BioWare responds on beta-test selection for Mac users

I few days back I wrote about being excluded from the beta-test, due to trying to sign-up on a Mac. Sean Dahlberg, BioWare’s Community Manager, has followed up with a response:

I wanted to apologize for the previous response you received in  regards to your issues signing up for STAR WARS™: The Old Republic™. While we recognize that there are other operating systems and platforms available for games today, our development is specific to the personal computer (PC) using the Microsoft® Windows® operating system at this time.

Our technology provider for the system scan is not compatible with a Macintosh running Windows, so we are unable to validate your system for testing at this time. For the purposes of providing the most stable testing environment, we are currently limiting our testing participants to those using the Windows operating system on a PC. At some point we will be evaluating compatibility with the Macintosh running Windows and we may put out an additional call for testers at that time.

We apologize for any inconvenience and that this has caused and for it not being well conveyed to begin with.

It’s a positive sign that BioWare at least haven’t rules out the option of people on Macs testing SWTOR. There’s obviously the wider frustration of SWTOR not being available for the Mac natively, but that’s another whole mountain that’s likely never to be climbed.

SWTOR: the excluded

By now, thousands have signed up for the SWTOR beta, but I thought it was worth mentioning those who won’t be able to take part in the beta phase. Specfically, any person on a Mac running VMWare Fusion or Boot Camp may not be able able to take part, after I emailed support stating the sign-up form wasn’t running correctly. I understand there’s a system scan prior to submitting the application, but I didn’t even get that far on Safari and Firefox – it’d just endlessly cycle between the terms and conditions and the tester details form.

The response from BioWare’s support:

Since the game is designed to run on PC only, It wouldn’t surprise me to find out that the scan is not set up to work properly on a Mac.  Since much of the criteria we are using to select testers is a function of system specs and OS, this phase may not be available to you.

Um, ok. If this is an indication of how OS issues are going to be managed, I have some concerns on the beta-testing experience for people, let alone the end product support. Yes, I’m pissed on the total lack of Mac support. BioWare have basically said ‘that’s what Boot Camp is for’. Yet, when trying to test SWTOR using said Mac, it’s a no-go, albeit not within the Boot Camp environment. I just get that overwhelming feeling of non-interest in the whole issue.

Over to you: am I whining too much over lack of Mac support or am I right in querying the level of responsiveness to people who are willing to virtualise their Mac for testing, but don’t want to do so for the sake of filling in a web form? Hit me with your thoughts and flames.

Update: BioWare have followed up with a response to the issue.

BioWare announces SWTOR beta: invites applications

If you haven’t heard already, BioWare have invited applications to join the SWTOR beta program. This may surprise you greatly, but the response has been enthusiastic, with the SWTOR site down due to the influx of applications:

swtor-beta

All you can do wait for the site to return and to wonder at the infrastructure challenges facing BioWare when SWTOR actually goes live. Here’s hoping they’ve purchased a small country somewhere in which to house the servers required to run things when everyone logs in at the same time. Anyway, here’s where you need to go to sign up for the beta program, just expect an image similar to above in the short term.

SWTOR’s combat system: an initial review

coruscant Self-proclaimed SWTOR newcomer Phillip has a close look at SWTOR’s combat system:

Bounty Hunter Class
UI looks pretty straight forward. UI appears to be hidden during “cutscenes”. Dialog Interface during cutscenes to decide on conversation path seems intuitive, reminds me somewhat of the Sims dialogue widget. Action bar sitting along the bottom along with character hp bar sitting slightly above. Mini-map sitting along the bottom, the majority of the screen apart from the bottom is free of distractions. Point and click based combat similar to WoW with use of skills from the action bar. Very little use of cover or tactics it appears, target appears on the other side of the UI action bar.

Smuggler Class
Represents Han Solo fantasy, once again makes use of a basic blaster. Disappointing that the cover zones are specified, would have been nice to have cover accounted for simply by being obstructed. Why don’t other classes have access to cover facilities? They keep talking about “Heroic” combat, I don’t see all that much heroic about hiding behind a rock.

Korriban Planet Review: Sith Warrior Class
Sith learn their training on this planet. Appears to be melee based class, and has what appears to be a rage style bar. The light sabre effects look good, will be curious to see what kind of system demands are placed on PCs and Macs. The scenery from all demos looks fantastic, plenty of spaces to take cover it looks (not sure if they are cover zones). Enemies make use of cover, the demo doesn’t really detail the AI capabilities.

Flashpoint: High Level Bounty Hunter and High Level Sith Warrior
UI in the cutscene shows two of the character portraits in the lower left hand corner. Can’t work out what the numbers are being shown in the portrait icon. Interactive system and it appears different group members have an opportunity to participate. Force Charge used, force bar seems to charge through melee attacks. Nice fire effect from the Bounty Hunter. Looks like decisions will affect “Dark Points” accrued, I’m assuming Jedi’s accrue “Light Points”? Storm Troopers armed with Melee weapons? Why wouldn’t they be equipped with range weaponry? Especially going up against Sith or Jedi. Sith Warrior has crowd control abilities. Jet Pack, Death from Above ability, no player control it appears, an action bar ability. Bounty Hunter has lockpick type abilities, explodes the locked door. The combat on the whole does feel epic watching it from the point of view of the Sith Warrior, not so sure it has the same feel while playing ranged. Bounty Hunter has Sleep Dart. Jedi Padawan takes on the Sith Warrior. Not very acrobatic combat or relying on the use of the Force much apart from a Force Choke. Combat against the Jedi Knight appears to be very stationary, would have been nice to see more acrobatics and movement rather than so much toe-to-toe combat. The UI appears to be very slick, will be curious to see whether or not 3rd party addons will be allowed and to what extent they can have effect on the UI customisation. Inventory system is more compressed and doesn’t waste screen real estate with the characters avatar shown. First ever multi voice dialogue system.

The Sum Up

Wow. Exciting. Visually compelling.

How else to describe the video delights Bioware is releasing currently to those of us impatiently awaiting every tidbit of news they dangle before us. Having spent some time watching the developer walk-through, it had me thinking about combat and what we’ve seen so far in the demo. Overall I’m fairly impressed, but it’s not so impressive to leave me speechless and in awe (on the flip-side the environments and atmosphere did impress me – a lot).

There was just something a little off in the way combat appeared to pan out during the walk-through, if I had to pick a word to describe it, I would probably say it’s a little ‘wooden’. Now what do I mean by that I hear you ask? Movements and actions just seemed too orchestrated, there just didn’t appear to be any kind of “flow”. Most of the classes just stood exchanging blaster fire or melee blows which didn’t equate to anything “heroic” in my book.

Every time you read through or watch a Bioware interview they always talk about how “heroic” their combat is going to be along with all the “heroic” action. I think the story is heroic, but as for the combat shown, it’s not so heroic. I’ll break it down and go through some of the issues I feel need to be addressed.

The smuggler, a great class idea, and it’s use of a cover system is exciting, but I’d really like to know why they are the only class to have access to “cover”. Shouldn’t every class be able to make use of objects or obstructions as refuge from persistent laser blasts? Last time I watched the films I vividly recall that all of the heroes at least spent some time huddled away behind doors, or cargo boxes exchanging blaster fire, even the mighty Jedi weren’t averse to ducking out of the way every now and then. As a game mechanic it’s great, but yes, I don’t see why it’s a unique class perk, just seems a little silly to me, when you see a smuggler taking cover while his Trooper buddy stands out in the open taking the heat – I really think if he had a little common sense he’d be jumping for cover as well!

There has been a lot of excitement in the forums surrounding the Bounty Hunter’s jet pack, a lot of people are speculating as to whether or not it will be possible to use it to fly around the zones. It looks like that will not be the case, although I could be proven wrong as higher level details haven’t been released at this stage. From what was released in the walk-through, it will be leveraged in some of the abilities available to the Bounty Hunter, but just being able to quickly shoot into the air a few feet and rain down some damage seems a little understated. At least have the Hunter drop a nuke or something worthwhile – a few puny blaster shots does not constitute “death from above”.

The Sith Warrior was exciting to watch, there’s something about seeing light sabres flash and skewering people effortlessly that is so visually thrilling. It’s eyeball candy, very hypnotising. There was even the occasional use of force choke thrown in for good measure. There wasn’t much to not like about the Sith Warrior, it definitely looked to be a more immersive style of play and the flow of combat between the Sith Warrior and the Jedi Knight near the end brought back memories of the epic light-show dance of death you see in the films. I’m looking forward to what they’ll have to offer with the Jedi (when they officially release the class info).

The environments shown look rich and intricate, a lot of thought and effort has been put into the design of the game world. I’m very curious to see how it will turn out in terms of scale, as we are dealing with Planets in the Star Wars mythos, not simply cities or continents. I’d expect some areas will be richer than others, and I’m really looking forward to combat in varied atmospheres against different species!

Latest walkthrough demo dissected

The dynamos over at Darth Hater have posted a brilliant pic by pic dissection of the recent demo walkthrough released. Here’s a tiny sample:

swtor-aug209

The walkthrough video is obviously the most detailed look at SWTOR to date and at this early stage, things continue to look promising. Not that BioWare are likely to intentionally release unpromising info 😉

WoW Cataclysm: why it adds strength to SWTOR

The big MMO news to come out of this weekend is the trailer for the next World of Warcraft expansion, called Cataclysm. Before I start talking about it, have a look for yourself if you haven’t already:

As a WoW player, I have mixed feelings about well known areas in the game having their appearance changed so much. That aside, it looks like an excellent expansion. Here’s why I think Cataclysm adds even more fuel to growing fire that is Star Wars The Old Republic:

1. Proof of longevity

As a Warcraft player since the original 2D version in the 90’s, I’m still surprised at the longevity of the franchise. For me, WoW lore has never connected in a big way. That said, Blizzard have put some effort into that aspect and Cataclysm takes another big step in expanding the lore side of things. The Star Wars Universe arguably has the most comprehensive lore of any game franchise, so SWTOR‘s longevity appears assured. I can already picture the trailers for SWTOR‘s third expansion and it’s hard to imagine they won’t stake as bold a claim on story development as WoW has.

2. It’s about guilds

One of the touted features of Cataclysm is a new guild progression system, something that’s been totally missing in WoW to date. It’s safe to say that SWTOR is factoring in the primacy of the guild in a big way, and now they’ll have some time to watch Blizzard try their hand with increased guild functionality and learn from any glitches that occur.

3. Attractive grind

One thing WoW have improved over the years is leveling. They’ve tried to make quests a little more varied and the achievements system hasn’t hurt motivation either for a lot of people. You can be sure BioWare have scrutinised these aspects closely and have the luxury of ensuring better variety from Day 1. I for one will be disappointed if there’s not some sort of formalised achievements system – more on that in an upcoming story.

4. Alts out the nose

Any MMO needs it players coming back for more and more. Leveling up multiple characters is something common to most and WoW’s next expansion makes that even more attractive with a wider range of quests in the lower level areas. SWTOR may have a different approach to leveling but the attractiveness of creating multiple characters and leveling them is key to long-term success, if combined with compelling expansions.

The sum-up

The purpose of TOROZ isn’t to constantly compare SWTOR to WoW, but it’s fair to say WoW is the dominant MMO and they’ve both made some savvy gameplay decisions as well as delivered some dud ideas over the past five years. That evolution can only benefit up-and-comers like SWTOR, who can innovate on what’s an incredibly deep vein of MMO history.

I’d love to hear your thoughts – what about Catalcysm do you think is good evolution (or even revolution) and do you think any of it is the same old stuff?

View from the newcomer: what I want in Star Wars The Old Republic

I’m really pleased to introduce Phillip, who’s going to play a key role at TOROZ as a senior writer. As a veteran gamer who wasn’t born when the first Star Wars film was released, he’ll bring a different perspective to 2010’s biggest MMO launch. He’s also new to SWTOR, which provides some insights that may be obvious to the more dedicated but very useful at a wider level.

swtor-aug09 After spending an extensive amount of time in my youth playing text based MUD’s and MUSH’s, then followed by time spent playing World of Warcraft, Guild Wars and a brief dabble in EVE, I can say that I’m looking forward to the arrival of SWTOR. There are, however, a few things I’d really like to see when I finally embark on my virtual journey in a galaxy far, far away.

It comes as no surprise that a lot of functionality provided by WoW is a good starting point when you begin making comparisons or discussing features and functionality you’d like to see in an MMO, Blizzard have pretty much set the benchmark to which other MMOs are measured. In all fairness though, WoW is starting to look a little dated and there are only so many more raid instances one can bear before the time spent playing begins to become repetitive.

SWTOR, from what has been revealed, is aiming to make a story driven game it’s unique selling point in the market. From a gamers point of view I’m really looking forward to this style of play, but I do hope that it doesn’t follow the lines of endless fetch-and-gather, kill this and return that style quests of most MMOs and actually offers real, engrossing and immersive gameplay storylines. I’m very curious to see how this can be achieved in an MMO environment while involving a mulitude of players. If anyone can pull off a story based game it’ll be Bioware and they have the track record to back it up – I’m really looking forward to what they have to offer.

Secure trading and trust in the economy is another big factor in a successful MMO in my opinion. In this arena, EVE is incomparable. On the flip-side, its economy and learning to maneuver within it to make a profit, can be a steep learning curve for the average gamer. A lot of EVE gamers believe this complexity is a good thing, and I’m not one to disagree, however this can create a barrier to entry and isn’t very conducive to casual gaming. SWTOR should appeal to all age groups so it’s a fine line for the game designers to travel, the StarWars story is one that has been appreciated by all people and of all ages and it is imperative that the game is kept accessible to all.

Guild, factions, clans, groups etc, are another factor that will surely be included in the SWTOR. It’s obvious that the two main rival parties will be the Republic and the Sith Empire and similarities can be drawn to WoW‘s Horde and Alliance. The other thing I’m curious about is “guild” type groupings. One thing I do find limiting with other MMOs is the fact that you can’t belong to several at one time. I can understand in some cases why having only one faction may be necessary, but it’s genuinely limiting for those players that want to create a character with a varied and colourful background. Some sort of reputation based scheme may work, and I’m not saying it should be as simplistic as WoW‘s reputation system, which applies to NPC’s relation to a players character. I’m thinking that being able to have affiliations with multiple factions may be an interesting concept. It will be interesting to see whether or not the Republic and Sith Empire players will be segregated in the fashion you see on WoW. I would think being able to play some kind of double agent could be another very interesting form of gameplay.

There’s also a lot of speculation at the moment surrounding the final class/race sets that will appear in the StarWars MMO. There will be much secrecy surrounding the final line-up and I’m guessing that BioWare and LucasArts will want to keep some information close to their chest as a final surprise for the public release.

Sith Sunday – SWTOR in the news

hutta One of our regular features will be a roundup of SWTOR news from around the world that doesn’t make it to separate stories during the week. The first few are likely to be sparse as I’ll avoid linking to the same story subject, but as more information comes to light, this weekly segment could get pretty extensive. If you believe you’ve got something newsworthy to share, drop us a line.

Onto the inaugural instalment:

1. Over on the official SWTOR forums, they’ve made some changes to the Guild forums. Also. don’t forget we’re looking to create a list of Aussie SWTOR guilds.

2. Also on the forums, here’s a great list of suggested character creation traits. What, no option to select nose hairs or not? (Thanks to Darth Hater for the heads-up).

3. Mos Eisley Radio has Episode 3 of its podcast available.

4. Friday’s official developer blog covers the Smuggler class in quite a bit of detail. There’s a sentence in the blog that for me opens up a whole new area of Star Wars Fan Fiction:

Nobody successfully flirts with Jedi Knight

If that’s not the perfect premise for a whole range of Jedi romance books, nothing is.

5. The latest instalment of the SWTOR webcomic is now available.

What will SWTOR do for your sex drive?

Ok, I was hoping to get at least a hundred stories published on TOROZ before the sex thing crept in. Here’s the latest atrocity World of Warcraft is responsible for:


Warcraft Reduces Sex Drive – Watch more Funny Videos

Based on this, I make the following appeal to BioWare and LucasArts: please explain how SWTOR is going to ensure it doesn’t become the biggest online contraceptive. Will the holy grail of widespread (meaning 50% of active users) female adoption of online gaming be achieved so that fornication between quests is a truly feasible option? Will the soundtrack be wall-to-wall Barry White or a buyout from a defunct porn movie production? Please tell us, literally for the sake of humanity.

Star Wars The Old Republic: it’s about class

I’m really thrilled to have a guest post from Xaelyn, whose post on hooks in gaming impressed me mightily. I asked him to write a piece of SWTOR‘s proposed classes, and he’s delivered in spades:

swtor-classes3 One of the more popular topics for SWTOR theorists has been that of which classes remain to be revealed. Of the eight possible classes, three have been officially announced (Trooper, Smuggler, and Bounty Hunter), with two others being considered ‘given’ (Jedi and Sith), leaving three slots completely unknown.

This, along with a slow trickle (if it can even be called a trickle) of information, and the lack of a release date preventing us from predicting when class reveals will happen, have stoked the hopes and passions of many a SWTOR forum-goer. So, what are the most popular ideas put forth? How can we hope to evaluate their likelihood? Let’s discuss in reverse order, of course, cuz I’m a bit daft.

Iconic: it’s not about battle-mages

BioWare has given us hints in their various oft-repeated catchphrases as to what makes them choose the classes they’ve chosen to implement. The three largest requirements seem to be that the class be iconic, heroic, and unique. The ‘iconic’ descriptor should serve well as our possibilities filter, as it gets rid of numerous silly suggestions. Battle-mages are certainly heroic, but definitely not ‘Star Wars’.
The words Jedi, Sith, Trooper, Smuggler, and Bounty Hunter all produce immediate characterizations in the mind of the Star Wars fan. What are some others? Senator brings to mind Leia and Padme. Officers bring back memories of the insidious Grand Moff Tarkin and every other cocky guy in a dark uniform with an English accent. Pilots are seen throughout the original trilogy. Crime Boss could perhaps remind someone of Jabba the Hutt. Assassin may conjure up images of Zam Wesell from Episode II. Engineer may remind people of young Anakin.

The contenders

For the next step, we can consider each class individually:

swtor-classes1 [Republic] Senator – This is one of the more infamous suggestions being kicked around online, and one I personally support. It is iconic, as I mentioned above. Leia and Padme are two of the most influential characters in the saga. The common objection is that it would suffer in the solo ground-based combat game. They lack the weapons and armor of the Trooper, the gadgets of the Bounty Hunter, the tricks of the Smuggler, and they are certainly no Jedi (Senator/Chancellor Palpatine being the exception). However, I believe their saving graces would come in the form of accuracy bonuses and their companion characters. Leia and Padme don’t shoot nearly as much as many of the other characters, but their hit percentages are higher. Companion characters have been confirmed by BioWare, and this could be a great help for the Senator class. Leadership abilities could enhance the abilities of a Senator’s bodyguard, greatly assisting with the smoothness of questing. In groups, having a buffbot is definitely handy, making this class highly desirable.

Final evaluation: Likely.

[Sith Empire] Officer – Ah, the Officer class. While being a good pairing against the Senator—both are leaders, wear light clothing, and usually brandish pistols—it is also iconic in the same way the Troopers are. Many of the extras in the movies wore this uniform, and it’s immediately recognizable. To top it off, Grand Moff Tarkin was perhaps one of the most evil, brilliant, power hungry men in the Empire. Honestly a pity he died in Episode IV, as he was played brilliantly by Peter Cushing. In my mind, the Officer would play much like the Senator. Light armor, deadly accuracy, and group/companion buffs. I’m sure the Officer’s training would play into some kind of tactical and dialogue bonuses as well, which would flesh out the class nicely. If either the Senator or the Officer don’t make it into the game, I would be very surprised.

Final evaluation: Likely.

[Republic or Empire] Pilot – Images of orange jumpsuits with white helmets, or modified stormtrooper armor with breathing apparatuses certainly appear in the original trilogy quite a bit. Luke spends a good portion of his screen time in his flight suit. There’s always the famous Wedge Antilles, who went on to become leader of the daring Rogue Squadron, among other things. Of course there’s Jek Porkins, who is infamous as a source of mocking laughter for his portly self somehow fitting into his cockpit. The main problem with this class proposition is that we don’t know how much space combat will factor into the game. Either way, it presents a balance issue— Pilots would most likely be gimped on the ground, while having bonuses other classes wouldn’t have in flight, potentially turning many off of the space combat altogether.

Furthermore, Luke, the most iconic pilot, wasn’t a pilot first and foremost. He was a farmboy, then a Jedi in training, and then a Jedi. While Wedge was primarily a flyer, most of his exploits are EU, which presents a problem, as BioWare is drawing much of their inspiration from the trilogies to cater to a broader audience. More people have seen the films than have read the novels or comics, after all.

Final evaluation: Not very likely as a class, perhaps as a profession. Completely dependent upon the implementation of space combat.

[Sith Empire] Crime Boss – Ah, the infamous glutton Jabba the Hutt. While he didn’t make his way into the films until Episode VI (no, special edition doesn’t count), his imprint matches his physical size. Knocking people off, setting up robberies, commanding a small army of minions, and eventually hoarding a cache of credits and spice certainly sounds heroic, does it not?

The caveats: while other games who’ve implemented a class like this, most notably City of Villains, have had multiple spawnable minions at the command of the player, this would not mesh well with the companion system already set up in SWTOR. Firstly, it would most likely be redundant. Everyone gets a companion! A workaround could be that they are less than heroic, simple thugs that are expendable. No need for companion quests for the thugs. The need for thugs is brought on by a Crime Boss’s aversion to doing their own dirty work. They’re not skilled combatants; that’s what they have minions for. However, in parity to the Senator idea, they could be the Sith’s main buff/debuff class.

Final evaluation: Unlikely.

swtor-classes2 [Sith Empire] Spy – Also called the Assassin, this is one of the more popular Sith suggestions. Internet detectives have dissected the epic “Deceived” trailer and have decided it wouldn’t be completely far-fetched for the Twi’lek female who accompanied the Sith Lord into the Temple turn out to be a Sith Spy character class. Naysayers contend that she’s an example of the companion system.
While the Spy doesn’t have an amazingly iconic movie counterpart– Zam Wesell was in maybe 5 minutes of total screen time in Episode II before Jango killed her—it’s been suggested that she could be a counter to either the Smuggler or the Senator archetypes: a light, quick, stealthy saboteur with tricks up her sleeve. While I find this an interesting possibility, I pray it doesn’t turn into the WoW-esque Rogue, with near-invisibility in broad daylight and enough debuffs to neutralize most targets completely. I’m a little jaded, forgive me.

Final evaluation: Likely.

[Republic or Empire] Engineer – Also known as the ‘Mechanic’, some people would compare this idea to Chewbacca or young Anakin. Chewie spent a lot of hours in the walls of the Falcon keeping that hunk of junk the fastest freighter in the galaxy, and Anakin was a mechanical prodigy as a child- 3PO and his podracer are proof of that. How this class would function is a little bit of a mystery to me. One possibility I see is class-specific companions in the form of droids. Perhaps some non-combat technological bonuses (slicing, repair) could be thrown in there as well. We don’t really have any iconic examples of how a mechanic would behave in combat, which is part of the problem. Chewie was a mechanic, but he was other things as well: if nothing else, a Smuggler in partner with Han
If this falls into the Republic side, it would round out the need for another heavy armor class for the faction.

Final evaluation: Moderately likely as a profession, less so as a class.

Other classes have been proposed for the need of direct mirrors. While I believe BioWare is trying to avoid direct mirrors altogether, instead spreading counters and checks through two classes (I see Bounty Hunters being Troopers crossed with Smugglers for instance), it’s still a viable path for the devs.

[Sith Empire] Commando – Every army needs its grunts, and for every army of grunts, there need to be elites. The Republic has its Troopers, and while the Bounty Hunter matches it in heavy armor capabilities, the Bounty Hunter isn’t a soldier in the same sense.

Final evaluation: Moderate. On one hand, it mirrors the Trooper. On the other… it’s a Trooper…

[Sith Empire] Slaver – This would be a minion class much akin to the Crime Boss, except that it’s typically proposed as a ‘pet class’. This again becomes redundant because everyone gets companion characters, so I don’t really see it as a viable possibility.

Final evaluation: Unlikely.

[Republic and Empire] Second Force-Users – A fringe idea is that Jedi and Sith be split into two separate classes depending on whether they want to specialize in Force Use or Lightsaber Combat. Many see this as preposterous, as having half of the already small pool of classes being Force Users significantly cuts down on originality, and the confirmation of character specialization leads us to believe that we could spec either way.

Final evaluation: Highly unlikely. Not happening.

Making the call

My predictions for all eight classes, at this moment, are:

Republic: Jedi, Trooper, Smuggler, Senator.

Sith Empire: Sith, Bounty Hunter, Officer or Spy, unknown.

Yes, that’s an ‘unknown’ in the last slot. I really want to split Officer and Spy into the last two possibilities, but I think Officer/Senator comes too close to exact mirrors for the current layout. That’s also why I think it’s likely that either the Senator or Officer will make it into the game, but less likely that both will. Only time, and BioWare/LucasArts will tell.

Until next time…
May the Force be with you.

The gaming challenge for SWTOR

This post by Xaelyn, originally written for the SWTOR discussion boards, is simply brilliant.

It’s a comprehensive, waffle-free thesis on how World of Warcraft has kept its hooks in players, and how SWTOR needs to do things a lot differently.

As a WoW player myself, there’s essentially nothing I disagree with, and like most I want to see a very different experience in the Star Wars universe. I don’t think I’m alone in saying that if BioWare swap out Murlocs for Womp Rats for grinding quests, I’ll be pretty damn disappointed. Now, I’m off to earn my next WoW achievement.

BioWare interview at Comic-Con

jar-jar-binks2 Gaming site Ten Ton Hammer pulled off an interview with a bunch of the BioWare team at Comic-Con over the weekend. There’s lots of the expected “we can tell you that” featured but also some good insights into development to date.

You can read it in full here, but here are some of the more notable comments:

1. On combat mechanics

I mean, we haven’t even shown anything to the public yet past level eight. We have really, really exciting character classes that each feel totally awesome. If you’re a guy that just wants to power through a bunch of those and just have a really compelling combat experience at the top of the game, that’s an option for you. We’re already proving that to ourselves, and if folks just want to fight – and that’s the pillar that they love – they’re going to be very satisfied.

Interpretation: World of Warcraft tanks, come on in, we love you and want you.

2. On combat (again)

We really just wanted to emulate the cinematic, action-packed Star Wars combat. The decisions that Jeff [Dobson]’s combat team makes are based on those (sic) tenants – that it needs to be full of action and visceral. It needs to feel like it has an influence on the game, and it needs to be reactive in that the enemies are reacting to what you’re doing.

Interpretation: you’ll be able to hit things, make then hurt and it’ll be obvious they’re hurtin’

3. On what will make the cut

There wasn’t anything in the game that was implemented just because “it fits.” The bounty hunter needed to go in simply because it was a major part of the universe and was vital to almost every element of Star Wars.

That said, there are areas of the expanded universe that we could take and run with if they fit every part of our game. But we’re not going to look at pieces and just include them in the game simply because they exist.

Interpretation: We don’t care how much you want Gungans in SWTOR, it’s never going to happen, even if it costs us plush toy sales. (See, there was a reason for the Jar Jar Binks pic that may have made you vomit in your mouth a little).

Flippancy aside, there’s obviously some big efforts being out into making combat something different from current MMOs. This was a difference touted by Age of Conan‘s developers – things can only go up from there for BioWare you’d think.