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Zeplin
07-07-2009, 04:24 PM
Star Wars: The Old Republic – hands-on

Can the MMO ever evolve? Discover the future of online gaming




Words: Tim Edwards, PC Gamer UK


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“The Sith is an action-point class. Do you play many MMO games?”
“A few.”
“So he plays a bit like the rogu... oh, you’ve got it.”


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At that point, with the help of BioWare’s Rich Vogel, we’re knee deep in Republic corpses, taking down wave after wave of plastic-clad troopers. Our Sith character is deflecting their blaster fire with his lightsaber while we come to grips with his abilities. He earns points by swiping and smashing; he can then spend them on finishing moves. We Force-choke one foe, hanging him by his neck, watching his legs writhe in pain. As he drops to the floor, trying to catch his breath, we turn away and slide a lightsaber into his ribs.

Even at this early stage, The Old Republic is as polished, as playable and as slick as... that other major MMO. Why? How? Because BioWare Austin, the studio responsible, have paid attention to the details from the very start. And their ambition seems limitless. They want to make an MMORPG that encapsulates the essence of their single-player games: a true online sequel to classics like Knights of the Old Republic and Baldur’s Gate. They want to make a game with proficient, modern production values, fully voiced cutscenes and multi-threaded conversations.

They want to reduce the grind – removing the tedious fetch 10 and kill 20 quests that plague the genre – and tie everything into their story. They want to introduce genuine consequence, giving parties of players the kind of moral choices their single-player games have become famous for. Except that in this world, there are no save games, no chances to go back and see what might have happened


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Right now, this is the most exciting game in development. As the aforementioned Force-choked trooper slides to the floor, clutching his chest, a horrifying truth becomes apparent: The Old Republic is a credible World of Warcraft killer.

What’s extraordinary is just how playable it is, even at this stage. BioWare have been playing with the working game for months, and are now smoothing the myriad details into a workable whole. “We didn’t want to show the game until there was something playable,” says studio co-director Rich Vogel. “We didn’t even want to announce the game until we had something.” And, as it turns out, the huge Austin studio has already created plenty. “The game is playable. We have a server up and running, we can play the game at home.”


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The promise is huge: an MMO that is both as intuitive as an action title and as engrossing as a story-led game. The Star Wars universe, now a few hundred years along from the events of Knights of the Old Republic, and thousands of years before the events of the movies, is the perfect setting for a sci-fi MMO. It’s going to be as rich and deep as any MMO has ever been. But it might not have been this way.



The other studio co-director, Gordon Walton, explains that BioWare could easily have ended up making an MMO other than this one. “We had many options, and we knocked it down two or three several times, but everything came back to Knights of the Old Republic. It was the right universe. We just had to make the deal, so we did.”



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Once that deal had been struck there was the formidable task of creating a studio of over a hundred people, which would then produce the content required to fill out a massive, multiplayer world. “BioWare Austin came in to existence in early 2006... We started the game working with only a few people. We’re now a very, very large studio,” says Walton. “Some of the staff came from SOE, but the early seeds were all BioWare. James (Ohlen) has some considerable experience; he was the lead designer on Baldur’s Gate, Baldur’s Gate 2, Neverwinter Nights and KotOR. We knew who the high level core creative team was going be. But the key hire that wasn’t settled on day one was Ohlen, because we didn’t know who we would get.”

The team has both been hand-picked from the main BioWare studio in Edmonton, and recruited from the now large and experienced pool of developers who have previously worked in the MMO industry. But getting a game like this right is not just about having talented people, it’s about having loads of talented people. “Once you go over 100 people, communicating what you’re doing, and what you’re trying to achieve, and how everyone’s little element fits in, that becomes very difficult,” says Vogel. “Get beyond a tribe and you have a problem.”



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And this game does encompass more than one tribe. While BioWare might have already done loads of creative work with the KotOR games, they aren’t entirely free to mess with the canon. Star Wars is still owned, and tightly controlled, by LucasArts. “Everything has to be cleared,” Walton admits. “But it’s actually been relatively smooth. Part of the decision to use the KotOR era was to allow us some latitude, some freedom to get away from the films. So we’re in an ideal spot to have a lot of familiar stuff, but there’s loads of freedom.”

That freedom is important, because BioWare’s great big innovation for MMOs is going to create massive lore headaches. BioWare intend for The Old Republic to be the first successful story-driven MMO game. On the face of it, that doesn’t make much sense: surely we’ve been told that the player’s story, not the developers’ story, is the point of MMO games?


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Playing The Old Republic rapidly defeats that twisted logic. Our demo begins on the bridge of a Star Destroyer, talking to a captain who has done a very, very bad thing. In this case, a crime punishable by death. A fully voiced cutscene follows, with the kind of dialogue choices and moral consequences that you’d usually expect from single-player role-playing games.



“I’m sorry for my failures,” says the captain. “Just please, respect my crew.” At this point, we’re given a choice: kill him and promote his first officer, or let him live. The first time we play, we let the poor sap live. Then we launch the Star Destroyer into hyperspace - the better to ambush a rebel freighter. When we arrive, the freighter attacks, launching pods filled with troopers and Jedi toward our Star Destroyer. The captain assesses the problem quickly, and orders all turbo lasers to track and destroy the pods.

He also asks the medical bay to stand by.


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A few invaders make it through. When distress calls come from engineering, and our party fights from the bridge down through the decks, it’s a fairly simple process, and we’re reinforced by a steady stream of revived NPC characters, fresh from being healed by the medical droids.



The next time around, we decide to kill the Captain. His ambitious first officer quickly assumes command, and immediately orders the Destroyer into hyperspace. At arrival, the pods are sent out again. Our new First Officer is smug, yet inexperienced. She ignores the boarding parties and demands all fire be focused on the freighter’s engines and powerbays. “If they can’t move, they can’t attack.” The ship is quickly overwhelmed. Distress calls come in from all decks. We have to head off immediately.

The numbers are striking, particularly without the buffed and healed reinforcements from sickbay. Rather than a group of cut-off and lonely rebels, the encounter ends with a particularly vicious Jedi. The demo demonstrates, so very clearly, what BioWare mean by choice and story. The Star Destroyer serves as an instance, like WoW’s dungeons, yet this wasn’t simply a romp through a series of angry monsters. It was a back-and-forth through different portions of the ship. And, at any point, we could invite our buddies along to help.

BioWare aim to fill ToR with this kind of mission to a truly extraordinary extent. Each of the six player classes will have an entirely unique, entirely separate story and series of quests. If you were to play each class in turn, you wouldn’t repeat a single mission, or see a repeated location.


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It gets better. Each of those campaigns is the equivalent of one of the previous KotOR games. A grand adventure for each of the six character classes. Each of those campaigns is fully voiced, with multiple paths (and every dialogue choice is spoken. This is probably the largest voiceover project the games industry has ever undertaken). It’s a big, big, big game.



What BioWare are delivering is the largest expansion of detail within the Star Wars universe ever conceived. They’re fleshing out one of the least detailed periods of Star Wars history, where Sith and Jedi existed in mutual antagonism for centuries – the galaxy teetering on the brink of war, having already suffered many catastrophic conflicts, culminating in the sacking of Coruscant itself – the galactic capital.


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This creates a problem: most people aren’t familiar with the expanded Star Wars universe. BioWare have groundwork to do, as Vogel explains: “So all this stuff we’re doing around the game: the comic, the timeline videos, that’s all to bring people up to speed with the setting. Millions of people have played KotOR but we want millions more who have not played a KotOR game to be up to speed with the setting and engaged in this universe. That’s why we’re doing all that stuff.”



This kind of development comes naturally to BioWare after years of RPG development. They’re a veritable content-building army. But their multiplayer gaming comes from a different angle: they’ve had to hire staff who were more familiar with the MMO scene. Did that create problems? “Not really,” says Vogel, “because even the single-player guys want to make multiplayer games, and they want to solve these problems.”


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What was more important still was that BioWare, like Valve, get a playable prototype in place as soon as is feasible, and start designing by playing. “We get stuff up very early, and make sure it works,” says Vogel. “If something doesn’t work you just let it go as quickly as possible.”



This philosophy is what has made ToR’s combat system so excitingly diverse. BioWare have developed different game mechanics for every character class. The Jedi and Sith are melee-focused magic users, while smuggler and trooper classes will use cover to keep out of trouble, and fight with blasters.


The bounty-hunter, the only other class so far revealed, can use the kinds of tools we seldom see in MMOs: a jetpack and a flamethrower. Walton explains that this was intentional: “You have to do that if you want players to have different experiences while playing together.” Each of the classes has their own separate game mechanic, and each needs to be catered to within the layout of the levels. As we trundle down a Star Destroyer corridor as a Sith, we notice abandoned equipment lockers and crevices at the side of the room.


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“Hmm. Are they for the smuggler class to hide behind?”



“Yes. It’s causing a real headache for our level designers.”


And all this takes place in the name of fun. BioWare want their first MMO to be as full of life, character and story as their single-player RPGs. “We have to ignore the top of the hardcore,” says Walton, talking about those players who will simply ignore the story and min-max their way to the top end of the game. “We need to make a game that is accessible to the Star Wars fan, and the BioWare fan. Because really BioWare is a company that is about making a great RPG experience, not about making games for a hardcore MMO audience.”


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“We’ve been iterating the first ten levels, and playing, and making changes based on that. You have to get the foundations right if you’re going to make the entire game work. We have a person who works on balance for PvE, a person working on choreography... And fun dominates that. Balance means balancing for fun. Is it fun? Then that’s how it should work.”



It is fun: just a few minutes of combat demonstrate that. A Sith character leaping into the fray, a smuggler hanging back and using cover. “I don’t know if you noticed,” Vogel says, “but it’s all synchronized combat. We have a synchronized animation system - it’s not like every other MMO where it’s two guys dancing, watching each other run through the animations. This is like KotOR. Blades hit, we can block stuff, people are actually parrying – you always know why he hit.” This combat dynamic, combined with group dynamics, will be fascinating to work with. But what if you want to join the party halfway through a mission? Isn’t that going to be confusing for other players? “We actually have a system to do that. You have to decide: either we’re going to start over for you, or they could join you where you are.”


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“It’s a fun challenge,” says Vogel. It’s the kind of challenge BioWare seem to relish. “There are two flavors to our design team. There are the story guys who say ‘we want to make everything as detailed as a single-player game’, and then we have the hardcore MMO multiplayer guys who are always going to ask that exact question: ‘Where are my guys? Where are my guys? Why can’t I meet them?’”



Providing the solutions to these problems is something Walton seems confident about: “You’re playing this game live, in a hostile environment, on a buggy connection, and it works because we got the best-in-industry people from all over. We have a huge amount of programming experience from different MMOs, all of whom are terrified of launch day. They have every horror story, everything to prepare for going into the launch.”


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That launch is going to be vital. This is BioWare’s bid to reclaim their territory on the PC. “The PC is in a terrible place,” says Walton, “but online is in a great place.” Does he see the PC and online as separate platforms? “They are different platforms. They require different methodologies.” For Walton the evolution of online gaming has created both a new format, and a new gamer. “They’re looking for evolution, not static. They’re looking for a differentiated product. Look at Team Fortress 2... You have to keep bringing out content, or the game disappears after the first weeks.”



Vogel chimes in at this point: “The PC industry is like the music industry, it’s evolving away from a sold product to an online presence.” An online presence. There’s one online presence that looms so large on the PC that it scarcely needs mentioning: World of Warcraft. Even when The Old Republic is at its most exciting we can only think back to how much we’ve already gotten out of WoW. Something ActiBlizzard boss Bobby Kotick once said springs to mind: anyone intending to take on WoW had better have some pretty deep pockets. But do you really need a billion dollars to take down WoW?


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Vogel laughs: “You have to be smart. You have to develop with people who have experience and understand the game.” Walton is similarly upbeat: “If I was doing a fantasy RPG on the same plane as World of Warcraft, well, you better spend a shit load of money.” But he doesn’t see taking WoW on at its own game as a realistic, or even desirable goal. He argues that new MMOs need to create their own template.



“I thought Age of Conan would be more differentiated. We were betting that both Age of Conan and WAR (Warhammer Online) would have been bigger than they are, but that’s down to their execution, not the market... Age of Conan would have really had something if they’ve maintained that great experience beyond the first 20 levels... What happened to that? When you get past the first 20 levels that experience went away. You can’t do that, not in this climate. The market is ready for differentiation. There’s a lot of WoW fatigue. It doesn’t matter how good that game is, you’re going to get tired of it.”


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At the end of the presentation, the point is made that what BioWare have shown is nothing like the MMOs we know of today. Where are the PvP arenas? Or the large, 25+ player raids? Or auction houses? Or, hey, space-combat? Vogel raises an eyebrow. “Oh, we have all that too. We’re just going to wait a little bit to show you that.” That’s a promise that seems too good to be true. Stay tuned. The Old Republic is going to be huge.



Source: Games Radar (http://www.gamesradar.com/pc/star-wars-the-old-republic/preview/star-wars-the-old-republic-hands-on/a-2009070610215182000/g-20081021163120143024)/ Pc Gamer UK

Voidheart
07-07-2009, 04:45 PM
"..or space combat?"

"We have all of that too..."

I think I'm going to pass out.

mortalis
07-07-2009, 04:51 PM
“The game is playable. We have a server up and running, we can play the game at home.”


yes, just rub it in a little!

great read though, thanks for posting, really lookin forward to this game

xender
07-07-2009, 06:30 PM
Six classes? Six? Six? Erm...6?

Should I take it as there being 6 campaign classes and 8 classes in total? So 2 non campaignclasses? I'm confused now I will go bump my head against a hard spot for an hour or two.

mortalis
07-07-2009, 06:37 PM
if u check swtor.com one of the devs explains that was an error and that their are 8 classes but man previews like this one certainly get you all excited again :rolleyes:

xender
07-07-2009, 06:45 PM
It is exciting, spacecombat makes me think of combat in space.

Mabe
08-07-2009, 12:36 AM
So as I thought the game is futher along than BIO have been letting on

Xmas TOR anyone ?

xender
08-07-2009, 12:54 AM
If it would be christmass it would make sense when BW at E3 said "What makes you think we will be at E3 next year".
Now think about the shockeffect if they would release it that early. I'm not setting my hopes on it though.

Naxxeus
13-07-2009, 09:52 AM
Xmas TOR anyone ?

Dont think so mate! Yeah if you meant Xmas 2010 - Then you could probably be right;)

Would be blown away if they released the game in 2009 but that would mean that Bioware have been running closed beta test's since 2008 and I really dont think that is the case!

If Bioware is announcing a open beta test in the next couple of month it could be possible! Mostly wishful thinking though!

Zeplin
13-07-2009, 04:07 PM
soon as the game was sort of playable they have had a server up for testing as you go, apparently bioware do all there games this way, i would also add that all the quests are meant to be voiced by actors which will take ages, i think a xmas release is pretty much not going to happen but i guess we can live in hope;)

masterwahnon
20-07-2009, 01:47 PM
they really know how to get you excited over something.
The mrs will probably have some alone time when this comes out

Zeplin
20-07-2009, 04:28 PM
they really know how to get you excited over something.
The mrs will probably have some alone time when this comes out

lol yer the gf will be a bit pissed lol

Naxxeus
20-07-2009, 07:39 PM
Yeah starting to look like a singel player PRG... Online!

Dont get me wrong I love that Bioware is creating a massiv story but it's a MMO and if they dont create a strong social community within the game alot of people are gonna leave! Me included! I'm not paying a mothly fee for a MMORPG if the social is missing! The most important thing to me - That's what made me stay in WoW and that's what gonna make me stay in TOR!

Naxx out :D

Ryumit
15-09-2009, 04:52 PM
At the end of that its says 25+ man raids - that means not all single player. SWG had a very single player storyline i found as with most MMO's but their is always an end-game/PvP area or something. They would not make it online if it was just single player i guess is what im trying too say lol

Malentor
15-09-2009, 08:10 PM
They mentioned the first 20 levels of Age of Conan too, and said that they were great and that the game would have been greater if the entire game had been like that. Well, if it had been, you wouldn't see any alts, because once you play through it once or twice, you'll curse it like the plague, and avoid doing it again at all costs. :p

I hope the different classes have sufficiently different storylines, otherwise it'll be boring as hell making an alt, going through more or less the same junk all over.

Ryumit
16-09-2009, 07:30 AM
Yeah i think they said something about varied storylines for classes, since you start on different planets etc. Yeah i agree it would be shit if it was just one storyline but hey, if its a good storyline and its long enough i wouldnt mind so much. And i think the story will be interchangable because you can make decisions that effect the outcome etc. should be good

masterwahnon
19-09-2009, 07:12 PM
i'll go with your idea ryumit sounds pretty good, good story is a must thats what attracted me to the kotor games in the first place, but it needs plenty of interaction with everyone else

Seyda
15-10-2009, 09:21 PM
Six classes? Six? Six? Erm...6?

Should I take it as there being 6 campaign classes and 8 classes in total? So 2 non campaignclasses? I'm confused now I will go bump my head against a hard spot for an hour or two.

I think there is only 6 with the following on the SAME STORY AND VOICE ACTING (less work for bioware).

2=jedi - Gaurdian and Consular
2=sith - Warrior and Lord

This will make the healer style and tank style class in game ;)

You watch the next two class reveals will be "Sith Infiltrator" and then "Republic jedi Gauadian". Then BAM near release the last two at the same time probably.

This also solves a class balance problem with every man and his dog wanting to be a jedi/sith. Bioware has the two ends of the spectrum now by releasing a Warrior/lord (tank,dps/dps,healing) with a Gaurdian/Consular (tank,dps/Healing,DPS).
Now remember even though wow has the trintiy system even a preist can tank a bit (Disc) as also dps (shadow).

Get my logic peeps? :eek: ofc I could be waaaay off!

Subruti
15-10-2009, 10:25 PM
ah thats some good thinking

get 3 sith to choose :)