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Author Topic: Star Wars: The Old Republic announced  (Read 133115 times)
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« Reply #200 on: November 27, 2009, 02:56:11 AM »

I remember the early days of SWG. Taming those great big giant things...So when PvP would start and the pet class would whip out their King Kong sized pets it was just crazy. They would block out everything and get in the way of what you were trying to do.

I believe they nerfed the pet class in SWG into oblivion. I had been long gone by the time that had happened.
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« Reply #201 on: November 27, 2009, 05:38:29 PM »

Hey, Ten Ton Hammer pointed out new Alderaan screenshots and a Holonet entry:
http://www.swtor.com/info/holonet/planets/alderaan
I mostly just remember it as Leia's home planet that gets blown to pieces in the first released movie (I still just refer to it as "Star Wars," I can't get into calling it "A  New Hope").

Assuming we get to adventure around it, the screenshots might give some idea of the environs to expect there.

I personally don't get into playing pet classes in games, I just prefer to be a front line, direct-fighting kinda guy. But I like teaming up with pet classes most of the time, whether in MMOs or Diablo-style hack'n'slash RPGs.
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« Reply #202 on: November 27, 2009, 11:15:23 PM »

Nice screenshots! So that's what it looks like. Kind of like a snowy Coruscant.
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« Reply #203 on: November 28, 2009, 10:22:05 AM »

Quote from: Rumpy on November 27, 2009, 11:15:23 PM

Nice screenshots! So that's what it looks like. Kind of like a snowy Coruscant.

You do realize that would just be a city with snow on the rooftops, right? Tongue

Anyway, Alderaan is a bit more varied than those screenshots indicate. Perhaps they're just from one particular region on the planet. You can see how Alderaan looks in both Episodes 1 and 3, I think.
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« Reply #204 on: December 03, 2009, 03:58:22 PM »

*NOTE: The G4TV link now WORKS.  icon_smile

Aggregators pointed out a couple previews, based on a little bit of hands-on time at recent trade shows...

Star Wars: The Old Republic Hands On

http://www.eurogamer.net/articles/star-wars-the-old-republic-mmo-hands-on

Specialization System
Quote
The "thoughtful" Consular will also be able to specialise in healing, but The Old Republic's specialisation system is intended to offer options not restrict them, and reduce the obstacles to soloing or finding a suitable group. You'll be able to quickly swap between specialisations on your character, so there should be "no worrying about finding a healer", according to LucasArts.

Using the Smuggler as an example, you could choose to configure the cowboy opportunist as a "scoundrel" - a short-range stealth rogue, skilled in medicine - or a "gunslinger", your classic dual-wielding ranger.

AI Companions
Quote
BioWare also showed off the AI companions you'll be able to collect for your character, which - along with the fully-voiced conversational options and moral barometer - it has carried over to The Old Republic from its single-player RPGs.

The two examples given were Inquisitor Companions: Khem Val the Dashade, a hulking alien tank who fights with his fists, and Xalek the Kaleesh, a "Darth Maul-style" lightsaber-wielding damage-dealer. They were only shown filling these simple roles in combat, so the extent of interaction with them doesn't currently seem that different from a traditional MMO "pet" character, although we're sure BioWare has more complex plans in the works.

Nevertheless, we were told we would have many companions with distinct roles, who would be "tools in a toolkit" for various tasks, including healing and solving certain puzzles.  

Bit of Quest info:
Quote
The missions we try in this Sith Academy area - a series of dusty canyons overrun with beasts, droids and rebelling slaves - are more run-of-the-mill than the dramatic class-story scenario we sampled at the Cologne gamescom, but that's to be expected at this early stage. There is, though, a strange contrast between the traditional MMO questing and the sumptuous BioWare conversational framework it's mounted in. A lengthy set-up with a mad Sith Lord and his acolyte - whom you can choose to conspire with to betray the Lord, securing yourself two quest rewards and some bad karma - leads to a straight fetch-quest: go in the cavern, kill the beasts, bring me their brains.

On the way, you can pick up secondary quests from holopads, which flesh out the lore of the area and dole out some more experience, but don't have the conversational element - though they're still voiced, as is your character, which remains a bold move for an MMO.

G4TV's hands-on preview
http://g4tv.com/games/pc/61502/star-wars-the-old-republic/articles/69240/Star-Wars-The-Old-Republic-Hands-On-Preview/
Quote
The gameplay is a pleasant mix of Knights of the Old Republic storytelling and standard WoW -style MMO controls. One interesting choice on the part of the developers is that melee attacks are not automatic. One button press equals one lightsaber combo attack; you can’t just sit there and watch your character hack at enemies without any input on your part. A full mapping and waypoint system keeps players from getting lost in the expansive questing areas.

All characters are fully voiced, and dialogue choices are made similarly to Mass Effect in that you choose the gist of what you want your character to say and the line delivered is something more intricate than what was shown in the dialogue wheel. Being a Sith trainee, most responses were a choice between obsequiousness, total apathy, or acute unpleasantness. It was a small taste, but it was easy to get a sense of how large the game is, and how much there will be to explore.

We were only given ten minutes or so to play, but I could have stayed for another ten hours combing the Sith ruins.
« Last Edit: December 03, 2009, 06:33:14 PM by Blackjack » Logged

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« Reply #205 on: December 04, 2009, 04:41:53 AM »

Ten Ton gets in on the Hands-On Preview stuff...

State of the Republic - A Q&A with Star Wars:The Old Republic Producer Jake Neri [Neri is w/ Lucasarts, rather than Bioware, fwiw]
http://www.tentonhammer.com/node/77575
Quote
Neri: Absolutely! I was fortunate enough to work on Star Wars Galaxies for a number of years
Aaaaaaaaaaaaieeeeeeeeeeeeeeee! Run for you lives!!!!!!! Aaaaaaaaaaaaaaa!!!!   
Ahem. Thank you for indulging me...
====================
Quote
Ten Ton Hammer: What does this game bring to the table in terms of group composition that differs from other games of the genre? You mentioned briefly in the presentation something about on-the-fly character customization?

Neri:
We know that not everyone has the benefit of a 25 player guild that is on at all hours of the day so we recognize that there are a lot of situations where you need to get in and out of certain specs and we want to support that.  We have interesting paths for classes to customize themselves and then move into them quickly once you have them unlocked.
It's funny -- this actually sounds to me like Tabula Rasa, of all things.  icon_smile Maybe Garriott's team had the right idea, just no flashy IP to attract people.

Quote
Neri: The companions bring another element to the earlier question of group make up, they are more than just classic pets, and they will be able to round groups in different ways. The challenge for us there is that not everyone will want to play with them so we have to make classes successful with and without them.  We are really big on the idea of playing the way you want to play and lots of us are frustrated with the scenario of trying to get a 5 player group and “Man, I can’t get a healer!” and that scenario becomes really frustrating. So, one of our goals way back in the beginning was to make sure that the barrier to enter into groups is simpler than it is in other games.
The companions are reminding me a little bit of, say, the mercs in Diablo II, but w/ more variety.

fwiw, while he doesn't talk about space combat possibilities he doesn't come out and say it won't have it, and just indicates they "aren't talking about it yet."
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« Reply #206 on: December 04, 2009, 05:15:03 PM »

Jedi Consular

I am NOT wearing one of those hats.
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« Reply #207 on: December 04, 2009, 06:11:36 PM »

Think of it more as a curtain, or a window-shade, or a lampshade that's doing double duty.  icon_razz

Compared to the dozens of unbearable helms/hats/headgear in LOTRO, it's probably an improvement.  icon_smile If Bioware's keeping up the times, they'll have some sort of "cosmetic view" system in case you want a hat/helm's stat benefits without its visual-ness.

Watching the new Consular videos there, I predict a lot of characters named DarthMaulRulez and DarthMaul002348029374.  icon_smile I'm pretty sure I couldn't wield a dual-bladed light saber without accidentally slicing my own noggin off.  icon_razz
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« Reply #208 on: December 05, 2009, 12:44:35 PM »

With all the hands-on agogness, I missed TTH's take on the Sith Inquisitor...

Not SO Far Far Away - A Preview of Star Wars: The Old Republic [Sith Inquisitor]
http://www.tentonhammer.com/node/77572
Quote
Movement was fluid and responsive with the standard WASD keyset as the default and the mouse to provide direction, look and targeting functionality. Even for an early pre-beta build the game ran smoothly and looks to be friendly to most existing computers, a formula that has worked well for other games.

One of the nicest features being implemented is an opaque map feature that allows you to gather your bearings quickly. This works very well with the games fast combat pacing and helps minimize downtime.
...
I’d like to add one note about the voice acting I experienced in Star Wars: The Old Republic. One of the complaints I have heard from other gamers about Dragon Age Origins, BioWare’s single-player RPG, is that while the voicing is well done it tends to be rather long winded. That isn’t the case here; voiceovers allow you to get the needed information quickly and keep you immersed in the game without putting you to sleep. 
...
Combat was just as I had seen in the live play demo earlier: fast, immersive, and a lot of fun. My Imperial Agent was both deadly with his saber and impressive with his force powers. I could crowd control one mob, knock down two others, and impale my main target with the press of a few buttons, which gave combat a very real-time, cinematic feel. By the end of the play test I felt comfortable with the class and that, to me, is an important selling point in a game’s success.
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« Reply #209 on: December 06, 2009, 03:28:38 PM »

TTH pointed out a GameInformer video interview the other day. It's mostly a Bioware writing/explaining things, so it's not exactly thrilling video, though I did get a better understanding of classes and companions after listening.

The Old Republic Video Interview
http://gameinformer.com/games/star_wars_the_old_republic/b/pc/archive/2009/12/03/the-old-republic-video-interview.aspx
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« Reply #210 on: December 11, 2009, 11:01:25 PM »

Sith Inquisitor's Holonet Entry
http://www.swtor.com/info/holonet/classes/sith-inquisitor
Quote
Though their skills are varied and many, Sith Inquisitors are most feared for their ability to channel the energy of the Force, making them a spectacle to behold on the battlefield. Seething sparks of lightning explode from the Inquisitors’ fingertips and wrap their enemies in tendrils of pure Force energy. Because Inquisitors can twist the Force into lightning to stun, subdue, or destroy their foes, it has become their signature. Those who have experienced the sensation of the Inquisitor’s Force Lightning and survived forever recoil from the crackling sound of electricity.
I suspect this will be a very "video-card challenging" class.  ninja2 Pretty wild looking costume concept art. If you like to be splashy visually, this seems like the class to be, in all aspects.  icon_cool

Some of the gameplay videos show enemies wielding, well, regular swords. icon_confused Wouldn't that be kinda useless against a light saber? I guess there's some explanation...

And so the list is complete:
http://www.swtor.com/info/holonet/classes
I'm still somewhat surprised there is no real pet class to speak of. I thought for sure there would be some sort of droid-spawning class or something.
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« Reply #211 on: December 12, 2009, 04:06:17 AM »

Quote from: Blackjack on December 11, 2009, 11:01:25 PM

Some of the gameplay videos show enemies wielding, well, regular swords. icon_confused Wouldn't that be kinda useless against a light saber? I guess there's some explanation...

There's some 'finger waggling' reason as to why that actually works. See KotOR as to why you can deflect a lightsaber with a sword.
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« Reply #212 on: December 12, 2009, 04:14:58 AM »

I'm sure it has something to do with midichlorians, right?  Roll Eyes

I'm torn. The class mix - on the surface - just seems like all damage, all the time, every class. Which does make it seem like everything would be fun to solo with. I just don't see the usual complimentariness between classes that we're generally used to in MMOs.
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« Reply #213 on: December 12, 2009, 05:42:42 AM »

I think they've said you'll be able to adjust each class to fit the classic roles in a group, which implies that you can have healers, debuffers, etc... 
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« Reply #214 on: December 12, 2009, 09:44:16 PM »

Quote from: Destructor on December 12, 2009, 04:06:17 AM

Quote from: Blackjack on December 11, 2009, 11:01:25 PM

Some of the gameplay videos show enemies wielding, well, regular swords. icon_confused Wouldn't that be kinda useless against a light saber? I guess there's some explanation...

There's some 'finger waggling' reason as to why that actually works. See KotOR as to why you can deflect a lightsaber with a sword.

I'm guessing those would be vibroblades, and they were in both KOTOR games.
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« Reply #215 on: December 12, 2009, 10:30:27 PM »

Main = Alliance Smuggler
Alt = Sith Warrior
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« Reply #216 on: December 12, 2009, 11:12:30 PM »

Quote from: Rumpy on December 12, 2009, 09:44:16 PM

Quote from: Destructor on December 12, 2009, 04:06:17 AM

Quote from: Blackjack on December 11, 2009, 11:01:25 PM

Some of the gameplay videos show enemies wielding, well, regular swords. icon_confused Wouldn't that be kinda useless against a light saber? I guess there's some explanation...

There's some 'finger waggling' reason as to why that actually works. See KotOR as to why you can deflect a lightsaber with a sword.

I'm guessing those would be vibroblades, and they were in both KOTOR games.

I think it's called a cortosis weave or something like that; i'm feeling to lazy to look it up.
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« Reply #217 on: December 13, 2009, 05:58:52 AM »

Quote from: Rumpy on December 12, 2009, 09:44:16 PM

Quote from: Destructor on December 12, 2009, 04:06:17 AM

Quote from: Blackjack on December 11, 2009, 11:01:25 PM

Some of the gameplay videos show enemies wielding, well, regular swords. icon_confused Wouldn't that be kinda useless against a light saber? I guess there's some explanation...

There's some 'finger waggling' reason as to why that actually works. See KotOR as to why you can deflect a lightsaber with a sword.

I'm guessing those would be vibroblades, and they were in both KOTOR games.
Why not just make armor and attack droids made out of "vibroblades"? That'd make light sabers useless real quick!  icon_razz

Oh well, here's the Star Wars Wiki entry...
Vibroblade
http://starwars.wikia.com/wiki/Vibroblade
Quote
Vibroblades were a type of bladed melee weapon that used ultrasonic vibrations to increase cutting effectiveness. Swords, pikes, knives, and axes all consisted of the same basic design: the weapon's hilt or handle usually contained a compact ultrasonic generator, causing the blade to vibrate at an incredible speed, making even the slightest glancing blow become a gaping wound. It could be fitted with cortosis weave, allowing it to parry the blows of lightsabers and energy swords.

Vibroblades were dangerous to use against electrical weapons, as they conducted electricity. Electrocution, however, would be the wielder's last concern. Traveling up the length of the blade, the electricity would connect with a vibroblade's powercell and sonic generator. The result would be a miniature explosion with enough force to take off a hand. [I hope THAT'S in SWTOR]
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« Reply #218 on: December 13, 2009, 07:23:57 AM »

I'm not going to say, I told you so Tongue
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« Reply #219 on: December 18, 2009, 06:23:21 PM »

Oh give me home,
Where the womp rats and Jawa rome roam
And the...

Tatooine holonet
http://www.swtor.com/info/holonet/planets/tatooine
Quote
Unbeknownst to the Republic however, the Imperial military has established a presence on Tatooine, to explore the old Czerka labs. The Empire has garrisoned a small force in the town of Mos Ila where industrious Jawa had restored a spaceport hoping to encourage trade, only to see their hard work taken over by Imperial troops who drove the Jawa back into the desert. This puts the Imperials only a short distance from the main community at Anchorhead.

Between the two, a terrible secret sleeps in the sand.
The terrible secret is a master of evil known as... Stumpy  paranoid
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« Reply #220 on: December 18, 2009, 06:24:12 PM »

Quote from: Blackjack on December 18, 2009, 06:23:21 PM

Oh give me home,
Where the womp rats they rome

the womp rats built Rome?  did they do that after they got tired of roaming? Tongue
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« Reply #221 on: December 18, 2009, 06:27:42 PM »

I'm still hoping for Mythic to get back to Imperator, so I figure that's why my memory "Romes" there.  retard

I am concerned I may have contracted Internet Alzheimer's, cause I more and more see myself posting homonyms (words with the same pronunciation but different meanings) the first time and having to go back and fix.
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« Reply #222 on: December 19, 2009, 09:26:29 AM »

Tatooine, the most important planet in the galaxy.  Roll Eyes
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« Reply #223 on: December 19, 2009, 06:42:41 PM »

Be sure to click the non-descript little blue icon (the lower of the 2, graphic looks like a, well, a mountain) in the upper right of the Tatooine Holonet page. One is a brief rolling video of the Tatooine landscape (presumably in-game).

Maybe I'm the only one who missed those (it wouldn't surprise me), but now I want to check all the other Planet Pages to see what non-descript video icons I missed before.  icon_razz
http://www.swtor.com/info/holonet/planets

Although I swear if the quests are "Go Kill 10 Sand People and bring me back their cloaks," I will officially give up on the game.  icon_razz Oh, well, I mean I guess we have to expect SOME of that sort of thing. And one of the planets has crocodile things running around, that all but scream "hunt quests." I'd just like a little more emphasis on story is all. I fully expect there'll be some harvesting.
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« Reply #224 on: December 26, 2009, 07:06:20 PM »

IncGamers posted a lengthy 2-part interview with BioWare's Ray Muzyka a few days back. Only Part 2 touches on SWTOR a bit...

Ray Muzyka Talks BioWare With IncGamers Part 2
http://www.incgamers.com/Games/900/Interviews/237/ray-muzyka-talks-bioware-with-incgamers-part-2
Most of it is stuff we've all seen/heard before, but there's a bit about some things not revealed much to date...
Quote
With the deep story focus, again - I mean this is something that must make the end game in particular quite challenging to do. How are you going to keep the players attached to the game, after the end, after the story finishes?

Muzyka: We haven't revealed the details of that but there are some very cool systems that, when we talk about them, I think are going to be very exciting to the fans.
He had one pretty interesting question that harkens to some grumbling by folks (including me) here about MMOs being stuck in tradition.

Quote
Do you think there a lot of things that happen in MMOs because they've always happened, and not necessarily because they always should? The lack of story, there's usually some focus on level grinding and so on and so forth... Do you believe that there are these things that are there for no real reason other than that they have always been there, and if so, how have you tried to improve or avoid them?

Muzyka: Well, we always look at things from a customer-centric perspective, so if the customers are enjoying the features then we try and implement them. If there's areas for innovation or improvement, then we'll generally go for it and try our best to innovate and improve on the systems.

But any genre will have conventions that players are used to and are comfortable with, and I think it's wise to consider those, at least, even if you're choosing to innovate or radically depart from them, it's still wise to consider why the players enjoy those kinds of conventions and is there a way to approach them and evolve them, maybe, or innovate within the constraints that the players are comfortable with, as opposed to trying to start from first principles, so it's a mix of both sometimes.

You want to understand why the players enjoy playing a certain kind of system, and the mechanics you describe - there's reasons why those are fun in some ways. Could they be improved? Well, yeah, I think they can, and to the extent that we think they can, we'll try and innovate on those in Star Wars: The Old Republic.
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« Reply #225 on: December 27, 2009, 03:44:32 PM »

At last something new (w/ video even) at the official site. About 1:50 into the interview, you'll get to see some fairly lively gameplay footage.

Developing the Dark Side
http://www.swtor.com/media/trailers/developer-dispatch-5
Quote
Inspired by notorious characters such as Emperor Palpatine and Darth Vader, the Sith Inquisitor and Sith Warrior take different approaches to their rise to power. The Sith Warrior achieves victory through pure aggression and might while the Sith Inquisitor excels by cunning ambition and Force manipulation.

From storyline, to art style, to combat tactics, each design decision was made to support the dark side themes of power, domination, and destruction.

Watch Developer Dispatch: Designing the Dark Side, and learn how Star Wars™: The Old Republic™ developers created this dominating force.
I took a few screen captures from the later part of the video, which show how the interface/UI is at this point. Supposedly the shots are of some basic PvP.


The little white/cream color lower bar is labeled "Force Checks." I assume the really tiny icon above the hotkey tray are buff/debuff indicators.


These last couple show more hotkey trays higher up. I'm not quite sure if these are "context sensitive" (appear when combat begins), or if the player/tester added a couple hotkey trays via menu options.

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« Reply #226 on: December 29, 2009, 06:42:16 PM »

I forgot about the official forums for this:
http://www.swtor.com/community/

If you're curious, there's a dev tracker sub-forum too:
http://www.swtor.com/community/devtracker.php

While I should be working, I am of course instead scanning the dev tracker for tidbits.  icon_razz

Payment Method Discussion (v2)
http://www.swtor.com/community/showthread.php?t=75569
Quote
View Poll Results: Which would you rather do?
Pay per month?                 2,095    77.28%
Pay for content?                    351    12.95%
Pay per month and for content?   190    7.01%
Other?
A dev pointed out they've made no decision on payment methods/plans to this point and won't announce it until it's finalized. But I think you can detect in their poll questions that they're trying to see if DLC might work in an MMO format. The 2nd question might be to detect interest in a "F2P but pay for content updates" format, though I can't really see them doing that.
=================================================

Light Saber bonuses/weaknesses
http://www.swtor.com/community/showthread.php?p=1475883#edit1475883
Quote from: moderator Sean Dahlberg
While we are not to a point where we can give out specific information (because it is not done yet), there will be bonuses and weaknesses when either dual wielding or using a single lightsaber.
Thin gruel, but I thought that brief post from August is worth pointing out.

===================================================
Official Fan Wish list threads
Current fan wish list thread
http://www.swtor.com/community/showthread.php?p=1002233#edit1002233
* If you're curious about what fans are seeking, are want to chime in, it's the place to be.

Old one (closed due to sheer volume)
http://www.swtor.com/community/showthread.php?t=6021
« Last Edit: December 29, 2009, 06:56:52 PM by Blackjack » Logged

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« Reply #227 on: December 29, 2009, 07:06:15 PM »

I missed a lot of dev blogs. There was a nice one on the Smuggler class with a cool tidbit -- apparently you get to choose a "sidekick" at some point from a variety of races. I'd been thinking there was a paucity of possibilities for Pets in the game, and perhaps this is like that. If we did post about it before, I missed that particular thing.

Developer Blog: Creating the Smuggler
http://www.swtor.com/news/article/20090807_001
Quote
The most successful Smugglers surround themselves with trusty companions who are handy with a blaster when deals go sour. Han Solo had Chewbacca as backup, and Smugglers in our game will have their pick of several memorable sidekicks.
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« Reply #228 on: December 30, 2009, 07:25:05 PM »

I posted an incgamers interview a few days back, though it turns out there was another SWTOR interview earlier this month with Bioware creative director James Ohlen:
http://www.incgamers.com/Interviews/232/Star-Wars-The-Old-Republic-Interview
There's some stuff about MMO veterans being on the team, and Mythic folks helping out that may draw a face-palm reaction from those of us hoping for new ideas from devs not steeped in MMO stereotypes.  paranoid

OTOH, some stuff gives hope...
Quote
And the combat – something you saw when you played the game – we wanted combat to be much more evocative of the movies, faster paced. MMO combat to today has been very slow – you run up, and you do the one animation, slam your weapon against the other guy, and he does the same thing, and thirty seconds later one guy dies. Eh, you know, that doesn't look very exciting.

So what we tried to do was, we have a choreograph system for combat, so when you run up with your lightsaber, your lightsaber's going to be clashing with the opponent's weapon, you're going to be doing lots of interesting and very visually interesting abilities, it's going to be faster paced – like, you can kill a guy in five seconds instead of thirty.

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Up until now most storytelling in MMOs has been basically done through a single method, and that's – a text blurb shows up on screen in front of a character who's just standing there waiting for you to come and, you know, give you a quest to kill 12 things. And the fact is, that's not very compelling. Like, have you ever read a book where that happens, or seen a movie where two – no, no.

Story is something that unfolds over time, where you meet characters that are interesting, where you develop relationships with them, and that's what we're trying to do in this game, and I think that's going to get people into it. And the fact that it's fully voice overed and that they have facial animations – they feel like real characters that you want to interact with.

The reason people skip over it, and I skip over it myself when I play MMOs, is it's just that it's not very compelling. It's hard to tell a story in a text blurb that pops up in front of someone. It's much easier to tell a story when you have a character that is fully animated, fully developed, and that can develop over time.

Quote
Well there's gonna be a lot of surprising abilities that are pretty cool. *grins* Like, some of them we haven't shown off yet.

One of the things that a Trooper can do is he can call in an orbital strike, basically from space, and the laser comes down and blows up his enemies. Which is something that when you're a Trooper, and you're going up against guys with lightsabers and force powers, you need a lot of cool technology to make up for that, so there's going to be a lot of things like that, that get revealed later on!
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« Reply #229 on: December 31, 2009, 06:36:59 AM »



Quote
Up until now most storytelling in MMOs has been basically done through a single method, and that's – a text blurb shows up on screen in front of a character who's just standing there waiting for you to come and, you know, give you a quest to kill 12 things. And the fact is, that's not very compelling. Like, have you ever read a book where that happens, or seen a movie where two – no, no.

Story is something that unfolds over time, where you meet characters that are interesting, where you develop relationships with them, and that's what we're trying to do in this game, and I think that's going to get people into it. And the fact that it's fully voice overed and that they have facial animations – they feel like real characters that you want to interact with.

The reason people skip over it, and I skip over it myself when I play MMOs, is it's just that it's not very compelling. It's hard to tell a story in a text blurb that pops up in front of someone. It's much easier to tell a story when you have a character that is fully animated, fully developed, and that can develop over time.

Interesting points, and unfortunately I just responded in the other thread to essentially the same topic.  So here's a blurb from my response for this discussion as I assume many people here are not necessarily following that one:

They talk about story, characters and character depth over time - so my question is how that is maintained and kept consistent for all the players, taking as an example Dragon Age as an MMORPG.

Quote
I suppose there might be ways to "cheat" and individualize the experience to not impact other players, but I wonder how they can maintain story/character depth consistently.  Will every player interact with Alistair, and every player's Alistair behave differently due to our conversation choices?  That may be OK in a single player game, but in an MMO, won't it be odd if I have one conversation with him, tell my guildmate about it, then he has a completely different one with the same character?  Maybe that's OK.  But in a more extreme case, if I chose to kill Alistair, then my guildmate tells me about how he is going to rule the kingdom alongside him, I might find that very jarring and it would really break my immersion.

With today's relatively simple quests/storylines, you can use the traditional reset button and players just ignore the inconsistency.  But it seems to me if you truly want to go deeper and more complex, you are going to run into significant problems to maintain immersion consistently between all players.
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« Reply #230 on: December 31, 2009, 04:10:28 PM »

I want to make a Norwegian bad guy so I can say I'm playing a Nord Sith  icon_mrgreen
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« Reply #231 on: December 31, 2009, 04:38:03 PM »

You mean a Sith Nord smile
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« Reply #232 on: January 01, 2010, 09:16:09 PM »

the Imperial Agent.
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« Reply #233 on: January 08, 2010, 10:20:43 PM »

Star WARS, nothing but STAR Wars, nothing but STAR Wars, nothing but ...

Dromund-Kaas (new planet reveal)
http://www.swtor.com/info/holonet/planets/dromund-kaas
As with the others, don't forget to click the lower of the two inscrutable icons in the upper right of the page there, to view a brief video of the planet.
Quote
The Sith have forced a great number of systems into submission in the war, however Dromund Kaas remains home to both the Emperor and his Dark Council. Even though the planet is bristling with the energy of the dark side, it is the Imperial military that has the largest visible presence on Dromund Kaas. It is here that the Empire’s power brokering games are played and alliances are forged and broken. For up-and-coming Moffs and Imperial intelligence operatives, success – and survival – hangs on the ability to master these games of intrigue.
My flabby gut tells me this might be a main hub for Sith players.
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« Reply #234 on: January 10, 2010, 03:13:43 AM »

I still want to be either an assassin droid or sand person smile
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« Reply #235 on: January 10, 2010, 07:03:18 AM »

I wanna be one of those holographic strippers!
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« Reply #236 on: January 12, 2010, 01:02:12 AM »

please let this be wrong!
« Last Edit: January 12, 2010, 01:18:42 AM by CeeKay » Logged

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« Reply #237 on: January 12, 2010, 02:06:53 AM »

Quote from: CeeKay on January 12, 2010, 01:02:12 AM

makes sense. WOW Cataclysm is coming in 2010.
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« Reply #238 on: January 12, 2010, 01:32:40 PM »

Assuming that's what he meant, that's about what I expected. If they weren't recording voice lines for every single line in the game, maybe this year would've been feasible. I feel good if they aren't rushing it.

It's a little silly for the spokesman to backtrack, imho, cause EA doesn't HAVE any other "major new MMOs" in development, afik.  icon_razz
« Last Edit: January 12, 2010, 01:35:38 PM by Blackjack » Logged

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« Reply #239 on: January 12, 2010, 07:06:34 PM »

DING! Tentative release in spring 2011 confirmed...

LucasArts Confirms Spring 2011 Target For The Old Republic
http://www.incgamers.com/News/20444/lucasarts-confirms-spring-2011-target-for-the-old-republic
Quote
LucasArts has since confirmed the target to IncGamers. The statement in full:

“While we have not announced a specific date, we can confirm that we are targeting a spring 2011 release for Star Wars: The Old Republic. We’ve got a lot of exciting updates and reveals planned throughout 2010, including the first-ever hands-on testing for the game.

It’s not too late to sign up to be a game tester, so go to www.swtor.com/tester and sign up today. We can’t wait to share more about the game with you as we progress through the year, so make sure you stay tuned to the official website for details.”
Given what some of us are going through trying to d/l the STO open beta, can you imagine the traffic for SWTOR open beta, presumably early next year? I hope EA/Bioware get their ducks in a row on bandwidth for d/l the client and don't just leave it up to Fileplanet.  paranoid
« Last Edit: January 12, 2010, 09:09:22 PM by Blackjack » Logged

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