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Tag: Star Wars: The Old Republic

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.

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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.

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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.


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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.

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August 18, 2009

SWTOR’s International Debut

LOS ANGELES, CA - JUNE 01:  Characters wearing...
Image by Getty Images via Daylife

Today’s brief Star Wars: The Old Republic tidbit out of EA’s Gamescom conference in Cologne, Germany seems to be small fry, but it honestly is news to make gamers look up and take notice. Reported by Darth Hater, Moon Over Endor, and others is the news that Star Wars: The Old Republic is going international, opening up fully voiced localization for Germans and French folk. Yep, swtor.de and swtor.fr are live as of this morning, so all of my European readers (both of you) can go check it out.

Even though bigger fish to fry are coming this week with the first public demo and Gameplay Demonstration rolling out to folks, going international is still great news for TOR and TOR fans. For one thing, there’s a bit of confidence being shown here. It’s already a massive undertaking to fully voice an MMO in one language, but to do it in three must be just daunting. Still, from what we’ve been shown so far, good progress is being made, so if Bioware pulls it off, they’ll be in a really good place.

Also of note is the single umbrella management of this international effort. While there are certain to be European entities responsible for the nuts and bolts of TOR’s German and French audiences, for the most part the control will lie with Bioware. This can’t be seen as anything but a good thing, as centralized management means that patches and fixes roll out at the same time, communication is consistent, and promotions and contests will work across the board no matter which of the three languages it is in.

Of course there’s also the fact that now, more than ever, Bioware, and frankly EA, is positioning itself as a global entity in the MMO scene. WAR, despite underperformance in subscription numbers, is in multiple countries, and it seems Bioware will be doing the same thing with TOR. To actively be a player in the industry, Bioware’s utilization of EA’s deep pockets is going to be key, and establishing an international presence is just one step in their dastardly plans, certainly.

So even though this may seem like a minor bit of news, the calm before the storm, I can’t help but think that this small snowball could turn into an avalanche of goodness for Bioware, and for The Old Republic’s prospects.

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August 16, 2009

Better Than Boba Fett – SWTOR’s Bounty

Archives: Boba Fett
Image by Official Star Wars Blog via Flickr

In the Star Wars films, poor bounty hunter Boba Fett was reduced in some ways to a random baddie that just happens to suffer an unfortunate fate for his amoral ways, but SWTORJunkies has something up on their site about how player-based bounty systems could give Boba Fett and all his faithful following a second lease on life in TOR.

Other games where bounty hunter systems have been considered are usually based on PvP. It’s sort of unclear what role PvP will have in Star Wars: The Old Republic, especially with Bioware pushing other elements of the gameplay and concepts as hard as they are, but with a dedicated class like the Bounty Hunter in the game, there might be ample opportunity to introduce such a system.

Details such as the Smuggler having unique mechanics may also fit the Bounty Hunter in terms of having any kind of Bounty system in-game. Whether it is for NPC’s or for player-characters, the Bounty Hunter could use economical skills unique to them in order to pursue bounties on others’ heads, creating a niche way for Bounty Hunters to earn cash for themselves. Alternatively, as part of an overall bounty hunter system, Bounty Hunters could be uniquely equipped with a set of tools that would make it much easier for them to track down a bounty than others in different classes – a way to put a locator on someone, or perhaps a way to provide a bonus for participating in a bounty hunt of any kind. These are the kinds of things that might make the Bounty Hunter class in and of themselves a bit more appealing to play, as a way to draw off the massive interest in ligthsabers and Force Choking.

Frankly, it’s great that the game’s focus on story will open the doors to using such mechanics such as a Bounty Hunting system in the game. Imagine that a player’s choices during the course of their TOR experience happen to put a price on their heads. As a tie-in to the story, Bounty Hunters could be a threat for other players to constantly watch their backs for. Bounty Hunters themselves will have their tales enhanced by completing various bounties, making friends and enemies along the way. The moral choice system as it has been presented so far will figure into any Bounty Hunting system, giving Bounty Hunters (and others if the system so includes them) the ability to make decisions about turning in bounties or taking a potentially more lucrative route by letting them go. There are literally dozens if not hundreds of possibilities.

With official info from Bioware taking a bit of a breather before GamesCom and PAX, threads like this one definitely generate a lot of fodder for discussion. Whether or not a bounty hunting system is put into place for TOR remains to be seen – but the pieces are certainly there to be more successful than Boba Fett.

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August 14, 2009

SWTOR’s Gameplay-a-Ga-Ga

English: Joystick elements:1. Stick; 2. Base; ...
Image via Wikipedia

So over at SWTORBlog.net is a post reporting on the community update that Bioware’s Sean Dahlberg has been teasing regarding the Gameplay Walkthrough Video, which will apparently be hitting the ‘Net sometime next week. So with a hard date in mind, there’s quite a bit of speculation about what exactly could appear in the walkthrough.

To be honest, I think everyone is looking for some level of detail no matter how miniscule at this point. With Bioware putting out little teases and glimpses here and there of their gameplay, they’ve done nothing but whet the appetite of people looking to see what the game is all about from a details perspective. Fortunately, next week, we’ll be getting at least an appetizer.

Frankly, I’m excited about seeing it, no matter how little detail we get. Things that I think we will probably see are a brief overview of the UI that we’ve gotten a chance to look at during some of the dev blogs, as well as the quest and choice mechanic that have been made much of in Bioware’s big story sell. We’ll probably see a typical leveling example, some ways that Bioware will mask the usual MMO grinding mechanics, and a couple of interesting and new surprises about how the gameplay is going to work. This will be the first real look, so there will be an overwhelming response involving the words “sexy”, “looks awesome”, and “I’m soooo pre-ordering, BETA CAN’T COME FAST ENOUGH”. In short, there’ll be a lot of googly-eyed fans.

Regardless, though, the video is going to generate more questions than it answers. There will be details that Bioware will leave out that players will pick up on, obsessing over until a Sean or someone else swoops in to clarify, and to be honest, that’s probably a good thing. Buzz and speculation at this stage of the game can only be helpful to TOR’s PR.

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August 13, 2009

The TOR Release Date Rollercoaster

Son of Beast roller coaster at Paramount's Kin...
Image via Wikipedia

So I was totally late to the party where everyone was freaking out over news from some random French Star Wars site that Star Wars: The Old Republic would be coming out in October 2010. This was more than likely due to the fact that I was really busy paying a lot of attention to dying a lot in my current game of choice rather than worrying about when a game was going to be released.

Release date speculation is not unlike being thrown for a loop in your favorite roller coaster.  If you like having your stomach go ten different directions at once and feeling the thrill of the bleeding edge of humanity, look no further than talking about the release date for games that have months or even years to come out. There’s the rising loop of anticipation and the nugget of information dug up in some dark corner of the Net, quickly followed by a developer post that MIGHT be a confirmation of said date, setting of a flurry of blog posting, crazy chaos, and screaming people wondering if it’s too soon or too late. There’s the twists and turns of pre-release info and “state of the game” whispers if the game has been publicly betaed, not to mention all the loop-de-loops of backwards time calculations from forum’ers with too much time on their hands. Let’s not also forget the lurching right turn of a release date pushback, either.

You know, this is one of those times I’d like to be in the dark about this stuff. Release dates are fluid, and always have been for games, especially MMOs for which beta feedback, project management, and last minute changes in development systems are the frequent reasons for pushbacks, delays, and changes in when a game drops. There’s also the fact that TOR is, for all intents and purposes, in a bit of infancy with regards to its perceived development. The Bioware folks are being mum, at least for another week, on gameplay, and interviews consist of snippets of game detail buried under a massive hill of concepts, philosophy, and vision.

People don’t like the fact that there might not be as much definitive detail about the game, with the release date being the latest in a string of questions about the game’s development. But I can’t really sweat the small stuff. If they play their cards right, Bioware will release “when it’s ready” but not so long as to be “Duke Nukem Forever” ready. The slow, plodding, and cautious pace at which they are releasing information is sure to be just as glacial for the announcement of the release date, so I fill my head with all the ways I plan on being the world’s clumsiest Jedi or Sith, rather than with nervous release date speculation.

Don’t get me wrong – I like roller coasters. I think they’re fun. But I also like to choose when and where, and what kind of them I like to ride. The release date ride seems a bit too much dizzying to me, and I’d probably puke from sickness when the ride didn’t come to an end with the correct release date of the game. I dunno if I’m like Darth Hater and not bother posting about the release date – I chatter too much about things as it is not to talk about it. But I think I could do better reassuring people about the better potential parts of TOR, and talking about how awesome it will be to lightsaber something without hopefully lopping off my own hand.

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August 11, 2009

The MMO Balancing Act

Tipping the Scales album cover
Image via Wikipedia

There’s a rather interesting post over at Darth Hater that talks a little bit about balance vs. equality as it relates to what might be upcoming for Bioware‘s Star Wars: The Old Republic. It’s definitely an interesting read and worth checking out for one person’s optimistic take on SWTOR’s balancing philosophy so far – and you know I like that bright and sunny outlook on things.

Class balance is the source of many a gamer’s angst when it comes to the title they are currently playing. With the amount of complaining people do on forums and blogs about it, you’d think that balancing an MMO is about as easy as trying to do advanced physics while sinking in quicksand. There’s calls for nerfs, buffs, accusations of bias, exchanged screenshots and hushed whispers of conspiracy based upon a quote from a dev – you name it, someone’s bitched about it. The only games that probably have gotten their balance right are games that totally aren’t digital in any form or fashion, and that’s likely because said games are so old that whoever could balance them is long since in their grave. I mean, you don’t ever hear about how the Knights in chess are “soooooo OP and needs nerf”, right?

The author of the article implores Bioware to eschew equality for balance, and not to wuss out into making everyone carbon copies of each other from a faction standpoint. There’s a rather complex example involving precious metals in the post, but to be honest, I think people should eschew the whole idea of worrying about balance OR equality, and be more concerned with their overall gameplay experience. While “fun” itself is subjective, I do think that the idea of balancing an MMO is a circus act that always seems like it’s losing plates that are twirling on various developer limbs. There’s always something wrong and nothing is ever permanently fixed, as it is in age-old games like chess. Perception is extremely powerful and worry sets in when people feel like the game isn’t balanced the way they want it to be.

Balance is relative and equality is absolute. Neither is really a perfect solution. Honestly though, does there really need to be one? I’ve learned not to get too upset over balance issues or be enraged over “that one class that is meling faces all the time” because of the fact that I’ve come to terms with the imperfection of the MMO class balance beast. No matter how much makeup or plastic surgery you take to it, it’s still terrifying to look at and even harder to handle, especially when you have a crowd of onlookers that pass by it daily. By accepting that there will always be a class that needs to be nerfed, and always a class that needs to be buffed, it becomes tons easier to shrug off the fact that MMO balance is never going to be finished, and TOR will probably be no different.

A lot of people would mistake my rather laissez-faire attitude about this whole thing for Eeyore-like depression – but it’s really all about priorities. Frankly, I think I have bigger things to worry about, such as whether or not the ass of the character I’ll be staring at for hours looks good enough in their gear, or that I don’t crash every 30 secondsupon trying to finish a quest. It’s not worth worrying over whether a game is balanced  - especially when more than anything balanced classes are totally not within your control to change (though a daily thread on why your class sucks might get the attention of a dev for a few precious seconds). So shrug your shoulders, grab your favorite drink,a nd keep on playing whatever you’re playing – because you’ve got bigger fish to fry.

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