Principal Lead Systems Designer Damion Schubert talks about designing systems for a MMORPG!
Massively multiplayer games are not new. The first true massively multiplayer game was a text-only virtual world called MUD, put together by Richard Bartle and Roy Trubshaw in 1978. This little window of dizzying text descriptions was a far cry visually from the seductively lush 3D virtual worlds of today, but it was enough. Enough to get the genre started, and enough to get armchair designers across the world to imagine the possibilities, and debate philosophical matters of game design. One of these questions, still asked today, is whether or not massively multiplayer environments should strive to be games or to be worlds.
Highlights of the Developer Blog after the jump.
A new screenshot of a group consisting of all of the classes of the republic, similar to the one seen in the GDC content:
In this Developer Blog, Damion Schubert highlights aspects of his past experience in the industry, community, grouping, and crafting, and its importance to Star Wars: The Old Republic.
By defining community as "the whole massively multiplayer part of MMO," Schubert stresses you can level from level one to max without grouping, but they want you to feel grouping is beneficial without being forced to so. He explains they are experimenting with rewards for helping other party members with their class quest objectives, and they are pleased with its progress.
On the subject of crafting, Schubert explains the design team isn't satisfied with systems from other games, as those systems focused more on the player crafter, and rarely about helping the community with your skills. Schubert hints at a system where "true dedicated crafters can make a name for themselves and be important in their community."
Another topic Schubert touches on is the difference between "sandbox" and "theme park" MMOs in open worlds, how the two approaches affect the community, and how the game philosophy can drastically change based on the direction that the designers decide on. If the space is open, vast, and is very player-driven, then people feel open but with little sense of goal or direction. In contrast, games that are tightly controlled may have higher balance, but also lead the player in a way so they will have a maximum amount of fun. "Freedom is a true part of the magic of MMOs," Schubert said, "and artificial constraints and mechanics can undermine the fiction and the sense that you are living in the virtual world." He concludes by stating the developers are striving for a balance between both, as Star Wars: The Old Republic is an MMO -- and the systems and features they are developing will reinforce this.

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Posted 4/3/2010 5:03:40 AMI'm hoping for a system where crafters (or anyone really. But crafters more so) are able to give material to a "supply officer" on whatever given planet. Depending on what you give would effect one aspect:
IE:- If you give shield components, then the energy shield of a particular objective is just that little bit closer to upgrading to the next level.
- if you give power transfer components, then the base guns are progressed that little bit more to the next level of eith damage, power, or both.
This is my hope anyway.
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Posted 4/3/2010 1:09:49 AMboring system say what wow have now. Nice update :-)
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Posted 4/2/2010 8:08:37 PM-
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Posted 4/2/2010 7:22:56 PM-
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Posted 4/2/2010 9:01:52 PM-
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Posted 4/2/2010 6:58:33 PMMUDs were one of my first experiences of online games. Back in 1995, with an avg/below avg computer and 56k, I couldn't really play online games like Jedi Knight without immense amounts of lag. I discovered MUDs one day and started playing them. Played a few fantasy-based ones and a few Star Wars ones. The one thing about MUDs that I truly enjoyed was exploration and puzzles. Exploration in MUDs consisted of actually reading descriptions of rooms, noting references to certain objects, examining items, and eventually stumbling upon secret areas. With exploring new areas comes the risk of not knowing what is in those areas. There were quite a few memorable times where I would solve a puzzle on some wall and then enter a room with one of the most dangerous mobs in the game. In one of the MUDs I played, one could earn exploration points by reaching a certain point in an area or getting past a puzzle. In addition to exploration, MUDs had some fun events which really didn't take a lot of effort to implement. Starting an Easter egg hunt or an invasion of high level mobs in a city were just a few examples of some of the events.
Now that I've experienced 3D games quite a bit and have a decent computer, I think it would be hard to return to MUDs; however, I'm glad that people like Damion at Bioware still remember where MMOs truly started, and I believe there can be a few positive aspects such as exploration to take out of MUDs and place into TOR.
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Posted 4/2/2010 6:19:23 PMaside from what we've heard, this update kind of opens room for more speculation ( as if we needed more :)
but the particular references about community brings a certain joy feeling i have since lost.
no worries friends, E3 is just around the corner and it promises to be epic.
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Posted 4/2/2010 8:56:01 PMPS: No I don't think Bioware started talking about it too early. They started right about the usual time. The people are hyping themselves up, and gathering their friends, and TOR has just exploded. People are ready for a new big MMO ( Over due actually. )
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Posted 4/3/2010 6:55:34 PM-
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Posted 4/2/2010 5:27:29 PM-
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Posted 4/2/2010 8:51:27 PM-
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Posted 4/2/2010 10:41:50 PM-
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Posted 4/3/2010 7:12:20 PMFor someone like me which give a lot of importance to the clothing , it might be one of the decisive factors I will take in account while choosing my class.. and my side. For now I'll still stick to my Consular and the republic, the dress we've been showed so far looked nice enough. But is it on purpose that the developers made the Republic crew look like more fat then the Empire's?
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Posted 4/2/2010 5:15:30 PMcough
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Posted 4/2/2010 5:35:10 PM