Mandalorian-themed gaming community for Star Wars: The Old Republic
October 28, 2008 by blur

Home Decoration

People love to have houses in MMOs. At worst, they are place to stash more of your stuff. At best, they are place to decorate and “play house”. Most of us fall somewhere in between… sticking a couple of pictures on the wall… but mostly using the storage slots.

So the question begs, to what degree would you like to decorate in TOR?

In SWG, for example, you could drop almost any item… weapons, clothing, whatever, as well as dedicated home decorations (chairs, etc), to make genuinely unique decoration styles wherever you wanted to place them. Displaying weapons on walls was very popular.

More modern MMOs have a similar concept and while it’s generally easier in the newer games to place things, not everything can be placed where you want it. For example, in LotRO, you can’t just drop some armour and make a display out of it in your home. In SWG, you could.

So without getting into a silly, “Duh, blur, just go and play SWG…” kind of conversation, I want you guys to comment: How important is home decoration? Do you love the concept of being able to display virtually anything, anywhere (SWG style), or would you rather have the game dictate what can be displayed, and where (LotRO style)? The choice is yours.

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October 27, 2008 by blur

Be careful what you wish for…

It’s crazy. We’ve not yet been a week on the TOR forums and already it’s clear to see a divide in the community.

Like many of you reading this thread, I’ve thrown a number of different topics onto the forums and, while I’m happy to say that a number of people have agreed with me and it’s good to see some real thinkers in the community, the passion — and sometimes even venom — with which other people want to tell me that my ideas are horrible, is astounding.

Now, don’t get me wrong. I have a thick skin and could care less what some faceless Net denizen thinks of my ideas on a personal level. What really gets me, however, is the extent to which people seem to want to dumb down this game in general.

It’s kinda scary, actually.

I’ve seen people suggest a robust economy, that we can have an influence on. Oh no, cry the naysayers, we don’t want that! That’s boring! That’s too much like, dare we say it, SWG. God, we don’t want any part of that!

OK, say some other people, let’s have some excellent crafting options. Oh no, cry the naysayers, we don’t want that! People don’t like crafting anymore in games. It’s all about running around and slaying things, don’t you know?

Erm, alright, so what about space combat. Star Wars, if nothing else, is a hotbed of space combat, right? Oh no, cry the naysayers, we don’t want that! We just want to concentrate on the ground game. Who cares about space?

So how about questing where we are made to feel heroic, but not a cookie cutter hero, like everyone else in the game world, who has killed exactly the same bad guys and claimed exactly the same loot? Oh no, cry the naysayers, we don’t want that! We want a very simple system where everyone can be exactly the same as everyone else. We’re paying for this, you know?

I mean… I’d like to go on, but I’m kinda lost for words as I think back over these examples in my mind.

I am actively worried, yes worried, that there is a body of people out there who are hoping for a VERY basic kind of game. Push a button, wham, you’re a Jedi. Don’t worry about the economy — there isn’t one. Crafting? Bah… that’s for the birds. Space combat? Don’t need it. It’s all about doing quests that make me feel like a god. No more, no less.

Well, folks, can I just say, very quietly… be careful what you wish for. I have this sneaking suspicion that the more dumbed down you want this game to be, the more surprised you’ll be when it launches and, after a few weeks play you’re left thinking, “Oh… is that it?” Because, honestly, that’s what’s going to happen. If all this stuff that has been the pillar of MMOs for the past decade is so meaningless and gets the old heave-ho by the devs because they think it’s what you want, you’re going to be left with a very small-minded, boxy kind of game that’s going to be fun for awhile, but probably won’t outlast the average single-player RPG.

I seem to spend half my threads pointing out that single-player RPG concepts DON’T WORK in MMOs… and, look out, I’m about to say it again: they don’t. They might be similar, but there’s enough difference that they aren’t a straight match, either.

So before you go to reply to someone’s thread about the economy or crafting or something that you might find utterly boring on a personal level, just stop and think about how far you’re potentially dumbing down the game for everyone else by demanding it doesn’t have stuff like that. The more that gets cut away from the traditional MMO structure or, if it’s retained, gets dumbed down to the max, the less there is to play. That is a stone cold fact however you want to slice and dice it. Keep it in mind, guys.

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October 26, 2008 by blur

Respec’ mah authoritah!

So the topic of the respec has come up lately, so it seems like a good time to talk about it.

A respec, for those who are unfamiliar with the term, is taking your character and giving them a new class, whilst maintaining the level, achievements, etc, you’ve already earned.

Why respec? Simple… you might hit the level cap and feel that you’ve done all that you can as a bounty hunter but, gee, you’d love to be a trooper . Now, rather than start the game all over again and grind through all those levels again, you simply respec to a trooper. In the process you might lose some abilities and not be able to use certain armour or weapons you could previously use… but on the other hand, new armour and weapons opportunities might open up to you.

It’s the equivalent of going to night school in real life and starting a new career.

Now, I know the concept absolutely freaks some of you out, and you’re quick to say, “But blur, this game is all about the story! How does that work if you go respeccing yourself?!?”

The simple answer is that, (i) People would only be allowed to respec after they hit the level cap and, (ii) People would be respeccing in full knowledge that they had hit that level cap by experiencing the Jedi path, or the Sith path, or the Bounty Hunter path, or whatever, but if they respec to something else, they aren’t going to get a new storyline relating to the new class.

If they want that storyline, they have to start again and grind through it. But some people, you see, just can’t be bothered grinding multiple characters… for some people, it’s a 12-24 month achievement to hit the level cap that other people might hit in a month or two of gaming. Such people don’t want to spend another year or two grinding a second character, just to experience what it’s like to be a top-shelf bounty hunter or Jedi or whatever they want to respec to. They would just love the chance to mess with other play styles via a respec.

So what do YOU think? Respecs… good thing? Bad thing? Spawn of Satan? Tell me your thoughts.

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October 26, 2008 by blur

We can’t all be “the” Hero

Some of you wouldn’t realise this, but a lively debate on the then “secret” BioWare MMORPG (this is back in the days when everyone knew is was an Old Republic era game, but BioWare wouldn’t comment), occurred on the main BioWare forums for a long, long, long time before these forums were ever invented.

And one of the themes I found myself repeating (and arguing), again and again again over there was a very simple one… yet it seemed to elude a great many of the “brains” over there who wanted to debate.

Ready? Here it is…

MMORPGS are not single-player RPGS

Staggering, huh? You probably thought I was going to reveal some massive secret, or divulge something that would truly shake the time-space continuum with its freshness and insight. Alas, no…

MMORPGS are not single-player RPGS

So, with that on the table, the question begs, why are games like this being designed, like so many other MMORPGs that have gone before, with one foot firmly in the single-player RPG camp, notably, the part that allows the gamer to be “the” hero of the story?

It makes NO SENSE for everyone to be “the” hero of the story. Note: this doesn’t mean that people can’t be “a” hero, if they want to be, but the way MMORPGs construct quests in EXACTLY THE SAME VEIN as single-player RPGs, has to stop. It’s fine, in a single-player RPG, to go and kill the Big Bad that has been hassling a small village and, in the process, become “the” hero, but it’s something that has never, ever, sat comfortably with me in MMORPGs, when someone knocks over the Big bad then, five minutes later, the Big Bad is back, for someone else to knock over. Again and again and again and again, ad infinitum.

Call me weird, but I think it devalues what is supposed to be a “heroic” achievement when every character can stroll past and do exactly the same thing. It becomes meaningless. It’s a suspension of disbelief that I think takes a step too far when it comes to MMOs.

So what is to be done? Would you rather see a game that DIDN’T have single-player style quests and where a character wasn’t “the” hero of the story? I would. And there are ways to do it. I just have an awful, sinking feeling that the way this game is being designed around “stories” for our characters, we’re just going to end up doing the same stuff as everyone else.

And again, that is FANTASTIC, just AWESOME, in a single-player RPG.

But it’s stupid and boring and, dare I say it, kind of pointless, in an MMORPG environment.

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October 25, 2008 by blur

Balancing solo play

So here we are. Bioware, a company that has a pretty good rep for its single player RPGs, is taking a step into the big time. Playing with the big boys. Building an MMORPG on top of Simutronic’s Hero Engine.

And what can we say about it? What is pretty much carved in stone at this stage?

  • Characters will get class driven storylines.
  • Characters will get NPC companions to help them out.
  • Solo play is very, very possible.

You know, the cynic in me wonders whether this isn’t just going to be a single player RPG, but with the “added bonus” of other people being around to chat with if you feel lonely… oh, and that pesky monthly fee, of course.

See, when you start talking about in-depth storylines (which had better be PRETTY DAMN IN DEPTH, given that most MMORPGs try and make a fist at giving you a storyline for your character; and often customised to your class, too), and using NPCs to fill out your groups, and giving people all the tools they need to solo… I start to worry.

MMORPGs are, by their nature, social and co-operative beasts. Does anyone want to debate me on that? There are no other major reasons, to my mind, that you would want to step into a world populated by real people, beyond socialising and/or getting assistance from them. See, if you ignore those two things, you’re ultimately just playing a single player RPG.

Of course, at the end of the day is all about balance. Dungeons and Dragons Online started off by basically forcing everyone to group… and people hated it. Meanwhile, Age of Conan went out there with a VERY solo-friendly game and, besides other issues with it overall, the solo nature of the game is what made it very boring for people. It was just people shuffling around a map, doing their own thing and not really affecting, or interacting with each other… because they didn’t have to.

So what do you think? Is BioWare pushing us towards a single player RPG that we are going to pay a monthly fee for, essentially just to cover the fact we can chat with other people in the game world? Or is it all going to be pulled out of the fire and despite the individual storylines and despite the NPC companions instead of real party members and despite solo play being a major option, you think that this is still going to be a highly social game? Your thoughts, please!

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October 24, 2008 by blur

Jump the queue… LEARN about the HeroEngine

You know, a lot of the comments and questions I see on the TOR forum could perhaps be better answered if some people read up on the Hero Engine and what that’s all about:

http://www.heroengine.com/

Features, pics, all sorts of stuff. Learn about what the TOR devs are building the game on, and you’re already streets ahead of the questions some people are asking.

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October 24, 2008 by blur

MMOs don’t work on consoles, so why the obsession?

It’s weird, you know. I see loads of people on the TOR forums banging on about getting this game onto the 360 or PS3 and I think, “Man, what a totally stupid idea.”

Has anyone here actually PLAYED an MMORPG on a console? It would have to be the stupidest platform for the genre, yet some of them seem quite obsessed with the idea. I wonder why?

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October 22, 2008 by blur

Crafting for fun and profit

I’d love TOR to have crafting that is interesting and a game in itself: Look to the original Star Wars Galaxies model for how to handle crafting. Sure, it wasn’t for everyone… but it became a real art for those who took the time to master it.

True MMORPG crafters appreciate complexity and a real challenge. The current crop of popular MMORPGs, like WoW, AoC and LotRO make crafting a total joke that, literally, anyone can do. That’s not how it should be. Would love to see TOR be more SWG-esque with crafting.

Your thoughts?

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October 22, 2008 by blur

Space… the final frontier

A space component to this game is a no-brainer in my book. Look to Star Wars Galaxies and its “Jump to Lightspeed” add-on for everything you need to know. Fun missions, set in space, with the ability to piece together your own ships, or have a shipwright do it for you… bliss. Loads and loads of fun. Some people used to play JtL pretty much exclusively to the rest of the game, it was that enjoyable. Space is a must in a Star Wars MMORPG… there is no wriggle room on that.

Your thoughts?

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October 22, 2008 by blur

Single character servers

Now, I know the mere thought of only being able to play one character per server would probably make the average WoW kiddies head cave in, which is almost reason enough to do it but, more seriously, the real reason for doing this would be because if the game is designed to be so customisable and cool, one character is all anyone ever needs to be.

Does your guild have an over abundance of medics? That’s cool, you just re-spec your character to start being more combat oriented. You don’t have to re-roll a new character. In this way, people become their character and grow more attached to their avatar because that avatar is “them”. That’s it. That’s their only footprint in the game world. And I also think people treat characters differently when you know you aren’t grouped with, or assisting a mere alt of someone else’s.

Your thoughts?

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