user-avatar
Today is Saturday
February 4, 2012

Tag: BioWare

August 2, 2010

Where I’ve Been, And Why That’s a Good Thing ™

Finally, the time to come up for a little fresh blog air!

Some of you (and by some, I mean both of you) may have noticed the distinct lack of positive geek sunshine in your rss feeds lately. Yes, It’s been quite some time, but for those of you who don’t know or don’t follow me on Twitter, you’ll see there are reasons for that. Thankfully, they are good reasons. In the interest of full disclosure, as bloggers like me are wont to do, my small reading audience deserves to know about them.

Optimists like me are inevitably a little bit gluttonous for punishment. We get into things, try to make people happy, and generally take up positions that require a bit of sacrifice “for the greater good” of something. The greater good can be any number of things – happy patients, satisfied customers, chocolate, and so on and so forth. The point is, idealists pick their poison to work with, more often than not.

My work has been in community. Whether it’s been online, offline, in small groups or in large ones, I’ve always worked to help with and build community things. These communities have also invariably involved geeks. Why? Probably because of some sense of group acceptance for one. I think it’s safe to say that even though geek has become synonymous with “cool” or even “le chic” in the last few years, that many geek-folk struggle to find some acceptance in social groups for their quirks and passions. Said passions range from hours upon hours creating costumes of anime characters, debating and discussing the latest tech, and liking sorcerers and sci-fi better than bar tabs and dancing.

How intriguing, then, that through a bunch of fortunate circumstances, work, and some wonderful people, that I’d be getting a chance to combine the two, right? And that chance, folks, was the offer  to join the Bioware community team for Star Wars: The Old Republic. That’s basically where I’ve been, working in a good community with good people, doing (what else) good things. It’s been quite the experience so far.

Some of you may be wondering how that changes what gets posted here. While there are the usual common-sense ideas of being a professional, especially for a company and a project such as the one I’m helping with, not much will change. Regular posting, actually, will start again, as of this post, and you’ll be seeing much the same positive hilarity from before. Heck, I might even be happier to show you bright and shiny, just because I’ve been so hard at work I’ve been lax in updating here.

In short, it’s been a while, I’ve been busy, but I’m back. I hope you like your blog posts sunny-side up.

November 29, 2009

Dragon Age’s Origin-al End

ArchdemonRecently I was fortunate enough to finish Dragon Age: Origins, and I do have to say, it was an interesting experience in many ways. Not to worry – those of you who haven’t played or aren’t finished playing won’t get spoilers to the ending. Today’s most positive note will talk about the journey to get there, which I found the most enjoyable thing about the game.

Up until the very end, Bioware stuck to their guns when it came to making hard moral choices and involving heavy characterization. There’s a certain choice you make after finding out a crucial bit of information that alters your perception of your role in the final battle. That was probably one of the toughest calls I had to make, but it showed me that Bioware was committed to making sure that choices had impact all the way until the end of the game.

The last portion of the game in Dragon Age has all the elements you could expect from an RPG ending – an epic feel, the coming together of resources, and a final, desperate battle against an evil that threatens to swallow the world. Getting there was filled with many a conversation around the campfire with my compatriots, who’d all thrown in their lot with me for some reason or another. Doing the optional sidequests and winning their favor to do so introduced an element into the game that originated in the KOTOR games and was polished to a mirror sheen with this game.

The gameplay of Dragon Age is fairly linear, regardless of your choice in pursuing the order of events. But what makes Bioware’s latest work better than others in its genre is seeing that linearity play out in the endgame. It’s definitely something that not only gives you a good feeling about what you’ve done to get there, but also sets up replayability to see what other choices you could have made that might make it turn out differently. If you haven’t palyed, I definitely recommend it – because this is one RPG that has an end worth seeing.

November 23, 2009

The Great Consequence Of The Dragon Age

morrigan2 One thing that I have always enjoyed about Bioware games is that the moral choices that you make in them have lasting impact in the game. Whether it is the state of a planet, the disposition of NPCs, or the way your party members either applaud or oppose what you do, Bioware’s polished their system to a mirror sheen.

It’s this consequence that presents players an artificial dilemma that makes for a more exciting gameplay experience. What are the results of you not helping someone with a little cash? What happens if you decide to kill assassins instead of questioning them? These and more are the kinds of things that make Dragon Age an increasingly appealing game the more you play it.

Now, I don’t have this problem, mostly because I usually shrug and have no reason not to kill folks for my own benefit, swindle people artfully in order to further my agenda, or otherwise rule over the digital world that is rightfully mine. I create for myself a wonderfully positive world for me, but others don’t have it so easy. That in and of itself, the struggle to understand that the choices you make from character creation onward have impact, is something most games want to have through their storytelling but never achieve. Dragon Age is different in that regard.

The fact that as an elf, I get different dialog, different choices, and different reactions is great, and is a next step in the evolution of whether or not games can make people care about moral choices they make. Layer on top of that a system in which you make morally grey choices and you have why Dragon Age is a great success so far.

September 30, 2009

The TOR Beta Gold Rush

GA gold panning
Image via Wikipedia

So it appears that Bioware is further along with their beta plans for Star Wars: The Old Republic after all – because the site now has a testing portal for the TOR beta where you may submit your interest to be a beta tester.

Naturally this is a major announcement and even if beta is months away, users are rushing to signup, crippling the bandwidth of Bioware’s web servers and forcing frequent maintenance to keep the demand high. Looks like there are a lot of players out there looking to try out their prospects as the next Han Solo, Darth Vader, or Boba Fett, to say the least. The demand has been so crazy that I had to wait until 1am this morning to actually complete my TOR beta signup, which consists of taking some personal info, agreeing to a normal beta tester set of policies, and having a scan of your system submitted.

Really though, guys and gals, we should stay a bit level-headed as well as positive-minded about this whole thing. Like I said before, the date of TOR beta could be months away. We could be waiting in a queue for a long time to come. So really, rushing to beta signup in an attempt to get your name in the hat, and becoming frustrated at not being able to do so, is just not worth it. Beta signups should cooldown in a few days, after which you should be able to submit your NASA-like computer settings and personal info to Bioware just fine.

There’s also a thought that even though this is a great thing for Bioware (and a sign that development is proceeding along nicely) that once you’re in the Star Wars: The Old Republic beta, you’ll be getting a sneak peek at the game. This is true, but you’re also going to meet, head-on, the realistic image of the game behind all the polished marketing. While some people might find the experience discouraging or, as Syp has said, one that they might not want to play due to not wanting to ruin expectations, others I think will want to get in on it to set those expectations appropriately prior to spending money.

I’m one of these people – but I’m also a tester when it comes to these things too. Mostly this is because I know the game is going to have broken things, bugs, and other such issues. Not surprisingly, I’m looking forward to the idea that I might be crashing every 5 minutes, that performance could cripple my machine, that the fully-voiced features could suddenly crap out in TOR beta and everyone could start sounding like chipmunks with lightsabers. It’s all a part of a process of development that I’ve participated in many times, and contributed to meaningfully, so I can’t wait to get in and get my hands on the client to test it out and beat it into the ground.

Still, all that being said, rushing to beta isn’t for everyone. There’s a lot of panning for gold involved before you get it, so I encourage everyone to take a deep breath, realize that not being able to signup for TOR beta isn’t the end of the world, and wait patiently – there’s plenty of TOR beta river space to go around.

Reblog this post [with Zemanta]

September 24, 2009

The Turtle-like Pace To The TOR Release Date

Pretty easy to guess, from the really cute picture, who are the players and who are the developers, right? Hint: we’re the ones that can pounce on things and like shinies.

With information a bit sparse on the Star Wars: The Old Republic MMO lately, the community has taken to all forms of speculation as to what will be revealed next about the game, what’s to come, and of course, a little bit of thought about when exactly the TOR release date is going to be coming around. The way I see it, there are three sort of distinct divisions running around at the moment:

  • The 2009 crowd would get a cuppycake from me for being even more positive and optimistic than I am about TOR’s release date. A few brave souls hold out hope that Christmas will bring them a little Star Wars: The Old Republic to be messing around with.
  • 2010 is the high average in the bell curve of TOR release date speculators. There was already a site that claimed it was going to come out next October, but that has similarly been debunked by the developers as just a wild guess. Most people falling into this category have probably been through a beta or three.
  • 2011 is something that only a few folks would want to even think about, because the totality of having that enter one’s mind means that the SW:TOR release date is 2 years out. Following a game for 2 years, or more? That’s a huge endeavor and a long time to remain positive about the game’s prospects.

There are all at least one or two points that support any of the three ideas for when TOR is going to be unleashed to the gaming public, but my support is thrown behind 2011 as the possible TOR release date. While that too, is wild speculation on my part, consider the fact that BioWare is currently in a state where very little gameplay footage has been shown, the first 8 levels are the ones that have been released to the public in some way, and that not all of the 8 classes are known to us. We should also consider the fact that as much as I love the gaming community, especially the MMO-playing portion of it, that premature releases and a scrutinizing public are going to make any developer cautious about their pacing.

If you want a totally guessed-at, not defintive, totally unconfirmed idea of the timeline to the TOR release date, here’s some logic (amazing, right) that leads me to believe TOR is way, way in the future of MMO releases:

  • We have 4 classes currently revealed. Even at the rate of one class reveal a month, we’re looking at all classes to be revealed by the end of January 2010. While the pacing can certainly pick up (and community guy Sean Dahlberg has already made mention of that already), I think Bioware is going to remain cautious and careful about what the show to the public.
  • Three months of gameplay reveals and information, along with the marketing cycle for hyping up closed beta, seems reasonable to build interest in the game and bring impatient people back for more participation. If we find out more about leveling, combat, and the story mechanics, and are on the hype train to closed beta opening, that puts us at April 2010, just before the summer convention season and when the most testers can be available.
  • Any closed beta I know of proceeds in phases, where players bash the hell out of the current build of the game, in focused tests or in general content vetting, and developers change it based upon that feedback. This is an iterative process, and many companies vary their beta time depending on what they need to change prior to release. For perspective, the last three betas I was in for an MMO lasted an average of of 14 months. Let’s say Phase 1 is the big reveal, general feedback period for closed beta testers and beta leak watchers. That’s July 2010 when all is said and done.
  • Phase 2 of TOR closed beta is a pass based on player feedback, with some focused areas for testers to observe as they get back into things. Assuming another three month period, that puts us at October 2010.
  • Phase 3 reveals some areas of the game that have to be revamped or tested in laser-like focus tests. Whether it’s class balance, or the story pacing, or the combat, something is not going to go as planned and it will need some iterative love. We get to beyond the holidays and into January 2011.
  • Marketing will be picking up the pace as the release date will be long since known (and perhaps been pushed back a couple times). In closed beta, the last phase will put the game into a state where it can be tested again on an overall basis to go through the entirety of the game experience to squash major bugs and issues. We arrive at the end of closed beta at around April 2011.
  • Hype to open beta will be in full swing, touting a summer date that will snag all the students and the folks that have seasonal jobs. With shorter periods for open beta these days, we’ll probably be seeing May 2011 for the inevitable stress test, involving queues, crashing, and last-minute scrambling to adjust for player demand.
  • Release happens in the midst of summer, June 2011. This assumes there will be no “oh shit” factor that pushes back development of the game – in which case my entire timeline is messed up and you can see about hotspots in early fall or at the holidays of 2011 for your SW:TOR fix.

All of this totally non-definitive information about the TOR release date says that we’re looking at a turtle crossing the finish line and not a hare. But just like the story reveals, haste makes total waste, especially when it comes to MMOs. When you understand the full scope of what it means to wait for years for a game that you are anticipating to come out, many people are simply not going to be able to put up with keeping vigil on the game. The few obsessed, crazy, idealistic fans like myself will be the markers that people will check back on to see how close we are to the SW:TOR release date.

Frankly, I’m fine and dandy with Bioware and their turtle’s pace to development. If MMOs in recent times have been burned for anything, it’s coming out too soon and having problems that they must play catch up in order to rectify properly. It might not make sense to EA investors, but the long-term strategy of an MMO release is a lot easier to execute with more time. Two years from now, will we be seeing Star Wars: The Old Republic come out on a release date that has been a long time coming? Maybe, and maybe not. But I do know that if I can, I’ll still be posting positive, sunny things about it, and everything else. At least you have a constant, right?

Reblog this post [with Zemanta]

September 21, 2009

[Darth Hater] A Disturbance in the Update Force

Over at Darth Hater you can check out my latest post about recent issues players on the SW:TOR forums have been having about Bioware’s updates. Are players in the right when they are saying that they deserve more about the nitty-gritty details, or is it too soon to tell? Check it out below:

http://darthhater.com/2009/09/20/a-disturbance-in-the-update-force/

Reblog this post [with Zemanta]

September 15, 2009

Battlegrounds and “The Usual Suspects” in SWTOR

Various blogs around the Net are referring to a new interview posted by GamesReactor for GamesCom in which Rich Vogel of Bioware “confirms” the existence of battlegrounds and other things in Star Wars: The Old Republic. I use the air quotes because if there’s anything I’ve learned over the years talking to developers, it’s that offhand mentions aren’t necessarily confirmations. The context of the question was that Rich was asked about various elements from MMOs that might make an appearance in SWTOR in addition to the unique stuff. Rich ticked off a few items, with battlegrounds among them.

Really, what we’re hearing here is not really new information. There’s a lot that Star Wars: The Old Republic has to offer, but this interview was good for confirming that the things that players expect are going to make an appearance. One of the big concerns is that SWTOR is going to be a glorified single-player MMO, and to see at least the consideration of battlegrounds is at least a bit of comfort there.

To be honest, I think there are expectations of this nature that have always been in the back of our minds. We know there’s going to be a grind, we know there’s going to probably be crafting, and we know there will be grouping. These are essentials that make an MMO an MMO, and I doubt SWTOR will be any different. I think the thing to understand and of course, be positive about is the expectations. Having realistic expectations about the usual things we expect in MMOs being in Bioware’s upcoming title is a lot less stressful than expecting world-changing, massively amazing things.

Reblog this post [with Zemanta]

September 12, 2009

SWTOR’s Subtle Holorecords

Library of Alençon (built c.
Image via Wikipedia

Normally when it comes to MMOs, the backstory and lore is more of, well, background noise that it is something that comes to the forefront in terms of marketing for the game. The story behind why there is a conflict between factions, or why a certain race or character class motivated in a specific way, is usually not something that is paid attention to in light of the game’s reveals about more concrete details about gameplay.

In selling the element of “Story” to potential players, Bioware is seeking to draw more attention to this oft-ignored pillar with Star Wars: The Old Republic. While they’ve made it a point to tell people about their grand storytelling ability, and their history of games in which players have enjoyed playing through the plot as much as the gameplay, there are a few folks who aren’t quite sold on the idea just yet.

So it is that Bioware has resorted a bit to subtlety to draw more attention to the storytelling elements behind the game. If you look at the Star Wars: The Old Republic Timeline, you’ll see that the various historical videos narrated by a Jedi Master might just have bits and pieces of the game’s current or to-be-revealed details. Here are some examples:

  • The entry regarding Coruscant and its sacking revealed a few details about possible planets, namely Tython, the home planet of the Jedi, the Sith Empire’s power base in Korriban, and of course, Coruscant itself. The recent reveal of the planet Coruscant and the gameplay video displaying Korriban are just some ways this entry has subtly revealed details.
  • The entry recounting the Smuggler convoy’s role in breaking the Mandalorian Blockade cutting off supply routes to the Republic seemed to show off the impact of the Smuggler in the history of the game, with the Smuggler class revealed as playable.
  • Entries speaking about the Mandalores and their alliance with the Sith Empire, and the latest entry talking about Imperial agents and their machinations are possible future reveals about new classes to be added to the game, as well as new atmospheres or planets

Hindsight is 20/20, meaning that months from now, we’ll be seeing more of the details about the game revealed as early as the 1st or 2nd entries in the Timeline. But that’s really my point – Bioware is taking a subtle, yet interesting approach to revealing more of their detail while prominently featuring the story, making people who would normally not pay attention to lore-centric details take notice. If they’re looking to attract the bees with a little bit of nectar, then it’ll be a strategy that pays off for them in the long run.

So what are you waiting for? Get to those Jedi archives, and check out some of the history of The Old Republic. You might just be pleasantly surprised.

Reblog this post [with Zemanta]

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