Mandalorian-themed gaming community for Star Wars: The Old Republic
August 23, 2010 by blur

Beskar interview at House of Karrdes

The TOR guild House of Karrdes has been doing a series of audio interviews with other guilds in the TOR galaxy. Episode Four features none other than… drumroll, please… us!

Click here for the Beskar interview.

Many thanks to Caelen Rivers (who posts as AtinVer on the TOR forums), one of the council members over at House of Karrdes for conducting, editing and posting the interview.

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August 22, 2010 by blur

Hey! Build me a guild!

Just a quick note today — and it’s not even TOR-specific, although it was certainly inspired by something I saw on the TOR forums. Basically, I’m seeing an increasing number of people in the guild section of the TOR forums with some rather selfish concepts. Here’s an example, word for word (so spelling mistakes and crappy grammar included), from the forums:

I am looking for partners to establish a strong and powerful Sith guild that will retain its strength and loyalties into SWTOR. I shall need a site technician to basically create our site, an ambassabor for our guild to create immediate support from the other Sith. A military strategist, a 2IC (or possilbe apprentice) and any one else who can help establish the foundations for our new guild. Your efforts will be rewarded with a united Sith front under a new council that will lead the Sith who join me to victory over the Jedi and the Republic.

So if I have this right… the guy wants someone to build him a site; someone else to recruit members; and someone to drive the members in game… but he will be in charge, LOL.

What planet does this guy live on?

The whole point of being a guild leader is:

  1. To have the overall vision
  2. To build the site and forums you want to offer people
  3. To recruit the kind of members you want
  4. To maintain all of the above, going forward

Anyone who doesn’t get that concept has no business trying to start a guild or, worse, calling themselves a guild leader. It’s embarrassing, frankly, that there are people arrogant enough to suggest that others can do all the “heavy lifting” and “leg work”, but they should be in charge of the result without contributing anything. The only thing worse is that there might actually be people out there who’d reply to such a post and actually do all the hard work for someone like this!

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August 15, 2010 by blur

The concept of “story” might keep some of us in the game, literally…

I like to think I’m a fair man when it comes to talking about computer games. When Bioware does something good, by my estimation, I’ll be on the front line telling everyone about it. When Bioware does something bad — again, by my estimation I need to stress — I’ll be as cutting and scathing as I can be. In other words, I’m not a Bioware fanboi, but nor am I a Bioware hater, either.

I also like to think that I can judge an MMO pretty well these days after playing a wide array of them for over a decade, often for long periods. “Been there, done that & got the t-shirt…” doesn’t even remotely begin to explain my background with these frustrating, addictive, OCD-friendly pieces of code that have worked their way into my very DNA over time.

And as it so happens, just lately I’ve been doodling with the trial version of an MMO that I’ve played in the past, but thought I’d revisit at the moment because, honestly, I’ve been bored. I wanted something to do particularly on these cold weekends (I’m in the southern hemisphere), when neither my wife or I particularly feel like venturing outdoors.

Now, I’m not going to name the game in question because the game itself is irrelevant. It could be just about any MMO ever made because it’s what the game was making me do that I found so offensive.

Yes folks, it seems that after all this time, I’m finally sick of the grind. Even with an open mind, and hour upon hour to kill, the thought of running back and forth across a map to kill critters which slowly increased in toughness — with slight changes to their name to show this — was enough to make me almost throw my PC out the window.

Why do we play these games? Where does it lead us? What does it achieve? Who cares in the end? Why aren’t they FUN?

There… I finally said it. MMOs just aren’t fun. Even when you get to the “cool stuff” at the end of an MMO, like raiding, or PvPing, more often than not it’s full of frustration and time wasting and unexpected moments of sheer misery compared to what they should be offering, given that we call these things “games”. And that thing, once again, is FUN.

So I was standing in the shower earlier tonight — a great place for thinking — and it occurred to me that for all the crap that people hang on the concept of “story” in TOR (and I confess, I’ve found plenty to criticise myself including the fact that if our race is dictated by the background we want… or our background is dictated by the race we want, then we aren’t playing a very fun or open RPG for starters), that this could actually be the thing that saves TOR, and ourselves, from mind-numbing boredom.

Honestly, at this point in time, I don’t think I could play another “traditional” MMO from start to finish (and by “finish” I mean the level cap), but if a game can tell me a story, and keep me interested in that while the character grows and levels without me noticing then, hell yeah, this could be a good thing.

Of course, it doesn’t get Bioware completely off the hook with other aspects of the story but, in terms of simply keeping my interest and keeping me in the game, story is where it’s at. It blows my mind to already read comments from people about wanting to skip the storyline elements…!

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August 12, 2010 by blur

Forced background? Pure crazy, if you ask me…

In the recent Forced Species article at Massively, there’s a comment:

I do not know all the details at this time, but I do know that — as it stands — there is only one backstory choice which allows for a non-Human for each class. If we take the bounty hunter, for example, the choices are currently Outlaw, The Merc, and Gladiator. If you choose the Outlaw or The Merc backstory, you get a Human; whereas, if you choose the Gladiator backstory, your species will be Ratattaki.

I’ve read through the article once, twice, three times and it doesn’t get any better. The decision is ridiculous. It’s like Bioware, who always harp on about understanding RPGs, don’t actually understand RPGs at all.

For example, if you want to be a Ratattaki you MUST have the Gladiator background?!? Excuse me?!? Where is the diversity and imagination and everything else we associate with roleplaying in that decision?

I don’t even WANT to be a Ratattaki Bounty Hunter but, for those who do, I imagine some might like the option of the Outlaw or Merc background instead. Yet, they get wedged into being the Gladiator background only.

Crazy.

Pure crazy.

Who sanity checked all these ideas? Or was it just a group of guys sitting around a table too scared to disagree with one another for fear of being the odd one out (not dissimilar to the way the Star Wars prequels were made — and look how they ended up???)

And now some dummy, over on the TOR forums, has said to me that players still “have control over their character” in response to me making the point that this takes some of the control over a player’s character out of the player’s hands.

I mean, in what universe? How wrong can you be? If your race is dictated by the background you want… or your background is dictated by the race you want, YOU ARE NOT IN CONTROL. That is so obvious. Sheesh. The Bioware fanboi’s are out in force today, I can see.

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August 11, 2010 by blur

Sure, those are your rules… but I’m special!

I want to ask other experienced guild leaders about something I’ve encountered a lot over the past decade while running guilds.

Most guilds, we can all appreciate, have rules. Some might be tougher than others, sure, but there’s generally a core-set of rules that guilds will live by. These might relate to how members behave on forums and/or in-game. They might relate to how active a member has to be in the guild. They might dictate how loot is divided up in-game… whatever.

But how many of you find that despite applying and agreeing to these rules, you get members who will always think the rules don’t apply to them? That somehow they are “special” and you can cut them a little slack when they break the rules? Because, frankly, I’m currently finding about 1 in 5 people are like this… and that figure just shocks me.

One of the big ones for us here at Beskar, since we started in 2008, relates to activity. We ask that members are active on our forum, in the absence of the actual game, so that we can all get to know one another. That doesn’t sound too outrageous, does it? The rule is:

Beskar membership is a privilege not a right. As such, members are routinely marked “inactive” if they don’t post for a period of two weeks without prior notice to their guild mates. Anyone who remains “inactive” for an additional two weeks is removed from the guild roster completely. In this way, our system gives someone up to a month of not posting, without any prior notice, before they are dropped from the guild, so it’s hardly a “quick” process and you have to be quite a flake to actually get dropped. Having said that, it still one of the tougher membership policies in the TOR community.

Yet when you catch people out, time and time again, they come up with stories. “Oh, I’ve been too busy…”; “Oh, I’ve had nothing to say…”; “Oh, I had some girlfriend issues…”; “Oh, I was too tired…”; “Oh, I’ve been playing {insert game here} and kinda forgot…” and the list goes on.

And all of them, to a man (or woman, as the case might be), think that these are perfectly reasonable responses.

Huh?!?

I don’t know about you, but whenever I’ve had a busy time at work, or girlfriend issues, or been obsessed with a new game, that particular thing still hasn’t taken up my whole life, 24/7. Frankly, I can’t think of ANYTHING that does. And when all it takes is a note on the forums… ONE NOTE… to request a leave of absence — and you have ONE MONTH to make that leave of absence — I just don’t understand the excuses that get made instead.

I recently culled a bunch of people from Beskar who had been flaking out on their forum responsibilities to highlight this issue. As I’ve said before, we’re a guild which isn’t in this game to have the biggest community, but one of the best communities instead. If that meant a community of, say, 50 highly passionate friends, that’s fantastic. I’d rather have that than a community of 150 people where 2/3 of the group hasn’t posted in the last two weeks on its forums and people don’t really know each other.

(I actually did some math the other day and, if I had kept every Beskar member who I’ve tossed out of the guild since late 2008 for breaking a rule — most typically the inactive member rule — we’d have upwards of 150 members “on paper” right now. Instead we have 40 members at the time I write this and, frankly, I’m happier with it that way!)

So do you other guild leaders find this happening? You set rules and people agree to them… then flake on them? And are you as tough as Beskar and actually do something about it, or do you let it slide and, essentially, let the rules have no real meaning?

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August 7, 2010 by blur

Why I like the concept of select races limited to select classes

In a recent news article on the official TOR site, Bioware started talking about some new playable races in the game such as the Sith Pureblood, Miraluka and Zabrak. Interestingly, it linked these races to specific classes in the game, with comments like:

The rage of… the Sith Pureblood lives on in the Sith Warriors who dominate the battlefield with their intimidating presence and aggressive tactics.

As one of the most wise and mystical species in the galaxy, the green-skinned Mirialans can become powerful Jedi Consulars.

A proud species from an inhospitable world, Zabraks are among the few with the determination and ferocity to become Sith Inquisitors.

All of which leads myself — and others over on the TOR forum — to think that Bioware is limiting some races to select classes, in much the same way that it’s all but already linked, say, the Chiss race to the Imperial Agent class in some earlier stories.

Personally, I think this is a good thing but, of course, there are detractors on the official forums. What a surprise, eh readers? It’s the nature of the beast, as they say in the classics.

For mine, this decision makes sense from a roleplay viewpoint (for example, Chiss are barely spread among the galaxy at all, so it makes sense to limit them to shadowy Imperial Agents), and also a practical viewpoint, so we never see TONS of any one race; they will be limited by default because not every player on a server will ever play the same class simultaneously.

Now, I can understand why this concept is making people QQ. Someone might love the Chiss race, for example, and want to be a Jedi Chiss… but honestly, it just doesn’t work and I’m excited that Bioware appears to have made such a ballsy decision to keep some races exclusive to some classes. And for anyone who wants to take me on about this, just answer one question:

If I’m wrong about select races being exclusive to select classes, are you guys opposed to my comments saying that the Sith Pureblood will be available to, let’s say, Jedi classes? No? Then why on earth would the select races for select classes rule apply to Sith Purebloods and not the rest? And in that lies the reality of the situation, I think. Select races will be limited to select classes.

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August 7, 2010 by blur

What’s in a (character) name?

When it comes to naming your character in an MMO, there are two paths players generally take.

The first path, generally taken by people with a semi- to hardcore-roleplaying background, is to name their characters appropriately to the game world and, where possible, even their race and/or class within that game world. In Age of Conan, for example, people playing a Stygian would go and find real Egyptian names for their characters, as that race was loosely based on ancient Egypt. In Lord of the Rings Online, people would invent names that didn’t sound out of place in one of Tolkien’s tales. The character generator in that game even gave hints on how to create a good character name for the type of character you were playing.

The second path, meanwhile, is taken by people with less of a roleplaying background. These people see their in-game character not so much as a real, living, breathing character, but simply the avatar that represents them in this virtual world. As a result, such characters are given “real-life” or pop culture names like Elvis, Letterman or Pontiac. Some might even resort to expressions like, KegOnLegs or LookAtMe. This doesn’t make the character less important to these gamers — many of whom aspire to top the leaderboards — but shows that their interpretation of the pixels on the screen is vastly different to those on the first path.

In Beskar, we are on the first path I mentioned here.

While people can have whatever name they want on the Beskar forums — within reason, of course — to represent them, in the game of TOR itself, we’re aiming to eliminate “silly” character names and present as a mature guild. In this context, “silly” means names that would look out of place in a Star Wars novel, or comic. Names like KegOnLegs or LookAtMe are good examples of that. So we ask members if they already have a character name in mind, to ponder whether it would be realistic to see that character name in a Star Wars novel or comic. If they think it would, chances are that name will be fine with us.

Why do we do it this way? A combination of reasons, actually. We certainly have a group of roleplayers within the guild. For them, character names are very important — which extends to the characters they deal with in the guild who aren’t, strictly speaking, roleplayers themselves. Aside from them, we also feel that “silly” character names can really lower a guild’s reputation. After all, first impressions count and if you see a character from another guild with some stupid, or even offensive, name… what’s the first thing you think? I guarantee it’s not, “Wow, I bet he belongs to a good guild!”

So there you have it. That’s our policy on character naming. Does your guild have such a thing? If so, what is it?

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August 6, 2010 by blur

Why I think The Old Republic will have one server type

When people talk about TOR, they often project their hopes and dreams onto the game which is understandable because we all like unreleased games to meet our own hopes and expectations. Sometimes, however, these hopes and expectations might be unrealistic.

A good example of this kind of thinking occurs in the area of servers. But more on that in a moment.

Typically, there are two kinds of servers in MMORPGs and two roleplaying variants of the same, as follows:

  • PVE server, with PvP restricted to closed zones or battlegrounds.
  • PVP server, with open world PvP in several zones.
  • RP-PVE server, with PvP restricted to closed zones or battlegrounds. Roleplaying is always encouraged.
  • RP-PVP server, with open world PvP in several zones. Roleplaying is always encouraged.

Now, many TOR fans are expecting to see all four kinds of server in operation. Yet, I have a feeling there will be one only:

  • PVE server, with PvP restricted to closed zones or battlegrounds.

How have I arrived at this? Easy.

First, there’s the issue of PvP. And you know what? After watching the 50 minute panel at E3 where it was stated, flat out, that while there’s PvP, nothing we do can actually affect the gameworld (because, “It has to be there for people when they play the game later on, to have the same experience…” or words to that effect), it became apparent to me that the TOR guys are leaning towards battlegrounds — specific areas where PvP will take place — and the rest of the game will be PvE, basically.

Second, there’s roleplay. And I just have this funky idea that in a game that is so roleplay-centric where everyone will be roleplaying to a greater degree than in other MMOs, I query if Bioware will bother marking some servers as RP servers. And if you’re sitting out there, spitting beer all over your monitor and shouting, “I’m no %#%@ing roleplayer!”, you will be in TOR’s eyes.

I’m thinking here specifically about elements like multiple answers characters will have in quests and all the other staples of single-player ROLEPLAYING games that Bioware is famous for.

I understand that gamers might want to elect a particular server within the TOR community as being the server where people will do very overt roleplaying, above and beyond what other people will do by default, but I doubt the game will suggest any particular server over another as THE roleplaying server; it will want to see its game as a roleplaying game, period.

So that’s my reasoning. Strip away the RP tags and strip away the world PvP and what have you got?

A PVE server, with PvP restricted to closed zones or battlegrounds.

For everyone.

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August 1, 2010 by blur

The best roleplaying will come with end game

The TOR forums are full of so much wishful thinking, I don’t know whether it’s sweet to behold, or the sign of people who just don’t want to face reality.

A good case in point, I recently made the observation that, “The [TOR] storyline is relatively fixed, despite having different little sidepaths…” and, “I think the real roleplay, if one wants to roleplay, will come with endgame…”

Well, didn’t people jump on that? I didn’t know anything, apparently… Bioware is amazing and will be making the biggest storyline ever where you can do “anything”… and so on and so forth. Gee, you’d think I’d gone ’round to these people’s houses and set fire to their letterbox, or something, such was the anger and bile that spewed out from some of them.

But as I said to these folks, the storyline’s still not as open as they say it is.

Why? Because the devs still need to take people from A to B. That’s how any story works. Like I had suggested, there might be some interesting sidepaths along the way, but you will still end up at ‘B’ regardless of what you do. The real variation will be in how good or evil your character has become along the way… but even then, faction swapping isn’t in the game — as recently confirmed at E3 — so there’s still not as major an outcome as you might think.

I stand by what I said and I say it again here: true roleplaying will start at end game when you’re free of the storyline that everyone else in your class is doing.

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