Mandalorian-themed gaming community for Star Wars: The Old Republic
December 29, 2010 by blur

Beskar turns two years old…

Well, here we are… Beskar is two years old. Officially, the beskar.net URL was registered (US time) on: Sunday, December 28, 2008 6:42:34 PM

The first website and forums pretty much went up right away, with me tweaking them at the same time I was out there, spruiking the guild on the official TOR forums. It was a fun time… full of expectation… and the unknown. It seems so long ago. A lifetime in some ways.

Now I don’t want to make a big song and dance here when there’s a special second anniversary podcast inside our private forum for members to listen to, but I do want to say publicly that this has been a two years that I’m proud to have served as guild lead… and it’s a two years I would do all over again, without any hesitation, even knowing some of the rough times along the way… and really that comes back to my amazing members making the journey so worthwhile.

A guild is nothing — absolutely nothing — without members.

Everyone, from the longer term members, right through to the people who have joined in the last month and are posting up a storm and telling me, “You were right, this is the best guild I’ve ever been a part of…” and variations on that theme, are making me so excited for this game to come out and for us to be logging in and talking to each other within this family/business operation/private army where, as Mandalorians, Sith Lords and Imperial Agents, we’ll get out there and cause some mischief and make a few credits in the universe — and have a lot of fun doing so.

I thank you all.

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December 21, 2010 by blur

If I had been in charge of The Old Republic project

I was on the official TOR forums recently, and a poster was talking about Bioware’s concept of story and making everything heroic and movie-like and he made the comment that this approach misses all the advantages of an online/multiplayer/interactive environment.

I agree with that poster, 110%

The problem is, however, Bioware is convinced of its own genius in SPRPGs (and not without reason as they’re pretty good at them), and wants to shoehorn them into the multiplayer realm “because it’s never been done before” rather than sitting back and thinking, “OK, what makes the multiplayer environment unique and interesting?”

That question would have been, quite honestly, the first thing I wrote on the whiteboard on day one of this project if I was in charge of it, but it seems what was written instead was, “How do we shoehorn our fantastic SPRPG style into the MMO space, so we can say, ‘This is new…’ and people will pay us monthly for it?” And I think TOR could suffer for it, in the long term.

It just slays me on the Bioware forums when I point out — quite fairly, I think — that the storyline will end at some stage and it could be 6-12 months before the next expansion, so we need MEANINGFUL things to do as characters in our own right, not just be pawns in a linear story that has to stop from time to time.

And all the Bioware fans cry, “Oh no! They PROMISED the story will never end!” And I honestly think a lot of these fans come from SPRPGs and have no real experience of MMOs and genuinely believe this will be a seamless thing, ie: they think that no matter how fast they go through the content, there’s always going to be new content, “Because Daniel Erickson said so…”

People… Daniel CANNOT produce content that will keep pace with many gamers. And not just gamers who rush through the game — I can’t stand people like that — I mean a lot of regular, quite ordinary gamers, too. And Bioware will simply tell them to play another class while they wait.

Oh well… a lot of MMO noobs are going to get schooled in this, whether they listen to me now, or not. And it all comes back to tying everything so heavily to the story and being cinematic, rather than mixing in a bit more sandbox, which is really what’s needed for those times in between expansions especially.

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December 10, 2010 by blur

The #1 issue remains story versus individuality

From day one, literally, Bioware has made no secret of the story component of TOR.

If you’re a Trooper, you start in Havoc squad… if you’re a Sith Inquisitor, you start as a slave… and so on. This has led to people pointing out, quite rightly, that the game seems to leave less roleplaying and imagination for people.

My trooper character, for example, MUST be from Havoc squad. And yours. And yours. And yours. And yours. And you over there? Yours, too. This generally isn’t how people who like to think about their characters would prefer to play an MMO. Period.

And sure, I take onboard that some people don’t care — they just want to play TOR “as a game”. And that’s fine. But in every MMO, and in BioWare games particularly, there are people who are quite creative and like to THINK about their character, too.

This has led to a TOR forum user telling me:

Its not Bioware’s job to do that. Bioware’s job is to give us a game with a storyline, quests, and gameplay that we can enjoy.

To which I say, actually, if you want to talk about what Bioware’s “job” is, it’s to provide a realistic multi-user environment. Why? Because it says this is an MMO. As such, it needs a different set-up to Bioware’s single player games. That is the bottom line, right there.

I’m getting a little sick, actually, of people defending a single player experience as valid in MMO terms — it’s not. It’s absolutely valid in a single player game — fantastic fun, actually, and I think Bioware makes great single player games — but this isn’t a single player game and should be treated differently. Thus far, I’m worried that it hasn’t been.

So the real question is, how will Bioware reconcile story and the desire for people to feel like their own character?

There’s been a lot of talk, but none of it’s actually answered this staggeringly simple question. I really wish we had one.

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December 6, 2010 by blur

What do you think of guilds that try and theme around real world stuff?

What do you think of guilds that theme around real world stuff?

I’m talking here of groups that might only want to have members of one sex, or just ex-military folk, or just one religion, or just one city, etc. And the reason I ask is because they seem to be becoming more and more popular.

Personally, I can’t get my head around it. It’s nice to have some like-minded people around you and you should try and find those people, but life is also a pretty rich tapestry and there are a lot of interesting people out there that these groups will cut off from even thinking about being a member, let alone ever have in their ranks.

Also, last time I looked, no MMO particularly catered to these special interest groups directly. What I mean by that is that it’s not like there’s any advantage to having members of only ‘x’ or ‘y’ type, as it has nothing to do with the game.

The game doesn’t care about your sex, religion, employment, etc. Why should we, as gamers, try and build artificial constructs into our guilds that have nothing to do with, or advantage, the game? Again, I can’t get my head around it.

What say you?

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