Mandalorian-themed gaming community for Star Wars: The Old Republic
March 25, 2011 by blur

PvE servers don’t fit in the Star Wars universe?

A guy on the TOR forums recently commented:

PvE servers just don’t fit in the Star Wars universe. Not being able to attack each other doesn’t work in this context; I wouldn’t find it enjoyable, being so restricted.

My response?

I disagree with the, “it doesn’t fit in the Star Wars universe..” concept, which a lot of people repeat all the time when they are trying to justify why PvP servers are great and PvE servers are “terrible”.

I mean, since when is Star Wars the story of a guy who steps outside his front door and suddenly there’s a constant procession of extremely manic people, jumping and leaping in circles around him, like utter nutcases, while attacking him? Because that’s what PvP is like… and yet, I’ve never actually seen that in a Star Wars film, TV episode, comic or novel. Have any of you? I’d love to know where.

Long story short, open world PvP doesn’t make the game more Star Wars-y at all. Going to planets like Hoth, meanwhile, and doing PvP, certainly does — but that will happen on both PvP AND PvE servers. So it’s kind of a nonsense to say that PvP makes Star Wars “more” Star Wars — it doesn’t.

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March 19, 2011 by blur

PvP kids do themselves no favours when they talk about ‘real life’

There’s tons of people in the MMO and wider video gaming community that bug the hell out of me for different reasons. But sitting near the top, however, are those folks who are heavily into PvP and treat it like the most macho activity in the world when you just know that, in real life, they probably wouldn’t even raise their voice if they saw someone getting mugged in the street. Nope, all their machismo happens on a computer screen, only in the privacy of their own bedroom or study.

And you can see the mentality of the average loudmouth PvPer in the way they will actively seek to criticise people in MMO communities who, for example, don’t PvP at all (calling them, “carebears” and such), or conversely, berate people who choose to do their PvP on PvE servers.

One of the all-time classic comments you’ll hear coming from PvPers during attacks like this is that, “PvP servers are like ‘real life’, man! It’s a war! You can get attacked anywhere!”

Which begs the question, how many of you seriously expect to run into an enemy army on your next trip to the shopping mall? Conversely, how many of you would expect to run into an enemy army if you were dropped in the middle of, say, Libya or Afghanistan right now?

Thank you, you’ve just proved the point I’m about to make.

The concept of contested areas on a PvE server — just like an Afghanistan or Libya — is realistic. If you venture in, you will end up in a fight. Meanwhile, if you’re just doing something mundane, like driving to the mall, do you expect the Libyan army to start shelling your car?

But that is the PvP kids mindset — that you are just as attackable by the Libyan army on the way to the mall as in Libya itself. And it’s a nonsense argument when they present this as being like ‘real life’ because real life isn’t like that. Again, how many of you expect to run into an enemy army on your next trip to the shopping mall? The simple answer is, it’s not going to happen.

Yet on a PvP server… its equivalent happens 24/7 and the kids call it ‘real life’.

The great irony here is that PvE servers with a PvP component are actually closer to ‘reality’ than their PvP cousins. How so? It’s pretty simple. On a PvE server, you live your life not expecting to get attacked by an enemy army around the next corner in most places you walk. But if you CHOOSE to walk into a warzone on a PvE server… expect to get attacked. THAT is realistic.

So this is why I laugh long and hard every time I see some kid defend PvP servers by saying, “PvP servers are like ‘real life’, man! It’s a war! You can get attacked anywhere!” Because it’s actually less like real life than the PvE experience they are invariably seeking to talk down.

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March 14, 2011 by blur

Advice for TOR guilds – don’t end up as “filler”

I’ve just posted the following text on the TOR forum but, in case it gets deleted or buried under a ton of meaningless nonsense, I’ll reproduce it here, too. Enjoy.

As of a moment ago, our trusty database returned:

There are 14,203 PvE, RP/PvE and PvP guilds matching: English Language, US East or US West.

Sobering, isn’t it, that for all the people posting here whom, on the whole, are English speakers with their eye on either US East or US West servers, there are already more guilds than is practical and yet, more and more guilds are still being created every day.

(And yes, I know there are “joke guilds” in that total, ie: someone has made a sock puppet account and created a guild that they have no intention of ever developing. But even when you take away a percentage for those guilds, there are still way too many guilds out there.)

I’ve actually made this point a few times over the last two and a bit years and have often got stuck with people saying that there’s enough to go around and “everyone” should be able to create a guild if they want. Now, this is a great comment from a free-market, right-on, go-get-em-tiger, you-can-do-it, POV but, despite all that, is still false.

There is such a thing as too many guilds.

And sure, I know some people will probably stop reading as of that last line and are already hitting reply to tell me that I don’t know what I’m talking about, but I’m going to push on here because there’s a meaning behind all of this which anyone who wants to take their TOR gaming seriously needs to understand and get on-board with, or be left behind.

When it comes to servers, and who we’re gaming with, TOR isn’t like other games. Anyone looking to enter TOR at launch needs to be entering their guild, and it’s members, here on the site — http://www.swtor.com/guilds — during Phase One (that’s now, by the way).

Next, in Phase Two (When’s that? We don’t know), you need to be preparing to list up to three allied and/or adversary guilds whom you’d like to have on your server.

Then, in Phase Three — the live game — all of us will log in and be TOLD what server we’re on — and not only what server we’re on, but who the guilds with us will be, too.

I can see this isn’t very well understood via a lot of commentary going around, so please pay attention: If you’re going into the game, in a guild, at launch… Your. Server. Will. Be. Assigned. To. You. This isn’t any other MMO where you log in and there’s 20 server names and your guild picks one that sounds “cool” or “funny” or “befitting our faction”; you are actually going to have the choice made for you and when you log in, you will be told where to go and play. No ifs, buts or maybes about this fact, guys.

So what are you going to do about it? If you are anything like me, you want:

* To be on a strong server.

* To have good “neighbours” (both friend and foe).

Now this is the whole reason for starting this post with that guild statistic. If you are in a guild and it’s just yourself, or you and a mate, or even half a dozen of you… do you think you’re a desirable group for others to align with? If you said yes, fine, there’s nothing more I can do for you. Thanks for reading!

If you were honest and said no, meanwhile, my suggestion is that you need to work at building your guild up. You need to be in a position where your guild is attractive to other like-minded guilds — and their guilds are also attractive to you, of course — so that in Phase Two of the guild process, you can start tying yourselves together and getting placed on a server which might not be “the top” server, but if there’s you, and your pals (both friend and foe), and you’ve all got guilds of 10, 20, 30 people… you’re going to do OK. You will have a nice experience.

Stick with a tiny guild, meanwhile, and you will be filler. Sounds horrible, doesn’t it? But just because it sounds horrible doesn’t make it untrue. If no one wants to be aligned with you, and there’s just you (or you and your best mate), you will get placed wherever there are holes, or cracks, in the system. You could end up anywhere. Would you like that?

That is why I am saying there are too many guilds right now and although the problem is unlikely to go away in total, those who are smart about these things will consolidate with other, like-minded guilds and, in this way, not only will more of you end up in decent sized guilds which allow you to do more (and thus have a good TOR experience in general), but you won’t end up as “filler” and, thirdly, if more guilds consolidate we will actually have less guilds overall.

Think about it. You know it makes sense. And… you’re welcome.

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March 10, 2011 by blur

This can have no other title except, “I told you so…”

Do you ever have those days where, even though you don’t actually want to, you seem to find yourself saying, “I told you so…” every few minutes? I had one of those days on the TOR forums today.

You see, over the past two and a bit years, and in the vacuum of information coming from Bioware in a lot of areas, I’ve commented on many things on the TOR forums. More things than I can remember, quite honestly. And, at all times, this has been based on my knowledge of MMOs, having played more of the things than I’d care to count over the last 14 years. I’ve “been around,” as people say.

Invariably, whenever I’ve come up with a comment about something, a host of people have leaped out of their chairs to tell me that I’m wrong. Sometimes these are people whom have similar gaming experience to me and might even be making an interesting point but, more often than not, have usually been people whose MMO experience extends to a resume akin to, “WoW and… um… some more WoW…” or people whom were a year or two old when I started MMO gaming (that’s always a bit of a head trip, I can tell you). Then, in some rather spectacular cases, there have been a few who had never actually played an MMO in their life, but still presumed to tell me — someone who’s played them for 14 years — everything that was wrong with my reasoning. Yup, that’s happened to me.

Such is the life of a forum warrior.

Today proved to be a big day for the, “I told you so…” club because Bioware unveiled a new guild program on its forum which, in turn, raised many questions and comments from people.

For example, the guild program asks people to nominate a guild time in either US East, US West or Europe. Instantly, a bunch of gamers in Oceania (read: Australia and New Zealand), jumped on the front foot, freaking out that this was proof that they were going to get stiffed on having an Oceanic server. Cue, “I told you so…” having lost count, over the last couple of years how many times I’ve told these people that a server physically based in Oceania was highly unlikely, and a server based in the US, but marked, “Oceania”, was probably almost as unlikely. Yep, and all along they told me I was a killjoy and had no idea about MMOs (even though, on the contrary, I was basing my comments on seeing servers created in MMOs for over 14 years), and yet there it was, finally being spelled out in front of them with no hint of ambiguity… the choices are US East, US West or Europe. I told you so.

Stemming from the Oceanic debate was disappointment that guilds wouldn’t even be able to point to a server and call it the “unofficial” Oceanic server — as they have in other games — because of the way Bioware is distributing guilds onto servers by its own hand in order, I assume, to maintain a faction balance. “How so?” I asked them, pointing out that although the system is new and different, in Phase Two of the guild process (as Bioware calls it), guilds can nominate other guilds they want to be aligned with, and guilds they also want to fight against. Bioware will take these into account when assigning servers to guilds. So, I asked them, what’s stopping Oceanic guilds from simply using Phase Two to nominate friends and enemies, also from Oceania, and when Bioware distributes the guilds onto servers, viola, there will be a server with a stack of Oceanic people placed on it, all safe, all together. “Oh but that’s so hard to co-ordinate!” came the cry. To which I got to point out another, “I told you so…” for the day — namely, that there are indeed too many guilds out there, in general. If you have 200 people, for example, spread among 20 guilds, that’s a crazy number of guilds to co-ordinate when you could have five guilds of 40 people each (which isn’t a large guild by any means), and be able to co-ordinate the same 200 people much more easily. Yet do any of these tiny guilds, which will be ineffective to the point of being utterly useless in the game want to consolidate with one another, even though it would create a better experience for themselves and their server? Nope. And now they complain that there’s too many guilds to co-ordinate. I told you so.

Then came the realisation, from others, that the new guild system cleared the way for three ranks — Guild Leader, Officer and Member — which sounded Jim Dandy to me, but for all those guilds which have spent the last year or two dreaming up ridiculous rank systems and titles for its members, it would clearly be woefully inadequate. And didn’t they let the world know about it. You could hear the gnashing of teeth in the US from all the way down here in Australia. How dare Bioware only give these guilds three ranks to play with! Guilds threw a fit about this topic but, once again, it was nothing I hadn’t said 100 times before over the last two and a bit years. Namely, “Guys, stop creating these overly complex rank and title systems for your guilds. Not only does it look a bit insane when you have 20 ranks but only eight members, but the practicality will smash you in the face when the game arrives and it only gives you a handful of rank levels to play with…” But did any of them listen? No. Did some of them call me names and tell me I was wrong? Yes. Well, sorry guys, but… I told you so.

Then along came people complaining that they could only create a Sith or Republic guild with their forum account — not both. Or, in some cases, they wanted to create a Sith and Republic guild within the one guild. Gah. This was the point where I got step in and say that, for the past two years, I’ve been encouraging anyone who’d listen to PICK A SIDE. Some did. A lot didn’t. Some of the latter even got into my face about it and told me I was, “wrong” to be suggesting that factions matter. I mean… seriously? Today, however, it seems that if those people had honed down on a side, just as I had suggested to them, they wouldn’t be having a conflict about it. I mean, gee, how hard was this concept to understand when Bioware had made it clear a long time ago that guilds must be one alignment or another? Now that it seems that a key component of being in a guild is being matched off against guilds of opposing faction; either by your choice, or dictated by whatever program Bioware will run to select our servers for us, so guilds really have to be one faction or the other… the mantra I have repeated 1000 times on the TOR forums. How many ways can I say, I told you so?

(Oh, and before we get off this topic, can I just give a special shout out to the argumentative guy who said, and I quote, “There is no reason i can’t live out my darth fantasy and my trooper one in a star wars MMO. Picking sides is for WoW fans .. not star wars ones.” I seriously LOL’d at this. It seems that, in this guy’s world, “Star Wars fans” must play computer games differently to everyone else — especially people who play WoW. LOL. Talk about emotion getting the better of common sense.)

Then came the people who refused to create guilds because Bioware has a limit on the number of characters in a guild name and, due to the fact they’ve invented completely ridiculous long and grandiose titles for their guilds… what a surprise… they don’t fit. To these people I say, why do you think I chose a name like Beskar for my guild? Because in every single MMO to date, “the best” guild names are short. They’re either short words, or acronyms. Both from a URL and marketing POV — and also so the name floating above your head is simple and easy to remember by people who might see you in game, like the cut of your jib, and want to contact you later on. Not only that but, drumroll please, because MMOs often have character limits on them! My point being — this is nothing new to MMOs. People should have anticipated it. Not to mention, ahem, I told you so.

Finally came the people who queried Bioware’s three-step guild creation system overall. Why did Bioware have to do it? Wasn’t it unfair for guilds that didn’t want to start months, or years, before the game started, and instead wanted to be created on Day One of the live game? On and on the questions flowed. To which I would like to say, welcome to MMOs. Guilds that start on Day One of any MMO are always at a disadvantage to guilds that have been hanging around for longer. Whether in terms of recruitment numbers, or an understanding of the game (possibly gleaned from participation in closed and open beta testing), and a wealth of other knowledge, yes, some guilds will always have a leg up on the opposition — but that’s hardly the fault of Bioware’s new guild system! Wow, such crazy comments. And, as expected, it did give me one last, “I told you so…” moment, when these comments were flying around and I got to point out that, for years now (literally, years), people have wandered into the guild section of the TOR forums and queried why people are already making guilds. They ask this question three or four times a week, thinking it’s some kind of amazing, possibly witty, original kind of question. And every time I point out the dozen, or so, key reasons why people make guilds before an MMO launches. Naturally, these people never tend to believe what they’re being told, so here’s one last comment for all those people who are now upset that guilds which already exist are starting to gain a real upper hand over guilds that aren’t planning on existing until Day One of the live game — or possibly even later than that. Guys… I told you so.

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February 10, 2011 by blur

Why a lifetime subscription is unlikely…

Since TOR first raised its head in 2008, I’ve lost count of the sheer volume of people on its official forum saying they wish it will come with a lifetime subscription model. And that’s understandable — the Star Wars IP is intoxicating and, assuming TOR isn’t another Star Trek Online and drives people away, screaming in terror, they will probably want to play it for ages and ages and ages.

Look at the people who still try and play poor old broken Star Wars Galaxies in the present day. And why? “Because it’s Star Wars…” No more, no less. Stick “Star Wars” on it and they will come.

But I don’t think Bioware will offer a lifetime sub. Want to know why?

1) Lifetime subs are the domain of under-achieving games

Look around at all the games that offer lifetime subs. There’s a curious parallel between them offering lifetime subs and tanking on the market. Even LotRO, which didn’t tank but still had to flip to F2P in the end, offered a lifetime sub at first, in addition to a $9.95/month deal for founders instead of the usual $15/month; showing that — to my mind at least — Turbine knew it didn’t have a world beater on its hands, and wanted to pull in as many people as it could, with whatever means it had at its disposal, from the start. If a game developer thinks it has a world beater, however, lifetime subs are never mentioned. And what does Bioware think TOR will be? A world beater. What do we think TOR will be? A world beater. So, do you really think they’ll do a lifetime subscription?

2) Bioware will value its DLC and expansions too highly

Bioware has already shown through Mass Effect and Dragon Age that its all too happy to take a small bit of extra gameplay and toss it out there for a few extra $$$. Multiply that by a bunch of DLC releases (perhaps a different DLC release for each different class?), and that’s some serious coin being raked in. Then there’s the whole concept of expansion packs which, by rights, will cover all classes and be quite large and expensive projects in their own right — they will cost a fair amount of money; probably $20-$40 apiece. Now, do you REALLY think Bioware will toss away all these micro-transaction opportunities by selling lifetime subscriptions to us, upfront? Some extreme optimists might, but I certainly don’t! The only way I see it happening is if… and it’s a big if… if a TOR lifetime subscription only covers the monthly fees and you still have to pay additional money for the DLC and expansion packs. But that isn’t really what a lifetime subscription means in most games.

Between these two facts, I’m sorry, but I really don’t see TOR being offered with a lifetime subscription option; at least in the way we understand a “lifetime subscription” to work, ie: pay once and everything going forward is free. So who knows? Bioware might indeed offer a new take on what “lifetime subscription” means by creating a lifetime sub where you’re still having to pay for things going forward; something akin to those games companies who now think “open beta” means a limited number of keys obtained through gaming sites, rather than actually being “open”.

It seems you can just invent your own interpretations in the MMO market, these days.

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February 3, 2011 by blur

When is a delay not a delay?

Q: When is a delay not a delay?
A: When Bioware’s involved.

Bioware is one of those company’s with the uncanny knack for being able to make year after year of announcements, yet not say very much at all. And it seems to think no one notices!

Just off the top of my head, I can think of a dozen things we don’t know about TOR which, in any other pre-game community, would have been basic knowledge after the first month or two.

Heading towards 2.5 years in the TOR community, I am often embarrassed at how little we know, relatively, about a great many things to do with the game. It’s just… bizarre, frankly.

And, in a similar vein, there’s Bioware’s dogged determination to not give us a release date. The closest we’ve ever gotten is developers grinning and saying, “Spring 2011″ — a spread of three months in itself — but which was (potentially) blown out of the water by events of this week.

We’re now being told the game will release between April 1st and December 31st, 2011. And, actually, we weren’t even given that much detail, if the truth be told. Listeners to Electronic Arts Q3 2011 Earnings Conference Call were told that TOR is expected to ship in calendar 2011, but after the close of FY11 (which ends 31 March 2011), forcing fans to work out the “April 1st and December 31st, 2011″ for themselves as EA seemed unwilling to just say that plainly in the first place.

Optimists point to the fact that the “Spring 2011″ release date still falls into the dates specified and, as such, the game might still pop out in, say, May or June, thus fulfilling the original “Spring 2011″ criteria, and also falling within the newer “April 1st and December 31st, 2011″ spread of dates.

Pessimists, however, are pondering why the previously solid “Spring 2011″ release date is now being stretched to the end of the year. Is this the delay you have when you’re not having a delay?

After all, if sometime within “Spring 2011″ was still rock-solid, why wouldn’t Bioware stick to saying that? Does it think there’s going to be a need to hold on until the end of the year now, even though “Spring 2011″ seemed pretty solid whenever anyone said it during the last few months? What’s caused this blow-out? Fans like to feel involved but, right now, they’re getting nada. Zip.

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January 21, 2011 by blur

Coruscant is a Republic-only planet. Do we really care?

A few days ago the official TOR forums were scandalised when the game’s new(ish) community manager, Stephen Reid told punters that Coruscant will be a Republic-only planet. That is to say, if you’re a Sith-aligned character, you cannot go to Coruscant. At all. Not even for sightseeing. There might as well be a sign saying, “No Sith Allowed” sitting out in space next to the planet.

Interestingly, the forum didn’t go into full meltdown mode — as it has done in the past over certain issues — but the announcement seemed to create some pretty annoyed people, regardless.

My personal take on this is mixed. Yes, it would be fun to fight on Coruscant in a pure, “Whee! Look at me! I’m fighting Jedi in the middle of Coruscant!” kind of way. But is it realistic? When you look at the storyline — or at least what we know of it — no, it’s probably not realistic to have constant Sith versus Jedi battles raging non-stop across the galaxy’s biggest planet during this time period.

Also, when you think of the highly structured way the game is shaping up — essentially as a bunch of eight different personal storylines — it makes sense that there will be some odd and perplexing restrictions like this, here and there, to simply drive the storyline along and not get people bogged down in events that aren’t really part of the ongoing story that Bioware wants to be telling us.

So while I certainly understand people who say things like, “So there’s not a single spy on Coruscant at all? Not a single Sith Lord is walking around the undercity?” I would counter, “There well might be all of those things… but they’ll be rare, and they’ll be part of the storyline that Bioware tells us, not something that the game will encourage gamers to be portraying with their own Sith characters.”

And, to top it all off, when the likelihood of people rolling alt characters to experience the other storylines in the game is quite high, it’s obvious to me that most people will get to see Coruscant anyway. It might not be as part as some kind of rampaging army of Sith Lords and Bounty Hunters, but they’ll still get to experience what it has to offer. And that, perhaps, is the main thing.

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January 19, 2011 by blur

So, what server will you be on?

Rather blissfully over the last couple of years, people on the TOR forums haven’t been obsessed with its game servers, insofar as what they’ll be called and what guilds will be on which servers. And this makes perfect sense — the devs haven’t released a list of server names, so no one can state with certainty where their guild will end up, anyway, and I think most people have realised this.

But lately I’ve started to notice more and more people asking the question, “So, what server will you be on?” or at least a variation of it. Someone even asked us in our guild recruitment thread.

To that person, and to the people who read out guild blog here, I say this: At some stage we will choose a game server, it’s true! But before then, the following has to happen: (1) The TOR devs have to define what the server types will be; (2) Beskar members will need to debate (and possibly vote), on our preferred server type; (3) The devs will need to release the names of the servers, in conjunction with what style of servers they represent; (4) Beskar members will need to debate (and possibly vote), on our preferred server name that correlates with our preferred server type.

After all of that, I have no doubt we will be able tell you, “what server we’ll be on”.

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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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