Slashdot Mirror


Further Details On the Star Wars MMO

Now that the recent announcement about Star Wars: The Old Republic has had time to sink in, specific details about the game are beginning to come to light. Massively, in particular, has a variety of interviews and in-depth looks at the classes, the combat, and the setting of the game. "When you play like a Jedi from 1 to max, and then decide to start as a Sith, you won't see any content that will be the same." They also discuss the leveling, questing and companion characters. "We want you to think of them as actual companions on your journeys throughout the game. Your actions are going to change how your companion characters develop." Eurogamer is running a preview of the game, and a wiki has sprung up to catalog all of the new information. Other tidbits: support for Star Wars Galaxies will continue; the new game will be PC only; and LucasArts is hoping to snipe some of the World of Warcraft customer base.

129 comments

  1. SWG? by Anonymous Coward · · Score: 0

    Does anyone still play SWG?

    1. Re:SWG? by negRo_slim · · Score: 4, Insightful

      Yeah, just as some of us still log into EverQuest from time to time. The key thing to remember about a Star Wars MMO is a large chunk of the market cares not for anything SW related. I would assume something like a Dune MMO would garner far more interest from fans and the unacquainted alike.

      Maybe current play mechanics can't do a SW game justice... or maybe... just maybe... it's the fact it's a shallow and convoluted universe that's been raped by it's creator an anyone else with enough time to pen a novel to be sold at the local supermarket... Maybe...

      --
      On the Oregon Cost born and raised, On the beach is where I spent most of my days
    2. Re:SWG? by ZeroFactorial · · Score: 1

      If they add the ability to play as LoneStar with Barf as your companion character, I am SO there.

    3. Re:SWG? by Anonymous Coward · · Score: 0

      If I can be Dark Helmet then me too :D

    4. Re:SWG? by Molochi · · Score: 1

      I prefer Chode with 6 of 9.

      --
      "The Adobe Updater must update itself before it can check for updates. Would you like to update the Adobe Updater now?"
    5. Re:SWG? by hvm2hvm · · Score: 1

      Although I would probably buy a Dune MMO as soon as it launches I don't think I want it to exist because most of the movies and games didn't keep the story straight. (That 2000 movie seemed quite good though, pretty close to the real thing. Maybe it's just because of the small quantity of content you can put in a movie compared to a book, and that movie was very long)

      Anyway, an MMO might do the Dune books justice (or in SW, the lore because half the movies sucked) because they can put a lot more content in it. Still these are worlds where few people make a huge difference and that doesn't cope very well with balancing in an MMO. If you put a Jedi and a simple Trooper in the SW MMO you get either a big unbalance or the Jedi and/or Trooper will be weaker/stronger than they should be.

      --
      ics
    6. Re:SWG? by LingNoi · · Score: 1

      A dune MMO would be awesome. The story is practically built for an MMO. Multiple houses to choose from, a common currency (spice) and according to imdb there's even a new movie coming out in 2010. If someone started now they might get it out while the movie comes out in the cinema.

    7. Re:SWG? by nine-times · · Score: 1

      If you put a Jedi and a simple Trooper in the SW MMO you get either a big unbalance or the Jedi and/or Trooper will be weaker/stronger than they should be.

      Just to geek out here for a second: I've thought about this and I'm not sure it's true. We know that there are some people who the force is particularly strong with them, and those people would seem to have an advantage regardless of their position or training. It might be somewhat like what a lot of RPGs would give you as a "luck" stat, i.e. you'd get better results more often. So a well trained soldier, say, with whom the force was particularly strong, might be more powerful than a weak and poorly trained Jedi.

      Then there's a separate issue of having received various kinds of Jedi training, which would increase the payoff of your force strength, but arguably anyone could receive some amount of training. At least from the original movies, a lot of things were unclear. It didn't seem at all clear to me, for example, that Han would have been completely untrainable, but rather that he wasn't as naturally gifted as Luke. Also-- perhaps it's hinted that the Jedi didn't offer training freely because of the fear of a trainee gaining power before turning to the dark side.

      Anyway, my point is that you could carefully craft a game where skills were a bit more balanced, especially since you could make Jedi training arbitrarily rare and difficult. The main problem with this is that other Star Wars games (e.g. Force Unleashed) have set a precedent for Jedis being unreasonably powerful from the get-go, and backing off of that in subsequent games could run afoul of fan expectations. To satisfy fan expectations, there's been a constant increase in Jedis powers, to the point where a single Sith can do ridiculous things. But think back to the original movies, and what could a Jedi do? Luke had increased agility and intuitiveness, minor telekinesis, an occasional skill for seeing ahead to a possible future, and the ability to influence the weak minded. That's about it.

    8. Re:SWG? by hvm2hvm · · Score: 1

      Yes but the adventures you would get to have would pale compared to the story in the books. That's what I'm trying to say. In Star Wars the coolest things are what a handful of people do. You can't play in those scenarios so most of the coolness goes away pretty fast. In games like WoW the story is pushed by less epic people; yes, they're the heroes, not the grunts and peasants but still not at Muad'dib or Yoda level.

      --
      ics
    9. Re:SWG? by Vastad · · Score: 1

      A Dune MMO would probably best suit that elusive hybrid of EVE Online and traditional PvE/RvR. A hardcore economy engine based on spice, psychic warp travel, a chance to run a member corporation of C.H.O.A.M., encouragement to play politics. One potential end game is to be knighted or whatever it is they call being elevated to the status of Nobility by the Emperor and then own a planet. Bring back one of the traits that made SWG so charming in the beginning: legitimate non-combat non-PvE leveling. You can buy and sell, buy and sell, send assassins to rival players, gain Mercantile and Bribery levels and sell your products to traditional PvE Fremen or Sardaukar toons.

      *sigh* It'll never happen....

    10. Re:SWG? by Anonymous Coward · · Score: 0

      I'm just AC'ing it right now, but I think that the parent should be modded for insightfulness. It's true, the SW Force powers have been made ridiculously powerful lately. They weren't that powerful in the original movies, nor most of the books (to be honest though, I stopped reading the books when they killed off Chewie).

  2. Sweet! I've been waiting for this a long time. by Anonymous Coward · · Score: 0

    Can't tell you all how much pleased I am to not have to gestate on the thrilling teaser.

  3. Uh-huh by Anonymous Coward · · Score: 3, Funny

    From TFA

    Plus, since you're adventuring with your buddies that are playing other classes, they'll be telling you some of the exciting stuff they're doing. You're going to get tidbits that might really get you interested in playing one of those other classes. It's probably going to make you excited to try things out.

    Wrong, we just want to choke underlings with the force.

    1. Re:Uh-huh by Bieeanda · · Score: 2, Insightful

      Not to mention that spoiler sites like Thottbot will crop up as fast as content is uncovered. Story is very, very secondary in an MMO, when you get down to it-- it's the differences in the ways that classes play, that make them compelling.

    2. Re:Uh-huh by ajs · · Score: 2, Interesting

      Story is very, very secondary in an MMO

      I think the scary lesson that most new MMOs learn too late is that everything is secondary in an MMO. Large chunks of your audience won't care about or will be annoyed by trade skills, but you really have to have them and do them well in order to keep certain segments of your user-base interested.

      Same goes for PvP, raiding, grouping, the economy, etc.

      In the end, there are dozens of aspects of the game that the average gamer simply expects to be there. If it's not, then they'll walk away from your game.

    3. Re:Uh-huh by Bragador · · Score: 2, Funny

      Wow, I'm in the minority then.

      This sucks.

      Most people seem to want a multiplayer dungeon crawler, but I want a virtual universe populated with players...

      I'll never be happy in my virtual life :(

    4. Re:Uh-huh by Skuld-Chan · · Score: 2, Interesting

      Thats actually not true - there's at least 4 types of mmo players out there:

      http://en.wikipedia.org/wiki/Bartle_Test

      I've seen all 4 types in my guild - I think the progression guilds for instance cater to "Achievers".

      Personally I like learning about the story through quests and npc's. If a game is just hack and slash it gets boring too quickly.

    5. Re:Uh-huh by zippthorne · · Score: 1

      ...will be annoyed by trade skills, but you really have to have them and do them well in order to keep certain segments of your user-base interested.

      The most popular MMORPG at the moment, by pretty much any metric you care to use, has a crafting engine that consists of the following:

      1. user clicks the item he wants to make
      2. check that items are in inventory and remove0
      3. display progress bar for N miliseconds.
      4. add "crafted" item to inventory if rand() > threshold

      That's not "well done." That's not even a fun little minigame. Progress Quest has as much functionality.

      Yet.. it's still the most popular mmopg ever.

      --
      Can you be Even More Awesome?!
  4. "LucasArts is hoping to snipe some of the WoW...." by ip_freely_2000 · · Score: 1

    "LucasArts is hoping to snipe some of the World of Warcraft customer base. "

    Ya, good luck with that.

  5. Story, yes... by MindlessAutomata · · Score: 4, Insightful

    ..but a story alone can't carry a game. Look at all the other MMOs and their quests. OK, so much of the story in MMOs is more background than anything else, but generally the quests, the actions you need to complete the quests, are rather dull and uninspiring (which is why I like that in WAR you can level up completely via PVP). Kill beavers until they drop a single beaver testicle until you have 10. Fight a spell caster that's AI amounts to casting the same spell on you over and over again. Go to some stupid place in the environment where you need to right click the object. And so on. Questing in MMOs by itself, IMO, is very, very boring. The real question is, will the gameplay be fresh and exciting enough to justify the expansiveness and the story line, and if so, how well will it interact in PVP?

    Additionally, endgame: someone might not care to play the other classes, even if the story and game experience is different. They have a top-level character, they don't want to just give him up. Will there be good endgame? No good endgame can kill an MMO, just look at Age of Conan.

    1. Re:Story, yes... by angrydotnerd · · Score: 1

      Obviously, Funcom ran out of money, coupled with some poor design choices (heavy-instancing,lack of seamlessness, graphics requirements). Age of Conan had lots of good stuff and even more bad ones. The story though through the early levels was quite good and refreshing for an MMO and I think BioWare will innovate this element way futher.

    2. Re:Story, yes... by bm_luethke · · Score: 3, Interesting

      One of the main reasons I do not play most MMO's is that I find I am paying a company for *me* to produce content.

      I also tend to note that, yes the world is huge, but it is the same 50 tile sets spread out over huge area with the same 50 creatures randomly placed in it. It may take me two full days real time to get from one of the continent to the other and you may see 2000 different enemies to fight, but after the first thirty to sixty minutes you've pretty much seen everything you are going to - the only thing that changes is now instead of level 5 wolves you are seeing level 20 dire wolves with red eyes.

      Of course in any story driven game there will come a point where you have no more story. The so called "end game" has nothing, you are done with the story - for a game that depends on a monthly subscription fee that is bad. But then the people who want grind do not want the story bits at the front (after all, the only thing that counts is high end raids and such) and the people who want story do not care about raiding the same place over and over. So, most MMO's go the way of the grinder simply because that is where their revenue stream is.

      I'm on the story end of the spectrum. For my self the best "MMO" I've played is Guild Wars. I put MMO in quotes because it is only loosely one - but then that is why I like it so much. It suffers badly from no end game - after all once you complete the story all you have is grind. It also doesn't depend on a subscription model - I got the content I payed for and now if the players create extra then great (sorta an odd take on Open Source - it would be the equivalent of requiring a normal fee for a piece of software - along with a mostly normal EULA - but getting the code and rights to change it along with that price).

      It's not that I do not enjoy "end game grind" (I really wish GW did better on that end) and such - it's that I feel ripped off paying someone a monthly fee for me to make the game good.

      --
      ------- Sorry about the spelling, I suffer from two problems. Dyslexia makes it difficult to spell well, lazy makes it
    3. Re:Story, yes... by TheLink · · Score: 1

      "after all once you complete the story all you have is grind"

      You could go around helping noobs :). They're annoying sometimes though, fortunately you can often leave them dead and still complete the mission.

      In Guild Wars players don't really create much extra content.

      There are more private/3rd party WoW servers, with player created content. Of course Blizzard keeps trying to shut those down...

      I'm wondering if Guild Wars PvP might take off bigger time if Guild Wars just only required the account authentication and license verification to go via their servers, and then users can play on their own servers with hopefully lower ping.

      The other thing is Anet keep changing the Guild Wars skills every two weeks or so, often very drastically. People don't change the rules of counterstrike, starcraft every two weeks, or pro tennis. How can you take PvP seriously if they do that? It's like playing Calvinball.

      --
    4. Re:Story, yes... by Ifandbut · · Score: 1

      Obviously you have never played Final Fantasy 11. That MMO is the only one that can be considered having a story. Heck, FFXI is about as far as you can get from WoW in terms of quest.

      In WoW you can get some realy good items from questing, in FFXI I get next to nothing. In WoW you get a text box that tells you to go do something and most of the time you just click through it and put it on your quest tracking, in FFXI you get compelling cutscenes and a vague understanding of what you need to do.

      I'v said it before and I'll say it again FFXI's story was on par with any single player RPG. If Bioware uses cutscenes instead of static text boxes to convey the story then they will leap past WoW in respect to story.

    5. Re:Story, yes... by Anonymous Coward · · Score: 0

      I recently had an epiphany. I was looking at the helmet somebody else in the Raid had, and asked where they got it. I don't use thottbot that much. They said Illidan.

      I was like, cooool! I want to get that helmet, when can I take down Illidan?

      It wasn't about saving Azeroth from plundering demonic forces. It was about getting the next shiny. Until that aspect of MMOs changes, to make you actually care about what you're doing instead of what you're getting, they'll all be the same plain vanilla.

    6. Re:Story, yes... by Lord+Kestrel · · Score: 1

      It's been years since I did Guild Wars gvg, but at the time, the skill balancing was required, and good. I was happy to have someone keeping an eye on the meta to ensure things didn't get too out of balance. For instance, as much as I liked the old Orders Ranger Spike (Dual Shot, Quick/Punishing Shot, Savage Shot/Distracting Shot + Order of Pain + Order of Vampire), it was badly overpowered. Getting that toned down was a good thing. Minions were crazy when you could have 40 of them at a time, but fun. It made for pretty poor balance in gvg though, and when they were paying out $10k to the winners of the tournament, balance is required.

      I've no clue how things look these days though.

  6. ...Nothing to see here by kitsunewarlock · · Score: 5, Insightful

    The moment I saw there were kill quests, levels and caps I decided this wasn't the game for me. People continually say "levels are the only way". You know what, the reason Gygax and Arneson are seen as development genius' isn't because they gave up and went "but this is how it always is". They developed levels. It was a unique and innovative system for creating characters that can advance beyond their initial stats (or beyond a single enormous transformation, like a pawn into a queen).
    But the days of the level are coming to an end (or so I pray). More and more RPG players grow tired of levels--most now see them as other gamers see installation time. "We can't start playing the REAL game until max level." But there are alternatives!
    Games like Tri-Stat use character points instead of levels. Upon completing portions of a story, and as bonus points based on how well you played a character or any other number of things, you receive Character Points with which to buy customizable skills and gear. Some say they are like "levels", but the fact you start with 350 of them and they go into your stats, gear and skill acquisition make them a clearly different beast.
    A lot of games have abandoned even that and just started pooling experience points directly into stats. Games like Pokemon (yes, its a child's game, but innovative never the less) used levels, but behind the scenes gave each stat a different experience bar that rose depending on your race and the opponent's you beat.
    Some games have abandoned levels and abilities altogether, instead focusing on gaming skill. A lot of people just call these "fighters" or "FPS" + MMORPG mixes, but really they can become quite fun.
    But the big problem I have with Star Wars having levels based on quests is simply that too many quests just don't make sense given the setting. Jedi weren't supposed to go forth and kill. They were supposed to negotiate first and try to avoid battle. Unfortunately, there's no good way of mass-diplomacy aside from needlessly complicated (and frankly lame) sets of dialogue choices that lead to a predictable (and, if you have something like Thottbot) reliable outcome.
    Now if they could make a living and breathing game with characters to interact with that are controlled by GMs and other players who can actually make a difference in the world...
    Unfortunately MMORPGs are scared of idiots willing to run around blowing up random planets just for fun. Leading me to another point. Actions should have consequences, the final knife in the corpse of this game (for me, of course). This is another WoW/EQ/MUD style game where nothing you do accounts for anything other than leveling and gear mongering. They claim you can change companion's, but lets face it. In the end your not changing the world around you. Your not really talking with other characters. Your a hamster in a wheel clicking away to get to the "next stage of power" to access more content that millions of others have or will access themselves.

    Some people enjoy that. I personally don't. I wish I could diplomatically barter with another player for control over a star system's spice flow that we've worked hard to get control of. And I don't want that player to just be able to kill me (or have some other random player run up and kill one or both of us) without consequence. In some zones in WoW you can kill someone who attacked you without the local guards attacking you due to high reputation with that faction. But lets face it, if you just ran around killing people, eventually even a faction your considered a hero in would start viewing you differently.
    But I'm a spoiled Tabletop nerd who has been given the ultimate game system--a living breathing human being who can flesh out a world custom tailored to the needs of me and my friends. That's a real GM. Current GMs in MMORPGs are no more than tech support and referees.

    --
    Ginga no Rekshiya Mata Each page.
    1. Re:...Nothing to see here by Anonymous Coward · · Score: 2, Funny

      Start playing Progress Guest and leave all that annoying leveling behind. http://www.progressquest.com/

    2. Re:...Nothing to see here by Goldberg's+Pants · · Score: 0

      I wish I had mod points as I'd mod that.

      Post of the year, certainly on games.slashdot.org.

      Your sig is awesome too:)

    3. Re:...Nothing to see here by Aeonite · · Score: 3, Interesting

      You might want to check out Hellas. Sci-fi RPG with a Classical Greek twist. No levels, epic storyline, custom worlds. Uses the Omni System (from Talislanta).

      http://www.hellasrpg.com/

    4. Re:...Nothing to see here by bigstrat2003 · · Score: 2, Insightful

      More and more RPG players grow tired of levels--most now see them as other gamers see installation time.

      A bold claim, and I daresay quite false. I sincerely doubt that the RPG players who don't like levels are anything but a minority.

      Levels, despite you apparently not liking them, work well, and more importantly, are fun. It's rewarding to gain a new level and become more powerful. You say that designers should be pushing the boundaries, I disagree. I say that designers shouldn't waste their time trying to improve an aspect of RPGs that works amazingly well.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    5. Re:...Nothing to see here by sleeponthemic · · Score: 1

      But the days of the level are coming to an end (or so I pray). More and more RPG players grow tired of levels--most now see them as other gamers see installation time. "We can't start playing the REAL game until max level." But there are alternatives!

      I flat out think you're wrong with the growing tide against leveling but putting that aside for a moment, it's blatantly obvious when you get to the "endgame" that your time leveling was the most entertaining aspect of the game. At that time, the content and the full extent of the landmass was used appropriately. Once the endgame is reached, most of the land is irrelevant and the experience is diluted.

      There isn't any way to say to players to "slow down" and enjoy the experience rather than powering through the actual content-rich, fun game but I don't think many people are blaming leveling as boring parts of the game after doing so. I think most people are realising the absolute opposite of what you are claiming.

      Leveling in WOW was actually GREAT fun if you took a moment to enjoy it. If you smashed through all that content as fast as you could, you missed out and you eventually knew it, soon into your max level experience. You know it now because when you look back to when you played that game, you're not thinking about endless raids. If you're like me, you remember the first time you visited ironforge or the difficult times you spent trying to quest in horde controlled areas.

      --
      I record my sleeptalking
    6. Re:...Nothing to see here by snuf23 · · Score: 2, Interesting

      Lots of games do use skill trees (for example the talents in WoW) - I think levels exist for a couple reasons:

      1. They allow people to raise base stats as they level without thinking "I'll need more health" and allocating points to it. This makes it easier for developers to scale content.

      2. A generalized skill systems makes it much harder to balance the game. Inevitably people figure out the "ultimate" builds for given game play styles (PVP, ranged damage, tank etc.). This tends to result in some players becoming overbalanced at which point in comes the nerf bat, players get annoyed at being nerfed etc.

      I'm not against skill point systems if done well. I think that developers shy away from them because of the difficulty in getting them right.

      --
      Sometimes my arms bend back.
    7. Re:...Nothing to see here by kitsunewarlock · · Score: 4, Insightful

      When I first started playing WoW, I took everything in. I read every quest and even (although I'm a bit embarrassed to say it) pretended I was making a difference as I hunted down that mountain lion blood or helped fend off the town from random marauders. However I, like everyone I know who plays the game, joined to play with a friend. He even stopped playing his max-level character to play a low level character like me. Unfortunately, the experience was lost on him as he already did that himself ages before. So he went ahead and leveled without me--a problem I experience (from both sides) in almost every level based multiplayer videogame I play. I found myself losing every friend who joined my party in WoW as they were either alts and just trying to get to the end-game, or didn't take everything in as I did. Mind you I was a slow player (I literally spent an average of a week on every level after 30; if not longer if that level had a particular mini-game like fishing or gurubashi arena). Towards the end though, my friends all pressured me into getting to end game. Whenever we played together I would be ignored as the rest of them would raid together in their guild. Everyone would look at the moniter of the higher level character, and as a result leave me without anyone to talk to.

      By the time I got to max level, he changed servers due to a mixture of guild drama, having grown tired of his class and wanting to try a new faction.

      But I tried to experience the "world of warcraft", as well as several other MMORPGs. The problem is I play games to play with people. I'd rather play a game I hate with friends I love than a game I love alone. My friends aren't horrible people--I can't expect them to share the same schedule as me or play at the same pace as me. Its just the set up and major flaw behind leveling to gamers such as myself. It may work fine for some people, but it doesn't work for me.

      When you combine that with the fact your limited to a single class (amoung 8-16 options), its even worse for me. I like to stand out in a game and be more than a grunt (although I'll admit that is kinda the point of warcraft given the setting; your a soldier after all). And I don't mean "I want to be a hero and kill great evils." I mean "I want to be a character, not a role." Build points encourage characters. Levels encourage roles.

      --
      Ginga no Rekshiya Mata Each page.
    8. Re:...Nothing to see here by kitsunewarlock · · Score: 1

      There are more ways of measuring power than single numerics. As long as we are exploiting computers to do our math and databasing for us, why not stir things up a bit and try to make things more dynamic? Pokemon, to use an often under-rated example, allowed for dynamic stat levelling. Although this isn't exactly what I mean by "level-less", it is a start to a new idea. Essentially each character in the game has their stats dependent not on their level or class/race alone, but also on who they fought and what they did.

      Alternatives to levels include build points, reward points, skill based, item based and even some games that abandoned levels to allow for manipulation of your experience points into stats and abilities. Some games abandon all of that and just have you run around using your wits and diplomatic abilities to solve problems, while still allowing you to have a sword just in case. I realise, however, that these aren't for everyone.

      But the point still stands that I never said that MOST RPG players hate levels. I just said that more and more are becoming tired of them. The ever increasing number of systems being released that don't rely on levels agrees with me. DnD is the only tabletop RPG that still uses a level and class based system (which makes sense, as it was also the first to use this system). Most use either alternatives or have features that make levels anything but the final word in determining your power.

      --
      Ginga no Rekshiya Mata Each page.
    9. Re:...Nothing to see here by kitsunewarlock · · Score: 1

      "Builds" will always exist--however a game that rewards ingenuity in builds that exists outside of sheer power and combat-based (or even non-combat based) sustainability and roles can also come into play.

      For example, lets say Joe the Warrior becomes the strongest at using his long sword upon discovering that out of the thousands of abilities out there, long swords do the most damage per second. Right away I'd be concerned with the game--why does a long sword do the same to a dragon than an ooze? Yes, armor (damage reduction, or whatever you will call it) plays a role, but adding in extraordinarily complex design points BEHIND THE CURTAIN (i.e. in a place where the average user won't see it)

      Right now WoW is no more complicated than DnD--even if you remove the human element and make the DnD game all "by the core rule book". There are more complicated equations, but in the end determining how much damage your dagger does in both systems is simply a random variable set to equations based on character modifiers vs. a set of equations based on your opponent's modifiers (plus the modifiers of the knife and the action taken, such as special attacks). Why should such a simple system be in place for something as complex as a computer game? There's no GM having to plug away at the numbers to ensure everything is added correctly--spice things up. Include more variables than simply "Hit", "Armor", "Resiliance", "Damage", "Parry", "Dodge" and "Resist". And don't be afraid to hide them.

      --
      Ginga no Rekshiya Mata Each page.
    10. Re:...Nothing to see here by Anonymous Coward · · Score: 0

      If there's one thing I've learned about a star system's spice flow, is that you have to be one hell of a Fremen.

      Still, the spice must flow. At all times.

    11. Re:...Nothing to see here by zippthorne · · Score: 3, Interesting

      I think he's trying to say that leveling is kind of a cop-out. You get some of the benefits of an improvement system, but the resource overhead (in programmer time, designer time, etc.) is pretty small. It's basically "get points for clicking something" -> points reach threshold, advance level by 1. It's like playing a several months long game of freakin' space invaders, and you're playing as the invaders...

      If you're weak enough that you have to be clever to kill something in WoW, at least, you end up having to have a lot of recovery time between kills, which makes your XP/S rate go down. You're actually rewarded for NOT being clever...

      Now, if you do away with levels and instead had some kind of zero-sum XP game where.. say.. if you spend all your time sitting around town "crafting" you get better at it, but your character gets fat and can't run very fast, or you learn magic, but your muscles get weak from using magic fr everything, etc...

      If every gain had a trade-off, there might be some interesting effects. Do you dry your darndest to stay average at everything? Do you spend all your time in the library reading spellbooks until you're an epic caster but you have to pay someone to carry you around?

      WoW is a good game, especially all the little jokes. (it's a lot like Futurama in that respect: layers of jokes that you might not even realize were there the first time around) But the great thing about WoW was that they didn't set out to steal users from Everquest. Their plan was to grow the market. And grow it they did.

      --
      Can you be Even More Awesome?!
    12. Re:...Nothing to see here by KDR_11k · · Score: 1

      It's rewarding to gain a new level and become more powerful.

      Really? In most videogame RPGs I don't even notice I got a level up besides a big display stating so, it takes several of them before I notice any change (well, outside of milestone levels where something is hard-limited to certain levels or stat values and you can start doing it now).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    13. Re:...Nothing to see here by SEE · · Score: 1

      Thing is, there already was a level-less Star Wars MMO, with a player-oriented economy, player-built cities with actual politics, etc. And it didn't do very well.

      Now, you can argue that pre-NGE Star Wars Galaxies wasn't a good enough implementation . . . but it's a bit much to expect Lucas would try it again.

    14. Re:...Nothing to see here by kitsunewarlock · · Score: 1

      Indeed; SWG was a game I was very proud to see developed. Unfortunately, most of the games I love so much due to advances in design tend to fall a little short when it comes to advertising and building hype. SWG had a ton of hype a while before its release...unfortunately its hard to for any online game not made by Blizzard or Sierra to break through the market and become enough of a success to get a big following in the US. Mind you in foreign countries little games are released every week that all players flock towards with the complete intention of leaving when the next big thing comes out. Also note that free games are rarely listed as a statistic despite their popularity...and for some reason Tabletop Games and Video Games are seen as different by the populace as Television Ratings and Agricultural Processing Yields. I had hopes for spore until the DRM...

      --
      Ginga no Rekshiya Mata Each page.
    15. Re:...Nothing to see here by kitsunewarlock · · Score: 2, Interesting

      Well, WoW won because they were simple. They have some pretty interesting concepts in their game, but if it wasn't a successful game you wouldn't see anything they did in any record books after 20 or 30 years. It was an amalgam of base western fantasy with a splash of pop-culture and a clean, customizable UI that came out into the market at the perfect time, riding the back of a successful franchise. It has set no precedents in game design, but is a great example of a successful game. Much like Counter-Strike, Yu-Gi-Oh! and Starcraft, it stands only as a testament to marketing, graphical interface, intellectual property management, public relations and peer pressure/friend reviews/unintentional viral marketing.

      But each of these examples did as you said: they expanded the market, not stole users. A minority of Counter-Strike players were hardcore Doom or Unreal Tournament players. Same goes for Starcraft players being ex Dune II players or Yu-Gi-Oh! players being ex-Magic players. Try logging into WoW and talking about Dungeons and Dragons in general chat. I've been outright flamed for it, despite the impact of my hobby on their own. When I try to defend myself, I get remarks like "someone would have thought of it eventually". Yeah sure, someone probably would have thought of levels, potions, oozes, dungeon crawling, playing as a single character instead of an army in a fantasy setting, roleplaying under a set of rules for combat, armor classes, seperate stats, experience points and a good number of mythological monsters that we only see in modern fantasy games because they were in the 1st edition monster manual...but they didn't. Someone else did. And we aren't using build points and fighting Quezcoatls, recovering our hit points with magic tablets as we brandish our .22s.

      Anyways, while I was trying to say levelling is a bit of a cop-out (that is, its easy to do and you should use it in tabletop RPGs as calculating separate stats based on previous encounters is too much for a human in a short amount of time), I was also trying to say that people in the modern tabletop RPG design world are dropping the level concept. And what happens in tabletop games usually finds its way into video games given a few years.

      --
      Ginga no Rekshiya Mata Each page.
    16. Re:...Nothing to see here by kv9 · · Score: 2, Insightful

      thanks, but I aready play EVE.

    17. Re:...Nothing to see here by vadim_t · · Score: 1

      You need a Second Life, I think.

      No levels, but then no skill points either. You can actually acquire a skill like scripting or building and get respect and even money for it. Want to try your diplomacy skills? Well, that's what all the other users are for. You can play games but can never be really killed. Find enough similar people and you could probably organize an in-world roleplay session, with GM and all.

    18. Re:...Nothing to see here by TuringTest · · Score: 1

      I wish I could diplomatically barter with another player for control over a star system's spice flow that we've worked hard to get control of. And I don't want that player to just be able to kill me (or have some other random player run up and kill one or both of us) without consequence.

      Sounds a lot like EVE Online.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    19. Re:...Nothing to see here by Alarindris · · Score: 0, Troll

      If it takes you a week per level you're doing it wrong. I would've ditched you too.

    20. Re:...Nothing to see here by kitsunewarlock · · Score: 1

      Not a week of in game time. A week of real world time, including a difficult major. Mind you I love doing as much as I can in game too, including battlegrounds, gurubashi and even fishing/cooking and "worthless" instances like WC.

      --
      Ginga no Rekshiya Mata Each page.
    21. Re:...Nothing to see here by kitsunewarlock · · Score: 1

      I tried second life and was thrown off due to the adds and, to be honest, the fact my username attracted a type of person who assumed a fetish I don't have.

      Its fun to roleplay without having to worry about whose sword glows more...until it starts raining penises to the tune of a verizon commercial.

      --
      Ginga no Rekshiya Mata Each page.
    22. Re:...Nothing to see here by eharvill · · Score: 1

      You might want to check out Hellas. Sci-fi RPG with a Classical Greek twist. No levels, epic storyline, custom worlds. Uses the Omni System (from Talislanta).

      http://www.hellasrpg.com/

      Wow. That sounds a lot like Imperator - http://en.wikipedia.org/wiki/Imperator

      --
      At night I drink myself to sleep and pretend I don't care that you're not here with me
    23. Re:...Nothing to see here by vadim_t · · Score: 1

      You need to find a better place in SL, then.

      There are places full of ads, but then there are plenty of those that don't have any. Also recently they're starting to make rules against placement of obnoxious ads.

    24. Re:...Nothing to see here by zippthorne · · Score: 1

      with all those variables, IMO, rand() should be used more for determining foe behavior than for "calculating hit odds" Combat moves ought to be strictly deterministic, if possible, the chance comes in where your foe happens to do the right counter-move.

      Street Fighter, Mortal Kombat, etc. don't use the rng to calculate damage, why should games that take in billions in revenue require it?

      --
      Can you be Even More Awesome?!
    25. Re:...Nothing to see here by Cowardly+Anonymity · · Score: 1

      Well it's hard to blame Bioware for sticking to the leveling system, since they've basically done d20 ports in most of their games. It's a system that has worked for a long time in DnD and still hasn't changed. That's not to say that innovation should be shunned, but rather that Bioware isn't looking for a revolutionary format of character development that some of the more respected names in RPGs have stuck to: Wizards, Blizzard, Bethesda, to name a few.

      What they ARE looking to revolutionize is how an MMO is going to FEEL. I'm kind of like you, actually. The reasons that I became jaded with MMOs in general was because there was little beyond the gameplay aspect, be it combat, character development, or PvP. Menial tasks (I'm thinking primarily killing monsters and dispatch quests) to obtain experience to improve your character were give such shallow context that it was equivalent to no context at all. I won't even touch the subject of grinding. Granted, there were some inventive quests that I played in WoW, but they all seemed so insular and insignificant in the grand scheme of things. Indeed, they were, because there really WAS no grand scheme. It all boiled down to: Arthas left the world in chaos...let's muck around in the chaos and kill things for people to make them happy. And it was only slightly different on either side, much less the races. Correct me if I'm wrong, but the Burning Crusade didn't add much, and the Wrath of the Lich King comes too late (for me at least) to add a coherent storyline if it does at all.

      So you have to ask yourself: is the reason that people rushed to endgame with alternate characters (or even their first ones) due to the leveling system, or because there really wasn't much to the game beyond getting better stuff with high-level characters so you can look all shiny and kill people/things better? And as a result, much of the interest in the endgame is going and killing high-level stuff with other high-level characters, preferably in guilds to make it easier to find people. And thus we have the beginning of guild drama, almost a necessary resort when endgamers don't have much else to do.

      I really think that's the area that Bioware is trying to bring to the MMO arena. They've had experience with creating games that have focused on stories and context. If you need convincing (I hope you don't), just try Knights of the Old Republic or Baldur's Gate 1 or 2, if medieval's more your style. By creating a game that is so content-oriented such that every class on either faction and each moral path will get different stories, there is a HUGE number of possibilities that can be explored. Not to mention, when things you do or say before or after a quest have an effect on what happens to you, characters are being developed in the process. People replaying the game with alternate characters won't have to rush through the game to level up because, although the places they see won't necessarily be new (although I suspect there will be new places for you to explore if you follow a different path - it would only make sense), they'll be basically playing an entirely new game with the same game mechanics they were used to.

      I expect that they'll probably keep some of the endgame aspects of WoW, just because that IS one of attractions of continuing with the game: you get to feel extra special and extra powerful. You can go conquer big nasties, see lots of cool special effects, overcome a difficult boss, and get even shinier stuff, as gamers are so wont to do. But what Bioware doesn't depend on is just adding more and more stuff for the endgamers to do just to keep people interested, or higher levels for people to achieve. They assume that people will want to explore more of the game world by playing other classes, and thus other stories. And even better: guilds and groups will consist of multiple people, each with their own special story based upon their decisions in the past, playing together to do bigger things (I assume there will be an over-arching story of the Sith v

    26. Re:...Nothing to see here by Anonymous Coward · · Score: 0

      For what it's worth, City of Heroes/Villains is introducing the pact concept with the next issue this fall - it's helpful for playing with friends in that even if you or your friend are on alone, the xp you (or him/her) counts towards both of your toons. So it's a little bit slower, but you're guaranteed to always be aligned with each other levelwise.

    27. Re:...Nothing to see here by Anonymous Coward · · Score: 0

      What you want sounds a lot like EVE Online.

  7. Hey, Lucasarts by LegionKK · · Score: 1

    No one cares, if it's not Grim Fandango 2.

    1. Re:Hey, Lucasarts by Culture20 · · Score: 1

      Or Maniac Mansion 3 / Day of the Tentacle 2

    2. Re:Hey, Lucasarts by VGPowerlord · · Score: 1

      Or Monkey Island 5.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  8. Ugh by Carbon016 · · Score: 2, Funny

    Rich: You have to understand too, that all the players are heroic. When you play as a non-Jedi class, you're playing a heroic version of that class.

    So instead of making the Jedi and other players on an equal ground by, say, making the Jedi untrained-in-combat Padawans or something, everyone gets to be their own special snowflake with tens of thousands of legendary bounty hunters running around at once. Brilliant.

    1. Re:Ugh by KDR_11k · · Score: 1

      Aren't PCs always heroic in RPGs? The problem is that usually NPCs outnumber them and not just by counting the mooks.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  9. X-Wing Vs Tie Fighter MMO by Culture20 · · Score: 5, Interesting

    Lucasarts: What were your most popular games? X-Wing? Tie Fighter? Hmm... Make what everyone's wanted for a Looooong time, a MMO Star Wars starfighter game.

    Load 128 players into a 100(Tie) versus 28(xwing) battle with a little briefing ahead of time as to the goals, maybe even include capital ship piloting and hyperspace buoys for tactics. Racing the Kessel Run, Speeder races, Blasting a womp-rat in your T-16; these things are fun, even more fun against other human-level intelligences. A Star Wars RPG? I've got old West End books for that, and it's sooo much better than what a computer could ever provide.

    1. Re:X-Wing Vs Tie Fighter MMO by bigstrat2003 · · Score: 1

      Make what everyone's wanted for a Looooong time, a MMO Star Wars starfighter game.

      I'm pretty sure if this ever got made, I'd quit my job, school, and just play this game for the rest of my life.

      Also, it isn't Star Wars, but look into Jumpgate Evolution. It seems like it might have some promise on scratching the "MMO space fighter game" itch.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    2. Re:X-Wing Vs Tie Fighter MMO by Ilgaz · · Score: 1

      I remember their older work, Eidolon on Atari 800XL for example. Lucas arts was a very risk taking and adventurous company which invents things just like its founder has been once upon a time.

      Check it to see what I mean
      http://www.answers.com/topic/the-eidolon

      Also look at how many platforms they supported before they became a MS DirectX puppet. Supporting that number of platforms in pure ASM (mostly) wasn't a trivial task.

    3. Re:X-Wing Vs Tie Fighter MMO by whisper_jeff · · Score: 2, Insightful

      A Star Wars RPG? I've got old West End books for that, and it's sooo much better than what a computer could ever provide.

      World of Warcraft? I've got old D&D books for a fantasy rpg and it's soooo much better than what a computer could ever provide.

      Oh. Wait. A computer can provide better graphics. More people to play with. People to play with any time of day (or night). A computer can provide ready-built stories or just mindless killing, depending on the mood I'm in. To name just a few things. So, maybe those D&D books do provide some very cool stuff that I still enjoy so I won't get rid of them but that computer game certainly provides a lot of things that the books don't even remotely provide.

      I'm just sayin'.

    4. Re:X-Wing Vs Tie Fighter MMO by Rennt · · Score: 1

      Dude!

      I just want to say ME TOO, just in case anyone from Lucas Arts is reading this thread (hey, it might happen!), and because I don't have any mod points.

      If an MMO could recreate something like the battle of Yavin or Endor - with hundreds (thousands) of starfighters, all with human pilots, I would sell my soul to play.

      Unfortunately I don't know if we are there yet technologically. Lets face it, hardly any other MOVIES have been able to approach those levels, let alone a networked simulation with pathing for all those fighters.

    5. Re:X-Wing Vs Tie Fighter MMO by Jarik_Tentsu · · Score: 1

      That would kick ass.

      I always was a fan of X-Wing vs Tie Fighter and X-Wing Alliance was even more fun.

      But there was never a big online community for the latter (despite their being multiplayer support).

      Imagine epic battles between pro clans. That'd be awesome. Especially with the 'realistic' mods out there - which made everything ridiculously fast and more realistic.

      ~Jarik

  10. Re:You might be a Republican if... by Anonymous Coward · · Score: 0

    If the top 10% who pay 80% of the nation's taxes leave, where will you get your services?

  11. Re:You might be a Republican if... by PunkOfLinux · · Score: 0, Offtopic

    You do realize that the top 10% of America gets something on the order of 30-40%, right?

  12. Re:"LucasArts is hoping to snipe some of the WoW.. by gad_zuki! · · Score: 5, Funny

    >Ya, good luck with that.

    Sniping WoW customers isnt that hard, heck I used to bullseye womp rats in my t-16 back home, and they werent much larger than most WoW players.

  13. I know what class i'm rolling... by erik+umenhofer · · Score: 2, Funny

    "If you think about it, though, Jedi get popped by people who aren't Jedi all the time. Not everybody's fantasy is to be a Jedi, believe it or not."

    I'm rolling Bantha as soon as this comes out. Look out sand dunes! i'm so gonna be role playing all over your ass! Single file bitches!

    1. Re:I know what class i'm rolling... by xant · · Score: 1

      I'm rolling Womp Rat. At 3 meters, they'll be one of the better damage races, and Luke Skywalker is the only person who can kill one.

      --
      It's rare that you're presented with a knob whose only two positions are Make History and Flee Your Glorious Destiny.
    2. Re:I know what class i'm rolling... by Kingrames · · Score: 1

      In that case, you're so fucked, there's going to be thousands of Lukes running around.

      --
      If you can read this, I forgot to post anonymously.
    3. Re:I know what class i'm rolling... by feepness · · Score: 1

      And just wait till you can drop some serious high-level poodo...

  14. Crafting ... its a loot based game. by rezalas · · Score: 1
    From TFA:

    Gordon: We will definitely have crafting.

    Great! I'm looking forward to a new starwars game with an amazing crafting system! What kind of system will it be? Can I expect a crafter based economy, something the original SWG had but every single other MMO out there has failed at doing?

    From TFA:

    James Olen, Studio Creative Director: Yeah, our game is about loot.

    You lying son of a bitch... it only took you to paragraphs to turn around and plant that light saber right between by shoulder blades.

    1. Re:Crafting ... its a loot based game. by bigstrat2003 · · Score: 1

      Not living up to your expectations is neither lying, nor stabbing you in the back. Also, take anything that they say with a huge grain of salt at this point: it sounds like they haven't even figured out how they want some parts of the game to work yet, so it's a bit early to be getting out the tar and feathers.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    2. Re:Crafting ... its a loot based game. by rezalas · · Score: 1

      read the article. He says there will be crafting, then goes on to day later that the game is based on loot drops and they don't think crafting matters and is below what a hero should do. Knife + spine.

    3. Re:Crafting ... its a loot based game. by bigstrat2003 · · Score: 1

      I did read the article. I think you're seriously misreading it.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    4. Re:Crafting ... its a loot based game. by Clanked · · Score: 2, Interesting

      That was the thing that made SWG(original) the best MMO made IMHO.
      The crafting system was just amazing. Everything you used, was made by someone else. The way they did loot was a great idea as well, EPIC's were actually rare. Maybe one or two per big guild. Legendarys were just that, Legendary. These items were WAY better than anything that could be made, but they were extremely rare. I remember PVPing and when the opposing guy pulled out his Legendary T-21, and it was game over. Your normal loot (tapes), was items that you placed into player crafted items to make them much better. But again, required PLAYER made items.

      Everything was about what players could make. People played that game just to craft, and had a lot of fun doing it. You had to choose between crafting and fighting (most of us had crafter alts). The BEST part about it, was better crafters with better resources created better items. A cheaply thrown together weapon, would have less than half the power of a top quality player made. People became famous for what they could produce. I still remember Chik's armor, and Fengo's buff packs on Bloodfin. That was years ago.

      The other aspect that really helped this, was decay. Everything would eventually break. So that guy with the Legendary rifle, can't just run around using it all day long. He had to pick and choose when to pull it out, because each time he did it lost a little "life"

      The economy drove content. Doctors would pay multiple groups of 10+ people to go hunt some meat for them. Being a doctor/crafter, they couldn't go kill things themselves. So they hire hunters to grab some. Instead of getting said meat for an NPC, and then it just dissapears, it would find its way into the economy.

    5. Re:Crafting ... its a loot based game. by Rennt · · Score: 1

      Crafting should NOT be beneath a hero. After all, a true Jedi crafts his own lightsaber.

  15. Break the norms by lymond01 · · Score: 1

    Loot. Crafted. Healer. Tank. Nuker.

    Let's actively try to move away from the stereotypes. When people play MMOs they want escapism...these days, they want to escape from the real world shackles as well as the typical MMO trappings. Sure, let us shoot people and create wonderful items. But let us TRIP someone for god's sake and make a run for it instead of standing toe-to-toe, 6-on-1, swinging our sabers into empty air while some giant creature makes "Ow!" sounds.

    All this technology...I can't even tackle someone properly, or swing from a rope across a giant air shaft carrying a cute if not stunning princess.

    1. Re:Break the norms by TheLink · · Score: 1

      Well you can "kind of" do stuff like that in Guild Wars.

      http://wiki.guildwars.com/wiki/%22You_Move_Like_a_Dwarf!%22

      http://wiki.guildwars.com/wiki/Slippery_Ground

      There also used to be this:

      http://wiki.guildwars.com/index.php?title=Tease&oldid=935123

      But I guess it wasn't popular (or was too annoying, or both ;) ), so it got changed.

      And this is funny (and useful):

      http://wiki.guildwars.com/wiki/%22I_Meant_to_Do_That!%22

      --
  16. Re:"LucasArts is hoping to snipe some of the WoW.. by ajs · · Score: 1

    Questions I ask of every new-kid-on-the-block MMO:

    • What language can I write my user-interface mods in? How much of the UI can I re-write using that language?
    • How extensive is the end-game content?
    • Once players reach max level, what is there to do besides raiding? Does grouping-friendly content go away at max level? Does questing?
    • If I have a friend who wants to start playing, but I'm already max-level, what are our options?
    • What's there to do in the game that's just fun and not a grind?
    • If I just like PvP what's in this game for me?
    • If I don't like PvP what can I not do in this game?

    That first one is really the show-stopper for most games.

  17. It worked for City Of Heroes by Moraelin · · Score: 3, Insightful

    It worked well for City Of Heroes. Every player in COH is, at least in the design guideline, equal to three minions _and_ a lieutenant. That's what's needed for a fight against a hero to be a 50-50 chance, you know, better have a potion (ok, "inspiration") ready.

    But that's ok, because the NPCs are also generated in packs of 3 for a solo mission, or pretty much in platoons for an 8 player group.

    And yes, nobody seems to have a problem with being in a city with a thousand super-heroes roaming the streets at any given time.

    Generally, when it comes to MMOs, probably the only sane option is to just accept what works and is proven to work, and not think much about what would be "realistic". Starting from the original idea waay back that it would be unrealistic to have quests, because it would be unrealistic if 1000 people saved the same princess or killed the same arch-villain. It turns out that people actually get used quite easily to situations along the lines of,

    "Ok, did everyone get Van Cleef's head?"
    "Yep, I did."
    "Wait, I've got to junk something and then I'll take it too."
    "I killed him yesterday, thanks"
    "Crap, my buddy disconnected. Guess we'll have to come tomorrow so he can get VC's head too."

    Same here. Even when logically it would make little sense to have 10,000 legendary bounty hunters, the players invariably can wrap their mind around that concept just fine anyway.

    And, in the end, is it that illogical? How good do you have to be, to be a heroic version of whatever you're doing. One in a million? Being one in a million sounds pretty special to me. Well, a planet like Earth has some 6000 people who are one-in-a-million, and a planet like Coruscant could have 100,000 by itself, or more than enough for any server's population by itself. And there's a whole galaxy out there in Star Wars. There are probably trillions of trillions of sentient humanoids across the galaxy, and taking the best-of-the best, the one-in-a-million people would still mean more players than WoW has total or even than the Earth's total population.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  18. Re:"LucasArts is hoping to snipe some of the WoW.. by Grant_Watson · · Score: 1

    "LucasArts is hoping to snipe some of the World of Warcraft customer base. "

    Ya, good luck with that.

    That of course depends on their timing, but WoW is several years old now-- it will be older yet when The Old Republic comes out-- and has expanded the MMO market dramatically. Any game that wants to succeed wants to poach WoW players, and that's a very reasonable goal.

    Now if they'd said, "We want to be the next World of Warcraft"-- that might be a little overambitious, especially this early. But to say that they want WoW players to give them a shot? Totally reasonable.

  19. Re:"LucasArts is hoping to snipe some of the WoW.. by bar-agent · · Score: 1

    Hah, wish I had mod points!

    --
    i'd hit it so hard, if you pulled me out you'd be the king of britain [bash.org]
  20. Hope it pans out by freyyr890 · · Score: 1

    I understand that a whole ton of SWG fans are upset over this, but I kinda like the direction this is taking. Balancing jedi is a good thing - it makes the class less attractive and allows the ability to play other classes without penalty. A lot of the SWG fans need to cool it and remember that this is not SWG 2 - this is a KOTOR title.

    I was a huge fan of the original KOTOR (not the sequel). If this has instanced dungeons or something similar (for me, one of the only reasons the pick WoW over other MMOs) I'll definitely pick up a copy and fork over the monthly fee.

  21. I don't see how that's lying by Moraelin · · Score: 1

    I don't see how that's lying. He said they'll _have_ crafting, not that crafting will be the only thing or the alpha and omega. There are a lot of games which have both crafting and loot. WoW is probably the most visible example, though you could take EQ2, LOTRO or WAR as equally good examples. It's the norm.

    There are even games where you use the loot _for_ crafting. E.g., the seeds in WAR or the "invention" system in COH/COV.

    Anyway, it sounds to me like you wanted the whole game to revolve around crafted stuff. It probably won't. But he didn't say it would. He only said there would _be_ crafting.

    And I can also see why they wouldn't want a crafting-centric game. Invariably crafting produces inflation. That's why everything in WoW costs gold at the AH, when quests and mobs of that level pay copper coins. You don't want a game where soon newbies discover they have to farm and grind for months to afford any good item, so there has to be _some_ other source of decent equipment for those of us who hate farming and grinding. You want loot and quest rewards too. That's a lesson that most games and designers had to discover the hard way, after letting crafting create a hyper-inflation comparable to inter-war Germany and drive newbies away.

    In fact, no offense, my wish would be the exact opposite than yours: I wish there would be at least one fucking MMO without crafting at all. I don't want my game tainted by a screwed up economy, just to catter to those who want to pretend they have a second job. If you want to pretend you're a baker or miner, there are plenty of games who let you be one. Heck, there's A Tale In The Desert, which is all about that. It's not that much to ask that at least _one_ fucking game lets me concentrate on the actual quests and adventure, instead of making me farm and hammer for hours to be able to afford some other retard's armours. The system is essentially punishing people like me, to reward people like you. And I'm getting sick and tired of that.

    I don't want to play a Ferengi, spending hours at the AH, trying to get the best deals on cath-hound balls and goat horns, so I can afford a decent blaster. Ferengi are that-a-way in Star Treck. Different universe.

    It's not even "realistic" for those who cling to that notion. Boba Fett earned his money by being a bounty hunter, not by having a main job in herding and skinning nerfs to support his bounty-hunting hobby. And for medieval MMOs, they had this idea of the 3 estates of society back then: those who fight, those who tend the God(s), and those who work. And they were supposed to stay separate. If you were a mercenary you'd get paid, and if you were a knight you'd have an estate. The last time when one had to use his day job to pay for his armour to defend his country was, oh, before the Marian reforms in Rome in 107 BC.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:I don't see how that's lying by rezalas · · Score: 1

      You seem to be a bit confused, there aren't any games out right now where crafting is required including your big example world of warcraft. Infact, WoW is so raid centric that people in crafted gear replace it by the first 10 man raid they participate in. You say there aren't any games where you don't have to craft but you are completely wrong, there are NO games where you must craft to get places left worth a damn. Its all a bunch of hack and slashers.
      Now, I'm not bashing hack and slash, I'm simply saying that yeah if you want to hack and slash? thats cool! Let me make the swords instead of a vendor because supporting the power gamers is more fun to me and rewarding than sitting in a raid for 5 hours a day 3 days a week. I'd rather be crafting new items.

    2. Re:I don't see how that's lying by Moraelin · · Score: 1

      You seem to be a bit confused, there aren't any games out right now where crafting is required including your big example world of warcraft. Infact, WoW is so raid centric that people in crafted gear replace it by the first 10 man raid they participate in. You say there aren't any games where you don't have to craft but you are completely wrong, there are NO games where you must craft to get places left worth a damn.

      No, you seem to be the confused one. He didn't say anywhere that it would be crafting-centric, he merely said that they'll have crafting. Same as a car can be advertised as having a radio, without it being the central and most important bit in there.

      So the accusation that he's a lying bastard just doesn't stick, anyway I want to look at it.

      Now, I'm not bashing hack and slash, I'm simply saying that yeah if you want to hack and slash? thats cool! Let me make the swords instead of a vendor because supporting the power gamers is more fun to me and rewarding than sitting in a raid for 5 hours a day 3 days a week. I'd rather be crafting new items.

      And I'm saying that it's been tried, and it screwed up the game for everyone else. Suddenly those "power gamer" newbies (*) can't even buy a toothpick, much less a weapon, without paying millions for it. Which they don't even _have_. That kind of game very quickly catters only to those who have a top-level alt with lots of money, or to those willing to sink months of their own into hammering stuff. Because there's no freaking way a new player can even compete with those for anything worth using.

      You _have_ to check it by having loot and vendor stuff too, because otherwise the prices shoot through the roof, and you get a few people who get their boner out of being teh virtual uber-smith... but at the expense of having a million newbies who get tired of not being able to afford anything, and leave the game.

      It's simply a bad trade-off. In fact, it's a way for any game to shoot itself in the foot. Because old players get bored and go away all the time, and if you turn off your newbies you end up without a replacement for them.

      _That_ is why all games so far nerfed crafting. Because it's something that fucks up your whole game if you let it run amok.

      And, hey, you want to craft? That's cool. But I'm not willing to sacrifice _my_ enjoyment for it. That's the kind of selfish guy I am ;)

      (*) ... actually, just normal people who just want to do the quests and see the story, not get a simulation of taking a second job

      --
      A polar bear is a cartesian bear after a coordinate transform.
    3. Re:I don't see how that's lying by Firethorn · · Score: 1

      And I'm saying that it's been tried, and it screwed up the game for everyone else. Suddenly those "power gamer" newbies (*) can't even buy a toothpick, much less a weapon, without paying millions for it.

      Then you're making crafting too difficult, ironically enough. Or making selling too difficult. Whatever, you get huge prices because so few can construct the items compared to demand.

      The solution to prices being too high would be to make construction easier - you'd get more players making stuff, eventually overwhelming the gold-buyers and second character 'anonymous gifters', clanners and so on.

      Of course, in WoW you have level restrictions for items - It's not like a 1st level can even wear 9/10ths the equipment out there. When I played, it tended to annoy me a bit when I happened to get a random drop that I couldn't even wear yet. For truly low level characters the equipment matters less, what you can wear offers lower bonuses after all. So it's not like it's actually very helpful to give a 1st level a million gold - he can't spend that much on equipment he can use anyways. By the same token LET him pay 10X the price for equipment 10% better than what the ones playing without getting massive 'gifts' of money can afford. They'll burn through the cash soon enough.

      --
      I don't read AC A human right
  22. gets 40% of what now? by zippthorne · · Score: 0, Offtopic

    In 2005, The top 10% paid a little under 70% of the income tax burden. If they receive only 30-40% of the benefits, then they're getting a raw deal. If they earned only 30-40% of the income, they'd be getting an even raw-er deal, though their actual income share of 47% is not much better.

    And, I find it really, really unlikely that they would be getting that much benefit. At least, directly. Sure, schools and such benefit everyone, not just the students, in some way, but it's a bit disingenuous to double-count the benefit that way, don't you think?

    And besides, if income tax really was a good proxy for the cost of services, it would make even more sense to just do away with it entirely and charge fees for those services directly.

    --
    Can you be Even More Awesome?!
    1. Re:gets 40% of what now? by HuguesT · · Score: 0, Offtopic

      Income tax is not a proxy for service. The rich pay way more than the poor, but the rich have a lot more control over the whole of society in return. You will never see a poor president of the USA. Obama spent close to a billion dollars in his current campain.

      What the rich get as immediate benefit of their financial contribution to society is a much more peaceful society. In past centuries selfish oligarchies mostly ended up in revolutions.

  23. Lock S-Foils in attack position! by nephridium · · Score: 2, Interesting

    Exactly! I just wanted to post this very message.

    We could test different strategies attacking the first and second Death star - of course in both cases in the movies the rebels were just extremely lucky and in a real simulation the coordinators of the imperial forces will not be as "over-confident". Still it would be interesting to have the rebels figure out what kind of weaknesses could be exploited. There are definitely strategic design flaws at least in the first Death star and the imperial battle plan.

    The films give us many scenarios to replay, such as the imperial attack on Hoth with the AT-ATs, maybe even mix in a little infantry action... Though I'm not sure if I wanted to play an Ewok in the Battle of Endor. ;)

    There is such a host of details in the movies that the game could use - this is what so many Star Wars fans are longing for! Not the ability to play Wookie's third removed step-brother's cousin..

    --


    And when you gaze long enough into the code, the code will also gaze into you.
    1. Re:Lock S-Foils in attack position! by Tibor+the+Hun · · Score: 1

      There was Star Wars: Battlefront which allows you to play battles from both classic, and new eras of SW.
      It was pretty nice, they also did have air/space battles.

      --
      If you don't know what AltaVista is (was), get off my lawn.
  24. Harsh, man. by dangitman · · Score: 1

    the new game will be PC only, and LucasArts is hoping to snipe some of the World of Warcraft customer base.

    I already knew that corporations had almost unbridled powers, but murdering customers of a competing product? That seems rather mean-spirited, even for LucasArts.

    --
    ... and then they built the supercollider.
  25. Re:"LucasArts is hoping to snipe some of the WoW.. by vux984 · · Score: 3, Funny

    What language can I write my user-interface mods in? How much of the UI can I re-write using that language? ...

    That first one is really the show-stopper for most games.

    You and the 3 other people who care more about what language they write UI mods in than actually playing the game.

  26. I still think you could do it better by SmallFurryCreature · · Score: 1

    The above "works", where ALL collect the head. Raids where only ONE collects the head get annoying. But how trivial would it be to re-write the quest so that you don't collect the head but get the proof of your deed some other way.

    Or even, introduce a GROUP inventory and the quest item goes in there and the GROUP turns it in?

    Other solutions:

    • A group quest doesn't end until it is turned in, so no splitting the moment the boss dies, the group has to return it together. MMO's LOVE time sinks.
    • Leader obtains the item, the engine tags all the players that assisted the leader and when the leader turns it in, their logs are updated.
    • Only one person gets the quest and hires other players to assist him. Maybe by promising them a share of the spoils, a reward or outright paying for their services.

    Just copying the methods from single player computer RPG's does not work.

    No pen&paper RPG does this stupid "A head for every group member" OR "only 1 person gets a reward for this quest" thing.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:I still think you could do it better by ShakaUVM · · Score: 1

      Warhammer just prints a message across the screen that you killed the dragon, or whatever, with no quest item looting pretty much ever.

  27. Been done: X-wing vs Tie Fighter. by seeker_1us · · Score: 1

    X-Wing vs Tie fighter has been out for years and allows online multiplayer.

  28. Re:"LucasArts is hoping to snipe some of the WoW.. by hvm2hvm · · Score: 1

    I tried many MMOs but I didn't like most of them because of the interface which is sometimes too simple, sometimes too complex. In WoW which has in IMO the best interface, you can just scale it up as you get new content. Also, it's probably the most intuitive of all. But I don't use most of the initial interface anymore, instead I use addons which enable me to have a lot more buttons and organize them more easily. In what games can you have so much customization that none of the default interface objects will appear when playing?

    --
    ics
  29. Oh dear. The WoW customer base? by SmallFurryCreature · · Score: 2, Insightful

    If you ever played WoW, you would know that its customer base is rather... well... yucky.

    WoW is the 12yr olds paradise who need desperatly an E-penis. Of course there are exceptions but WoW attracts its customers because it is an extremely simple game to grind rather then master or enjoy.

    Don't get me wrong. You CAN master and/or enjoy WoW, but that is not what the majority of its 10 million subscribers do. They grind. They are not intrested in story, character development, immersion. They want to grind XP, get fat loot and show of their "rares".

    Age of Conan had a LOT of problems but one "new" thing it did was introduce dialog trees in its quests. Not that advanced but leading to the following complaint from a player who went back to WoW:

    "Why can't the dialog trees default the best options to 1 or provide a popup to confirm if you are making an important choice because I just press 1 to skip through all of them as I want to get on with the quest without reading".

    If I was a little bit lazy I would find the original post. AoC at some points gave you the choice of your quest reward be in the dialog. If I remember correctly, it was the epic quest chain.

    So the developers introduced a story, a background and the WoW player base just wanted to get it over with to grind loot.

    AoC also had other problems, it had no loot, no armour. The game was supposed to be skill based, not based on what loot you had on you. The forums were filled with endless complaints that the armour from lvl 10 wasn't that different from lvl 40. IT WASN'T SUPPOSED TO BE! This way, a hardcore player and a casual player would have similar stats, very important in a PvP game that doesn't want to cater only to the most hardcore grinders.

    Further problem, items weren't bind on equip, meaning you could pass them on easily once you no longer had a use for them. This meant there were no rare items to begin with, nothing special about them if there were rare and in plenty supply for low low prices. Again, no end of complaints despite the fact that this was how the game was designed. on purpose.

    The complaints of course all were from the people who wanted AoC to be WoW. AoC had lots of problems but not being WoW was not one of them.

    Going deliberatly after the WoW market means you HAVE TO be WoW. And not the WoW some ppl play, but the WoW 10 million people play. That is a very risky market to enter. First, Blizzard has shown they are the best at making WoW and nobody else has even come close. In fact everyone else has had to make a living by NOT being WoW and attracting customers who do NOT WANT WOW! If you introduce the perfect WoW clone, then why would people come to you? They already invested lots of money and time in WoW, so why would they switch?

    if you change the smallest bit, the WoW fans will complain till you change things, but they will go back to WoW anyway and you will loose all those who hated WoW and wanted something different. If only there was an example of an MMORPG that attracted people who didn't like WoW style but the game went ahead and changed to attract WoW players, failed to attract them but repulsed its old players. Anyone? Maybe some Sci-Fi movie based MMORPG. *cough*SWG NGE*cough*

    AoC showed on thing, the MMORPG market is huge. You can attract a MILLION customers at launch. You do NOT have to be a WoW clone but you have to very clear about WHAT you game is going to be like from the start (DEMO) and have it WORK.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Oh dear. The WoW customer base? by brkello · · Score: 1

      Uhh, WoW has an appeal far beyond the 12 year olds. I know so many adults (25+) that play or have played this game. You might not get that impression if you read the forums, but that is true of every mmo. What AoC showed is that it tried and failed to be more appealing to the masses than WoW. After playing WAR (and enjoying it) I still think nothing is better than WoW. The graphics might be lame, but now that I am used to it, I actually like all the colors and animation. It is very smooth and clean. It has a responsive feel to it more than other MMOs. It has been out for so long, the polish on it is blinding. I think the only thing that will kill WoW is WoW 2.

      --
      Support a great indie game: http://www.abaddon360.com
  30. Re:"LucasArts is hoping to snipe some of the WoW.. by gowen · · Score: 0, Troll

    Yeah, but Womp Rats occasionally emerge from their burrows into the sunlight.
    WoW players are nocturnal, only emerging briefly to pay the pizza guy.

    --
    Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
  31. It was just an example by Moraelin · · Score: 1

    Well, I'm certainly not saying it's the only way. It's just an example of something which logically makes no sense, but the players wrap their head around anyway.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  32. new game will be PC only by Ilgaz · · Score: 1

    new game will be PC only (must be directx) and also "LucasArts is hoping to snipe some of the World of Warcraft customer base.". Somehow, they also need to re-assure the support of older title will continue.

    I am just saying Blizzard still ships updates (even converting them to Intel) to 5-6 year old games and they use technologies like OpenGL as far as possible. They can easily ship a PS3 version for example. As they also have a CPU independent version, even iPhone version is possible.

    Lucas arts should wake up and see the light, get off from Microsoft train and look the amazing possibilities once you try to stick with standards.

    Now lets hope they won't buy that Cider thing after this message and claim they got OS X binary.

    1. Re:new game will be PC only by grahamd0 · · Score: 1

      new game will be PC only (must be directx)

      Not necessarily. While you're probably correct that it will be Windows only, and probably does use DirectX, at this point everything is so vague that they could simply mean that they aren't making console versions.

      After all, if what they meant was, "We're using Direct3D", they could fairly easily make an Xbox 360 port.

  33. X-wing vs Tie Fighter? Not really.. by nephridium · · Score: 1

    That was what, 8 players max? - We need this on a massive scale! 8-16 players per squadron, 5-10 squadrons per wave, dozens of Calamari cruisers, Star Destroyers, each of them with players sitting in there having special functions like ship defense, reconnaissance, mission briefing, fighter deployment etc.

    Hell, X-Wing vs. TIE Fighter didn't even let two or three players sit together in bigger ships like the Millennium Falcon (one pilot, two gunners as seen in the movies) - a total let down of a multiplayer game!

    We are still waiting for a real simulation of the Star Wars space battles. While I really liked all of the Lucas Arts simulations for the PC to date one thing that nagged me was the excruciatingly slow burst rate, nothing like the movies! (The only game that kind of got it right was Rebel Assault, but that was more like an interactive movie than a simulation.)

    Some devs might say players nowadays don't play games with joysticks anymore, but bring out a good space simulator and people will go out in droves and buy joysticks just for this game, even more so if it's Star Wars (tm).

    --


    And when you gaze long enough into the code, the code will also gaze into you.
  34. Summary by whisper_jeff · · Score: 1

    Here's the summary for anyone who doesn't have time to read the articles: "Cool stuff coming but we can't discuss it yet."

  35. Star Wars is boring by SystematicPsycho · · Score: 2, Insightful

    Star Wars used to be cool, but after the episode I,II and III flop (except the last 20 mins of III) most of us have given up.

    --
    Analytic & algebraic topology of locally Euclidean meterization of infinitely differentiable Riemmanian manifold
  36. Re:Serious question though probably OT by Anonymous Coward · · Score: 0

    Because it's entirely possible to work hard and be self-sufficient and make good decisions, and still get screwed over in the end. It's pot luck whether you actually make it, the hard work just changes the odds a little.

  37. WTF, we just got told something different. by Toll_Free · · Score: 1

    And just a couple days ago, some other gaming vidiot was telling us Lucas doesn't release games worth a shit on the PC platform.

    Just goes to show you, one man's shit is another man's treasure... Or that people in power don't know what they are talking about.

    Either way, good to see a new game coming out, and the AI (or programming, if you will) sounds kinda cool on this one. I always hated the fact (and it turned me off of gaming, actually, back in the late 80s / early 90s) that if you finished a game, chose a new / different character, you already knew how to beat the system, because the only thing that changed where the clothing on your character, basically.

    When can I download this one :) lol.

    --Toll_Free

  38. Re:"LucasArts is hoping to snipe some of the WoW.. by Toll_Free · · Score: 0, Troll

    WTF. Goes to show you don't know what you are talking about.

    Their mother pays the delivery guy. Then, she slides the pizza pie under the door.

    That way, she doesn't have to see her 30something naked in front of his 4 computer screens. (one with WOW, one with web browser, one with AIM / Yahoo IM / ICQ / Gtalk / insert_IM_here and one with pr0n.

    Just a guess on my part, though. Not that I'd ever engage in such lamesauce.

    --Toll_Free

  39. Re:"LucasArts is hoping to snipe some of the WoW.. by Thyamine · · Score: 1

    I'll be fairly loyal to WoW until more companies start putting out native clients for OS X. I've looked at some of the new MMORPGs that are emerging, looking quite good in some cases, but if I have to run it through VMWare or boot into Boot Camp, then I probably won't be trying it out. And I know the Mac audience is fairly small, but it still is frustrating.

    --
    I will shred my adversaries. Pull their eyes out just enough to turn them towards their mewing, mutilated faces. Illyria
  40. Re:"LucasArts is hoping to snipe some of the WoW.. by The+Analog+Kid · · Score: 1

    It doesn't seem like it would be so difficult to get a percentage of the WOW base, if the game is good enough. A crappy game wouldn't pull anyone let alone get some WOW players. There are probably a good amount of WOW players waiting to switch to something else.

  41. Abandoning the consoles--a huge mistake by elrous0 · · Score: 2

    KOTOR sold 2-3x more copies on the Xbox than the PC. Now they're abandoning the console in favor of the WAY oversaturated PC-only MMO market?!? wtf? Very dumb move. They've abandoned a guaranteed cash-cow for another Star Wars Galaxies flop.

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
    1. Re:Abandoning the consoles--a huge mistake by MindlessAutomata · · Score: 1

      Ah, but you forget, MMOs bring in the monthly fees and are thus VERY profitable.

  42. Re:Serious question though probably OT by Anonymous Coward · · Score: 0

    See, the thing is, all those ways depend on partnering with other people, either as customers, co-owners, lenders, or buyers. A person can only get wealthy with the intentional or unintentional assistance of others. No man is an island. In other words, a rich man cannot have gotten that way through self-sufficiency. He must have interacted with and relied on others to hold up their end of the bargain.

    No man is an island, true. But "partnering with people" includes partnering with people who may be less self-sufficient and make poorer decisions than you do, so does this really explain anything? I apologize if I am merely confused; I am not trying to "argue just to argue" but I really would like a better understanding of this. It seems to me like this only reiterates the same question.

    And unfortunately Rand is correct about one thing, there is an elite. The ballot box has become something of an illusion. They did not become the elite by inherent superiority; they became the elite by creating the public education system and basing it on the Hindu educational system and the Prussian educational system (i.e. create a large underclass who cannot think for themselves and knows only one thing -- being a cog in a machine -- and if you're smart, make them feel comfortable), financing political campaigns (just look at how many large Democrat contributors also contributed to the Republicans and vice-versa - the same people own both of them), and owning central banks. I agree that this is a red herring but worth mentioning.

  43. Updated version. by antdude · · Score: 1

    We want 64 players or more! MMOG style! Rankings. XvT is old.

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  44. I'm not buying it... by grahamd0 · · Score: 1

    ...the hype, I mean, not the game. (BioWare pretty much automatically gets my money.)

    After reading TFA's, it sounds like the same promises we hear every time a new MMO is in the works.

    • Getting rid of the grind ... check!
    • Appealing simultaneously to loners and massive group players ... check!
    • Based on popular franchise ... check!
    • Going to steal WoW's fanbase ... check!
    • Awesome, totally unobtrusive crafting system ... check!

    Why don't they solve the energy crisis and give everyone a puppy while they're at it?

    I'd love to believe that BioWare can make this great, story-based, WoW-killer MMO, but I don't. Sure, they'll get some players, Star Wars always does, but I'm not holding out hope that this will turn out be anything other than the same old muhmorperger mechanics, with one or two minor tweaks, in fancy new clothes.

  45. Re:"LucasArts is hoping to snipe some of the WoW.. by MrWa · · Score: 1

    WoW! Those are some big womp rats if they aren't much bigger than most WoW players! Dedicated WoW Player

  46. Cool! An Anne Hathaway/Sarah Palin love scene! by Impy+the+Impiuos+Imp · · Score: 1

    > They also discuss...companion characters. "We want you to think of them
    > as actual companions on your journeys throughout the game. Your actions
    > are going to change how your companion characters develop."

    "Hey, Jimmy. What happened to your companion? He's got dull, listless eyes, sores on his ass, huge ears like a donkey, and a big yellow streak down his back!"

    "I don't know. I've just been playin' like I usually do, running the same missions over and over again, slaughtering those giraffe-thingies by the thousands, in-between 1-shotting n00bs who wander too far from the guards."

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.