Star Wars as a franchise is not exactly unfamiliar with the idea of opposing sides, so it's kind of understandable that Star Wars: The Old Republic would eventually talk about the opposing forces in MMO design. No, not Mages versus Warlocks -- freeform or sandbox gameplay versus structured or themepark gameplay. And as BioWare seems to like doing whenever they talk about their game, the answer to these extremes comes down to "neither." Systems Designer Damien Schubert takes the opportunity in the most recent developer blog to talk about trying to place the game in tune with what he considers the most unique defining feature of MMOs -- the community.
Schubert affirms that the game's design goals are to reinforce group play and external interaction not by forcing players to group, but making them want to group. Options such as more community-oriented crafting are explored, as well as letting multiple people take part in the game's dialogue trees. After all, nothing builds interaction like a party member accidentally driving a quest contact into a rage through a poorly-timed interjection. The full entry contains more information on both design goals and their implementation in Star Wars: The Old Republic -- and even a year out, it seems the game itself is already doing quite a bit of community development.
Reader Comments (8)
Posted: Apr 7th 2010 10:37AM Cendres said
"After all, nothing builds interaction like a party member accidentally driving a quest contact into a rage through a poorly-timed interjection."
Oh wow that's so crazy!! I love it, I really hope it's going to come out like this, but it's easy to be skeptical their goals are so out of the box for an mmo.
Wish them luck!
Reply
Oh wow that's so crazy!! I love it, I really hope it's going to come out like this, but it's easy to be skeptical their goals are so out of the box for an mmo.
Wish them luck!
Posted: Apr 7th 2010 11:33AM (Unverified) said
I love the idea and with a group of friends this could really open up some interesting prospects. However I could imagine it would become very annoying being in a random group where everyone wants to say something. I would always end up with the eejit that spammed the "send NPC in rage" button.
:p
Reply
:p
Posted: Apr 7th 2010 10:38AM (Unverified) said
Not trying to be mean or anything, but wasn't the dev-blog that is linked in this article already written about last week?
http://www.massively.com/2010/04/02/newest-swtor-dev-diary-talks-about-designing-mmos/
Reply
http://www.massively.com/2010/04/02/newest-swtor-dev-diary-talks-about-designing-mmos/
Posted: Apr 7th 2010 2:32PM cray said
Horrible blog entry, it basically painted every other MMO in a negative light and boasted how SW:TOR is going to be better. Sad thing about all the supposedly wonderfully game mechanics they are doing...it the middle of the road strategy which every major MMO has tried to be. Prime example is how he wants group play, but clear stated the whole game will be solo-able.
I'm sorry but his comments about how other MMOs are doing it wrong. Making a game solo-friendly while trying to encourage group play is not an easy task. It's got to be one or the other. If this game is is heavily instanced, it will turn into a single player RPG because soloing is made possible.
Don't make the WHOLE game solo-friendly, it completely goes against everything that MMOs are about community-play, ironically in he rambles on about....the community. Yet he completely misses the point.
Reply
I'm sorry but his comments about how other MMOs are doing it wrong. Making a game solo-friendly while trying to encourage group play is not an easy task. It's got to be one or the other. If this game is is heavily instanced, it will turn into a single player RPG because soloing is made possible.
Don't make the WHOLE game solo-friendly, it completely goes against everything that MMOs are about community-play, ironically in he rambles on about....the community. Yet he completely misses the point.
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