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 4/2/2010 11:21:57 PM-
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Posted 4/3/2010 2:35:43 AM-
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Posted 4/2/2010 5:14:59 PM-
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Posted 4/2/2010 7:38:45 PM-
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Posted 4/2/2010 8:12:51 PM-
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Posted 4/3/2010 7:29:25 AM-
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Posted 4/2/2010 8:49:27 PMAs for the 5 years thing: It is common to have unforeseen problems in mechanics/system up to where it is 100 percent done and extensively tested.
Consider a watch. You can do all sorts of math, precision milling, etc to make all the parts. Then, you put it together, and try it out...only to find when your arm hangs down, the gears grind and the watch loses time. It is easy to miss 1 small detail in massively complex systems ( Which is what an MMO is all about, even if you don't see that complexity on your end. )
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Posted 4/2/2010 10:40:32 PM-
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Posted 4/3/2010 12:56:36 AM-
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Posted 4/3/2010 1:02:33 AM-
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Posted 4/3/2010 1:26:39 AMJust look at Windows Vista. Sure, it had it's problems...but it was still better than Windows XP within a couple months of launch. ( Though Windows 7 is still better yet, but it is very similar to Vista. ) That is a perfect example of what happens when a vocal minority tarnishes your image, and you can not recover from it. ( Extreme example, but a solid one. )
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Posted 4/3/2010 3:05:09 AM-
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Posted 4/3/2010 7:25:20 AMOhh remember Age of Conan...they promised a ton of stuff...to this day i believe end game Pvp Sieges are still bugged to all hell....and DX10 just got in game what 6 months ago? That product was the worst MMO launch in History and there products from here on out will be forever tainted. I will never buy another Funcom or Failcom product ...ever............
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Posted 4/5/2010 2:09:14 AM-
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Posted 4/3/2010 7:09:36 PMI said this above ...I dont know if you played SWG but prior to the game being released they promised so much content and vehicle, speeders..blah blah blah ...and then like a month before launch I believe they cut out alot of stuff. That made the communtiy extremly upset and disapointed..it tarnished the product ...another example is Age of Conan.. what a nightmare launch that was..also alot of false promises (dx10, sieges, lack of content) They blatantly lied to the entire communtiy about alot of stuff and it was obvious that they did hence Funcom is known in the MMO world as Failcom.
So would you not rather have solid information on the game instead of well this is whats gonna be in the game and what we are working on ...then its gets axed before launch.......?????
We have a good year before launch and in the next 6 to 7 months im sure we will be bombarded with everything we have been patiently waiting for......