Star Wars: The Old Republic
Republic school.
GDC 2010, and LucasArts is bussing journalists from the bedlam of the Moscone conference centre to its plush, tranquil campus on the Presidio, on the other side of San Francisco. We're ushered through a side lobby as spacious as most company's front doors, then past a huge hand-painted mural of Indiana Jones surveying the nearby Golden Gate Bridge while AT-ATs stalk over the San Francisco skyline. Discreet on the outside but for a small Yoda statue, the Lucas offices aren't afraid to revel in their heritage once you're through those hallowed, high-security doors.
We're here to see the latest exercise in building on (and profiting from) that heritage - and probably the biggest, most expensive and momentous such exercise since the last Indiana Jones film, or even the Star Wars prequels themselves. With World of Warcraft as its target, EA as its publishing brawn and BioWare as its RPG brain, Star Wars: The Old Republic is easily the most significant MMO launch since WOW's, and potentially nothing less than the biggest game in the world.
What we get to play today is a mission demo not dissimilar to the Sith Inquisitor showcase from late last year. This time, however, we're at the controls of a level-six Republic Trooper, an armoured rifleman and grenadier and good-guy precursor to the iconic Stormtrooper.
Although the combat basics will be familiar to any player of traditional MMORPGs - hard targeting, skill clicking, cooldowns - it's faster-paced and punchier than most, with the player-character able to take on a mob of enemies at a time and survive.

It seems to have been rebalanced somewhat in the last few months - or at least, the Trooper is a little less destructively overpowered than the Inquisitor was. I don't die, but my health bar gets whittled down dangerously low by extended scrums with four or five of the separatists I've been sent to fight. "We don't want you to have to wait until you hit the level cap to feel powerful," Jake Neri, a producer for the game on the LucasArts side, tells me. "We want you to feel heroic and powerful right from the get-go.
"People who were in love with Boba Fett are going to want to play our Bounty Hunter, and we need to make sure that Bounty Hunter feels like that expectation of Boba Fett. The jetpack is there, you've got flame-throwers and stim darts and carbonite and things that are really compelling that you've seen Boba Fett do in the movies."
In this fairly low-level mission, the Trooper has been sent to quell a separatist uprising on the planet of Ord Mantell. Fighting his way through a scattered opposition, he meets an imperious (though not Imperial) female alien double-agent who informs him that the separatists have a powerful bomb that they intend to use in a civilian area.

It might sound a bit like BioWare's just dropped a Fallujah allegory into the expanded universe, but although we're blasting our way through militaristic firefights in a desert setting and using cover, it's still unmistakably Star Wars, thanks to those echo-chamber zaps on the soundtrack and the chunky, stylised, faintly retro interpretation of the original trilogy's legendary production design.
The Trooper uses earn-and-spend action points rather than the mana-like pool of Force. The basic-but-still-pretty-effective blaster rifle attack builds them up and then his other abilities spend them: a concentrated damage-over-time stream of rifle fire that pins and stun the enemy; a light grenade and a heavier "sticky" one; and a rifle-butt melee blow that knocks the Trooper's opponent to the ground. To rest and recharge during fights, hit a button and the Trooper does a Marine-style rifle twirl animation while his health builds. It's a simple selection for a low-level character, but true to Neri's word it feels powerful and fun and a perfect fit for the character class.
Like the Inquisitor demo, it's a strictly single-player experience. We all play offline in separate instances of the same mission. As RPG gameplay goes, it's slick, accessible, pacey and enjoyable - but in common with everything LucasArts, EA and BioWare have shown of The Old Republic so far, there's nothing massively-multiplayer about it. They've shown an appealing and obviously high-quality game, but they simply haven't shown us an MMO yet.
I quiz Neri about it. What does LucasArts - which has already had its fingers burned in this genre with the under-performing, U-turning Star Wars Galaxies - want from an MMO using its most precious intellectual property?
"I think what we wanted to do was create an amazing story-driven experience," he answers. "We believe, as a company, in story. We had great success with BioWare in the past with KOTOR [Knights of the Old Republic] and we wanted to continue that. We wanted to deliver a smash in the space, for sure.
"I think, first off, in order to enter the space in any sort of serious manner I think you need to be different than what everyone else has done. I think that's probably the reason why we believe so much in story."
That much they've already demonstrated. But what about the features that MMO players expect, and that make the games massively multiplayer in the first place: a structure for player-versus-player combat, a broad spread of challenging content for groups, social areas, trading, crafting and the wide spread of relaxing ancillary activities best described as "downtime" - the unglamorous but vital glue that holds these worlds together, makes them as hypnotic as they are?
"We haven't talked a ton of details on in-between activities," Neri says, truthfully. "We've just said that we do understand that in this type of game you do need to have that type of secondary behaviour, things like crafting, harvesting systems, things like that: mechanics that players can draw themselves into when they're not fighting. So, not too much detail on that right now, but we understand the expectation and we're going to make sure that the game supports that type of behaviour as well."

OK, how about player-versus-player? "I think that there's sort of a religion building up behind are you going to be Imperial or Republic, are you Jedi or are you Sith," says Neri. Indeed, it's exactly the same easy hook for antagonism that WOW has used so effectively with the Horde and Alliance. "I think that's naturally going to come to a head, so we will support PVP in some form for sure." But, you guessed it, not too much detail on that right now.
Group content, then. "We've talked pretty lightly around that," says Neri. "We want to make sure that we do support group experiences. No real detail on what our group size would be or what a dungeon or raid would look like, but we have a full understanding of the requirement of having that. We will support groups, there will be multiple-size group support."
Neri - and the LucasArts and BioWare machines powering this vast undertaking - are making all the right noises, but saying nothing. 17 months after its unveiling, we are still taking The Old Republic's qualities as an MMO on trust.
To be fair, what has been shown of the game so far is pretty convincing, and just because BioWare's not ready to reveal its answers to these challenges doesn't mean it doesn't have any. What's more, Neri shows a reassuring awareness that a hit MMO needs to deliver a broad range of play styles - a vital fact of which many existing and quite experienced MMO developers seem to have only a slender grasp.

"It's certainly not about forcing people to play one way or the other," he says of the game's story focus. "That's the interesting thing about MMOs: you throw hundreds of thousands - or if you're lucky, millions - of people on these games and everybody's experience is different. Your game has to be flexible to support a lot of them. That's one of our challenges, that's anyone's challenge that's making these games. What happens when lots of people start playing it? It's going to break somewhere, and you've got to be prepared.
"People play these games for different reasons, you have to have a breadth of activity for people to participate in, and so we'll be talking a lot about that... We hear a lot of folks say, 'Is this just going to be a single-player game?' We're making a massively-multiplayer game."
We believe you, Jake. But with so much riding on The Old Republic - not least the hopes of legions of Star Wars fans that they'll finally get to live out their fantasies - we'd just really, really like to see it.
Star Wars: The Old Republic is due for release in spring 2011.
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Comments (53) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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If you look at other MMO's they're slow, rigid and it almost certainly breaks the suspense and character of the game.
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Please.
It's been 5 years since Republic Commando - what I count as the last good Star Wars game. We need some relief!
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A game which, if I chose, I can seriously limit my interaction with other people (so for example, my entire gaming evening doesn't depend on the fortunes of 24 other separate individuals) is only a good thing in my opinion. I want to be able to chose my interaction, not reach a level where it goes 'right, you've spent all this time by yourself, now if you want to do something your time is at the mercy of others.'
I don't get hung up on the MMO tag. If it is a good game it is a good game, regardless of how many dickheads you see in public chat channels.
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I do think that having instances is the easiest way to do it from a story telling perspective as they have more control over what you'll experience in a particular area. Maybe if they could mix it up with a little persistant world stuff too it could work pretty well though...
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I'm going to give bioware the benefit of the doubt, because they've never let me down. The general feeling I'm getting from everywhere is that it's mmolite i.e. it's essentially a heavily instanced game with very little need for interaction with other players. I've not really got a problem with that, but when they start asking for money every month then it gets a bit iffy.
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I reckon I could play through a lot of this co-op with a friend or two but without a need for grouping I doubt we'll even stay to the end. Although an excessive reliance on groups in these games can be a pain in the ass if there's no reliance on other players then there's less of a sense of community in the game and the social side of an MMO is pretty important for me.
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Elsewhere I see many different tastes. Personally I'm in the camp that would prefer to play this as more of a single player game, perhaps meeting up with a friend or two at key points in the stories are for doing unrelated quests, etc.
I also really hope the subscription isn't forced on us. By all means have a premium membership, but I think an MMO can support itself just as well by having content added regularly that you just have to purchase, similar to what we see with DLC. It would likely end up costing the same amount as a subscription, but at least that way you can pick and choose what you want.. Or even just continue to play the basic game with no added costs. If the developers simply listen to the official forums.. it'll be nothing but a WoW clone.
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:/
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so... a news article without any news?
:/
No, it's a "Hands On". You know, they got to play the game and I (at least) learned a few new things about the game.
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No thank you.
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There are a few indie games that deliver that type of things, to varying degrees, and EVE of course (although if you're not part of a megacorp good luck).
Need a proper mainstream dev to step outside of the box and create some proper online cooperative gameplay mechanics other than looting and shooting kobolds and crafting and trading. It's all very tedious and certainly doesn't speak to the sprit of adventure and innovation inside the Star Wars universe OR the original Star Wars films.
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If TOR can break this cycle, and present something different, something story driven and personal, it'll do well. I hope its the first mmo to succeed at breaking the raid cycle.
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Bioware have proven with pretty much every game they've released that they know exactly what their target audience wants, its just in this case they are making a game for those that want KOTOR3 and those that want a good version of Star Wars Galaxies.
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I'm sure SWTOR will be pretty good - in so far as it is KOTOR 3, I hope the multiplayer aspects don't get in the way too much - but as an online Star Wars game, it has a huge amount to live up to as far as I'm concerned.
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"Mmmmmmm, wait you shall. Patience you must have."
*slap*
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That's sort of what I was getting into with my comment.
Over on the official boards, there seems to be some kind of belief that if the game isn't almost identical to WoW it won't be good.
I was pretty shocked to see some of them even going as far to say they wouldn't buy the game unless it has a monthly fee.
Personally I think the genre is in dire need of a change. Especially after games like Lego Universe, Global Agenda and Star Trek Online.
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Shame because I wanted this to be good, and a step up from wow. Anyways, we shall see, they may yet pull it off.
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Guess we shall just need to keep watching see what they have.
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You only play one character anyways*, in a persistent world with multiple other people. "Requiring" grouping, raids etc. just means you turn a game into a job.
*) Well, an away team in ST
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After reading 3 articles on other sites driven by hype, I come here and Oli cuts through the crap and asks the right questions. /salute
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It is this sort of random personal interaction that makes a MMO to me. Story is great and all but there are plenty of single player games which can provide that. Of course this all my personal thoughts.
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Still no idea howthe MMO element is going to work, whether it's going to be just like WoW or more like Borderlands' co-op.
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But one of the things they have been telling us is that this MMO is different because they are behind it and they know how to tell and involve you in a story. And so the early demos understandably focus on lower level content and, because that suits the story angle, you are shown that the game is fun, rich in storytelling (at least some of the missions we have seen) and could be played like a single player RPG in its own right.
In other words, I believe Bioware is first trying to tell us: Look, we have cracked the other aspects of the gameplay. We'll tell you about the more generic MMO aspects later (and hopefully have a few surprises up their sleeves that the competition will have less time to react to).
That being said, I wouldn't mind getting more info on how the grouping will work, how they will deal with the various story paths players can take, ...
Wendelius
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Bioware has been truly awesome later, giving me one good game after another, so I have faith. But... MMO's are a different beast and one that I do not know if they can truly master. I'll buy for the SP part regardless
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Nothing like a little bit of pressure eh? I hate and refuse to play MMO's anyway but good luck to them!
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They may have plans for the multiplayer interaction aspects. But I don't think it will be fully implemented till later.
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