Star Wars: The Old Republic
Another class.
I've read a number of previews of Star Wars: The Old Republic. It'd be hard not to - people have been writing about it for over a year. Not to mention, I sat in a room at 2009's E3 and voted to kill some captain or other. But until yesterday, I still had no strong mental image of what the game would play like. That's not the fault of the writers - it's the fact that the particulars of what BioWare is doing are still in flux, and the developers refuse to talk about anything that's still in flux. Remember that sentence, you'll be hearing more of it later!
The basic recap facts have been worn into my brain, but let's dutifully go through it again: The Old Republic is a fully-voiced, story-led MMO, with eight classes, shocking amounts (fifty novels' worth) of dialogue, and BioWare's trademark branching moral storyline, with consequences that come snapping at your buttocks long after you've forgotten what you've done. Actually, I'm still expecting a slap for killing that captain.
Oh hang on, let me just correct a mistake. There are 16 classes - but we'll come to that later. See, I can prick-tease too.
At EA's showcase yesterday, the first thing that happened was a hands-on of a new class. We were each given a level six bounty hunter, and dropped into a Cantina in front of a quest-giving Hutt. Then, we explored the industrious swamp town of Jiguuna, and a hostile Evocii village.

An exclusive first look at the Sith Warrior Marauder. Darth Maul style.
The Evocii are proud warrior types - they're only hostile because Rikkitaki like us tend to be bounty hunters, bounty hunters work for Nem'ro The Hutt, and Nem'ro tends to send bounty hunters to kill them. Nem'ro's personality is best illustrated by his idle animation - he coughs into his palm, and licks whatever came out.
Worth mentioning at this stage - this is the first non-human playable race. When I ask about others, I'm given an entertainingly evasive answer that they'd only be using humanoid races because love scenes get weird with blobs. If we ever do make contact with lovely blue tit and dick creatures, I can't help but suspect BioWare will be catapulting themselves naked into space.
Our first errand involves killing Huttsbane, the aggressively named hero of a nearby Evocii village. It was my job to fetch his de-bodied head, but he wouldn't acknowledge my presence until I'd killed four of his Evocii Guardians. Not Scouts or Watchers, although they do look similar - Guardians. It's somehow reassuring to note that the adjectival pedantry of MMO kill quests has survived into TOR.
This gave me a chance to try out the six attacks that every low-level Bounty Hunter will have. It's a ranged class, with a weapon use that isn't limited by rage, mana, or energy - the Bounty Hunter has to deal with heat.

The Sith Warrior Juggernaut takes his bow, exclusively on Eurogamer. So Vader was a tank?
Decent attacks - the knockdown area-of-effect Missile Blast, and channelled Flame Thrower - all accumulate heat, and once your guage is full, you're stuck with phaser fire and the longer cooldown attacks like the paralysing Electro Dart, and the hugely damaging, but conditional Rail Shot. (To fire the rail shot, your target must be stunned, sleeping, or on fire). Our final move is the desperate Vent Heat, which can cool you down once a minute, and give you a chance to deal some heavy damage again.
The mobs aren't challenging - if you've read anything about TOR, you'll be aware that Lucasarts and BioWare's interpretation of heroism is to allow you to fight multiple regular mobs with only one eye to your HP. But once I do confront Huttsbane, I'm given the option to not fight, and take the head of another Evocii in his place. Bounty Hunters have three role-playing options - efficient, merciless, and sympathetic - and just like Mass Effect, the soppier options are delivered with in-character cynicism.
Role-playing doesn't affect your faction, of course. Both factions might have the light and dark path, but there were many thousands of decent German soldiers in the 1940s. That doesn't mean they fought for England.
The ranged nature of the Bounty Hunter means I don't get to experience the connection of light sabres, or use cover - in fact, my pale-faced Rikkitaki mercenary is disappointingly familiar. The second quest, however, brings a smile to my face. It's another head-collecting quest, only this time I won't be given the option to take the wrong head, because I've got to deliver it to his wife. Nice.
OK, about those sixteen classes? I'm ushered into a corner with Daniel Erickson, the Lead Writer and Designer on TOR, and told that I can know something special and new: each one of the eight classes will branch into two specialised classes. It's a classic BioWare device, and in this case, it spares them from having to write 16 epic class stories, as the Advanced Classes will share their narrative. Anyway, at some point, a Sith Warrior will get the choice - does he want to become a Juggernaut, or a Marauder? In MMO language: a tank, or hardcore damage-dealer?
And that's just the beginning of your specialisation - this is also World of Warcraft's level 10 Talent Point moment, where you start your journey down those three skill trees you can never completely fill. It's as big and complex as two distinct classes. It's the beginning of your uniquely tweaked character.
And it's now that I must, with regret, refer you back to the first paragraph. It was on the last page, so I'll write it again, to spare Eurogamer from suffering two free page impressions - "BioWare don't like to talk about anything that's still in flux". These are the questions I asked that are met with a good-natured lack of information:

I'll tell you where you can stick your hokey religion, etc.
What will other classes advance into? (We're not currently saying)
How exactly will these skill trees refine the Tank and DPS roles? (We're not currently saying) Is it like, erm, a Paladin? (A bit like that)
When will you get to make the decision? (It's changed a few times, it's not fixed yet)
Given that these branches share a class storyline, will you be able to respec? (Maybe, we're trying to distinguish gameplay from story decisions - you should have to live with your story decisions)
Do you understand how nut-chafing this drip-feed of information can be? (We don't like talking about things that are still in flux)
Something that's always bothered me about The Old Republic write-ups, and something that's been brought up by previous Eurogamer hands-ons, has been the idea of what you do when you're not fighting. Devoid of other players, and with a skeleton crew of NPCs, the world seems sparse. I know this will be fleshed out, but it's still a worry: How will you fill the hundreds of hours that MMOs are expected to fill? Where's my cooking and fishing?

Stop! Boba time.
The answer is equally evasive, but upbeat. There's enough content to fill those hours, I'm told. You won't have the time in a single lifetime to discover all the content. Between the two factions, there are no recycled NPCs. It's Knights of the Old Republic 3 to infinity. If you printed out the script and it rained, the Earth would be covered in papier mache. Is big game.
This is, according to Erickson, the result of a brain experiment where they're trying to recreate the game that they imagined when someone first described MMOs to them. And that's exactly it. That is the lost feeling I've had when reading these previews. I find myself filling in the gaps in the official information with the hope I had when I first installed Anarchy Online. All this vagueness leads to hope. And hope is hardly renowned for its realism.
One thing we can be sure of, though: BioWare's simple commitment to story and meaningful decisions trumps its desire to make an easily described MMO. Having mapped out the nightmare logic of Mass Effect's chapter-spanning decisions, and The Old Republic's eight epic class storylines, this commitment must feel like marrying a serial killer. Sure, it's simple to honour your vows, but it's not always easy. Let's just hope it's fun.
Star Wars: The Old Republic is scheduled for release on PC in spring 2011.
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Comments (43) 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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I'll give it a pass. When someone completely shrugs off the DikuMUD/Everquest/WoW mechanics and comes up with a really new type of MMORPG, I'll give it a shot.
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I think this is a question that should be asked in all interviews with developers...
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I want a game that specifically allows me to breed unicorns and race them in next year's F1 season, but i doubt such a thing exists.
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Unicorn Farm : F1
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The animation still doesn't look as satisifying as WoW. If you're going to be running around for years, you want it to be fast and accurate. That's one thing made WoW what it is.
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And yes, Id be excited about Tetris if it had a multiplayer.
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I'll admit, the game was a state when it launched, but it had potential.
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I'd be excited about this if it were singleplayer.
Sounds like it largely is.
The bit that continues to worry me is the "Devoid of other players, and with a skeleton crew of NPCs, the world seems sparse."
I just don't get the "massively multiplayer" feel here (there may be hundreds of thousands of players but if it's all instanced you never bump into them), if the game is good I'll definitely pick it up but I think it'll be a Kotor style single-player experience for me.
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Also, Tetris has multiplayer
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Bioware must be shitting bricks if they've read any of the GW2 stuff, because if that delivers on what they're promising, SWTOR is going to be about as next gen as Space Invaders.
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so far this isnt so much star wars for me, as it is running around on a planet wars.
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Guarded optimism seems like the way for now. So many unanswered questions...
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[link url=htt p://swtor.com/community/showthread.php?t=33345
]http://sw tor.com/community/showthread.ph...[/link]
# Quote From Daniel Erickson: "One of the real things we wanted to show at GDC this year is that our worlds are huge, actually. They are giant, you can explore. They are massive. You can just wander off one direction and go forever." - Darth Hater GDC 2010 DE
# Quote from James Olhen: "Our public areas are one contiguous world", "Not just our cities - 90% of the game, actually, will be areas where you can run into other players" - PC Gamer UK April 2010
# Quote from James Olhen: "Its not going to feel like a heavily instanced game" - PC Gamer UK April 2010
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Rattataki is the species of Asajj Ventress.
http://starw ars.wikia.com/wiki/Rattataki
Also, the bit about it feeling sparse... come one let's think about this. It's an MMO meant for thousands of people to be playing at the same time. There were what? maybe 100 people at the same time playing right now? Also, I'm sure much of the game isn't even enabled yet, like side-quests and the likes, so it's possible that a lot of NPCs aren't even in game yet for those quests.
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there's always going to be either some kind of sudo turn based combat (like WOW) that mimics pen & paper roleplaying or an FPS/TPS with progression and story (APB/outlands)
what I hope to see over time is the complexity of the actions you can do and decisions you make increase to improve how in control of your characters story and destiny you feel.
The joy of pen & paper RPGs that is yet to be replicated in MMO or other RPGs is the ability to think your way around a situation
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It's not very Star Wars.
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So I do hope that every one of them buys it, as they ruined galaxies.
I was a bioengineer. Feel my pain lol.
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R.I.P Jeremy the Ranchor. Im looking forward to kick starting that Star Wars spark in an MMO again!
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That would be Rikki Tikki Tavi, great story!
People keep complaining how this game is too much like WoW and such. That saddens me because this game has a lot more originality than WoW did when it came out. WoW borrowed very heavily from MMO's that came out before it. But all these people griping only know about WoW, it's quite sad really.
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Pathetic you are, Eurogamer.
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Then everybody became TEH JEDIZ LOL and it turned into a shitfest.
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It's not going to be some long player instance that when you want to see "people" you walk through a portal into a tiny room for the games community.
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Such a shame because this looks like it could be the one to convert me to the MMO cause.
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And wasn't the mongoose Rikki Tikki Tavi or something?
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I keep hearing this from the same people that continuously bash games like Darkfall.
There will never be a game that's designed exactly after your tastes unless you make the game yourself.
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Heck, I'd even enjoy being a Jawa that scavages peoples left over droids/goods theyve discarded and then go around Tattooine selling them on/making droids out of them. Or even be a Tusken Raider attacking a sandcrawler/near by homes in the desert. But Jedis, once again..yawn, the same thing over and over.'
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So players make constant choices, pick a side and fight either one faction or the other, and for that they get different quests, different equipment, different bonuses/malus, even a different alignment, all the while relating to their NPC companions.
But these are not real consequences. Equipment and quests and companions are superficial changes. Instead, first of all, how does the PLOT change? Then how does your own virtual "life" change according to the plot and finally how do these two relate to other players and the community?
This is what we don't know and it's the fulcrum of the game. It's the whole point of making choices, a player goes through a series of decisions but what is the purpose what is the REASON for taking one instead of the other? Take Mass Effect 2, if you don't do the right decisions you die in the ending scene(and just by and by it should be "difficult" to make the right decisions, they can't be either too obvious or too obscure, there's balancing even in the choices system). So what i believe is that, lacking a "finale", in a MMO consequences should affect the way you interact with other players: they should generate PvP content, not only after you're done with the story, but also in the course of it. Drama and virtuality should be fused together in some way.
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this gives me hope.
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If GW2 can successfully pull off everything it strives to do however, then it will be even one step further than SW:ToR. Both games have potential though.