Archive for March, 2009

Would the Republic hire bounty hunters?

So many people are running around with their hands in the air saying that the Republic would NEVER hire bounty hunters in response to people like me who are suggesting bounty hunters might be able to “go Republic” in their storyline.

Well folks, just cast your mind back to one of Sean’s trivia points from January:

Bounty Hunters who chose to follow government regulations and pursued criminals were sometimes revered as heroes.

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Changing faction for the win

With TOR shaping up as something like:

Republic: Jedi, Trooper, Smuggler
Sith: Sith, Bounty Hunter, Spy

It’s obvious that the Republic could do with bounty hunters and spies at end game… and the Sith could do with soldiers and smugglers at end game. Yet, it seems that BioWare doesn’t want to craft Republic and Sith versions of the same storyline. Why? Because it would be bog down their efforts to make unique class based stories.

So… BioWare… if you are planning for people to play through their storyline and, at some stage, have the choice of changing faction, your concept is full of win, as the kids like to say.

If, however, you aren’t allowing faction swapping via the storyline (and I don’t mean something that can be swapped back and forth – just a genuine, once-only, change), there’ll be a riot.

People will want to play Republic spies and Sith troopers… to deny that is missing a major player need.

My belief is that you WILL allow people to change faction through their initial storyline, so rest assured, I have faith. I think in the wake of bounty hunters being announced as a Sith-specific class, some reassurance that classes will be able to change factions would go a long way to quietening the community down.

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Which factions gets what classes?

It’s my belief that there won’t be a lot of classes in total in TOR as each has to have a very deep storyline created for it. To do this properly, the classes have to be low. Sound fair to you? Seems VERY logical to me. So what have we got so far?

Sith: Sith, Bounty Hunter

Republic: Jedi

OK, now let’s say these devs are working with symmetry. What is the counterpoint to a bounty hunter? What’s something we’ve seen them chase? Say, Han Solo versus Boba Fett. Why… a smuggler!

I hypothesise:

Sith: Sith, Bounty Hunter

Republic: Jedi, Smuggler

Now, going on the artwork, and suggestions already made, a Republic trooper seems a no brainer:

Sith: Sith, Bounty Hunter

Republic: Jedi, Smuggler, Trooper

So, one more for luck… what would the Sith version of a Trooper be like? I guess if could be a regular sort of soldier… and we’ve certainly seen those in the miniatures game… but let’s say they continue this theme of the classes not being the same as each other, ie: bounty hunters aren’t like smugglers.

Something popular and suitably Sith-like… let’s see… how about… spy?

So we’d have:

Sith: Sith, Bounty Hunter, Spy

Republic: Jedi, Smuggler, Trooper

What do you guys think of that? And remember, I’ve already been called crazy and then proven right before…

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Turning six classes into ten is easy when you know how!

Here’s what I’d like to see. We start the game with:

Sith: Sith, Bounty Hunter, Spy

Republic: Jedi, Smuggler, Trooper

And then we play one of those six storylines to completion when the ultimate choice in each is to choose which faction to continue fighting with. Thus, at end game, the factions are potentially:

Sith: Sith, Bounty Hunter, Spy, Smuggler, Trooper

Republic: Jedi, Smuggler, Trooper, Bounty Hunter, Spy

Can you see the cleverness at work? BioWare only has to write six quest lines… and can concentrate on six awesome stories… but at end game there are really 10 choices of what to be playing between the two factions. Clever, yes?

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Faction-specific classes and Bounty Hunters

It’s interesting that, in most MMOs, classes are normally race and/or faction specific and no one bats an eyelid or complains, yet when it comes to TOR, people often want to make exceptions.

For example, when you play Age of Conan, if you want to be a Necromancer, you MUST be Stygian (that’s a race in the game and, if you like, a faction). Or in EQ2, if you want to be a Necromancer, you MUST be evil.

And, in many cases, if one faction gets ‘x’ kind of character, the other faction(s) will also get ‘x’ kind of character, albeit with some different skills and a different name, to ensure some sort of game balance.

Yet when bounty hunters got a bit of a mention in relation to TOR recently, there seemed to be a lot of confusion as to how this would all work out, in terms of factions. For example:

  • Will bounty hunters be tied to one faction? For example, the Sith faction gets bounty hunters, while the Republic faction gets… I dunno… smugglers, for example? Similar, yet different, specialties.
  • Will bounty hunters be allowed to choose either faction, ie: Sith or Republic, even though we must assume that most classes will NOT have this ability, ie: no one will be rolling a Republic Soldier for the Sith.
  • Will bounty hunters be able to change factions at will, to simulate how they can work for different masters? This would be an even more controversial ability that the previous point when you think about it.

So what do you think will happen?

In shorthand, this post runs: TOR will undoubtedly have faction-specific classes. No one will be rolling a Republic Soldier for the Sith faction or a Sith Lord for the Republic, etc, etc. Given that, will bounty hunters be tied to one specific faction, have the choice of either and/or be able to change faction#?

Over to you.

# Remember things like the betrayal quests in EQ2… this sort of thing is, in theory, possible in an MMO.

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Beskar interview in The Guild Emblem

Beskar has been interviewed by The Guild Emblem.

You can see the original here, or just read it below.

JGard: In your guild profile you tell people to visit this thread on your forum.  It tells about your guild and how it is run. Right of the bat you say that this guild is not run like 99% of other guilds. Please explain.

Blur: Simply, there would be very few guilds out there which are run by one person. I don’t actually know of any, of the top of my head, but I wouldn’t be arrogant enough to say that we were unique in that way; I’m sure there are some out there. Most guilds are run by a “leadership team” of sorts; sharing out the chores, debating what needs to be done with the group, and so on. The problem I have with groups like that, however, is the red tape the average member has to cut through to get anything done. In a lot of guilds the average member has officers above them, and often a leadership team above the officers. So even if a member gets an idea through the officers and up into the real leadership, it’s probably going to get debated to death and changed, or there’ll be a stalemate because the leadership team can’t agree, or some other problem. It just gets very bureaucratic and, to be honest, silly. I’ve been in guilds long enough — since Ultima Online in 1997 — to say that I think the best way is to have a pool of members who are all equal, with one guy tasked with the admin chores. In summary, if someone wants something done in Beskar, they come to me and ask. I’ll decide whether we do it or not — usually on the spot because I don’t have to debate it with a leadership team. This makes decision making faster and a lot more personal, too. People can come to me and we can get things done without any waiting around. If someone sends me a Private Message asking for, say, a new forum for a certain topic, if I think that’s a good idea, I’ll just go and make it. Fast, simple. And way different to “the average” guild.

JGard: You do not have rankings except for leader because you propose that the entire guild has a say in every decision except you, the leader, has the final say.  How will you balance this system between seasoned guild members and new recruits?  Also, how will you prevent this from becoming a dictatorship with one person making the final decision?

Blur: Well, to answer the second question first, we openly operate under a model of “enlightened despotism”, which is all covered in our FAQ, so people could call it a dictatorship if they wanted to portray the concept in a negative light. But here’s the hidden ingredient: unlike a real life despot, or dictator, when it comes to a gaming guild, this kind of role is a little different. Let’s use our choice of server as an example. I could, for example, decide that we will be on ‘x’ server and if any members didn’t like that decision they would be free to leave. However, that would be a pretty dumb way to go about things. In reality, I’m going to canvas opinion from our members. So if 55% of members want ‘x’ server and 15% want ‘y’ server and 30% want ‘z’ server, clearly, I would have to have a pretty good reason not to take us to ‘x’ server. So I do have ultimate control, yes, but to not listen to the members in arriving at my decisions would just be dumb. Of course, there may be times where I will excercise that control to go against the grain on a certain topic because Beskar is, ultimately, my guild. As I remind the guys sometimes: I pay the bills! So if I thought, for example, that the guild would be better off on the server that 30% wanted, instead of the 55%, I could theoretically still take us to that server. But I would do so in the knowledge that I may lose members in doing that, so “going against the grain” isn’t something any despot should make a habit of, even if they do have the control. It’s a balancing act, basically, between what the members want and what my overall vision for the guild is.

Now going back to the first question, there is no difference — in theory at least — between a veteran and a new recruit. I dislike guilds where the veterans act like gods towards the recruits. I mean, at the end of the day, this is just a videogame. If someone is deemed “good enough” to be in Beskar, their opinion counts, whether they have been in the guild one week, one month or one year. Just because someone is a “recruit” in a guild, doesn’t mean they don’t have good ideas, or skills. They might have joined from another guild, for example. Or they might have bene playing the game for a year prior, and thus have a character, and skill in the game, that is just as “uber” (and maybe even moreso), than the guild’s existing “veterans”. So you can’t judge a book by it’s cover and I think keeping everyone on this even playing field goes a long way to building a fair and balanced community. No one is made to feel better than, or worse than, anyone else. Period. Of course, in practice, there may be times when a “veteran” can give a better perspective on a Beskar issue simply because they’ve lived with the issue for the past six months and the new recruit, walking through the door, has no idea about the issue. I understand, and acknowledge, that too. There may be times where, for some reason, a veteran might have a better perspective on something but, having said that, sometimes recruits can have better perspective on things too, as people who have been with the guild for a year or two might have become “too close” to the topic, and can’t see it with the same kind of fresh eyes that a recruit brings.

JGard: Many guilds use ranks as an incentive to be active and to recruit.  How do you plan on getting members to do this without this added incentive?

Blur: Many guilds do indeed use ranks as an incentive. I find, however, that the kind of person who only wants to be with a guild because they can be “Ubergruppenfuhrer” in a month’s time isn’t the kind of person that Beskar wants to attract. Hopefully, removing the incentive of ranks will also remove that kind of person. The rationale being that if a person cares more about an imaginary title than the overall guild… well, are they really a good member to have on the books in the first place? Is their heart and mind with the guild, or just on what they can call themselves?

JGard: You say that if the guild is not what recruits are looking for do not join. Some would say this makes your guild an exclusive club that makes it harder to recruit.  You have a wealth of players though.  How do you have success recruiting even though you are very specific in your expectations?

Blur: We are unashamedly harder to join than “the average” guild, yet we’re very well off in the member stakes, I agree. We probably make ourselves even more niche with the Mandalorian part of the equation, thus ruling out all the Sith players, all the Jedi, etc. So you’d think the opposite would happen and we’d be lucky to be made up of four guys, someone’s sister and a small beagle called Bernard or something, right? I think the simple answer is that Star Wars fandom is so big, and expectations for TOR are so huge, that we’re dealing with a large pool of potential applicants. Thus, you can still be quite selective within the TOR community and still have respectable recruiting figures simply because there’s so many people out there, looking for a guild.

JGard: With the release of SW:TOR seemingly so far away how do you expect to keep members with you until release?

Blur: By recruiting selectively and bringing together people with similar interests, such as Mandalorian culture, I find that Beskar is becoming its own family. When people feel part of a family, they keep coming back for more and finding their own little place in the group. Some of our members are into roleplay, so we created a roleplay forum which is actually one of our busiest forums, even though we aren’t a roleplaying guild by design. Elsewhere, we have forums for film, music, sport, and so on, and people are finding their own little piece of Beskar to call home. As time goes by, you start to see which of the guys mostly drop by to talk about film or anime or something, and which guys drop by to tell us the latest wacky YouTube offering. And, in this way, people feel that they have their own little bit of this group that they can define and make their own… and that keeps them coming back. Undoubtedly, as time goes by, some people might get bored if waiting for TOR, or TOR might end up going in a direction they don’t like, and they might drift away from the group. That’s natural when you’re running a guild so far out from launch. The solution, of course, is to keep recruiting and always have a pool of people who want to be there so that if we bleed, say, a dozen members over the next six months, it doesn’t matter because we’ve recruited three or four times that number in the same length of time.

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Need To Know

Back in the late 1990s and early 2000s, MMORPG guilds used to be groups of friends who enjoyed each others company and played their chosen MMORPG as a genuine social activity akin to the pen and paper RPGs that such games had sprung from. Somewhere along the line, however, the guild concept became corrupted. Less emphasis was placed on real friendship and people began to be known more by what level their characters represented, and what they could do in the short term for other members of the guild, rather than by who the people behind the characters were. Beskar, meanwhile, is a very deliberate attempt to wind the clock back to the days when guilds, and more importantly the people inside those guilds, mattered. We are a Mandalorian-themed guild for Star Wars: The Old Republic (TOR) that is open to anyone playing one of the four Empire classes in the game: Bounty Hunter, Imperial Agent, Sith Warrior and Sith Inquisitor. We support both PvE and PvP playstyles, as well as featuring a strong core of Roleplayers as well. If this sounds interesting, and you want to step back to a time when your guild felt like an extension of your family, not a job, you're welcome to explore the site and (hopefully) apply to join us.