user-avatar
Today is Thursday
May 17, 2012

Category: Star Wars: The Old Republic

September 10, 2009

Star Wars: The Old Republic’s Shades of Grey

BelgiumGreySkies2
Image via Wikipedia

With a few small details leaking out of the various Q&A’s and videos from PAX, Star Wars: The Old Republic has had quite a bit more to speculate about lately, which is a good thing for bloggers like me who need fodder to opine about. Perhaps one of the more curious things to come out of the show was a little bit more of a reveal about the morality and choice system in the game. One of the Q&A’s had someone talking about what kind of tone the choices were going to take, to which Bioware answered that choices would be “difficult” to make to entice players to take the path of variety instead of the path of safety. On SWTORCore, there’s a developer’s interview in which Tim Temmermann and Dallas Dickinson talk about how the traditional Light and Dark Side point system from KOTOR will create variations in player’s choices. Ayane from Moon Over Endor even has a bit of a mini-rant about her feelings regarding the Sith Warrior‘s apparent inability to choose Light Side powers.

All of this points to a system in which the choices are, at least at first, not going to be terribly clear-cut, which I frankly can only see as a good thing. While min-maxers will inevitably write the leveling and gear guides to create the most efficient way to get through SWTOR’s story, the fact that there will be quest chains that have these “shades of grey” will mean that if Bioware pulls it off, it won’t matter which way the player chooses – they’ll still get the gear/levels/experience needed to advance. The variety in rewards depending on what choices you make will also add another layer of complexity, making the player ponder which choices will lead to the best rewards – both in an immediate or long-term sense.

Light-side slanting vs. Dark-side slanting will seem to also add to the story element of SWTOR, while at the same time creating a level of character customization. The SWTORCore interview has Dallas and Tim stating that your leaning and the number of points you have towards that leaning will land you exclusive powers along that path. It’s killing two birds with one stone – advancing story (a game design goal) and giving players customization choices (a gameplay goal). Not bad, if I can say so myself. Admittedly, it’s small consolation to Ayane that, because of the iconic “good vs. evil” nature of the main Star Wars universe, Light Sith Warriors may not use Light Side powers. But, because the game isn’t out yet, and more importantly, that we don’t know many specifics, things could change. So keep up some of that healthy hope, Ayane!

Overall, it seems that in this case, grey is a good thing, and while endgame and even the mid-to-high level progression is yet to be fleshed out, it’s a prospective beginning to a story that only Bioware can craft. Here’s to seeing more grey in the future of SWTOR!

Reblog this post [with Zemanta]

September 7, 2009

Sandboxing SWTOR

Sandbox
Image by ragemckage via Flickr

If you haven’t checked out the transcription I created of Darth Hater’s Day 1 Q&A at PAX with Bioware for Star Wars: The Old Republic, I’d suggest you do so – it’s a long, but good read.

One thing I wanted to point out in that text was almost halfway in, where a particularly spirited individual asking whether or not SWTOR’s environments would be sandboxed (Audience Member 10 in my transcript). This guy clearly loved his Fallout 3 and Oblivion, as he referred to not wanting to be boxed in by SWTOR’s linear story as well as the environment. He argued a bit with the developers, perhaps with enough passion to draw the ire of the audience, but it was interesting to hear about someone who really wanted a galaxy and planets to explore without the restrictions normally placed on MMOs.

While a lot of people will probably assume that this guy won’t find the sandbox environment he wants in Star Wars: The Old Republic, I’m not so sure about that. Part of why I didn’t feel like the wholesome Wayne Brady hearing this guy, is that in any good MMO there is something to scratch that itch you’re feeling about what to do. As a matter of perspective, you may be able to find the sandbox that you’re looking for in SWTOR.

For right now, the morality system is probably the only place we know of right now to get that sandbox feel. While there are only a couple of set paths, there are still multiple choices, leading to a variety of changes that could have possible impact later on in your career. There’s the idea that the story is your heroic story, free for you to do as you please in making decisions about the Companion characters you keep and the quests you do. With this sort of branching, there are 8 unique storylines for 8 classes but also multiple paths within the class stories as well. The idea is to create more variety by allowing players to make choices within their own storylines, leading to a different experience among the players of the same class.

Besides, MMOs in general are a sandbox if you choose to make it that way. Roleplaying, the oft-forgotten part of MMORPGs these days, is the most obvious way to do this. Using existing mechanics, settings, and lore, there are many players who have created real, actual characters and backgrounds for them, acting out conflicts, romances, and adventures. From a gameplay mechanic, people play with specialization systems for MMOs all the time, creating builds that are unique and interesting, or cookie cutter and efficient, as they see fit. Well-designed zones are places to quest and advance levels, but also a place to explore and find the more interesting easter eggs and landmarks in the game. The list goes on.

So while Mr. Sandbox might not get the exact experience he’s looking for in Star Wars: The Old Republic, if he looks hard enough, he can find something quite a bit similar, and more akin to the reason for enjoying such open worlds. Like with a lot of things, your gaming experience is what you make of it – and players should take a more active role in making it enjoyable.

Reblog this post [with Zemanta]

September 6, 2009

SWTOR/Darth Hater @PAX ’09 – Day 1 Q&A Transcription

Darth Vader's Psychic Hotline
Image via Wikipedia

In honor of Darth Hater‘s coverage over at PAX, out comes the Darth Vader parody images!

Darth Hater’s been hard at work at PAX 2009 this weekend, sending a couple guys to check out the latest in the Bioware world of news for Star Wars: The Old Republic. You can check out the Darth Hater page for all the dirty details – including interviews, videos and more.

Here at Overly Positive, we’re not above helping out a fellow site and spreading the love around, so for a few of the selected bits of their coverage, I got Darth Hater’s blessing to fully transcribe some of their interviews. Over the next few days, you can expect textual translation of some of the latest SWTOR reveals.

I’ve got a full transcription of the Day1 Q&A that Darth Hater attended, where Bioware answered the community’s burning questions about SWTOR. You can check the read more link for the full text – there’s a ton of great info. Note that I skipped some of the non-Q&A related banter, but you can see from what I did transcribe that they were havin’ a good time.

Send corrections or questions into my comments! And thanks again to Darth Hater for the coverage and permission to assist.

(more…)

September 2, 2009

SWTOR and the Public PAX Showdown

Three Luke Skywalkers
Image by Roo Reynolds via Flickr

So the pre-PAX hype is upon us in full swing, and there are going to be tons of games and developers for the unwashed masses to meet this weekend. Sadly, plans didn’t come together and I won’t be at PAX, but I’ll definitely be following all the news about my favorite games from the show for sure.

One thing I’m definitely keeping my eye on is Bioware‘s public demo of Star Wars: The Old Republic. While this demo is probably one that fans have probably heard about from the press for a while (the Smuggler PvE quests and the Star Destroyer Captain quest), I’m pretty happy about this happening for a variety of reasons. The first is attached to, simply, pure guts on the part of Bioware. It’s something to put out a gameplay video and drop a bit of playtime for the press. It’s entirely another to open up your game, however tiny that hole is, to the masses to have a look at it, criticize it, and play it. The fact that Bioware is this far along in development to provide a work demo of their game is a heartening thing to see.

Another reason is simply for the fact that Bioware, even though they are going to be kicking it into high gear at PAX, is essentially playing the wait and see game. With other titles already out, like WAR, AoC, and others, and new games like Champions and Aion, Bioware can reap the benefits of not being first out of the gate with MMO releases, allowing them to get a leg up on how the community perceives successful launch and a post-launch product. All indications seem to point to a release late next year, considering no one is even in beta yet, so this gives Bioware ample time to not only pimp the game at PAX but elsewhere as well.

PAX is in many ways a perfect venue for Bioware to showcase their game. Unlike others, they don’t have to waste time trying to draw people in or familiarize them with the content. The kind of audience that attends PAX is surely the kind that has heard of Star Wars, if not Bioware themselves, so there will be plenty of opportunity to grab new converts to the fold and hold them close until the game is in a state where others can play it beyond the show floor.

There’s going to be a ton of great stuff on the PAX floor this weekend – but I think Bioware is going to have a good time presenting their product to the public and the fansites for the first time. I look forward to all the fan impressions.

Reblog this post [with Zemanta]

August 30, 2009

Sith Warrior And The SWTOR Archetype

Sith Apprentice
Image via Wikipedia

Those of you who’ve been following the latest about Star Wars: The Old Republic are well aware that last Friday was the official reveal of the Sith Warrior – the brutal, aggressive, ass-kicking lightsaber wielder with a penchant for violence. The 20 minute gameplay video saw plenty of the Sith Warrior in action, as he impaled, choked, and generally destroyed his way through challenges in his way. For those who’ve had a bit of an inkling towards the Dark Side, and find goody-goody Jedis boring, this is probably at least one of the classes you’d be considering.

There’s been a lot of speculation about where the Sith Warrior fits in the whole archetype system that MMOs tend to follow. Some people want to say that there are two Force-wielding classes per side, and that the Warrior is a precursor to introducing a more Force-focused character class. Some people disagree, saying that Jedi and Sith lightsaber vs. Force use was more of a personal choice rather than affinity towards one or the other.

To be honest, Bioware is, to me, on the cusp of possibly making something of a class system that doesn’t fall into traditional archetypes or any kind of “trinity” system. This could be wildly successful or be terribly inefffective, but either way, to no surprise of anyone reading, I’m excited and happy about the possibility. Fueling my thought is the latest descriptions of the Sith Warrior, which basically call it a heavily armored class that beats opponents into submission with powerful attacks. Such a description, putting aside the marketware, doesn’t seem to fit into any one archetype. When people think about “warrior” in the traditional MMO sense, typically they are referring to a tank class, known to be more defensive and less of an attacker. But the Sith Warrior appears to be able to do damage as well as take a beating. You could say that this is “too good to be true”, but I actually wonder if Bioware is trying to break a mold here and do something different.

Part of the appeal of the Bioware system of character advancement, especially in KOTOR, was that by using more traditional pen-and-paper methods of distributing stats and talents, you could be whatever character you wanted yourself to be. While there were broad, simple archetypes, the amount of customization you could do to your character in the course of his or her journey was simply nothing short of amazing. These sorts of things aren’t big visual elements, but more of an under-the-hood kind of tuning that made things appealing. You wonder if Bioware is doing the same thing with these classes, creating character classes based on iconic figures but allowing the player to shape the character how they want. In an MMO, it’s a potential recipe for disaster, but for those looking to fulfill unique roles not known or expected in your typical MMO party, it might actually end up being interesting. Really, one can only wait and see what the latter half of the classes will bring us (as now 4 of the 8 classes have been revealed), but if they’re anything like the Sith Warrior reveal, the class discussion is going to get a lot more interesting and exciting the next few months.

Reblog this post [with Zemanta]

August 27, 2009

Star Wars: The Old Republic’s Iconic Class Remainder

6a00d83451be5969e200e54f50552f8834-640wiIf there’s a running trend we’re seeing with Bioware’s upcoming MMO these days, it’s in the way that they introduce new classes to the ravenous fandom. Sure, there are videos and a dev diary, and the requisite interviews, but what I’m referring to is basically what I like to call “iconic presentation”.

If you notice what Bioware is doing with their class reveals, they are very quick to compare a class to an iconic character from the classic Star Wars universe. The Bounty Hunter is Boba Fett, the Smuggler is Han Solo, and so on and so forth. The latest is the comparison of the Sith Warrior to everyone’s favorite badass evil guy Darth Vader.

In this we might find some possible clues as to the remaining classes. For example, a Jedi class is inevitable, but perhaps we might see a mirror to the Sith Warrior be someone patterned after Luke Skywalker or Obi Wan Kenobi. We could see Jedi or Sith who are more attuned to the Force rather than the lightsaber be compared to Yoda or Emperor Palpatine. What about droids like R2-D2? Perhaps a versatile person of many skills as Leia? There are plenty of possibilities to be had among the characters of Star Wars.

I think it’s safe to say that Bioware’s really selling the story appeal partially based upon any dreams we Star Wars geeks had about being the iconic characters from the episodes and stories. To be honest that makes people more excited about the remaining classes of the game and generates a ton more discussion in the forums. Frankly, that’s what Bioware wants – excitement and buzz, to better sell the mechanics and meat the game inevitably has to offer. I personally haven’t found anything among the various classes yet – but hope to by simply looking at who I’d want to play in the vast Star Wars universe.

August 26, 2009

Happy Humpday Highlights – Darth Hater

Darth Vader Christmas
Image by Thomas Hawk via Flickr

Happy Humpday to all, and to all a good Hump!

Ok, well maybe that sounds REALLY bad, but I bet it made you laugh a little, right? Mission accomplished in my opinion.

It’s the middle of the week and hopefully you’re looking forward to sending off August with a bang this weekend. Until then, here’s another blog from my long and illustrious blogroll to keep you busy.

Darth Hater has emerged from the pack of SWTOR blogs with high quality content and constant news about Bioware‘s new and upcoming MMO. With multiple writers, and posts like their now-famous dissection posts that look for bits of detail revealed in SWTOR’s videos, Darth Hater is well on its way to establishing itself as a reputable fan source for all things The Old Republic.

The multiple author format has advantages in creating sites like Darth Hater. There’s variety for one, with each author having a distinct style and mode of speech. There’s also the ability to update quickly, so even if one of the author’s isn’t online to catch a bit of news, someone else is inevitably able to pick it up. This shows in the frequency and quickness with which news is posted to Darth Hater, from developer postings, to significant threads, to new reveals. My Google Reader always has something new at Darth Hater to look at, and that’s not a bad thing.

As if the blog wasn’t enough, the guys over at Darth Hater also have a fledgling podcast on SWTOR. They’re up to 4 episodes now, so if you want a good bit of an SWTOR fix and you can’t stop at reading the various blogs and news sites, check out Darth Hater’s podcast. I know that among the many TOR podcasts currently running, I enjoy listening to theirs.

Even though the name of the site distinctly puts them into the camp of the Sith, don’t be worried –  Darth Hater has plenty of balanced, frequently updated content for Star Wars: The Old Republic, and I highly advise adding them to your RSS.

Reblog this post [with Zemanta]

August 25, 2009

SWTOR And The Evolution of Bioware’s RPG

PhotonQ-Homer' s Evolution Theory
Image by PhOtOnQuAnTiQuE via Flickr

Over at Darth Hater there’s a curious little article about the debate between Bioware‘s fans about whether or not Star Wars: The Old Republic would have been better as a single-player RPG. Most of the argument comes from Knights of the Old Republic fans, a bit miffed that, well, “massive” resources are being put into an MMO effort like SWTOR when another KOTOR would be a much more safe and solid bet.

Now, I get why these people might have a bit of trepidation. Maybe they’ve heard of the horror stories of MMOs, where anonymity creates the worst out of even the most normal of people. Perhaps they’ve been happily soloing along in an MMO themselves, living out their RPG fantasies, only to be brutally cut down by another player who wouldn’t know the first thing about role-playing unless it was “random asshole”. Or maybe they’re just mad that their caffeine/microwave dinner/pornography fund will be somewhat diminished by the subscription fee that Bioware plans on charging. I’m not sure. What I am sure about is that these poor folks are probably more scared than a kid with an inner tube in the deep end of the pool.

Well, to be honest, the water is just fine here. In many respects, MMOs are the natural evolution of RPG games in general. I mean, RPGs video games were the first to come along, you know. Before that was the pen and paper “I cast magic missile at the darkness” RPG, after all. Single player RPGs evolved from that notion that you were playing a role, playing a hero, and needed to fulfill it in some manner. MMOs take that a step further by creating a shared world with shared experiences for multiple players. Yeah, there are some real bastards out there, and it’s not always going to be a fun experience every night, but really, KOTOR fans, how is that any different than the real world, where a random asshole can take the form of someone who cut you off while talking on their cellphone, or an angry client or customer who has no volume control? It really isn’t.

Don’t get me wrong – I like playing single player RPGs, but when the game is beaten, finished, and over, it’s pretty much done. Sure, there’s replay value, but the surprises are gone. In an MMO, the addition of other players, and things like Bioware’s choice system are things that contribute to a more dynamic, living experience. As long as you are selective about the company you keep experiencing the content in an MMO, it makes for an enjoyable experience. It’s nice to be able to kill a boss dragon by yourself, but what if you could do it as a team, working with others, and reaping the spoils? There’s a reason why WoW and EQ have blazed trails with raids – because people want to share RPG glory with other people.

Really, with Bioware’s track record of successful single-player RPGs, it was inevitable that they would try their hand at an MMO, taking what they’ve done on a significant, smaller scale and multiplying that into an experience they will not only have to create for potentially millions but also maintain. WIll they be successful? Time will tell – but I’d encourage anyone afraid to put their toe in the water to relax – it’s just as warm in the deep end of the pool.

Reblog this post [with Zemanta]

August 21, 2009

Meat And Potatoes Are Served – The SWTOR Gameplay Demo

vlcsnap-2009-08-21-17h31m56s29So Bioware has finally decided that it’s time to stop teasing SWTOR fans by only showing a little ankle under the skirt of their game, and has moved on to giving us a little leg to stare at for a while. Today’s SWTOR Gameplay Demo weighs in at a hefty 20 minutes. You can grab the vids over at this link on IGN to see for yourself – they had to divide it into 4 parts, each covering a specific class.

Before I get into a bit of a breakdown, I do want to say that this is definitely a great thing that Bioware did in terms of presentation. There’s narration, and there’s the usual marketing sell, but what it is accompanied by is actual gameplay footage. This is a calculated risk for Bioware, considering that fans may take a look at the graphical presentation of the game, or its play, and decide not to bother with it for one reason or another. But at the same time, it shows that Bioware is A)confident about its product to show it in this state and B)giving the players what they want. A three to five minute walkthrough would have been nice – to see twenty minutes of it is a blessing that exceeds expectations. It’s also worthy to note, as you watch, that the gameplay, aside from shifting from topic to topic, is compeltely uncut and continuous. That means that whether it has flaws or not, Bioware wants to honestly show off the current state of their game, and thinks that you’ll want to play it despite them. It’s something you don’t see in the buildup for MMOs these days.

So I’ll be sticking to a bit more of a summarization and the high points of the walkthrough. To be perfectly honest, as pleased as I am with the demo, there’s no way I can give it justice by doing a granular breakdown – that’s what the walkthrough is for, after all – and you can and should watch it. So I’ll keep it simple.

vlcsnap-2009-08-21-17h27m59s218

Part 1 – Part 2 – The Bounty Hunter

What we see:
Our first look at the basic UI, the first conversation we have regarding a mission to join “The Great Hunt” to find the best Bounty Hunter in the galaxy, some character choices, and long range/short range combat with the class.

Impressions:
It’s clear that the conversational style mimics Knights of the Old Republic/Mass Effect. It’s good to see Hutta, although we don’t see enough of it to really get a good impression of this being the home planet of everyone’s favorite carbonite collector, Jabba. What is nice, however, is a look at the Bounty Hunter’s versatility, a supposed hallmark of the class, looking at the traditional blaster weapons, a stun dart, and a nice little bunch of flame for close range combat. Boba Fett fans won’t be disappointed. It’s also good to have Bioware state that they fall into the camp of making the player independent despite it being an MMO – that heroic battles with multiple enemies are the norm and that death from adds is not going to happen too easily.

vlcsnap-2009-08-21-17h53m07s212Part 2 – The Smuggler

What we see:
A tricksy class with a bunch of interesting mechanics at his disposal. The Smuggler’s cover system explained in some detail, an ability called Barrage that fires off a volley of blaster shots, and of course, a well-placed kick for close combat.

Impressions:
Having a cover system for an MMO is going to be interesting. For PvE, it actually is a nice little boon for a Smuggler – being able to utilize the environment in the manner that was shown in the video was great. Obvious cues for taking cover with big green icons, as well as a change in abilities are going to be great for getting players used to this new mechanic, and having a statistical bonus against enemies isn’t bad either. We’ll see, if there is PvP in TOR, how the cover system works in that respect, but if there was any class that could serve as the most common class to be played besides any Republic Force-wielding class, this is it. There is a channeling of Han Solo‘s swashbuckling tactics here – and it shows.

vlcsnap-2009-08-21-18h00m46s201Part 2  - Korriban and the Sith Warrior

What we see:
An environmental walkthough of the home planet of the Sith, as well as some of the Sith Warriors deadly melee skills. We also get a look at some of the organic creatures you’ll be facing off with in the game, and how NPCs may react in battle to your movements.

Impressions:
Ah, a lightsaber-wielding class. The most crucial thing that Bioware needs to get right with all of these classes is, more than anything, the animation. Combat in the Star Wars universe with its most iconic weapon is meant to be elegant and flowing, yet deadly and precise. From the few shots seen here, that is exactly what Bioware did. You can see the swings of the lightsaber for the different abilities flow into each other, as well as a logical conclusion to battles – the Sith Warrior’s buildup of points to unleash finishing moves like the spinning Impale is easy to track. Of interest is also the opening move, the Force Charge. This isn’t like a running move like expected, but an actual Force-powered jump and two handed slash onto an enemy. That’s not bad. There’s also an interesting side note – enemies take cover, which means the system used by the Smuggler is also used by NPCs. That will provide a different challenge, even for players wielding the Force like the Sith.
Overall, a nice and expected, reveal for the newest class in SWTOR.

vlcsnap-2009-08-21-18h15m38s157Part 3 – Part 4 – Flashpoint – A captain, a Star Destroyer, and one heck of a Jedi party:

What we see:
The oft-explained demo that has been shown from E3 regarding the quest with multiple choices for an imperial star destroyer captain and a Republic boarding. The choice to be made is highlighted and the consequences are shown in detail from a gameplay and narrative standpoint.

Impressions:
Now this is something those who have been following the game probably have become familiar with. But this is the first time we’ve seen it actually working out in actual gameplay. As some of you may know, killing the captain leads to a harder fight, but the narrative explains that the rewards could be better for doing it on “hard more”. Multiplayer dialogue may affect this greatly, but the random choice of the player making the decisions is definitely something that will need to be dealt with the avoid griefing. We also saw some additional abilities – the Force choke for example – as well as a lightsaber-to-lightsaber fight, which I especially enjoyed for the back and forth between the player and the enemy. It’s interesting to note the teamwork with multiple enemies as well, with the Bounty Hunter providing some firepower and the Sith Warrior rolling over enemies from melee range. And of course, looking at the loot, which included a second lightsaber for the victorious players, can’t have been a bad thing.

To be honest, overall I felt above average about the demo. It’s not everything, and it omitted the Trooper class, but for 20 minutes, it was well spent. The reveals and various details are going to set off a whole new slew of speculation – and I know that this won’t be the last time I post about the gameplay demo, either. Again – the real heartening thing is to see uncut, continuous gameplay, with no qualms about hiding some of the elements that are going to make the game possibly one of the best releases. If Bioware is cautious enough to polish and release the details as they have here, in huge, detailed chunks, then the future of the game is bright indeed.


Reblog this post [with Zemanta]

August 19, 2009

Sith Strength and Ayane’s Sadness

Chad Vader screenshot, episode 1.
Image via Wikipedia

…now with semi-witty alliteration, even! Aren’t I just clever.

So the big reveal from yesterday’s GamesCom foorage when it came to Star Wars: The Old Republic was Gamespot’s Q&A about the Sith Warrior class, the newest class to be revealed for the game. Modeled after Darth Vader, the Sith Warrior is supposed to be a front line, damage dealing monster, dishing out merciless bits of damage and Force Chokes for all. If you like to hurl yourself into the midst of combat and wave your sword in the air like you just don’t care, Sith Warriors just might be for you.

You’d think people would be heartened by such a description of a class as visceral as this one, but Ayane’s Moon Over Endor isn’t convinced. Knights of the Old Republic had a system in which the same pool of powers was used, but the choices determined a light or dark side character – one that, to Ayane, has been set aside in TOR. There’s also a disparity she points out between the Sith’s description as a brutal murderer and the game’s moral choice system, which will allow you to display mercy and compassion if you so choose. The interview seemed to have the opposite effect of hype on her, dampening her excitement for the game to the point where she’s considering not playing it. Oh noes!

Well, this is what Overly Positive is for, right? I have to say that it’s not like Ayane doesn’t have legitimate points and all. They’re fair considering Bioware‘s choice for the depiction of the Sith Warrior, which seems more like Episode III’s destructive Anakin Skywalker rather than the iconic, yet cold and calculating Darth Vader of Episodes IV – VI. But I do have to say that interviews, any of them, are meant in part to create buzz and excitement, not provide specific details. There are a couple of reveals on the nitty gritty in this interview, including the description of an Impale ability that sounds downright Mortal Kombat in its brutality, but honestly, not much else. This has been Bioware’s MO all along – reveal only a little bit, but only what you are comfortable talking about, saving the details for later. I wouldn’t come to such awful conclusions without at least seeing the Gameplay Demo video later this week.

There’s also a certain sense of needing to have a separation of Force abilities betwen light and dark side, too. If Star Wars showed us anything, it’s that good and evil are iconic, that they occupy specific, compartmentalized spaces. The Force, from a purely lore perspective, is like this – they’re two sides of the same coin, but very different, which means different abilities and style for each side. If the Sith are most certainly brutal, merciless, and evil – something which the trailer shows very well, then having abilities that match that only makes sense. From a practical MMO standpoint, there’s also something to be said about making classes unique and not mirrored (meaning the same abilities under different names for both sides). Considering what’s been shown to us so far, Bioware appears to have gone the “unique” class route, and that creates more diversity and choice. What will perhaps be clearly “you’re a Sith” versus “you’re a Jedi“, as you don’t have any grey area isn’t something that will hurt the game – it’ll probably help it a bit more.

And speaking of that diversity, the inclusion of the degree to which you serve the Empire as a Sith through the moral choice system is an interesting wrinkle in the story of the Sith Warrior. To be perfectly honest, games like The ForceUnleashed and Jedi Outcast have already explored a character who starts out in one area of loyalty but then makes moral choices putting them squarely into another by story’s end. Let’s not also forget the biggest example of a flip-flopper of Force affinity ever – Darth Vader himself. Considering the journey of Vader, giving the Sith a choice of being less brutal or completely merciless is nothing, really, and will only serve to give the player a less linear experience when exploring the Sith Warrior story.

Besides, if we are to assume the worst and that the Sith class is bland in its one-dimensional violence, that can only be a good thing for class diversity in the actual game. We already know that there are going to be a significant number of lightsaber wielders in TOR – and if the straightforward evil of the Sith Warrior seems boring, it’ll only serve to get players to choose another class with less iconic value but with more perceived variety (like the Bounty Hunter and his or her toys, for example).

So don’t be down, Ayane, and others who are feeling a bit put off by this Q&A. There’s method to the madness, reasons why these are good decisions, and most of all, specific detail to look forward to. We’re not there yet – so I hope you stick around a little longer to see where things go.

Reblog this post [with Zemanta]
© 2012 Overly Positive All rights reserved - Wallow theme v0.46.4 by ([][]) TwoBeers - Powered by WordPress - Have fun!