Mandalorian-themed gaming community for Star Wars: The Old Republic
October 31, 2008 by blur

Trying hard to see TORs appeal for SWG haters…

There’s a large body of people on the TOR forums who hate SWG and are currently shouting TORs name from every rooftop. They’re easy to spot. I’m sure you’ve seen some as you’ve tooled around the forums, reading threads.

But here’s an interesting observation for you to chew on.

Your average SWG fan loved that game because it gave them tons of role-playing options. So it stands to reason that SWG haters aren’t fond of role-play. I mean, if they were, they would be able to see that SWG was actually a fantastic role-playing toolkit.

Which raises the interesting situation whereby the game these haters are currently supporting (ie: TOR), is heavily based around role-play… the very thing they appear to be hating on in SWG. Interesting, no? I sure thought so… it kind of makes me giggle.

I have the very real feeling that TOR isn’t going to appeal to a lot of SWG haters. Even though they currently seem to be thinking that it will. Stay tuned on this; it will get increasingly messy for such people as the weeks, months and coming year pass by.

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October 30, 2008 by blur

Throwing out the Baby with the Bathwater

You know, it’s kind of astonishing how much hate there is for SWG.

Yes, it got a lot of things totally and utterly wrong — even during the halcyon pre-CU and pre-NGE days — but it also did some very ground-breaking and interesting things which have kept people subscribed for five years in spite of all the bad stuff that’s happened. Just consider that fact for a moment.

So why doesn’t SWG get more respect?

And, more to the point, why are people on the TOR forums taking the POV than anything featured in SWG must be avoided like the plague, to the extent that they want to go in totally the opposite direction with TOR? It doesn’t make sense.

To be completely clear, I fear there will some serious cases of throwing the baby out with the bathwater if we’re not careful. Dismissing ideas for the sole reason that they were in SWG is, to put it bluntly, a short-cut to thinking. And it will come back to bite you, me and the devs on the bum, in some areas, I am utterly sure of it.

I’d like to see SWG get afforded some respect for the things it actually did right, and its concepts and ideas get a fair airing, rather than being instantly dismissed for the “crime” of originally appearing in a game that so many of you, clearly, have a serious problem with.

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October 28, 2008 by blur

Here’s Where the Story Ends

So I’ve read everything out there at the moment on TOR, scanned through all the screenies, watched the presentation and promo videos and digested it all — same as most of you out there. And here’s something that occurred to me earlier today…

TOR promotes itself as “the first” story-driven MMO and, putting aside the existence MMOs like LotRO that have had some pretty serious story progression arcs in addition to regular questing, let’s just take that on face value for a moment.

This story driven questing will push your character forward. Level after level which, hopefully, won’t feel like grinding. You’ll be part of your own, class-specific story which will adapt, to some degree, based on decisions you make.

Sounds great, doesn’t it? And I really hope it is. Quite sincerely, I do. But…

(Isn’t there always a but?)

… when it comes to games with scripted story lines, those story lines always have to come to an end. They simply can’t go on for an infinite time. So what does this mean for TOR? Well, that’s the million dollar question, and the point of this thread.

Does it mean:

  • The scripted storyline will take your character through an epic story and then, at the end, you’re essentially “done”? ie: You’re at the level cap; you’ve done all the content and, beyond that, there’s just whatever end-game is on offer for your character?
  • The scripted storyline will take your character through an epic story but, importantly, needs to be combined with other random quests to make it to the level cap? The result being that the epic story doesn’t feel like it stops dead when you hit the level cap?
  • *Something else entirely?

The best example I can think of, to date, is what happens in LotRO, whereby there’s a wealth of “book quests” on offer and, from time to time, new ones are made available for a free download. In that way, the storyline continues, and you have new stuff to do with your character. However, it’s also worth pointing out that most people hit the level cap in LotRO pretty quickly and easily and are often then left hanging for a long, long time in between book updates. Will we see similar in this game? I cannot see how we would not.

It would strike me as astounding if BioWare could somehow keep the epic storyline going indefinitely. So, the question begs, if the storyline has to stop sometime, when must it stop? And how? Your thoughts please!

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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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