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Long read: The beauty and drama of video games and their clouds

"It's a little bit hard to work out without knowing the altitude of that dragon..."

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Star Wars: The Old Republic

Republic school.

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.