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Interview With Star Wars: The Old Republic Devs

Kheldon points out a lengthy interview at MMO Gamer with developers from BioWare Austin about their upcoming MMO Star Wars: The Old Republic. They provide details about the game's method of storytelling, and discuss how they divide up the scenes and conversations such that one player may not always see what the player next to him does. Lead writer Daniel Erickson said, "What we wanted to do was be able to separate out people just long enough for the parts that were important for it. If you're going to go have a discussion with your dad Darth Vader, you probably want to go do that by yourself. Or, with your party, you can bring your friends with you. But you probably don't want a thousand people there, especially if a fight's gonna break out, because it wouldn't really make sense." Bioware also recently showed off the Smuggler class, and revealed that the game has hundreds of voice actors performing "hundreds of thousands of lines of dialogue."

5 of 55 comments (clear)

  1. the most important question by omgarthas · · Score: 4, Interesting

    Can I be a Jedi?

    1. Re:the most important question by Bios_Hakr · · Score: 4, Interesting

      I would think that everyone in the SW universe would want to be a Jedi. They are kind-of an uber-ninja class with no real shortcomings.

      So, the question isn't "can I be a jedi", the question should be "how do we make everyone not want to be a jedi."

      SWG had a pretty fucked way of doing it. Especially in light of the fact that in the movies, you were either born with it or you weren't. Maybe this time around, every new character you create will have a 2% chance of getting Jedi powers. Maybe cap this in a way to keep people from just creating 50 characters to get a Jedi. Like the char must reach level 10 to know for sure and you can only find out if another, higher ranking, jedi encounters you. Maybe an aura or something that only master jedis can see...

      --
      I'd rather you do it wrong, than for me to have to do it at all.
  2. having read the thing... by Fuzzlekits · · Score: 2, Interesting

    It certainly seems like Bioware might be *the* people to revolutionize the MMO. I mean, they've pretty much put out some of the best RPG's in the last five years, maybe arguably decade. Allowing them to take their storytelling onto the MMO stage, and given what's in this interview... I'm hopeful this will be something different.

  3. Oh it failed long before that by Sycraft-fu · · Score: 4, Interesting

    I played SWG from the first day it came out. I, and many others, were gone long before the big changes where they let everyone be a Jedi and so on. That was, in fact, the reason for those changes. They'd been losing people left and right and they were trying to figure out what to do. For some reason they thought "IF we make it more like the movies people will like it." No, sorry, that was never the problem.

    Galaxies had two major problems that sunk it:

    1) Bugs, bugs, bugs. Man was that game awful, especially from a company who allegedly knew what they were doing. After all, SOE ran Everquest, they know MMOs right? YA, not so much. The problem wasn't so much that the game had bugs, as all MMOs seem to, but that they never fixed them. They obviously had a split development environment where the "new content" people didn't talk to the "bug fix" people. Bugs would get patched, and patched and so on and the game would be pretty reasonable. Then a big patch with new content would come out and everything would be broken again. We aren't talking problems with the new stuff, we are talking bugs that were already fixed were reintroduced. They were using a old code tree and shit got broke all over again. It would then take a few weeks of patches before things were really playable again.

    2) Sony's anti-fun team. I swear, they had a team of people who were dedicated to finding everything fun in the game, and taking it out. If people enjoyed something, they went after it. If something was hurting the game, it stayed in. As an example when cities came out one important feature was the militia. These were people who policed the city. If someone was acting like a jackass, the militia could warn them off, and then if they didn't leave, shoot their ass. It allowed players to regulate their cities. Well, someone found some exploit with it, that allowed them to gain combat experience. Ok, who cares right? That was so easy to get in the game. Nope, Sony went apeshit and disabled the militia's abilities. Of course as soon as this happened, the jackasses flooded in to cities and caused trouble, which the CSRs wouldn't deal with. They never fixed it and brought it back, at least not before I quit.

    Now on the flip side of that was multi-splicing. People figured out a way to hack weapons and armor and make them waaaaaaaaay more powerful than they should be. Major imbalancing thing. So fixed right away right? Hell no. For over a month Sony denied it existed, then they said they were working on it but didn't do anything. Eventually they fixed the exploit, but didn't remove the hacked items, or ban players. I believe they did eventually remove the items, but the players didn't get banned.

    What it came down to was that the game was extremely poorly run. In its original state the game probably with the Jedis being a hidden rarity (once we had all the Jedis on our server in our city for a meeting/show off, there were 3 total) it would have worked fine. Game needed some balance issues fixed and so on but over all, it was a solid idea. Hell it was the first MMO I ever saw where player housing was useful. The whole player cities were a neat idea.

    However it was run by idiots. They didn't care to try and make it bug free, and they seemed to have no concern for what was fun. Thus people started leaving and then they REALLY screwed it up in a misguided attempt to fix it.

  4. Fuck That by Anonymous Coward · · Score: 1, Interesting

    Raise your hand if you'd rather have Kotor 3 instead of sending bioware money every month