was ready. I've heard a good deal about SWGs economic and crafting system pre-NGE but I never really played it. I'd love to see another MMORPG that has a good player driven economy. Combat is fun and all but some times gathering cotton to spin into thread is fun too.

      --
      Thermal depolymerization - Lazy recycling.
    2. Re:--hopefully... by infalliable · · Score: 1

      True, the crafting system was pretty well done in the original. One of the best out there for the amount of options.

      Like you hit on though, it was almost impossible to do it and enjoy most of the other content. It was very hard to be a crafter and have any hopes of combat skills.

  69. Ok, so I didn't RTFA by ericrost · · Score: 1

    But, how can it be a war between the Empire and the Sith if the Empire doesn't rise until Episode 3 and this is set "thousands of years before the rise of Darth Vader" at the height of the Old Republic? Sounds like its a war between the REPUBLIC and the Sith as seen in KoTOR.

  70. Is Electronic Arts much better? by JSBiff · · Score: 1

    Wasn't Bioware swallowed up by EA? Although, to be fair, I think EA might have been smart enough to buy the company, and leave it autonomous enough to not ruin it, but we'll see.

  71. Re:Did Jews do 9/11? by Abreu · · Score: 1

    Anyone ever see those anonymous death threats directed at random people online? Well, I'm going to do the opposite. I vow to track down the parent poster, where ever he is, drag him kicking and screaming out of his parents' basement, bathe him, put him in the sun until he gets a tan, teach him to speak English (as opposed to Trollish), set him up with a real job and girlfriend, and give him a life.

    Your goal, while noble, seems a little cost-and-labor intensive...

    -

    Although, on the other hand, a threat to change this guy's life is just as cheap as a threat to kill him

    --
    No sig for the moment.
  72. What is with all the bashing?? by fallen1 · · Score: 1

    I was pretty content to read my fellow gamer's replies and see how much excitement there was for this title, not to mention reading some posts on just how bad SOE and LucasArts fucked over SWG but then I kept running into bashes and trolls. The game is not out and people are already on the warpath? I decided to post my ruminations about SWG, hope for SWTOR, and a pondering on why the bashing so bear with me if you will.

    Ruminations (I'll bitch later): I played SWG for 2+ years, almost from day one. I was there for what can only be called an extended beta phase since Galaxies live was NOT complete. Bases were missing levels or working elevators, quests did not always have a completion, and a lot of the planets seemed empty. Except for Corellia :-p. On a positive note, the freedom to develop your character was highly original and one of the best things about SWG. Even if you met, say, another Teras Kasi/Dancer* in the game they more than likely had alloted their skill points differently than you did. They surely had different weapons, different armor (well, maybe different armor since we all had 90% kinetic resist - lol), and a slightly different play style. The "sandbox" game that SWG was on initial release took more thought and intelligence to get into that simply picking "warrior", but that made it fun.

    Also, the great crafting system and mostly player run economy. I ran three accounts (and then dropped to two) so that I could have a combat player and a crafter - and enough lots to put down harvesters, houses, and crafting stations ;-). Weren't lot swaps fun? Anyway, the detailed crafting system pricked the geek number cruncher in a lot of us and it was fun to hunt down resources. Specially if you were tired of combat or running around in space. There was a thrill at finding some 900oq (overall quality, if I'm remembering correctly) copper or high rating power or some uber grains. I was one of the top contributers on my server to the SWGCraft.com website back when it was active and made almost daily updates so that I, and my fellow crafters, had access to good intel. Ahh, the good ole days of running for my life on Endor because I had no combat skills on my crafter and I was tracking down some hot resource :-p. It was all fun while it lasted...

    Hope for SWTOR: Well, the concept art looks fantastic and Bioware - IF frackin' EA and LucasArts will leave them alone - makes pretty damn good games so there is hope they can pull this off. I like the idea of a story driven MMO but I hope that it does not DEFINE you completely. Sometimes hunting down and killing shit is very satisfying :-D. I do not want to be forced into following a storyline so that I can progress in the game. I would also like to go off the reservation, as it were, and start hunting down Jedi (I played Imperial in SWG, like I'm going to switch sides now *eg*) or maybe some Alliance/whatever Diplomat needs to be reminded of their place in the universe? I also would like to see a crafting system like what SWG had put in place. Something that I can crunch some numbers on, something that will make me think, a system that will be a challenge other than "Oh shit, I need to go kill 400 banthas and skin them for hide again." Now, I don't mind skinning banthas but I would like some hides to be high quality during one week (or two week) period and then the next one mediocre and so on. Not just the same hide every time. Crafting should be a process with some thinking behind it (Should I add in this semi-rare copper to get higher stats or make a batch of decent gear with the more common form?) and not just "I need 20 light leather, 2 copper bars, and 4 pieces of string." Challenge the players! Yes, you might not reach World of Warcraft numbers in terms of subscribers but you will get a large, dedicated, usually intelligent player-base.

    Please do not give us a twitch based FPS combat system either. Something like the old SWG or even WOW's combat system would be good. Click o

    --

    Dream as if you'll live forever.
    Live as if you'll die tomorrow.
    ~Anonymous~

  73. yes by unity100 · · Score: 1

    unfortunately it was.

  74. Re: rule 34 by Anonymous Coward · · Score: 0

    I see that rule 34 is alive and kicking. That's almost shameful, dude. Wait. Wookies? Where do I sign up?

  75. Re:50/50 split by lordsid · · Score: 1

    I'm an idiot, I just re-read the article. I give it no chance of succeeding now.

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    IMAGE VERIFICATION IS EVIL!
  76. Re:Changing POV on Design Too by Phrogman · · Score: 1

    The original game had massive potential, it was a wide open sandbox environment where you could feel free to be part of a huge civilization. It felt natural and realistic in some ways that every other MMO has failed to achieve. The character creation system was nothing short of brilliant. The crafting system was also far in advance of anything else before or since. Yes, it had massive faults. The whole Jedi fiasco and holocron unlocking etc was an absolutely pathetic way to implement Jedi. The combat system was and remains horrible. The quests lacked for something as well and were always rather lifeless - but then I *hate* quests in any MMO so I am naturally biased. However, no game since has let me play a character who was just an Entertainer - in a highly flexible manner that allowed for some real creativity. No MMO has let me just be a crafter and participate in "economic pvp" with other crafters in a completely player driven economy. Nothing has even come close. Now, those 2 styles of gameplay are not for everyone, nor are they all I did (I mastered 19 professions of the 32 on my main character, none of it done for Hologrinding for Jedi (I had no interest in being a Jedi), but just for the hell of it and to try new things). The game just kept slipping downhill with each major revision. The development team that replaced the original developers just didn't get the original design at all, and tried to warp it into a poorman's WOW clone/standard MMO. The NGE (Negative Game Enhancement) has to be the singlemost botched attempt of how to develop an MMO in gaming history and should be the industry standard textbook case on what NOT to do. That was foisted on the SWG developers by Lucasarts from what we can deduce and they were told it was going live with (pretty much) zero testing no matter what. I don't think the SWG developers saw it coming, since they had been developing new content and changes right up until the hammer fell - why bother announcing a whole new Creature Handler class system when you know that it will never go live? I hope Bioware is intelligent enough to take a few good things from SWG and ignore the rest (including the entire combat system), and doesn't just produce another fucking WOW clone in the hopes of getting a huge playerbase. The IP has the most massive potential of any intellectual property out there and it would be a shame to see another pathetic game that emulates WOW's crappy "easy-mode" design again, and instead I would rather see something that lives up to the potential. I am worried about their "entirely story driven" promises since picking any one single approach to MMO design is a major mistake IMHO. I hate quests and hate being ramrodded into someone else's idea of my character's "story" (ie exactly like everyone else's story). I want a sandbox system where the story is what I do with my character and I am free to lose myself in an alien environment I can immerse myself in. Sadly I don't think that most people get the attraction of that sort of environment because no one is coding them these days.

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    "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
  77. Re:Did Jews do 9/11? by Sentry21 · · Score: 1

    Ooh, ooh! Do me next!

  78. Re:Changing POV on Design Too by mattack2 · · Score: 2, Informative

    No MMO has let me just be a crafter and participate in "economic pvp" with other crafters in a completely player driven economy. Nothing has even come close.

    I haven't played either of them, but how is this different from what you can do in Second Life? From reading about it, it seems to have a "player driven economy", and the fact that you can transfer in and out to physical currency seems good. If someone is good at the in-game economy, they can make real money.

  79. MMORPG by uman666 · · Score: 1

    Possibility would be, that you begin as a small worker, townsman, Farmer what ever, and you don't know who is a NPC and who a normal player, at the beginning you get a random name, and you only can change it whit the time. You also have to behave your self or you get Punished by the other townsfolk, so you have to do the normal stuff, until you got enough money to charter a space-carrier to travel to different planets and places, But in all this time you have to keep in mind to maintain a low profile to don't get known, because evil Bounty hunters will hunt you down. So you become a member of a space-freighter or you can join the army, you know, you live in this world, with the people, in the KOTOR world, that would be awesome, not riding from quest to quest and gaining Xp but actually living there and seeking Adventures.

  80. Re:Insulting the console that MADE kotor by Denjiro · · Score: 1

    And this is a surprise? They essentially did the same thing to the PC community when they made KOTOR X-Box only to begin with. Many from the PC community said the exact same thing. The primary difference is there was a multiple game history with the PC community prior to KOTOR.

  81. Way I remember it by Moraelin · · Score: 1

    Well, that's kinda _why_ I wonder. The way I remember that article, they had free reign to choose the era too.

    But even the era isn't really everything. Bioware ended up writing the history of the Sand People, for example, in the process, plus invented new planets, some bits of galactic history, etc, all which do influence the "present". They pretty much wrote new pieces of SW canon. And Lucas apparently had no problem with that.

    I kind of have trouble reconciling a Lucas which is more like "do whatever you want" to Bioware, with the image of him being the iron-fisted despot of WoW. _If_ he ended up ruling SWG with an iron fist, I dunno, I wouldn't be surprised if there was a bit more than "I don't like your turrets" involved. Like maybe that they were really shitting on his franchise.

    As I was saying, it's just idle musings and I don't actually _know_ what happened there. So it's all wild guesses and trying to put two and two together. Something doesn't quite add up there. Of course, I'm probably wrong about what's really missing in that equation. I just can't help wondering anyway.

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    A polar bear is a cartesian bear after a coordinate transform.
  82. Re:Did Jews do 9/11? by Incredible+Elmo · · Score: 1

    Well, that ought to scare him away! OMG, a GIRLfriend!

  83. Right here: by geekoid · · Score: 1
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    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect