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Posted: Oct 20th 2009 6:36PM Kalex716 said

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This kind of thing just bugs me, because untill i start seeing technical documents and design documents on the "how" they're going to do it, its all just talk.

How is it not going to just be a guise, with timers that reset instances back to normal and such after you are done? Or you'll read it one time, and then the next 100x times you run a zone you WONT just click click click click your way through it without even reading?

And MMO's are different! they're played by real people with real impulses, not people trying to play the part of a character. Bioware games have that "A. = good guy option, B = Neutral, and C = Bad guy choices but they fail to explore the WHY of it all. WHY do people be "bad guys" and what compels them to make choices that hurt others?

Is every single power gamer running around going to be inherently evil? Cause greed in real life often equates to evil, so is that how they're going to do it? Is the game going to just judge us all, cause if its NOT going to it will all just be subterfuge.

I want to hear in interviews how they're really exploring these things cause I hate to say it but, Knights of the old republic, the MMO isn't going to work unless they've got some brilliant answers to these higher level questions.
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Posted: Oct 20th 2009 7:05PM Ingrod said

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Really, apparently you dont played the Bioware and KOTOR games with much attention.

Perhaps the player answers in the dialogues are a bit simple, but the storylines works good the deep reasons what makes characters act. You can understant the reason what makes Siths elect their path, and in many cases is hard to say if these reason are inherently bad or good, and you have the possibility of become neutral or a grey Jedi how was in my case.

Bioware writers cant know or decide what are the players own reasons for elect an answer or another in dialogue trees, they only put the options there, and we how players have the last decision.

Perhaps these dialogues and options need more ambiguitiy or complexity, but in Mass Effect they add a bit of complexity to player relation with other characters, you can be rude with an character or polite with another. I expect in TOR the ME dialogue trees a bit more evolved. For me how will be the system is pretty clear.
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Posted: Oct 20th 2009 7:38PM (Unverified) said

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Loot whore players are evil.

There is a social science study out there that proved that people that are loot whores in game are bad people in real life.
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Posted: Oct 20th 2009 9:58PM (Unverified) said

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As a real scientist, mpdivo's comment makes me want to climb a clocktower with a rifle. Science does not prove anything ... ever. Science can only disprove, and even that might be debatable.

Assuming such study exists, I believe the educated way of saying it would be: "A social science study out there showed a correlation between being a loot whore in games and being a bad person in real life." (I tried to preserve as much of the original wording as possible)
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Posted: Oct 20th 2009 10:24PM (Unverified) said

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lol mitch. You just said you'd kill someone based on the way they worded their sentence. mpdivo is just using a common parlance. Many people wouldn't both worrying about the subtle different between 'proved' and 'shows a correlation between'
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