I can hear people. Whoa…

People have heard a lot about Star Wars the Old Republic since its announcement. We have heard about story driven a MMORPG, which is actually nothing new. Most MMOs have story. World Of Warcraft has a story, IF you can find it. And IF you can stand to read each block of text for each quest. I know I couldn’t. Bioware is well known for making gripping stories so we can expect a cool one. What else? Combat. Every MMO out there that succeeds has cool combat. From the sheer nastiness of the combat medic in the original Star Wars Galaxies, to the utter coolness of a sniper shot felling Lord Recluse at the end of a Statesman’s Task Force in City of Heroes, to dropping a Bane mech with a single careful torqueshell rifle shot in Tabula Rasa (may it rest in peace), to running in shouting ‘Leeeeroy Jenkins!’ at the top of your lungs in World of Warcraft. Just kidding. Anyway, from those types of MMOs to the grind, grind, grind, run away, grind, grind, grind, RUN AWAY of most MMOs, combat is a major factor. Even Star Wars combat really is not anything new. Some of the looks and moves are cool, but again, most of them have been done somewhere. Most of what is in MMOs has been done to death in other MMOs. What IS new for Star Wars: The Old Republic is the amount of voice over.

Everyone who has played a recent Bioware game knows about voiced NPCs. Dragon Age Origins, and Mass Effects 1 and 2 both had HUGE amounts of voice acting, both by the main player characters and the supporting NPCs. Add to that the lines from some of the bad guys and other NPCs and you have major coolness. One of my biggest gripes with older MMOs is I wanted to hear things from people in the game. Not just the big shots, the major quest givers, but from others. Many MMOs recently have added sound bites to major quests. The biggest gripes I had with Star Wars Galaxies and World of Warcraft was that there was always silence when the characters were talking. They would say ‘Hi’ at times, but no more. The quest was all given in text form. And it got annoying. We had the journal for text. I want to hear the voice of the person I am talking to. I know, I know, I got spoiled by Mass Effect, but can you blame me?

Sound effects in games have come a long way from things like ‘Pong’ and ‘Asteroids’.  You know, ‘ping’, ‘bang’, ‘zot’ that kind of thing. Arcade games had cool sound effects and even voices sometimes. But the processing power of the Commodore 32 or similar home entertainment consoles simply couldn’t handle the load. Sound, sure. Realistic sound and voice? Not so much. The main reason they introduced cutscenes to games was to immerse the character in the game. Because, let’s face it, the actual gameplay was not immersive for a lot of games. Come on, how immersive is the grind in WoW? I tried, I really tried to immerse myself. But it didn’t work. The only MMO I ever really managed to immerse myself in was Star Wars Galaxies, and we all know how that turned out.

The whole point of a video game, any video game, is a suspension of disbelief. We play video games to get away from reality for a while. Some of us may play them too much but all of us play them for the same basic reasons. We want to be able to lose ourselves, if just for a time, in the game. We want to have fun, we want to be excited, we want to go ‘Oh MAN that was cool!’. Sound effects are just one of the many ways that game designers draw in their players. Graphics, music, plot, action, all of these are important. But if the sound is ‘meh’, the game will likely be remembered as ‘meh’, if it is remembered at all. From the few video clips we have seen of in-game footage, I personally do not think Bioware is going to have that particular problem. Of course, many of the sounds are well known. Lightsabers of course are truly distinctive. And then they said the magic words. ‘Fully voiced’

As far as I have been able to determine, it has never been done before. Heck, as far as I can find, it has never even been TRIED before. The work involved is just too huge for most game developers to even attempt. To make every single NPC, every single quest giver, or quest participant, speak is just…whoa… Just the coding for the voices had to take years. And such voices…

We judge people, on a daily basis, by how they sound when they speak. Yes, we look at them, but their tone of voice is one of the major factors in how we judge. Are they angry? Sad? Happy? How do they feel and why? Tone of voice tells us a lot. It makes the characters come to life, which is one reason things like opera and theater are never likely to go away. Movies are fun, but the raw emotion that can be portrayed live has no substitute. Now a video game is not live, the conversations will never change, well, not quickly or easily. But to be able to hear how a person is feeling… That is just ‘wow’!

Is this being telling the truth? Is he/she/it about to blast me? It adds a layer of suspense, and immersion to the game. Just the clips that we have seen show a great deal more emotion that is shown in most games. Not that we expect anything less from the makers of Mass Effect and Dragon Age.

Personally, I think it is about time. I want to immerse myself in the story. I want to feel the tension, the fear, the grittiness that is Star Wars, especially during the time of the Great War. I want to hear the fear in someone’s voice as they beg for their life before I blast them. But again, I am not a very nice person when I play games. I want the game to stand out. I want it to be epic. And if it is anything at all like the clips that have been shown, I don’t think that will be a problem.

From the Imperial Agent and Bounty Hunter quest footage clip:

Czerka rep: “Do you know who I am?”

Imperial Agent: “I couldn’t care if you were the queen of Naboo.”

(Lol!)

Over to you. Are you looking forward to the voices as much as I am?

The biggest Star Wars: The Old Republic demonstration to date

The folks over at Torocast have a 30-minute video of the PAX 2010 preview of SWTOR by Bioware. The footage is raw and there are some glitches, but it’s one of the most in-depth demos to date.

Thanks to Darka on our forums for starting the conversation on this. There’s an enormous amount of information to digest, but what’s apparent overall is that this is a game that’s now got some well-matured aspects. The boss-fight demo was particularly interesting – one jarring aspect for me was the constant laser barrage sound, which I can see will get pretty tedious pretty quickly. It’s a small criticism though in context of everything else displayed.

Check out the smorgasbord for yourself:

SWTOR PAX 2010 Presentation from Brandon Miletta on Vimeo.

So – what say you? Post your comments here or join the forum discussion.

Put on the hardhats people…

Lets build!

Okay, who wants to build stuff? Whether it is swords, guns, buildings, starfighters, capital class starships like Star Destroyers or space stations like the Death Star… Um, wait a sec… No, I don’t think I want to build a Death Star. People tend to blow them up before they can really be used. And it is just so insulting, it was always those pesky small fighters doing it too. And the Millennium Falcon – every time that ship shows up, Imperial insurance rates must hit the roof. Man, if I were an insurance agent in the Star Wars universe, you couldn’t pay me enough to insure that huge pile of junk. Sure it has a really, really big gun on it, one that can destroy planets, but come on! It’s a massive risk to build one. No insurance company in existence is going to take a chance on it. So if you build it and some pesky Rebel scum blows it up like they always seem to, you are out of luck. And out several hundred billion credits.

So… Let’s stay small. Many games these days have some kind of crafting component. It can be something as simple as slots for sockets on your equipment that items of some sort can be placed in to enhance it. Who here played Diablo II? *Raises hand* The socketable items in that game were just too cool. You could make your gear do everything but sit up and beg. Same for KOTOR I. But was it really crafting? It was more enhancing an already crafted item. Players wanted more.

MMORPGs have incorporated crafting almost since the first ones. Games like Dark Age of Camelot, Everquest, City of Heroes and World of Warcraft have incorporated or added in a crafting element to keep players happy. But for the Star Wars fan, the pivotal moment was when Star Wars Galaxies came out. I remember the harvesting, the searching, the planning and then the building. I had one character who was an artisan, he was supposed to go droid engineer eventually, but I got tired of the constant work involved. And yes, it was work. You needed a lot of resources and not trash either. Better resources made better products and I still remember the sticker shock when I looked at some of the best items for sale on the bazaar and elsewhere. But players could make virtually anything in the game that other players could use. Anything from bio-agents for combat medics to starfighters and space transports after Jump to Lightspeed came out was feasible for players to build, if not always easy. But that was the challenge.

It was something else to do in the game besides grind. Admittedly, you had to find the resources first. Either you had to go out and mine them, harvest them, whatever, yourself. Or you had to pay someone else to do it for you, which could get VERY expensive. A lot like real life in some respects. I remember my first suit of composite armor for my commando character. It cost more than all of my starfighters combined. But it was worth it! Players will buy almost anything if it is available in a game. But if it is decent, gives them an advantage, or just plain looks better than the regular gear, you better believe the virtual items will fly off the virtual shelves.

So, what kind of crafting do we want? Do we want something like the system in City of Heroes, where you crafted items to improve your abilities? I still recall fighting Hamidon a dozen times, trying for a specific drop to make a specific piece. Or do we want to be able to build anything like in Star Wars Galaxies? I have to say that, speaking for myself, the crafting in that game and others like it was more than a bit overwhelming.

Star Wars: Knights of the Old Republic I and II also featured customization. Customize your lightsabers, your blasters, your armor, what have you, you could make it better. The developers have stated on several occasions that customization will be present, but what kind or how much, we don’t know. I don’t know about you but I want to trick out my blasters. KOTOR II in particular had crafting out the wazoo. You could make all kinds of things. Weapons, armor, grenades, mines, swords, guns, you could make it all. So it stands to reason that The Old Republic will as well. They have even hinted that you can customize your personal starship, but how or to what degree, they haven’t said yet. Annoying, isn’t it? I want to put the biggest weapons I can on mine. What can I say? I like big guns.

Many players gain enjoyment from building things. Hence the popularity of the LEGO series of games. But not every player has 1) the time, or 2) the inclination, to sit around for hours and hours watching things be built. For myself, I want to be out blowing things up. But there is a distinct subset of players in MMOs who live to do one thing and one thing only. Build. And their work is generally in high demand. They can charge whatever they want for their services, because lets face it. They provide a service. Usually a very good service for those of use who lack the patience to grind, grind, grind, build, build, build. We don’t mind paying them for the convenience. We want to play, not work.

Over to you. What would you want to be able to build or customize in Star Wars: The Old Republic? Is there anything you would NOT want to see able to be built by players? For me, I really don’t want to see player-built Star Destroyers and Death Stars!

Blaster versus Lightsaber

Ok, we all know what happens when someone brings a sword to a gunfight. Now it is POSSIBLE for a highly skilled and sneaky sword wielder to beat a person with a gun. It has been done. Much as I detest the idea of drawing on Hollywood for examples, the 1971 Charles Bronson movie Red Sun shows what happens when an overconfident outlaw gunslinger gets cocky around a samurai. But fighting a man armed with a gun when he is far away and you are only have a sword does not usually work very well. But that is real life. Star Wars is different.

In the original trilogy, we do not see much of lightsabers in combat. We see Obi-wan slice a thug’s arm off, and we see Darth Vader and Obi-wan battle it out in Episode IV. We see Luke and Vader fight in Episode V. And then we see the only time in the original trilogy that a blaster get used against a lightsaber in Episode VI when the last surviving scout trooper tries to gun Luke down and then run him down. The blaster bolts hit the blade and we all remember what happened. They were deflected, leaving the enemy virtually defenseless against the energy blade. Wow, that makes the lightsaber a VERY effective weapon when fighting blaster armed enemies.

The prequel trilogy shows a lot more lightsaber action. From the combat with the battle droids at the beginning of Episode I until the final climactic duel between Obi-wan and Anakin, lightsabers dominate in almost every battle they fight in. The only reason Order 66 worked was it took the Jedi COMPLETELY by surprise. One on one, using a blaster against a lightsaber simply doesn’t work very well for the blaster wielder. And people wonder why Boba Fett carried a flamethrower and multiple other weapons?

According to Wookipedia, blasters are particle beam weapons that fire from a replaceable power cell. This makes them much more powerful than a slug throwing weapon such as a real life assault rifle. Blasters are line of sight, that is, if you can see it, you can usually hit it. Although atmospheric effects will slow and or degrade the particle beam somewhat, only at extreme range will the effect be discernible. On the down side, blasters are fragile, as is evidenced several times in the movies with Jedi slicing weapons apart. But if you hit your target, you will do damage, lots of damage.

Lightsabers are elegant weapons. They are swords whose blades are composed of pure energy. Anyone who has wielded a sword in real life (which I have btw) can tell you that no matter the blade, they are not easy to use. Add to that a weightless blade, you cannot tell by the pull where the blade is. It would be very easy to hurt yourself with one of those. But this is not real life, this is SPARTA! Sorry, couldn’t resist. No, this is not Sparta, this is Star Wars.

In Star Wars, lightsabers are melee weapons. Some users could throw them. Some could wield them using the Force at long distances, telekinetically. But mainly, lightsabers and all their derivatives are meant to be used up close and personal. Ordinarily, this would be a problem. If the blaster wielder sees you before you see him, BAM! You are dead. But then we get into the fun part.

Say that a Trooper sees a Sith Warrior at a distance. Trooper pulls out his blaster rifle and Bam! He fires off a round. What happens? Sith warrior blocks the bolt with his lightsaber is what happens. And then Sith Warrior is likely more than a little ticked off. He jumps to close the distance and the fight is on. What will happen next is utterly dependent on the skill of the combatants in question.

Is the Sith Warrior someone along the lines of Darth Malgus or Darth Vader? In that case, that Trooper is toast, period. But if he is not… Things get more complex. The Trooper will fire, the Sith Warrior will deflect the shots. But can he deflect them all? Jedi Master Ki Al Mundi was taken by surprise in Episode III during Order 66, but he still managed to deflect many of the blaster shots that came his way. But there were just too many bolts coming his way for him to deflect them all. In this case though, the Trooper has problems. The Sith Warrior is virtually impervious to his rifle attacks. The Sith gets close and even a stock strike won’t keep the Sith from making a nice clean slice through that pretty white armor. End of story.

What if, instead of a blaster rifle, that poor trooper had a heavy repeater? A heavy machine gun blaster fires so fast that it is hard to see the bolts, let alone deflect them. The sheer weight of fire will count for something. Anyone wonder why the soldier that Darth Malgus took out first in the ‘Hope’ trailer was the one with the heavy repeater? Because he was the greatest threat. That weapon fired so fast that it would be next to impossible to block all of the shots. And if even one gets through it will do significant damage.

So, let’s try that scenario again. Sith Warrior jumps in and meets a hail of blaster fire. He blocks five, ten, twenty, but the twenty first gets through and nails him. Then while he struggles to maintain focus, a grenade lands at his feet. Ouchtime.

Now I am not saying that a Trooper will always win; not hardly. As I said before it is the skill of the combatant, and thus, the skill of the player that makes all the difference. But there is one other thing that needs to be said. This is not the movies, this is the Old Republic. Jedi and Sith are known factors, they are everywhere. In the movies, no one knew how to fight lightsabers, or they acted as if they didn’t. Does anyone think that people of the time period of this game will NOT have some clue how to fight Jedi or Sith?

In closing, a blaster versus a lightsaber is an uneven match. The lightsaber wielder has the advantage in that he can deflect the blaster shots while he closes, even without using the Force offensively. And once he is close, the contest is essentially over, if all the two have are a blaster and lightsaber. But sneaky tactics or heavy weapons may even the playing field. I look forward to seeing what Bioware has come up with when I finally get my hands on the game. I am definitely going to roll a trooper first.

What do you think? Should blasters be able to counter lightsabers in some way? Or do you want other options to counter Force users?

Space Combat in SWTOR: a glimpse

It’s been the hot point of discussion over the past month or two in SWTOR circles, and things are about to get much hotter. Bioware have released a trailer of the space combat component of SWTOR.

As you’ll see in the trailer below, it’s looking like a mighty nice aspect of the game, particularly given that a lot of people see it as purely a bonus in the MMO context. Sure, it’s space combat on rails, but it still looks like a heck of a lot of fun and appears to faithfully continue the pedigree of previous space combat games in the Star Wars franchise.

For all of the 40 seconds or so of actual combat footage, there seems to be some variety in there and the intro section is also interesting in that it shows how NPC interactions work a little more.

If you haven’t already, check it out for yourself:

So – who’s excited? Or do you see it as a diversion from the real game? Let the debate begin! There’s also a dedicated thread on our forums.

Good Sith and Evil Jedi? Wha…?

Light or Darkness

Jedi and Sith. Light and darkness. Good and evil. Simple, right? Bioware seems to be hell bent on making what we thought was simple complicated. The whole good/bad thing gets kind of fuzzy, like Dr. Peter Venkman from Ghostbusters put it. Those of us who grew up with the original Star Wars trilogy know about good and evil. Darth Vader was evil, Luke Skywalker was good. Empire was evil, Rebel Alliance was good. Stormtroopers, brainless soldiers following orders to the letter with no questions asked, were evil. Smugglers and… um… murderers (Han shot first in the original) …were… um… good? Ok, so he turned good at the end of that movie, but is it so easy to define?

What is good? Oh, man, I doubt I could put that in words if I had a hundred pages to try. We all have our own definitions of good. Selflessness, heroism, courage, kindness, etc. But in the first movie, Star Wars: A New Hope, good was fairly easy to define. The people fighting the bad guys were the good guys, even if all of them were not ‘good’ themselves. Han Solo in particular was a mercenary, out for one thing and one thing only: money.  He took the charter job to carry Luke, Obi-Wan and the droids to Alderaan not out of a sense of helping others, but for one HECK of a payout promised by the Jedi. He certainly did not attack the detention bay of the Death Star to rescue Princess Leia out of the goodness of his heart. He would not have lifted a finger without the promise of a massive reward.  Yes, at the end of the movie it was shown that he was not simply a greedy, self centered scum, but it took most of the movie. But for the most part, in A New Hope, good was fairly easy to recognize. Luke Skywalker and Obi-Wan Kenobi were good.

Now as to evil. Again, where to start? We all have our own definitions of evil. Selfishness, greed, lust for power or other gains, or simply an excess of pragmatism. Why did Darth Vader strangle people with the Force? Was it pragmatism? The easiest and quickest way? Or was it because it was the most terrifying way to do it? Did he enjoy cowing his subordinates, or was it simply the fastest and most efficient method of promoting an underling? From the time of Episode IV until the end of Episode VI, Darth Vader stood as the personification of evil to most movie goers. He wore black, he was big and scary and treated his subordinates like dirt. It wasn’t until the end of Return of the Jedi, when we see his redemption that the entire story comes to head.  Until then, he was always the bad guy, the ULTIMATE bad guy. A sound of heavy breathing still scares me to this very day, wondering if my own throat is about to be compacted by icy insubstantial fingers of the Force. Darth Vader was evil.

Now, as to good and evil in games. Most video games through the history of them, you play a good guy. From the earliest games like Defender and Galaga, you were trying to protect others, fighting unending waves of bad guys to win. There was no question, you were the hero, and what you were doing was ‘good’. Not so more modern games. Role playing games in particular have always catered to all kinds. People who wanted to play ‘good guys’ and ‘bad guys’. Baldur’s Gate II was probably the best of its era in games where you could choose. You could be an amoral mercenary, killing anyone and everyone who got in your way, a cynical ranger dealing death to orcs and scum from a distance with a bow, or a noble paladin sworn to serve your gods and dealing holy fury to the enemies of truth and justice. Or anything in between.  And in all things, there was choice. You COULD play as a paladin and do evil. You then lost your powers and had to play the rest of the game as a fighter with a few odd quirks. I personally loved playing as a monk, always Lawful Neutral, that way I had to choose VERY carefully what to do and when.

And then games like Mass Effect, and Dragon Age: Origins where your choices for good and evil have a massive effect on the game. Do you support the noble good guy, even if he really seems to have no clue what he is doing? Or the schemer who had his brother murdered to try and snatch the throne? He knows how to get things done after all. Do you play the good cop, bringing truth and justice to dark places? Or the evil scum who is only in it for themselves? Only speaking for myself, I almost always play good guys. I see too much evil in daily life to want to perpetuate it in any way even virtually. Maybe that makes me a wimp, but I think it makes me a better person than many I meet on a daily basis.

Bioware has not given out a lot of information on the actual story of Star Wars: The Old Republic. Part of this is intended to whet potential player’s appetites, which it does very well. Part is likely because they have not finalized everything yet. I mean, come on, how COULD they have finalized it all by now? In any MMO there is a lot of stuff to get done, and in this MMO…sheesh… If half of what they tell us is true, it will put all the others to shame content wise.

But they have said that it will be possible to be a light side Sith. Or a dark side Jedi. My first reaction, like many people probably, was to say ‘WHA…?’ But then I thought about it. Jedi are not necessarily ‘good’. They have to do what it takes to protect the galaxy as a whole. Does this mean they can be paragons of virtue all the time? Heck no. Obi-Wan lies to Luke. Forget the ‘different point of view’ garbage. He flat out LIED to the young man. He did it because the truth would have caused all kinds of problems. We see Anakin, as a Jedi, act Dark Side. And that is what started his fall, in Episode II, avenging his mother.

But we never saw any Light Side Sith in any of the movies, probably because Lucas didn’t like the idea. Jedi were good and Sith were evil, period. Right? But now we have this quandary. If you are serving evil, does that make you evil? Do Sith warriors, Sith Inquisitors, Bounty Hunters and Imperial Agents HAVE to be evil in SWTOR? Bioware’s answer seems to be their stock one. ‘It is all up to the player.’

I personally am looking forward to playing a Dark Side Trooper or a Light Side Sith Warrior. How about you? What do you want to play?

Yin-yang image courtesy of: Dreamstime.

Sith Sunday – SWTOR in the news

1. From the official SWTOR site: the Mandalorian Wars get a lore update, and new playable species are announced. Sith Pureblood (Sith Warrior), Zabrak (Sith Inquistors), Miraluka (Jedi Knight) and Mirialans (Jedi Consular) are the four newies.

2. From the SWTOR forums: some nice debate on holiday events being included in SWTOR, a thread on silencing negative SWTOR reviews, and the Aussie / NZ guild thread continues to grow.

3. From our own forums: A bit of a Starcraft 2 discussion, the start of a chat on the new playable species, and more talk on the now settled Real ID fiasco over at World of Warcraft.

4. We’re still really keen to list Oceanic guilds and have improved the look of our guild listing. Drop us a line if you have one!

Time to fight!

Well, it’s official. And yes, I admit I had a geekasm when they announced that Star Wars: The Old Republic would include space combat. Yes, I even went ‘squee’. Can you blame me? Most of my fondest memories are of X-Wing, TIE Fighter, X-Wing vs TIE Fighter and X-Wing Alliance. What can I say? I am not a pilot in real life. With only one eye that works right, I will never be a pilot in real life – certainly not a very safe one anyway. So I do simulations – that way, if I crash the ship, plane, tank, whatever, all I have to do is reset the game or reload the level. But I do love flying. And there is something about flying in space, even simulated, that draws one in, and holds one. I still play Battlefront II, mainly for the space combat aspect.

We don’t know a lot yet about what space combat will involve. What we DO know is that it will involve ‘hotspots’. Will these be instances? We don’t know. It is touted as an ‘alternative gameplay experience’. Does this mean it won’t be a mandatory part of the game, for those people who seem strange to me who don’t like flying games? We don’t know. There is a lot we don’t know yet.

Many people seem to be holding out for a free flight simulator like X-Wing Alliance was. I admit, I am one of them, but I am not holding my breath. The problems in the Jump to Lightspeed expansion for Star Wars Galaxies shows just how bad twitch based flying can be in an MMO. There were parts of it that were quite enjoyable, mixed in with mindless grind, mindless grind, mindless grind, mission and then back to grind, grind, grind. I always enjoyed tweaking my birds for maximum efficiency, speed, firepower, you name it. And I enjoyed making life miserable for Imperial dogs. But free flight is a big enterprise. How many items were there to program in Star Wars Galaxies: Jump to Lightspeed? Hundreds if not thousands or more. Ships, asteroids, space debris, planets, stations, nebulae… you name it, it was there somewhere.

An alternative is the gamestyle of games such as Rebel Assault, or like the gun turrets in Knights of the Old Republic.  This is a game or mini-game where you have no control over the movement of your ship, you just blast everything in sight as quickly as you can. Some people call these games rail flight simulators for a good reason- your movement is set, you can go around and around, but nowhere else. If you shoot fast enough, straight enough and pick the right targets, you will survive and progress to the next level. If not, there is always that handy ‘reload save’ feature.

Most games that have come out since the dawn of video games have been one or the other of these. Some of them have been a mix. In Space Invaders, Galaga, Centipede and the like, you could move a bit, but not much. You were on rails, but you had the ability to move your ship or whatever in a limited area. Then there were games like Defender and Asteroids where you had free control to move your ship anywhere on the screen. But those were rarer from what I recall, admittedly, I only played some of those games. I was mainly a Galaga fan. And I still am. I loved getting three ships in a line to blast the enemy three times as fast.

So… What will we see in the Old Republic? We don’t know yet. It may be a free flight simulator like X-Wing Alliance, but what are the odds? Those are incredibly hard to pull off well. Most of the space simulators that are made never make it past a week on the on the store shelves and wind up in the bargain bin in two weeks, and then the trash can in three. Will it be something like Star Wars: Empire at War, where you control each ship from afar? Will it be something like Lego Star Wars where you had a tighter view, but a top down one designed for console players? Or will it be something like Rebel Assault, where you could shoot up things to your heart’s content, but never deviate from your flight path? I personally hated that kind of game play. I like to have control of what my in-game thing is doing, whether it is a tank, a plane or a spacecraft. The top down games always seemed… off in some way to me, if that makes any sense. The far view in Empire at War was fun, but again limited in what you could order your vessels to do. There was simply too much other stuff going on to have a lot of controls for things like say, fighters.

Bioware and Lucasarts will likely give us more information fairly soon, especially since after the announcement at Comic Con, many of us needed to change our pants and wash our faces to get the froth off. But no, we are not fanatics. Just dedicated. We do know that there will be space battles, we know that there will be larger vessels than the player ships. We are told that we have to ‘blast our way through asteroid fields, enemy fighters, frigates, destroyers, and a variety of other obstacles that will evoke memories of some of the great Star Wars™ space battles.’ (quote from Sean Dalhberg) What does this mean? We don’t know. But knowing Bioware, they are unlikely to market Space Invaders: Star Wars style.

For myself, my dream is another flight simulator like X-Wing Alliance, but harder. I want to fly around, get on an enemy’s tail and stay there while he maneuvers frantically. I want him to sweat while I pump enough laser fire into his hull to make him a pretty cloud of scattered atoms. But then, I am not a nice person when I fly. Good thing I only do it in games. I quote a famous man: ‘A fighter pilot finds the enemy and shoots him down, everything else is rubbish’ -Manfred Von Richthofen (AKA the Red Baron)

And yes, I have to say it again. SQUEE! As soon as that issue of PC Gamer comes out, I am on it like a X-Wing on a TIE.

Over to you, what kind of space flight would you want to see? Free flight like X-Wing Alliance or SWG JTL, rail flight like Rebel Assault, top down like Lego Star Wars, far view like Star Wars: Empire at War, or something in between?

Photo courtesy of Retro Gamer.

Profile: Gestahlt (SWTOR forums roleplayer)

No this is NOT the person

For this week’s piece I am interviewing another regular at the TOR forums. Just about anyone who follows any of the Star Wars: The Old Republic Website forums at all has likely seen a post by this writer. Love this writer’s work or hate it, you have to respect the skill and sheer writing ability that is shown. Give it up for Gestahlt!

E:  Hello ­ Gestahlt, I have a few questions for you today, if you don’t mind.

G:  Mind?  I’m absolutely honored to be even be considered for an interview.  The pleasure’s all mine, really.

E:  In very general terms, what are you in real life?

G:  Perpetually bored?  No.  I’m a full-time student finishing out a degree in English, as well as the committed boyfriend of a woman I’ve been in love with for just about three years now.  When I’m not writing I’m usually with her, and if I’m not with either – well, that’s where that whole student thing comes in.  I’m an amateur health nut and love to work out whenever I can.  It keeps me relieve stress and on top of that, think out stories while I exercise.

E:  How long have you been doing RP and fanfiction in online forums?

G:I’ve been writing in general since I was about 8, which is to say I started putting together terrible ideas ever since I was a kid.  When I turned 13 we were given America Online 3.0 (Oh god, I just dated myself, I think?) and from there, it was almost an instant gravitation toward roleplay. I’ve since used AOL, WoW, Age of Conan, Star Wars Galaxies (briefly), and Final Fantasy XI as means of roleplay.

But, at the end of the day, it’s writing my own story that really gets me into the creative mindset.

E:   What got you started in this?

G: Reading, without a doubt.  I’m a military brat (Chair Force, represent!) and we moved around a lot.  To compensate I started reading more than I would have otherwise and fell in love not only with the written word, but the world that it could create.

In many ways, it has become a sandbox without boundaries.  My friend, Terminalpleasure, has often compared roleplay to kids playing “make believe”, and I think he’s on the right track.  I actually never played DnD or anything of the like; Bioware was my first time testing out a D20 system, yet it was their story telling that further encouraged me to try out my hand at roleplaying.

E:  What do you think is the most rewarding thing about writing fanfiction?

G: It’s two-fold.  The first is the sense of completion that you get when your protagonist works out something that you’ve been trying to have them solve for awhile.  It’s as much a journey for me, I believe, as it is for my readers.

The second part is the readers themselves.  If someone can read a piece of writing I did and glean some entertainment from it, then I know I’ve done a good job.   I recently put in my sig that if a person has a story in their head they should just write it.  No matter if you think it’s bad or good, get it out.  When we create we encourage others to create and when there is a creative community then we’ve established something that’s lasting.

Let’s put it this way.  I played WoW for about six years.  After the first three, it became boring.  But the ability to roleplay with other creative people made it a wonderful thing.  I hope that in time TOR gets that same feeling (if not one more focused on the creativity) and enables us to look back six years in the future and say “Man, I wasn’t ever bored for a day with that one.”

E:  What do you think could be improved in general about the fanfictions we see on the forums?

G: I think that people should have a little more confidence in what they do.  Yes, a lot of the stuff is new but it’s well worth trying your hand at.   We have a lot of good writers, I have seen, with excellent ideas but they all become somewhat insular.  TP tried to combat this with his Circle of Reviewers thread, but the problem with that was if you didn’t start a story early on, it’d be hard to catch up.

I think it’d be nice if the moderators gave thread creators a bit more control over their threads, so we could weed out the posts that are just problematic as well.  But, I suppose that is only really a problem if you write a story in which Revan loves Alek!

E:  What on Earth made you write about an alternative lifestyle Revan?

G: Well, the fact is we don’t know a lot about Revan.  Bioware’s been working to fill in gaps, but I feel like we’re trapped in some archetypical Heisenberg’s Principle: the more we learn, the less we know.  I can understand that Revan was a charismatic Jedi that made sacrifices and ended up falling, but what does that mean about the MAN himself?  Well, there’s the disconnect.

I wanted to make Revan more of a person.  I’m not saying that having him fall in love with Alek makes him more “interesting” than if he was entirely straight, but by the same token we didn’t see Revan always around a woman, did we?  No, he was with Alek and I don’t think there’s anything wrong with two people finding love in one another.  From that alone, I knew there’d be a problem… but I didn’t care.

To be completely honest, I like Revan.  I dislike his fanatics, though.  The people that go on and on about how Revan could defeat Sidious, Mace Windu, and Bane at one time just irritate me.  Not because I think Revan is weak, but because they don’t even like Revan.  They like the concept of some all-powerful jackanapes that can run up and destroy everyone without feeling or effort.  That’s boring; if that was who Revan was, KOTOR would have been a very flat game.

I’ve had my story referred to before as the “Gay Revan” story.  Shocking?  Not really.  In the start of the story he is in love with Alek – to be honest, I think he even loved Alek after he struck Malak down on the Star Forge, but the story itself was much more about what happened between those events.  I was allowed to explore the Exile and show her in three important stages: Broken, Mending, and Completed.    I was able to elaborate on the Bastila and Revan Dynamic – on the Revan and Arren Kae relationship.  There’s just so much out there that we could know, and I wanted to put attention to those important details.

So in the end, do I think I made Revan “gay” just so he’d be “gay”?  No.  I think I made Revan a person, just so that we could have something to like more than a mask and a red lightsaber.  I’m quite certain my vision of Revan and that of Mr. Karpyshyn does not match up all that much, but I can live with that.  What I was most concerned with was giving answers where only questions were before, and in the end maybe helping other people really think about who Revan was and what he was capable of.

TOR should answer a lot of things.  I wouldn’t be shocked if 99% of what I said is refuted by what is revealed, but that 1% will mean a lot to me.  I’m eager to see just how far off the mark I was.

E: What do you think is your best piece of writing?

G: It’s up in the air.  I have two pieces of writing for my own personal stories that have competing places in my heart.  The first is the story of a young girl who grows up in a horrible situation and rises above it.

The second is the story of an alpha-male, take-no-prisoners, itinerant swordsman on a quest to rescue his bastard daughter from the hands of a megalomaniacal despot… so that he can kill her.  An amazing tagline, isn’t it?

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In conclusion… Ladies and gentlemen, feel free to check out the really cool writing of Gestahlt on swtor.com. You won’t be disappointed. Surprised, sure. Possibly shocked – but not disappointed.

Photo is courtesy of www.swtor.com

Sith Sunday – SWTOR in the news

It’s been a rather big week for SWTOR news this week – the larger number of people involved with beta-testing is certainly creating some momentum, including on our own forums:

1. Bioware released a music trailer (more on that from us later in the week), an in-depth developer blog on music in SWTOR, and the seventh issue of Blood of the Empire.

2. From the TOROZ Forums Part 1: There’s been some enjoyment of Star Wars-related humour, including the Yoda TomTom video and the classic Chad Vader series.

If you’ve got some favourite Star Wars humour we’d love you to share it. We’re already excited about some of the comedy that’s likely to come out of SWTOR.

3. Darth Hater have hit their first anniversary and are giving away booty. Happy birthday folks!

4. From the TOROZ Forums Part 2: Scottyy posted a link to a leaked video of skill selections for Imperial Agent and Bounty Hunter classes:

Is privacy going the way of the dodo?

Say it ain't so!

Well, it’s official. Anonymity is on its way out on the internet. Recently, Blizzard Entertainment announced the RealID system for the World of Warcraft MMORPG. The stated idea of the system as to provide a social aspect to the game. If that was what they intended, they failed miserably. What they have created, is a firestorm of protests as well as a drop in subscriptions. Of course, since they had about 20 million subscriptions, they likely didn’t CARE if they lost a few hundred thousand to poorly implemented ideas. Though given their backdown, maybe they did care a little.

On the surface, RealID is not a bad idea. The concept is fairly simple. Take a new WOW player. In order to subscribe, that player must create a battle.net account. This allows them access to the game. They also are allowed access to the game forums. Now I don’t know about you, but I avoided the WOW forums after the second day I played the game. It was flame, troll or die, all day, every day. Any time someone asked a serious question, they got hit with so much spam it wasn’t funny at all. But to create their account, they have to give their real first and last names, the same ones they used to pay for the game. So… Unless you have a very good fake ID with credit attached… You have to use your real information. Hence the title, RealID. And these names will show up in game. (If the player chooses – it’s optional in-game – Ed.)

Now the internet is not a nice place, we all know that. We may not like it, but there isn’t a lot we can do about it. Some people seem to think that as long as no one knows who they really are, they can act as they wish, be as insulting, rude, crude or socially unacceptable as they wish with no repercussions. They can use racial slurs, sexual innuendos, or any other things they wish with no fear of repercussion. They can threaten, they can intimidate, they can do anything they want, because they are anonymous. And hey, it’s not real, right? Who cares if some people take it seriously, they are just nuts, right?

Not really. The entire concept of privacy on the internet is laughable to say the least. Any information that anyone has ever transmitted online is out there, somewhere. The whole idea of stalking has been taken to a new low by the internet. With so much information available online, it is easier than ever for perverts and creeps to get hold of what they want. Where once they had to go through people’s trash to find out the addresses for their targets, now they surf Facebook and other such social sites. That is one reason that I don’t use Facebook. So, now Blizzard had decided to implement such a ‘service’ themselves.

Ok, how about an example? A divorced woman with two abused kids is in a new home far from her ex husband who liked to hurt all three of them when he got drunk. She has been hiding from him since she escaped. She likes to play WOW and she plays as a new character with friends that her husband knows. Suddenly, her information changes in game, and her real name pops up over her character. And guess who is there, sending her a nice, private message? ‘See you soon’. What can the cops do to keep the ex from harassing her in a game? Nothing. What can Blizzard do? Why should they care? It’s not their problem, it’s hers.

Harassment is nothing new. It has been around since humans started coming down from the trees and likely will for as long as the species is in existence. Many humans seem to have a deep rooted need to dominate others. Of course in real life, there are laws against such things now, for good reasons. Harassment can lead to worse crimes. It is degrading, humiliating and just plain wrong. And no, it doesn’t just happen to women, or gays, or people who are not of mainstream religions. It happens every single day, to many different people. And on the internet it happens every minute, every second probably. Because there is no accountability.

Blizzard was attempting to instill some of that accountability into its game. They have backed off of it now, probably due in no small part to the overwhelmingly negative response that they got from their customers after the announcement. RealID is still in the game, but now, it is optional, as opposed to mandatory. Of course all a player has to do is download a utility called GameStore to access it anytime. But that may be a bug. We HOPE it’s a bug…

It was and is an interesting idea. But the concept of allowing other people, strangers, to view so called ‘private’ information cuts deep into the heart of many gamers. We want to feel we are safe, even if it is an illusion. We want to have fun in games, not worry about our identities being stolen or worry about being harassed or stalked in real life. We want the illusion of privacy that we cling to online to be secure.

In closing, I will say this. The internet is still very much a Wild West type of environment at the moment. People can say anything and do anything. The worst that can happen is that they are banned from a forum. So they make new account and come back worse than ever because now they are mad. But this is liable to change. New laws are making their way laboriously through the process of being approved by state and federal authorities that will tighten the strictures that are so lax on the internet. Just as law and order eventually tamed the Wild West, laws will eventually tame much of the internet. While there likely will be trolls, flamers and fools with causes as long as there are humans, with less freedom to inflict their cruelty on others, they will become a nuisance as opposed to a normal thing. And it cannot be soon enough for me.

Over to you: if an online game required you to show your real name, would you play it?

To Beta or Not to Beta

It's time...

Ok, the day has finally come. Lucasarts and Bioware have finally announced game testing for Star Wars: The Old Republic. We are approximately 10 months from launch and from what we have seen so far of the game in demos and videos, it looks remarkably well polished and ready to go for a game just out of alpha stage.

The usual computer game stages run: alpha, closed beta, open beta and then release. For anyone who might not know what those are, alpha stage is in house development, tweaking, testing and revamping. Computer program beta testing is when a company allows people outside the company to try the program.  A closed beta is by invitation only, such as what Bioware is running at the moment. These stages are usually less polished, less complete and often have gaping holes in places that need to be found and fixed. One of my favorites was in the beta for a game called Global Agenda where if you fell through the map, you wound up upside down on another map. It was annoying at the time, mind you and they fixed it fast. But looking back it was hilarious. The whole point of a beta is to find the problems that the alpha stage missed so they can be fixed.

Open betas are usually for games that have a large multiplayer section, or games that are totally multiplayer, like MMOs. The point of an open beta is also to find bugs, crashes and other potential fail points, but also to stress test the servers. Nothing is more annoying in a MMO that you pay a subscription fee to every month than having it say ‘I am sorry, the servers are full’. Or worse, being in the game and not being able to move because of the transmission lag. Or the game launcher crashes due to a massive influx of players. All of which I have had happen in various MMOs since my first, Star Wars Galaxies.

There are of course problems with betas. The public sees things that can sour them on the game. I have taken part in several closed and open betas for games and have to say that after the betas, I bought one of the games. None of the others held my interest. This is one problem, another is that beta is not about getting to play the game before anyone else. Many people see betas as just that, an advance showing and in some ways they are – but the point of a beta is to find and fix problems, not to have fun. You can have fun in a beta, I have on several occasions – but it is also a lot of work.

First you have to find the problems. These can be game-breaking bugs such as crash to desktop errors. They can be as obvious as a hole in the ground where the code doesn’t show and your avatar falls through and keeps falling. Or they can be as subtle as a single misspelled or wrong word in a quest dialogue box that sends the player to the wrong place to do the quest. Or even worse, the quest location icon shows the wrong place. That can get very aggravating. They want all of these things fixed before launch, not that they can be, but they seriously want to try. Most of the problems I found in betas were somewhere in between. But then comes the really not fun part.

You have to report the bug, in as much detail as you can possibly achieve. Sometimes you have to try and repeat the bug. If it is a game crash, was it your system or the game engine? That hole in the ground that your avatar fell through? Is it easy to find or hard? Is it on a critical quest path or off the beaten track? Either way it needs to be addressed, fixed if possible, blocked off somehow if not. And yes this means you have to read every single line of quest dialogue. Often two or three times. Then you have to run every single quest. It is a lot of work, and most of it is boring as all get out. And whatever work you put into the game, usually gets wiped every week or two, or will definitely be wiped when the game launches. It wouldn’t be fair to regular players otherwise.

Now, the fun part. You get to see the game before almost anyone else. That is cool. You get to try the game before anyone else, which is very cool. You get to be a part of a living, breathing entity and watch as it takes shape. You get to meet other, like minded players, and sometimes those relationships last past the launch of the game.

But the main focus of beta testing, is the testing. You are not there to have fun, although you can. You are not there to meet people, although you can. You are there to find and report problems to the development team so they can be fixed. Many people seem to forget that. Beta testing is not just about playing the game. It is work, hard work. It can be incredibly rewarding when you go into the game later and say to yourself: ‘I reported that, and they fixed it, sweet!’ It can also be incredibly annoying: ‘What? They haven’t fixed that hole in the floor of this instance yet? Geez it’s been there since the beginning of beta…” Some problems take longer to fix, and some problems simply can’t be fixed. But the job of a beta tester is to find the problems and report them so the development team knows what is wrong and where.

I for one, hope to get an invitation to the closed beta portion of Star Wars: The Old Republic. I hope to be able to give hands on help to the development team in creating this piece of Star Wars history. I hope to play a trooper and see just how effective a heavy repeater can be against those pesky lightsaber wielders. I want to play an Imperial agent and snipe enemies of the Empire down from cover. I want to help balance and tweak the game so it is as epic as I believe it can be when it launches.

Do you want to take part in the beta? Why or why not?