Mandalorian-themed gaming community for Star Wars: The Old Republic
May 6, 2012 by blur

The elephant in the room – Star Wars: The Old Republic’s declining population

It might seem strange for a guild leader to talk about the declining popularity of the game his guild has set out to enjoy for years to come, however, I’m not the average guild leader.

As an old saying goes, I’m known for calling a spade a spade, and I find I cannot — in good conscience — stay silent about this topic anymore. TOR seems to be bleeding gamers fast.

Naturally, we’ve all played MMOs in the past where it seems from the first weeks of its live game, loudmouth members of the community are threatening to quit over some issue or other.

And while we all saw that in TOR as well (ie: people hitting level 50 before the end of December and complaining about “no end game”), it’s what’s happened months later that worries me.

You see, we’re a couple of weeks off the game hitting its five-month anniversary and, aside from a recent Rakghoul-themed event (which some saw as unimaginative), I haven’t seen a lot of recent action.

Indeed, if you visit the forums of other games newly released or in the final stages of beta testing (eg: TERA, Guild Wars 2, The Secret World), you can see a lot of annoyed ex-TOR gamers talking.

And what are they talking about? Anything from the lack of end game to horrible-looking armour sets to a lack of warzones to the grind of playing new characters whose individual stories only go so far.

TOR seems to be, quite remarkably, a game made by master games makers, using arguably the hottest IP on the planet… and people have been walking since just a few months into the game.

I commented to my wife recently that even Lord of the Rings Online (which I wouldn’t play again if you paid me), kept my attention for over 12 months before I felt it was starting to wane for me.

So what is it about TOR that is driving people away? I really don’t know.

Of course, not everyone’s gone off the game. Within our guild here, we still have a larger than average number of people playing; some because they have yet to hit 50. Others because they genuinely like it.

And, make no mistake, I write none of this to hammer nails in TOR’s coffin. I want the game to go on. I want this guild to go on. The relationships we have built up in here are extraordinary. I want new recruits!

But, at the same time, the issue of TOR bleeding members is one I cannot ignore; particularly as a guild leader. MMOs are at their best when you log in and have a vibrant world bustling all around you.

And, again in good conscience, I cannot say that is the case when I have logged into TOR lately. Aside from my guild mates (usually on other planets to me), I’m just not seeing life as we know it.

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April 25, 2012 by blur

Beskar’s guild charter; feel free to take a look!

Although highly unfashionable with younger gamers in particular, any guild “worth its salt” will have a charter. This is a document that lays down, in black and white, what a guild is all about.

Beskar’s own charter can be seen here. We’ve used it internally for some time — and its themes go back to years before TOR even came out — but I thought it might be nice to have it in public.

As you can see, we don’t mess around. We have strong, common-sense rules, and those rules have served us well in creating a really nice, tight, family-like feeling among many in the guild.

It’s a great shame, to me, when I look around gaming communities in general and see so many guild thrown together in five minutes, with nothing even vaguely resembling a charter like this.

If a guild wants to last the test of time — and sure, I guess some guilds don’t and just want to “live in the moment” — tools like a good, solid charter are absolutely the foundation to build upon.

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March 10, 2012 by blur

Beskar: Now with added Republic flavour

When I created Beskar, one of the first rules I made for the guild was that we would be all-Imperial, all the time. This was even before the game developers had even said whether a guild could have characters from both factions, or not (for the record, they finally settled on guilds being single-faction only). In other words, if you were a member of Beskar, logging into our server, your character options would be Imperial-only. Want to play Republic? Choose any other server and go for it.

This was a neat solution, in my opinion, for a variety of reasons. First, it meant our members had eight character slots for Imperial gameplay. If they so desired, they could play each advanced class of each Imperial class, ie: 4 classes x 2 advanced classes = 8 slots. Second, it meant that when people logged into our server, they would be focused on Beskar and the Imperial cause. Again, no one would be told not to play Republic; they were simply, and politely, asked to do so on any other server.

But then came news of the 1.2 game update and the Legacy system.

While Bioware has done nothing to make it compulsory to play both factions on the same server, they have certainly made it compelling, with cool rewards and unlocks on offer for people who do it. And for obvious reasons – if people are encouraged to play both factions on a server, and given incentives to do so, it will not only help server balance, it will keep people engaged with the game longer and tie them tightly to their server. That should mean longer subscriptions in most cases.

So, as guild leader, I had a choice. Should Beskar continue down the same path for reasons of “tradition” (and yes, I understand how funny a concept that must seem in a game that’s barely been out for three months), even though members were likely to break the rules and roll Republic characters anyway or, should we approach the topic with good old-fashioned common sense and sit down, as a group, and determine how we wanted to proceed in relation to the Legacy system?

I put the concept of having a guild for Republic alts to the members of Beskar. Overwhelmingly, the membership decided that having a Republic guild would be the best way to move forward. By and large the attitude was, “I would like to have some Republic characters on our server and I would like to do it openly and in a guild with other Beskar members…” Even people who want to play Imperial-only characters on our server saw no real harm to letting fellow members dabble on the dark, er, light side once in awhile. It was a great, mature discussion – as you always find in Beskar.

So there you have it. TOR is changing with the 1.2 update and, as a result, so is Beskar.

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January 28, 2012 by blur

We are Beskar. We are Legion.

One of the great pleasures in any MMO is when you belong to a quality guild that, as well as “getting things done” and featuring some top PvE and PvP gamers, also has a strong social side.

The picture below is the result of members deciding to get together for a group photo. In other words, 33 members (half the guild, or thereabouts), who thought it would be fun to simply meet in a central location and get some cool screengrabs. The group then dispersed. Some to do PvP; some to run dailies; some to go back to lower-level alts; some to craft; some to RP. Such is Beskar. We aren’t beholden to one playstyle and we wouldn’t have it any other way! Interested in us? Visit this page for more.

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December 29, 2011 by blur

Beskar turns three years old

Given the fact that The Old Republic only launched (officially) nine days ago, it’s pretty amazing that this guild I created to be devoted to the game, Beskar, has just turned three years old.

As I’ve said before, had I known TOR wasn’t going to be released until late 2011, I don’t think I would have started the guild as early as December 2008, however, at the time, no one really knew what was going to happen. All we knew was that the game had been underway in semi-secrecy at Bioware for some years, so a launch in late 2009 (when the guild would have been established for a year), or maybe early 2010, seemed as likely as any other guess we could make at the time.

What this meant, of course, is that the guild had to stick together over a long period of time without an “official” game to play. This was no easy thing. Someone might join in, say, mid-2009 and, by the end of that year, be bored with the concept of a guild that existed primarily as a forum community and would walk away. Two years before the game was even due. Two years. It’s a wonder those of of who stayed the course over two or three years didn’t go crazy. Yet somehow, against the odds, we kept the faith.

And I guess, looking back, it wasn’t all hard-work and suffering; there have been some very clear advantages to starting so early. The game has barely just begun, for example, yet Beskar is extremely well-known at all levels: within Bioware, within the TOR community, and within our server environment.

This is useful as our members are a generally very sociable group of people and if that tag under our names in the game can “mean” something to people (and it seems to), then it opens doors for us to talk to people from outside our group and, more importantly, have those people want to talk back to us. It helps build community, inside and outside our server, and that’s always a very good thing.

So here we are. Happy third birthday, Beskar. You make me proud.

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December 20, 2011 by blur

Well, we got there in the end

Well, we got there in the end.

Close to three years skipping down the yellow brick road with a changing cast of faces to accompany us along the way, and we’ve finally hit our destination.

Today, December 20th, 2011, marks the moment when, after a week of early access for some, every Beskar member now has access to enter The Old Republic.

For me, this is the end of something. Primarily, it’s the end of running a guild for a long time without a game to play which, I can assure you, is no easy thing.

So it’s actually in a slightly wistful mood that I write these words, standing here at the divide between what Beskar has been so far, and what it is to become.

Looking back over three years, this guild has given me everything from great pleasure, to great pain. It’s shown me the best in people. And the worst. There are moments I wish I could purge from my memory entirely. There are moments I cherish wholeheartedly.

But that’s life, isn’t it? You take the good with the bad. You accept that things won’t always stay the same. You learn that some people, even good friends, don’t stay consistent over time. You relish the growth you see in others as they become better mates.

Looking forward, who’s to say where it will all go? Most of us have played TOR in beta and have decided that it’s a game worth our time in the months, and years, ahead. But by what method will we proceed? What will Beskar evolve into, over time?

That’s for the future to help us work out. It’s exciting to see where it will take us.

I want to thank my beautiful wife Leo for all her support behind the scenes. Even when I have been at my lowest ebb, whether through exhaustion or pain (or a combination of the two), she has been there for me so that most of my struggles have been ‘off-camera’. She has been the one to keep me sane through this whole adventure.

I also want to thank the membership of Beskar, past and present, for helping to carry the load along the way. From those guys and gals who joined us in December 2008 and helped carry the guild in its early months, through to the people who have joined only in the past couple of weeks and who now help shoulder the weight. Thank you.

Beskarians, TOR is finally here for everyone. Jump in. This is YOUR day. I will see you in there.

– blur

PS: By the way, where are all those self-appointed TOR forum philosophers who regularly told me over the last three years that, “pre-launch guilds never make it to the live game…”? *Chuckle*

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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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November 29, 2010 by blur

Why Beskar doesn’t do ranks…

If you’ve ever read through Beskar’s FAQ or ABOUT sections on this very website, you’ll probably have a good idea about what kind of TOR guild we are; which is to say that we’re quite different from the norm. And one of the elements that has set us apart from the majority of guilds from the very start has been our position on guild ranks. To put it simple… we don’t have them.

For the longest time, non-members have wailed and gnashed their teeth and can’t seem to get their heads around the concept but in this thread on the TOR forums recently, there seems to be some hope that other guilds are starting to get the concept that, hey, you can be a happy and successful guild WITHOUT handing out 101 silly rank ranks to members to keep them happy.

As I’ve already commented in that thread,

Outside of someone administering — or leading — a guild, there’s no point to any other ranks besides providing a “carrot” for people to aspire to and, honestly, I don’t treat my guild members like rabbits, offering them carrots.

Which is pretty much as honest as I can be. My guild members aren’t rabbits that I think need carrots, nor should they think themselves needing carrots. The reward and the fun is being a member of Beskar, not being bestowed with some silly rank just because you’ve been in the guild for six months longer than someone else who’s not allowed to have the same rank for another six months.

Ranks… yuck… I hate ‘em!

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August 7, 2010 by blur

What’s in a (character) name?

When it comes to naming your character in an MMO, there are two paths players generally take.

The first path, generally taken by people with a semi- to hardcore-roleplaying background, is to name their characters appropriately to the game world and, where possible, even their race and/or class within that game world. In Age of Conan, for example, people playing a Stygian would go and find real Egyptian names for their characters, as that race was loosely based on ancient Egypt. In Lord of the Rings Online, people would invent names that didn’t sound out of place in one of Tolkien’s tales. The character generator in that game even gave hints on how to create a good character name for the type of character you were playing.

The second path, meanwhile, is taken by people with less of a roleplaying background. These people see their in-game character not so much as a real, living, breathing character, but simply the avatar that represents them in this virtual world. As a result, such characters are given “real-life” or pop culture names like Elvis, Letterman or Pontiac. Some might even resort to expressions like, KegOnLegs or LookAtMe. This doesn’t make the character less important to these gamers — many of whom aspire to top the leaderboards — but shows that their interpretation of the pixels on the screen is vastly different to those on the first path.

In Beskar, we are on the first path I mentioned here.

While people can have whatever name they want on the Beskar forums — within reason, of course — to represent them, in the game of TOR itself, we’re aiming to eliminate “silly” character names and present as a mature guild. In this context, “silly” means names that would look out of place in a Star Wars novel, or comic. Names like KegOnLegs or LookAtMe are good examples of that. So we ask members if they already have a character name in mind, to ponder whether it would be realistic to see that character name in a Star Wars novel or comic. If they think it would, chances are that name will be fine with us.

Why do we do it this way? A combination of reasons, actually. We certainly have a group of roleplayers within the guild. For them, character names are very important — which extends to the characters they deal with in the guild who aren’t, strictly speaking, roleplayers themselves. Aside from them, we also feel that “silly” character names can really lower a guild’s reputation. After all, first impressions count and if you see a character from another guild with some stupid, or even offensive, name… what’s the first thing you think? I guarantee it’s not, “Wow, I bet he belongs to a good guild!”

So there you have it. That’s our policy on character naming. Does your guild have such a thing? If so, what is it?

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July 26, 2010 by blur

Differences between Mandalorian guilds

Just recently I had some words back and forth with a number of Mandalorian guilds which reside on the “undecided” forum on the official TOR forums. The conversation(s) can be distilled down to this:

blur: Why are you guys in the “undecided” forum? Isn’t it clear that the Bounty Hunter is the most Mandalorian of classes? As such, shouldn’t you be a Sith guild, like Beskar, in order to have Bounty Hunters on your roster?

Guild 1: We don’t know enough, yet. Who says that Bounty Hunter is the most Mandalorian of classes?

Guild 2: We are a Sith and Republic guild, so we can have any classes we want.

Guild 3: It’s all roleplay. We can say we’re Mandalorian Jedi, working for the Republic, if we want to!

Working backwards on those replies, I can see how some people would be ‘OK’ with being in a Republic guild, comprising Jedi, Smugglers and Troopers and roleplaying that they all have Mandalorian backgrounds. I think the more passionate Mandalorian fans, meanwhile, can see the flaws in this method. Namely, everything we’ve seen of the storyline points to the Mandalorians fighting the Republic at present, in the employ of the Sith. Not to mention, the issues Mandalorians have with Force users in general.

Sure, it might have been cute when Karen Traviss wrote a Jedi into Kal Skirata’s clan in the Republic Commando series of novels — and I have no doubt that’s where all these “Mandalorian Jedi” wannabe’s are getting their inspiration — but even that was under very, very specific circumstances… including said Jedi renouncing his Jedi ways and living like an beskar’gam wearing Mandalorian, day to day. Meanwhile, I get the feeling that all these “Mandalorian Jedi” wannabe’s are going to want to have their cake and eat it too, ie: to run around as a Jedi in-game, but call themselves a Mandalorian, too. Blech.

The second reply, meanwhile, flies in the face of all logic. Bioware has divided the classes across two factions — Sith and Republic — and made it clear that TOR is all about a universe at war. They want everyone to be “heroic” and taking part in this conflict whether they like it or not. See, TOR’s not a game like Star Wars Galaxies where you could opt-out of the fighting and go and have a farm on Tatooine. TOR is all about the fight. As such, I would fall off my chair, twice, if Bioware says that guilds can be multi-factional. Given that, all these guilds which claim to be multi-factional are most likely going to be up a well-known creek without a paddle and will lose members when they have to choose one faction over the other and all the members who wanted to be “the other” faction either have to change faction or get the shaft. Watch and see.

Some more advanced guilds claim they will simply run two separate guilds. OK… the only problems I see there are, (i) The game could easily faction-lock people to a server (ie: if you create a Republic character, you cannot create a Sith character on the same server — and vice versa),  which means that the two guilds would exist on two different servers — essentially in two different universes, so to speak — making the concept next to pointless and, (ii) Running one guild is tough. Running two guilds is insane. Anyone who lightly says, “Oh yeah, I’ll just run two guilds…” has clearly never done it before.

Then we get to the third reply. The reply that guild’s make when they just can’t believe the game isn’t going to go their way. The reply of people who can read a dozen hard and fast facts about TOR, then turn around and say they’re all meaningless because more information might emerge to blow them all away. Nuh. Sorry. Not this time. The game is what it is and I think Bioware has been really clear in a number of areas about where its taking the storyline and, by association, the gamers who play certain classes. Just on the Mando question, I refer you all to the new Drew Karpyshyn interview at Darth Hater. Specifically, this bit:

During the panel you mentioned that the Mandalorians will be a part of the Bounty Hunter class story line; how involved will they be? Also, can you give us any more information about how prominently they will be featured in the over arching galactic story?

DK: We obviously can’t go into too many details, but the Mandalorians are an integral part of the Bounty Hunter class story. They are also, as the Mandalorians are wont to be, a very powerful faction in the galaxy. They like to get their gauntlets in everyone’s business, so they will feature quite prominently in Star Wars: The Old Republic. And if you are a fan of the Mandos, I think you are going to really like it.

So how any Mandalorian guild can sit out there, at present, and tell me that the Bounty Hunter class isn’t tied up with the Mandalorians more than the other classes… I don’t know. I just don’t know. And, sure, Karpyshyn does say that the Mandalorians get into “everyone’s” business — and that’s no surprise given we’ve watched them sack Coruscant in the timeline — but it’s always the Bounty Hunter class that gets singled out for the most Mandalorian attention and commentary. How any guild could sit out there and tell me that the Jedi or Smugglers or Republic Troopers, for example, are “more Mandalorian” in their storyline is beyond me.

And yet there it is… there are Mandalorian guilds out there, right now, which will promise you a multi-factional guild, even though that’s highly unlikely to be allowed in the game. There are others which will promise you two guilds, even though that’s going to be an admin nightmare and the guild’s could end up being on totally different servers, anyway. Others will say it’s cool if you want to roleplay a Mandalorian Jedi — even though it’s perhaps the cheesiest and least likely character I could ever dream up. And then there are others who will try and assure you that Bounty Hunters really aren’t the most Mandalorian of all the classes… yet they clearly are.

What are your thoughts?

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