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Role Playing (Games) Media Movies Star Wars Prequels Entertainment Games

Further Details On the Star Wars MMO 129

Now that the recent announcement about Star Wars: The Old Republic has had time to sink in, specific details about the game are beginning to come to light. Massively, in particular, has a variety of interviews and in-depth looks at the classes, the combat, and the setting of the game. "When you play like a Jedi from 1 to max, and then decide to start as a Sith, you won't see any content that will be the same." They also discuss the leveling, questing and companion characters. "We want you to think of them as actual companions on your journeys throughout the game. Your actions are going to change how your companion characters develop." Eurogamer is running a preview of the game, and a wiki has sprung up to catalog all of the new information. Other tidbits: support for Star Wars Galaxies will continue; the new game will be PC only; and LucasArts is hoping to snipe some of the World of Warcraft customer base.
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Further Details On the Star Wars MMO

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  • Re:SWG? (Score:5, Insightful)

    by negRo_slim ( 636783 ) <mils_orgen@hotmail.com> on Saturday October 25, 2008 @12:17AM (#25506815) Homepage
    Yeah, just as some of us still log into EverQuest from time to time. The key thing to remember about a Star Wars MMO is a large chunk of the market cares not for anything SW related. I would assume something like a Dune MMO would garner far more interest from fans and the unacquainted alike.

    Maybe current play mechanics can't do a SW game justice... or maybe... just maybe... it's the fact it's a shallow and convoluted universe that's been raped by it's creator an anyone else with enough time to pen a novel to be sold at the local supermarket... Maybe...
  • Re:Uh-huh (Score:3, Insightful)

    by Bieeanda ( 961632 ) on Saturday October 25, 2008 @12:22AM (#25506849)
    Not to mention that spoiler sites like Thottbot will crop up as fast as content is uncovered. Story is very, very secondary in an MMO, when you get down to it-- it's the differences in the ways that classes play, that make them compelling.
  • Story, yes... (Score:5, Insightful)

    by MindlessAutomata ( 1282944 ) on Saturday October 25, 2008 @12:41AM (#25506959)

    ..but a story alone can't carry a game. Look at all the other MMOs and their quests. OK, so much of the story in MMOs is more background than anything else, but generally the quests, the actions you need to complete the quests, are rather dull and uninspiring (which is why I like that in WAR you can level up completely via PVP). Kill beavers until they drop a single beaver testicle until you have 10. Fight a spell caster that's AI amounts to casting the same spell on you over and over again. Go to some stupid place in the environment where you need to right click the object. And so on. Questing in MMOs by itself, IMO, is very, very boring. The real question is, will the gameplay be fresh and exciting enough to justify the expansiveness and the story line, and if so, how well will it interact in PVP?

    Additionally, endgame: someone might not care to play the other classes, even if the story and game experience is different. They have a top-level character, they don't want to just give him up. Will there be good endgame? No good endgame can kill an MMO, just look at Age of Conan.

  • by kitsunewarlock ( 971818 ) on Saturday October 25, 2008 @12:46AM (#25506977) Journal
    The moment I saw there were kill quests, levels and caps I decided this wasn't the game for me. People continually say "levels are the only way". You know what, the reason Gygax and Arneson are seen as development genius' isn't because they gave up and went "but this is how it always is". They developed levels. It was a unique and innovative system for creating characters that can advance beyond their initial stats (or beyond a single enormous transformation, like a pawn into a queen).
    But the days of the level are coming to an end (or so I pray). More and more RPG players grow tired of levels--most now see them as other gamers see installation time. "We can't start playing the REAL game until max level." But there are alternatives!
    Games like Tri-Stat use character points instead of levels. Upon completing portions of a story, and as bonus points based on how well you played a character or any other number of things, you receive Character Points with which to buy customizable skills and gear. Some say they are like "levels", but the fact you start with 350 of them and they go into your stats, gear and skill acquisition make them a clearly different beast.
    A lot of games have abandoned even that and just started pooling experience points directly into stats. Games like Pokemon (yes, its a child's game, but innovative never the less) used levels, but behind the scenes gave each stat a different experience bar that rose depending on your race and the opponent's you beat.
    Some games have abandoned levels and abilities altogether, instead focusing on gaming skill. A lot of people just call these "fighters" or "FPS" + MMORPG mixes, but really they can become quite fun.
    But the big problem I have with Star Wars having levels based on quests is simply that too many quests just don't make sense given the setting. Jedi weren't supposed to go forth and kill. They were supposed to negotiate first and try to avoid battle. Unfortunately, there's no good way of mass-diplomacy aside from needlessly complicated (and frankly lame) sets of dialogue choices that lead to a predictable (and, if you have something like Thottbot) reliable outcome.
    Now if they could make a living and breathing game with characters to interact with that are controlled by GMs and other players who can actually make a difference in the world...
    Unfortunately MMORPGs are scared of idiots willing to run around blowing up random planets just for fun. Leading me to another point. Actions should have consequences, the final knife in the corpse of this game (for me, of course). This is another WoW/EQ/MUD style game where nothing you do accounts for anything other than leveling and gear mongering. They claim you can change companion's, but lets face it. In the end your not changing the world around you. Your not really talking with other characters. Your a hamster in a wheel clicking away to get to the "next stage of power" to access more content that millions of others have or will access themselves.

    Some people enjoy that. I personally don't. I wish I could diplomatically barter with another player for control over a star system's spice flow that we've worked hard to get control of. And I don't want that player to just be able to kill me (or have some other random player run up and kill one or both of us) without consequence. In some zones in WoW you can kill someone who attacked you without the local guards attacking you due to high reputation with that faction. But lets face it, if you just ran around killing people, eventually even a faction your considered a hero in would start viewing you differently.
    But I'm a spoiled Tabletop nerd who has been given the ultimate game system--a living breathing human being who can flesh out a world custom tailored to the needs of me and my friends. That's a real GM. Current GMs in MMORPGs are no more than tech support and referees.
  • by bigstrat2003 ( 1058574 ) * on Saturday October 25, 2008 @01:21AM (#25507157)

    More and more RPG players grow tired of levels--most now see them as other gamers see installation time.

    A bold claim, and I daresay quite false. I sincerely doubt that the RPG players who don't like levels are anything but a minority.

    Levels, despite you apparently not liking them, work well, and more importantly, are fun. It's rewarding to gain a new level and become more powerful. You say that designers should be pushing the boundaries, I disagree. I say that designers shouldn't waste their time trying to improve an aspect of RPGs that works amazingly well.

  • by Moraelin ( 679338 ) on Saturday October 25, 2008 @01:51AM (#25507315) Journal

    It worked well for City Of Heroes. Every player in COH is, at least in the design guideline, equal to three minions _and_ a lieutenant. That's what's needed for a fight against a hero to be a 50-50 chance, you know, better have a potion (ok, "inspiration") ready.

    But that's ok, because the NPCs are also generated in packs of 3 for a solo mission, or pretty much in platoons for an 8 player group.

    And yes, nobody seems to have a problem with being in a city with a thousand super-heroes roaming the streets at any given time.

    Generally, when it comes to MMOs, probably the only sane option is to just accept what works and is proven to work, and not think much about what would be "realistic". Starting from the original idea waay back that it would be unrealistic to have quests, because it would be unrealistic if 1000 people saved the same princess or killed the same arch-villain. It turns out that people actually get used quite easily to situations along the lines of,

    "Ok, did everyone get Van Cleef's head?"
    "Yep, I did."
    "Wait, I've got to junk something and then I'll take it too."
    "I killed him yesterday, thanks"
    "Crap, my buddy disconnected. Guess we'll have to come tomorrow so he can get VC's head too."

    Same here. Even when logically it would make little sense to have 10,000 legendary bounty hunters, the players invariably can wrap their mind around that concept just fine anyway.

    And, in the end, is it that illogical? How good do you have to be, to be a heroic version of whatever you're doing. One in a million? Being one in a million sounds pretty special to me. Well, a planet like Earth has some 6000 people who are one-in-a-million, and a planet like Coruscant could have 100,000 by itself, or more than enough for any server's population by itself. And there's a whole galaxy out there in Star Wars. There are probably trillions of trillions of sentient humanoids across the galaxy, and taking the best-of-the best, the one-in-a-million people would still mean more players than WoW has total or even than the Earth's total population.

  • by kitsunewarlock ( 971818 ) on Saturday October 25, 2008 @01:57AM (#25507349) Journal
    When I first started playing WoW, I took everything in. I read every quest and even (although I'm a bit embarrassed to say it) pretended I was making a difference as I hunted down that mountain lion blood or helped fend off the town from random marauders. However I, like everyone I know who plays the game, joined to play with a friend. He even stopped playing his max-level character to play a low level character like me. Unfortunately, the experience was lost on him as he already did that himself ages before. So he went ahead and leveled without me--a problem I experience (from both sides) in almost every level based multiplayer videogame I play. I found myself losing every friend who joined my party in WoW as they were either alts and just trying to get to the end-game, or didn't take everything in as I did. Mind you I was a slow player (I literally spent an average of a week on every level after 30; if not longer if that level had a particular mini-game like fishing or gurubashi arena). Towards the end though, my friends all pressured me into getting to end game. Whenever we played together I would be ignored as the rest of them would raid together in their guild. Everyone would look at the moniter of the higher level character, and as a result leave me without anyone to talk to.

    By the time I got to max level, he changed servers due to a mixture of guild drama, having grown tired of his class and wanting to try a new faction.

    But I tried to experience the "world of warcraft", as well as several other MMORPGs. The problem is I play games to play with people. I'd rather play a game I hate with friends I love than a game I love alone. My friends aren't horrible people--I can't expect them to share the same schedule as me or play at the same pace as me. Its just the set up and major flaw behind leveling to gamers such as myself. It may work fine for some people, but it doesn't work for me.

    When you combine that with the fact your limited to a single class (amoung 8-16 options), its even worse for me. I like to stand out in a game and be more than a grunt (although I'll admit that is kinda the point of warcraft given the setting; your a soldier after all). And I don't mean "I want to be a hero and kill great evils." I mean "I want to be a character, not a role." Build points encourage characters. Levels encourage roles.
  • by SmallFurryCreature ( 593017 ) on Saturday October 25, 2008 @05:01AM (#25508073) Journal

    If you ever played WoW, you would know that its customer base is rather... well... yucky.

    WoW is the 12yr olds paradise who need desperatly an E-penis. Of course there are exceptions but WoW attracts its customers because it is an extremely simple game to grind rather then master or enjoy.

    Don't get me wrong. You CAN master and/or enjoy WoW, but that is not what the majority of its 10 million subscribers do. They grind. They are not intrested in story, character development, immersion. They want to grind XP, get fat loot and show of their "rares".

    Age of Conan had a LOT of problems but one "new" thing it did was introduce dialog trees in its quests. Not that advanced but leading to the following complaint from a player who went back to WoW:

    "Why can't the dialog trees default the best options to 1 or provide a popup to confirm if you are making an important choice because I just press 1 to skip through all of them as I want to get on with the quest without reading".

    If I was a little bit lazy I would find the original post. AoC at some points gave you the choice of your quest reward be in the dialog. If I remember correctly, it was the epic quest chain.

    So the developers introduced a story, a background and the WoW player base just wanted to get it over with to grind loot.

    AoC also had other problems, it had no loot, no armour. The game was supposed to be skill based, not based on what loot you had on you. The forums were filled with endless complaints that the armour from lvl 10 wasn't that different from lvl 40. IT WASN'T SUPPOSED TO BE! This way, a hardcore player and a casual player would have similar stats, very important in a PvP game that doesn't want to cater only to the most hardcore grinders.

    Further problem, items weren't bind on equip, meaning you could pass them on easily once you no longer had a use for them. This meant there were no rare items to begin with, nothing special about them if there were rare and in plenty supply for low low prices. Again, no end of complaints despite the fact that this was how the game was designed. on purpose.

    The complaints of course all were from the people who wanted AoC to be WoW. AoC had lots of problems but not being WoW was not one of them.

    Going deliberatly after the WoW market means you HAVE TO be WoW. And not the WoW some ppl play, but the WoW 10 million people play. That is a very risky market to enter. First, Blizzard has shown they are the best at making WoW and nobody else has even come close. In fact everyone else has had to make a living by NOT being WoW and attracting customers who do NOT WANT WOW! If you introduce the perfect WoW clone, then why would people come to you? They already invested lots of money and time in WoW, so why would they switch?

    if you change the smallest bit, the WoW fans will complain till you change things, but they will go back to WoW anyway and you will loose all those who hated WoW and wanted something different. If only there was an example of an MMORPG that attracted people who didn't like WoW style but the game went ahead and changed to attract WoW players, failed to attract them but repulsed its old players. Anyone? Maybe some Sci-Fi movie based MMORPG. *cough*SWG NGE*cough*

    AoC showed on thing, the MMORPG market is huge. You can attract a MILLION customers at launch. You do NOT have to be a WoW clone but you have to very clear about WHAT you game is going to be like from the start (DEMO) and have it WORK.

  • by kv9 ( 697238 ) on Saturday October 25, 2008 @06:09AM (#25508333) Homepage
    thanks, but I aready play EVE.
  • by whisper_jeff ( 680366 ) on Saturday October 25, 2008 @08:27AM (#25508825)
    A Star Wars RPG? I've got old West End books for that, and it's sooo much better than what a computer could ever provide.

    World of Warcraft? I've got old D&D books for a fantasy rpg and it's soooo much better than what a computer could ever provide.

    Oh. Wait. A computer can provide better graphics. More people to play with. People to play with any time of day (or night). A computer can provide ready-built stories or just mindless killing, depending on the mood I'm in. To name just a few things. So, maybe those D&D books do provide some very cool stuff that I still enjoy so I won't get rid of them but that computer game certainly provides a lot of things that the books don't even remotely provide.

    I'm just sayin'.
  • by SystematicPsycho ( 456042 ) on Saturday October 25, 2008 @09:15AM (#25509015)

    Star Wars used to be cool, but after the episode I,II and III flop (except the last 20 mins of III) most of us have given up.

If all else fails, lower your standards.

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