Mandalorian-themed gaming community for Star Wars: The Old Republic
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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July 30, 2010 by blur

Comic-Con 2010: Beyond Solo: Crafting the Multiplayer Story in Star Wars

Ahoy Beskar members, check out BioWare’s James Ohlen (studio creative director and lead designer), Drew Karpyshyn (principal writer) and Alexander Freed (managing editor), all discussing the creation of the multiplayer story in Star Wars: The Old Republic. Lots of good information here — don’t let the 50 minute run time put you off at all — for you to digest and talk about.

Click here for the video.

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March 3, 2009 by blur

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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November 14, 2008 by blur

Half-full or half-empty?

You know the concept of the glass is half full/empty? In the spirit of the phrase, I present four of the top TOR elements that are being discussed over and over:

Glass is half full:

1) Loads of quests! They’re gonna be different for every class!
2) No boring harvesting or crafting! This crafting will be simple and heroic!
3) Highly solo-able! Play with your NPC party from start to finish!
4) Everyone’s a hero in this game, because everyone wants to be a hero, right?!?

Glass is half empty:

1) So it’s a quest grind to gain levels? Gee… awesome. Great innovation. Not.
2) It’s the “boring” harvesting and crafting that makes an MMO for some.
3) Great… we’re paying a monthly fee for what boils down to be a solo game.
4) No, they don’t. Indeed, if “everyone” is the hero, it kind of ruins the concept of what a hero is.

Yes, I’ve got my tongue planted firmly in cheek, but I think this illustrates not only what people are talking about, but how each element can be viewed — quite legitimately — rather differently by people.

Got any more?

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