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Reader Comments (40)

Posted: Jun 4th 2010 3:04AM Interitus said

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You can't pick your voice. All classes have one male voice and one female voice each. So all Sith Warriors will sound exactly the same. it's not a huge surprise given the amount of dialogue in the game. Extra voices would simply be flavour, but would require many hours of work.
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Posted: Jun 4th 2010 3:32AM RogueJedi86 said

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I hear we might get to choose from two voices per gender per class, but that's it. With the hundreds of thousands of lines per gendered class VA, having multiple voices to choose from could prove costly and time-consuming(to record), not to mention increasing the size of the game's install to disk. Already with all of this voicework for everything in the game I'm expecting the install to be at least 20 or 30gb.
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Posted: Jun 4th 2010 5:49AM Screwie said

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It's not impossible though. A distortion tool could take the same vocal recordings and manipulate their pitch, and suddenly one voice becomes ten or more. It's been done in games before.
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Posted: Jun 4th 2010 10:59PM Interitus said

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No there is a single male voice and a single female voice per class.
"There is one Male and One Female voice per Class" - Sean Dahlberg

http://www.swtor.com/community/showthread.php?t=33345

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Posted: Jun 4th 2010 1:53AM Greeen said

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If I take the mass-effect comparison, then yes, you definetly get different stories without (necessity for) gear rewards.
But: playing good/neutral/evil only is another form of faction. So if you are a grinder, all you will do is choose answers according to alignement you need, not what you want (the answers in ME are usually pretty obvious what they will lead to imho; and then there is always wiki).
And what happens in a group if there is *fill in your choice of cuss* member in it? You want to play evil and s/he chips in just for annoyance good aligned comments and thus ruins immersion/quest for others before they could kick that member.

Posted: Jun 4th 2010 5:42AM Audacious said

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That's their choice, and I could see it leading to some potentially interesting scenarios.

If player A is trying to kill some smuggler somewhere and player B disagrees with out and out murdering him on the spot, maybe some kind of PVP or other means can be used to settle the argument and determine what'll ultimately happen.
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Posted: Jun 4th 2010 6:08AM RogueJedi86 said

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Apparently the person whose quest the flashpoint is a part of is the only one who can make the big karma-affecting decision, with your groupmates being allowed to simply add conversation extras. Your friend can smart off to the Captain of the ship, but only you get to decide whether the Captain lives or dies.
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Posted: Jun 4th 2010 7:44AM Screwie said

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I imagined it, in terms of functionality, as this:

First, the questholder's conversation sets up the main objective of the quest.
Then teammates can add their voices to the conversation, which at most would add wrinkles to the quest like additional optional (or non-optional) objectves, or changing the number and make-up of the enemy, or the team's start location or even types of rewards.

The start and the end of the story still belong to the questholder, but their teammates can still add some interesting twists to it.
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Posted: Jun 4th 2010 9:26AM Larry Everett said

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"Apparently the person whose quest the flashpoint is a part of is the only one who can make the big karma-affecting decision, with your groupmates being allowed to simply add conversation extras. Your friend can smart off to the Captain of the ship, but only you get to decide whether the Captain lives or dies."

Did they say this somewhere? I don't remember hearing that.
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Posted: Jun 4th 2010 5:01AM (Unverified) said

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This is somewhat interesting, but it really worries me that this will be just another MMO that fails to focus on community interaction. It seems like MMOs like this tend to be a glorified single player game with social aspects. Rather than something like EVE, where the multiplayer piece of MMO is actually utilized.

I don't know if i'm alone on this, but games like this seem like a step backward for the genre. Developers need to focus on how the community can affect a world, rather than just provide a theme park (albeit a pretty awesome looking theme park).

Posted: Jun 4th 2010 9:29AM Larry Everett said

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I agree with you on some points here. It is very possible for this game to turn into a single-player game with a multi-player option, but There is a whole write up on the community element of the game.

http://www.swtor.com/news/blog/20100402_001
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Posted: Jun 4th 2010 2:08PM Kalex716 said

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Larry that was a great link.

It's great to know their design platform seems to recognize the two differences in style. While i wouldn't advocate that walking the "medium" between these twos is going to be profoundly effective (its probably going to fail to satiate either player by trying to be two things at once), it could be possible though if they really do polarize those differences and offer up the direction and the content for a player to go in one way or the other!.
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Posted: Jun 4th 2010 7:36AM anduz said

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I might be wrong but a system where everyone in your party influences the story as you go along sounds like a system which doesn't really push you towards playing with strangers. Which is fine with me, but it'll be interesting to see how it copes with two friends who play very different amounts of /played a week.

Will you be able to join your friends on quests eventhough they've played a lot less/more than you? If not I don't think it's going to work.

Posted: Jun 4th 2010 8:43AM Snichy said

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There seems to be a lot of faith in Bioware judging by most of the comments on TOR articles. I am more excited about the communities response/backlash to the developer once its released than the the actuall game itself....it never ceases to amaze me how MMO gamers' expectations are NEVER lived up to and its the developer who gets the blame - really hoping this will be different :)

Posted: Jun 4th 2010 9:36AM Larry Everett said

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I think a lot of the faith is in Bioware making a good game. Which, based on their track record, they will make a good game. Where they may fall short is the expectations of them making a good MMO. There are a plethora of things that differentiate a good, single-player game from a good MMO.
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Posted: Jun 4th 2010 9:05AM (Unverified) said

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The most anticipated & hyped MMO currently

Posted: Jun 4th 2010 9:47AM Aganazer said

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Why do I feel like the only person on the internet that is NOT looking forward to whittling away the hours by listening to NPC chatter deep in some dialog tree?

I love me some books and TV, but this is different. The only thing that makes it anything more than a sub-par book combined with a sub-par TV show is the choices you make. Even in the best of Bioware games, 90% of the choices are skin deep and are merely dialog branches that lead to the same conclusions. The remaining 10% are very far between and are still not guaranteed to make much a meaningful difference beyond the cosmetic. In an MMOG the nature of a persistent world will make even the most meaningful choices superficial.

Hopefully I will be pleasantly surprised and proven wrong, but right now I'm not seeing Bioware dialog as anything more than a time waster that would be better spent in either a good book or a game with more emphasis on game mechanics rather than long winded dialog trees.

Posted: Jun 4th 2010 11:51AM wjowski said

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The more I hear, the more I'm thinking it'll be a primarily 1-player game with an at-best vestigial online component.

...Which is fine by me, admittedly.

Posted: Jun 4th 2010 1:14PM Djinn said

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While I applaud Bioware for trying to make a game more dramatic with fully voiced NPCs, I wonder whether this will ultimately be viewed as more irksome than interesting. I can see most players being interested in hearing all the comments the first time through, but even that first time I imagine there will be jaded gamers wanting to skip through the long-winded speeches and "get to the point". And certainly even players who enjoy that kind of thing will tire of it when they roll alts and hear the same speech for the nth time.

Posted: Jun 4th 2010 6:03PM Phone Guy said

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The Developer Demo gave us a look at Sith Warrior, Smuggler, and Bounty Hunter game play. In all instances Combat was Flashy, but it lacked the action of Star Wars. Players shouldn't be standing still or point blank with enemies, yet we seen it multiple times. The cover system is a good first attempt, but will need allot of refinement because its far from seamless or intuitive. Even with that though, so far its looks like a pretty standard MMO.

Full voiced dialogue is great. Trying to convince the players that their choices matter however is laughable. The unintentionally revealed during the Flash point narration that the choice offered to the player would result in the following battle regardless. Essentially regardless if the Captain was alive or dead, the players were still going to chase the Star Cruiser and still end up fighting a Jedi. Not to mention regardless of how your group mates interact they will never change the nature of the quest. Really what do you think would happen if the quest couldn't advance till a consensus was reached?

Even if the dialogue choices grant Dark Side points, whats the problem? They never will allow you stop playing the character because you are to evil. Just like they won't allow a Sith Warrior to become a Jedi buy acting good. Even if it changes dialogue options they will never remove access from portions of the game without granting something equivalent. Trust me a MMO that needs 1 million subs on release isn't going to design systems that would punish players and encourage them to stop playing.

Don't get me wrong, I probably will be one of the first folks to play this game. Really though, I've been a gamer to long to fall for the Innovative or Revolutionary tag lines.

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