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Reader Comments (63)

Posted: Mar 15th 2010 12:32PM RogueJedi86 said

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Sure they would. You don't wanna sully a gameplay demo with problems like having to spawncamp mobs due to 10 other people playing the same mission. The demos were isolated for each player for PR's sake. Can you think of any MMO demos where they show 20 people doing the same quest and having problems with all of them competing for the same quest mobs? All the people at this GDC Hands-on played the same mission, so they were separated out so they wouldn't have to deal with the common MMO issues that you deal.
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Posted: Mar 15th 2010 12:17PM Loki1 said

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So what's the difference from WoW, i don't get it. Only that dialogues are voiced and they're cinematic?

I refuse to believe that. What do CHOICES do to the game's progression.

and HOW do these choices affect playing with other people?

Posted: Mar 15th 2010 12:19PM Loki1 said

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And i also refuse to believe that the only thing that changes from other MMOs is the way you kill 10 darth rats,
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Posted: Mar 15th 2010 12:36PM RogueJedi86 said

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If you've played Mass Effect, I believe the quest and conversation system is much closer to that. You talk to NPCs via conversation wheels, and you can pick Paragon/Renegade style responses to end your quest differently. Say NPC-Bob wants you to kill some pirates and return NPC-Bob his treasured family heirloom. A good guy would give it back to Bob, a jerk would keep it for himself.

Seriously, play Mass Effect, I think you'll get a good idea of how TOR's system will be and how choices affect quests and your story.
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Posted: Mar 15th 2010 1:03PM Loki1 said

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Heh you're explaining me how choices work. :D

I mean, what are the consequences of the choices? For example in most RPG's choices thruout the game have an impact on endings... in the Witcher you'd even see(with the notorious flashbacks trick) exactly what choices determined the condition inside the plot you're currently in.

So i repeat, what do choices do in TOR? How do they affect playing with others?

Maybe if i provide an example: a player might do all his story-line and at the end of it he's stuck into a certain alignment that causes him to be hated by certain factions. This hatred should generate a "profession". If you're a smuggler hated by the "police" you take certain routes, smuggle certain things to fuel certain wars, make friends with certain people, help certain jedi or certain siths. And so on for all classes/factions, the story/choices determine your condition in the live world.

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Posted: Mar 15th 2010 1:04PM Loki1 said

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...and for the record, as far as i know(read from the mighty CODEX people), Mass Effect choices didn't have a great impact on the game-world.
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Posted: Mar 15th 2010 6:07PM Ivasen said

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Lok1 there are a few things to consider, and please be rational when you think about them.

1 - It was just a 45 minute DEMO.

2 - They didn't get extremely high in level, you don't start grinding faction reputation in WoW at level one do you? You aren't likely to see any effect on your Alignment at level one either.

3 - The immediate effect of what you choose is most likely what quest you get offered. If you decide to kill the merchant you were sent to save, you might not get the same questline as the guy going back to get his 10 copper.
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Posted: Mar 15th 2010 6:55PM Loki1 said

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@Ivasen

Im not referring to the demo that these persons have played.
Im asking, in GENERAL, to whomever knows it, the one question i've been asking for more than a year everywhere i can. What impact do choices have in the live dynamic world and how do they work in relation to other people?

I repeat, it's not related to this one session they described, why should i care about it? Im just taking advantage of this chance to ask this question which i find extremely important. Someone might know it. If we find that nobody knows what this game is actually about, we should really feel a bit silly.
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Posted: Mar 16th 2010 9:30AM RogueJedi86 said

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Maybe I can make something up. WoW introduced phasing that lets you see things in an area one way, different from others. They mainly did it in Icecrown, where the zone would start entirely in control of the undead, and as you quested you'd gain new ground through phasing hostile camps into allied camps with vendors and quests and everything. The next WoW expansion is even introduced terrain phasing, where a zone could flood as you quest through it. Maybe TOR could try phasing. If you agreed to help save an outpost, they'd be there selling good later. If you tell them to piss off, they'd be destroyed and you'd have nothing but ruins and wreckage where their camp used to be.

That's not a definite in-game example, it's pure speculation since the game is over a year from release. But phasing could be a way for them to have the world be changed based on your decisions.
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Posted: Mar 17th 2010 12:17PM Loki1 said

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Nono, you don't underastand.

You're describing a RUSE to permit solo-playing and story-progression inside a persistant world. You're describing a way to isolate players, to adjuvate anti-socialism.

While im asking the opposite thing, how do choices instead SERVE infact to relate ourselves with other characters.
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Posted: Mar 15th 2010 12:54PM Its Utakata stupid said

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Shawn Schuster wrote:

"I also noticed after a few battles that I wasn't really getting hurt. I'm not sure if this is something special with the Trooper class itself, the way the demo was set up for a bunch of journalists, or just the way the game is, but I was beginning to feel quite invincible, taking on 3-4 guards or sentry bots at once."

I strongly suspect that was done that for demo purposes...and those mobs would likely be much more buffed along with their agro ranges by the time the games is released. Unless they pull a Cryptic, and keep the mobs like that to get potential players hooked into subbing schemes and then buff them horribley on release day with a ninja patch. :(

Posted: Mar 15th 2010 6:12PM Ivasen said

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They have pointed out multiple times that you will be fighting 3-6 people simultaneously to make it feel more heroic like Star Wars should be.

You don't see the major characters in Star Wars having issues with one normal Droid/Trooper, it's usually people of equal skill level or intelligence that they have issues with.

And considering it's the beginner area, I don't see how it's that hard to believe. It most likely will get a bit tougher as you level. (You know, like any other MMO)
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Posted: Mar 15th 2010 3:15PM Lateris said

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Shawn,

What I really liked about your article is that you went straight to the point of the actual game play. Reading it makes me want to give this game a "dedicated go". I have been playing Mass Effect 2 all weekend and love the BioWare singature on the gameplay. I also liked the fact that you pointed out that it is a "BioWare" game with a Lucas Arts brand. As a fan of BioWares work that makes me feel like this game is going to KICK ASS! And I never say that.

Very nice write up.

Posted: Mar 15th 2010 3:32PM darthinfamous said

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I am still amazed at how many people still consider the game a single player RPG even after the multiple interviews and articles that have shown the game is very multiplayer

Posted: Mar 15th 2010 3:38PM Dopamin said

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OK, I am carefully hyped for this game and an aging Star Wars fan who even likes the graphics style, lore background and the nice-to-have yet very few innovations Bioware is aming for.

But the dev videos (and articles like these) we've seen so far together with the seemingly valid Mass Effect comparisons really make this look like a Massively Singleplayer Online RPG and the features sound more like a "Best Of" of MMOs.

Not neccessarily a bad thing but kinda disappointing after all the games that have come and gone post-WOW and what one would expect from Bioware.

Posted: Mar 15th 2010 3:59PM Lateris said

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;) What I mean when I compare it to Mass Effects game play is that in the middle of quests you have a cut scene to interact with a NPC in the same fashion as any other BioWare single player games. But with this game it applies to the multiplayer model on a 3-5k people per server. I really appreciate the fact that BioWare is bringing this from the single player experience to the massive multi player experience.

Posted: Mar 15th 2010 4:46PM Loki1 said

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YES! But the question is HOW? How do Bioware apply the choices&consequences system inside a multiplayer persistant world?
That's what i KEEP asking since a year over.
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Posted: Mar 16th 2010 1:36PM EdmundDante said

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I guess that's going to be the interesting part. If they do as good a job as they did with Mass Effect they'll have a hit on their hands. Although I question how much of a sandbox they will have - a linear MMO usually doesn't have much legs.

Posted: Mar 16th 2010 4:03PM jfofla said

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Yawn...another WOW killer

like AOC..Warhammer...Aion

I give it a few months tops

Posted: Mar 16th 2010 5:58PM (Unverified) said

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You do realize that WoW was never even mentioned at all. Just because its an mmo doesn't mean it has to be a WoW killer. Maybe you should at least try it before you start digging their grave. Or at least least try to hide your obvious dislike for anything not WoW.
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