E3: Interview With James Ohlen
We were honored to gain more insight regarding class design, group sizes, character progression, and other topics from James Ohlen, Creative Director and Lead Designer of Star Wars: The Old RepublicFor the reason behind the latter and more, read on.
Design is a big focus, and today we learned a lot about combat and how it works with the player classes in group combat. We saw an example of the four Republic classes working together: the Jedi Knight, the Jedi Consular, the Smuggler, and the Trooper. Would you like to go a little more in-depth about how these classes can interact in a group setting?
Ohlen: We gave every single one of the classes different roles; much like the classic roles that you see in the MMO genre. That wasn't how we initially concepted the classes. The initial concept for the classes was that we wanted to get all the iconic characters from the movies into our game. We have the Bounty Hunter who is Boba Fett, we have the Smuggler Han Solo, Darth Vader's the Sith Warrior, etc. But once we had those archetypes, we wanted to make sure they also fit within the MMO norms. We wanted to have the DPS -- the damage dealer. We wanted to have the tank -- the guy who absorbs all the damage. We wanted to have the ranged DPS. So we looked at the classes.
For example, on the Republic side, the Jedi Knight is more of a DPS class. Though he can also -- depending on which Advanced Class he chooses -- go into more of a tank role. The Trooper is more of a tank role, but he is also a ranged DPS. The Smuggler is a ranged DPS and the Consular is more of a control character.
But you'll notice that I was saying that each of those classes could fill two different roles and that is because of our Advanced Class system. The Advanced Class system actually allows you -- once you reach level 10 -- to choose between two different roles.
So as the Jedi Knight, you can decide to go down more of a heavily-armored path where you have a single lightsaber, you have heavy armor, and you're more of a tank character who goes in there and absorbs damage. Or you can go down a path where you're much more of a DPS guy; where you're wielding double lightsabers and it is much more about dealing out damage fast. And each of the classes has that choice. It kind of allows us to give more class choice later on in the game.
We have a basic idea from what you just said about the Republic classes. We were only able to play two of the Sith classes today but we are Darth Hater, and we have a lot of Sith following us. In regards to the Sith classes, how does the Advanced Class choice shake up each one of those classes?
Ohlen: So on the Sith side we have the four classes: The Sith Inquisitor, the Sith Warrior, the Bounty Hunter, and the Imperial Agent. And the Imperial Agent is a ranged DPS character. He's actually quite unique because he uses cover; he is kind of our sniper character. He plays a lot different from any other class from any other MMO that I've seen. The Bounty Hunter is more heavily armored, and he can be a tank role though he can also do ranged DPS. The Sith Warrior is very much a tank character and the Sith Inquisitor is a control, or ranged DPS as well.
Now, the way they can change: the Sith Warrior can diverge, and he can go to the classic Darth Vader route which is wear really heavy armor, single lightsaber. If you're a Darth Vader fan, then that is who you want to be. And you're going to be the tank character: you're going to be able to take a lot of damage. Darth Vader deflects Han Solo's blaster bolts in the Empire Strikes Back. He is able to take a lot of damage. Or if you want to be more of a DPS guy, you can go more the dual lightsaber route and be much more of an aggressive character. And that's more like an Anakin Skywalker from Episode 2.
With the Inquisitor, you really get to choose between the Darth Maul route and the Emperor Palpatine route. So you know the Darth Maul route is you're very agile-wielding the saber staff and the Palpatine route is you're all about lightning and control powers, and you're more of a sorcerer than you are a lightsaber-wielder. You operate at range. If you're a fan of mages and sorcerers and all of that, then that is probably what you want to be.
So that is an interesting combination you have. We know about the Sith Marauder, the DPS Sith Warrior, then you've got the Maul route on the Inquisitor which is another light armored DPS. What's the difference between these two that makes them so distinct beyond the fact that they have unique stories?
Ohlen: There are a lot of visual differences obviously in the types of armor they wear. The Inquisitor is always in the light armor; the Warrior is always going to be in the heavier armor.
The types of lightsabers they use: the staff saber is restricted to the Inquisitor, while the dual lightsabers are for the Warrior. Also because of the core powers, the Inquisitor is always going to be more of a sorcerer type. He has things like the Dark Gift healing ability, the lightning powers. These are things that the Sith Warrior doesn't have. The Sith Warrior is very much our Darth Vader class. He has the telekinetic kill -- the choke -- that the Inquisitor doesn't. So they're always going to feel different. Sith Warrior is going to be about armor, much more lightsaber abilities, and more telekinetic powers like the Force Choke while the Sith Inquisitor has lighter armor, lightning powers, and feels more like a sorcerer.
Comments
This is by far the most impressive and detailed interview out of all the ones I have seen or read since E3 anywhere. I think that is because this was seriously the FIRST interview where the interviewer did not ask questions we knew Bioware would not answer and give their stock answer of "we are not talking about that yet". I read that one Jedisite article interview and they seriously asked like 6 questions in a row that you just knew Bioware wasn't going to answer but they still asked away, it was actually pretty humorous. However, I am pleased someone finally found the power in asking questions about the old stuff or things that have been brought up months ago, but were never explained in much detail. I know the downside to getting these answers is that an answer or two may crush the "cool speculation" aspect or dreams for some gamers, but I am happy to have this information so I can make pre-game choices better and see the bigger picture of TOR in general. I think we all really appreciate this interview.
It seems Advanced classes are very distinct, to the point that you can immediately distinguish them via profile (ie Armor + big gun = Shock Trooper, Armor + assualt rifle = Assult Trooper). So the diversity there seems limiting.
However, if the immediate interpretation of the number and variety of gear graphics are correct, then odds of running into 'your twin' seems to be be lower than seen in other games.
So it it will be interesting how it will all play out.
I am also curious what motivated the change from the old 'heroic' aspect, to the Trinity gang aspect design we saw at E3.
Heroic combat =/= No Trinity.
Also. If you go and watch the interview with Daniel Erickson he talks about the fact that they specifically demod the trinity system to show that classic MMO roles will still be in the game if that is your playstyle but if they had their companions with them in the demo they would augment their playstyles so you dont wind up with a hard trinity system. go watch it its a very informative interview.
HATE ON
I've seen alot of comments here expressing "disapointment" but at least we KNOW now. Whether folks like it or hate it, at least you're getting us some nailed down, confirmed info on very important facets of the game.
Personally, it sounds like I may have to do some re-thinking about class choices based on a lot of the news coming out of E3, and my overall impression of the game is evolving quite a bit, but that's ok.
Thanx again folks... you're the best!
I do have a question, though. To my understanding, there was some type of player bounty system established in Star Wars: Galaxies. I heard that there is some list of people that somehow tracks the amount of bounties you have evaded or bounty hunters subdued after an attempt to collect a bounty placed on your head. I am not entirely sure if this description was correct because i never actually played this game. My question is do we know if some type of bounty system will be incorporated into SW:TOR? I have not heard much in the way of bounties. Actually, they just recently started talking about different game systems, so they may not have mentioned it. I just thought it would be pretty fun to fend off bounty hunters every now and then. It may be even more fun to have anyone be able to take a bounty challenge (no matter what class you happen to be). In my question, i am wondering if these bounties are put on player characters. I guess it has its drawbacks as well. If you happen to just want to quest for the day and keep getting attacked, that may get annoying. Then again, that also must mean you are the topic of everyone's conversation and are worth alot of money. Could go either way, but i was just curious about that. Lol didnt intend to type so much, but sometimes this game gets the best of me....