Developer Q&A Live Blog with BioWare
BioWare hosted a two Q and A sessions, one at 4PM EST with Daniel Erickson and James Ohlen and another with writers Jessica Sliwinski, Hall Hood, and Daniel Erickson at 5PM EST on the presentation stage. The developers fielded questions from the whole community there at PAX East. We're working to bring you notes on the questions and answers from the event in Live Blog form. For the sake of time we combined both panels to bring you this as quick as possible. Keep in mind that all of these should be considered paraphrased (extremely rough) quotes due to time constraints and a lack of transcription at the moment. We will add lengthier and direct quotes when we are able to. Notes from the event follow after the jump. Check back over the next few hours for notes coming in from the two Q and As.- Will a Day/Night cycle be in the game?
DE: No. It was a technical decision. Scenes look better if lighting is consistent.
JO: multiple worlds present in game with different # of suns/moons, so it became too difficult to make it work. - What was your favorite class to design?
JO: Sith Warrior because Darth Vader is fun.
DE: Jedi Consular because I like being the thinking man. - Do implant slots change appearance?
JO: No, but you can customize your appearance.
DE: Lots of invisible slots - How is terrain interactive and protective?
JO:The Cover mechanic is crucial. You can destroy objects like barrels in the Taral V flashpoint. Worlds feel alive - shuttles flying by, etc.
DE: Objects block blaster shots and break line of sight. - To what extent is it balanced for PvP?
JO: PVP has been discussed since 2006. We have been very careful with it. Different approach to the classes. Star Wars approach, then group role, then, pvp. - Is planetary travel like rail shooters?
DE: Use of Galaxy Map to engage in space combat is to enter specific space missions, otherwise you just jump to lightspeed to travel - Ground transports?
DE: There are taxis on origin worlds and large spaces which it would be convenient to not have to walk through. - Is there a way to repair your ship while in-combat?
JO: No, you can upgrade the ship.
DE: It is really hard to repair a starship while its flying. - How will you feel heroic in a large guild of heroes?
DE: You've got big stuff to tackle. When you go to destroy the Death Star you take Biggs and the other guys. Its STAR WARS. - How will you combat tank shortage?
JO: You can specialize AC's so you it'll be easier to form parties.
DE: As trooper, its fun to ranged tank. Explosives make folks fly through the air! - Interactive dialogue - How much is there of it in the game?
DE: All of the features are in. It's present in game. If you lose roll, you still get your points for your intentions. - Equipment repair gold sink?
JO: Repairs and mounts are gold sinks. - Are there rewards for going one way or another alignment-wise?
DE: Yes, I was really evil as a Sith Inquisitor but then there was a pair of gloves that was light-only that I wanted. Kim Vaal was NOT happy with me.
JO: Faction-switching was talked about but it was passed on for story reasons. Three factions were also considered but it would have been too expensive. - Non-combat aesthetics like pets?
JO: Not talking about it but will have something. The Return of the Jedi Slave Leia Outfit is in the game in some form.
DE: It's important for social aspects. - Does player manufacturing have a place in the game economy?
DE: Crafting is a passion of mine. We're not EVE. We're loot based, but we're past WoW, more complex and a lot of social of interaction. To get gear, you'll either be pounding end game or gathering a network of crafters. - James Ohlen mentioned that he thinks MMORPGs will be more RPG than MMO in the next decade.
- How much is instanced?
JO: The game is not linear single-player. Alderaan is 7-8 World of Warcraft Zones in size. Phasing is used, but it is not everywhere.
DE: Phasing is used to ensure pivotal plot points are immersive. No lines to fight bosses. Everything to Cloud City an example - Luke goes off to fight Vader alone. (cloud city not mentioned as in game, only as example) - Developer made comment about $15 per month fee to compete with a game like World of Warcraft.
- James Ohlen mentioned that player retention in SWTOR is based on elder game content and re-rolling
- If you go dark side, can you avoid facial disfiguration?
DE: Why did you go darkside? Customization is optional. - How did you balance the Trooper so it doesn't get owned by the Sith (force users)?
HH: The smuggler is so well written that he projects aura that pushes sith away (joke).
DE: You are playing as the best of the best. Jango fett and Obi Wan can go toe to toe. At one point all the Jedi were wiped out by troopers. Testing key in balance process. - Are dialogue options always the same for flashpoints?
DE: Dialogue not randomized, but it does branch so there are multiple ways to play the conversation. Group content tends to be more wild because of that.
HH: Every conversation has 3 choices, so branching will take multiple playthroughs to discover.
JS: Gender/race effects dialogue options and results. - What single player writing challenges carry over into SWTOR?
DE: Everything is about making things smaller and more heroic. Trooper is winning the war, smuggler is out for himself. There's a secret threat that only the consular knows about. - Similar to Mass Effect, how do cinematics play out based on different gender/species combos?
JS: Cinematics will change based on your character choices.
DE: Cinematics can be rare. There is a great cinematic for trooper who saves people and then shakes them down for money. When you go to Hoth as a Chiss, your experience is very different. - How is personal story balanced against multiplayer?
DE: Origin world starts your personal story. After that, world arc starts up with interruptions for personal story advances. 10-15% on class stuff in later game. You can bring other classes on class story stuff.
JS: NPC's will react to your exploits. - The more light/dark you are, how does that change player interactions?
DE: Players can't sense alignment. In kotor, you got Dark Side points for being snarky, which I didn't like. In tor, your actions are what count. Eventually, the jedi council will notice.
HH: Hey, you saved that planet but you killed a lot of people.
DE: There will be restrictions on your late game choices based on your early choices. - Daniel Erickson mentioned that flashpoints replayable, but everything else is play as it is.
- Player bounties?
DE: No - Is there story involvement in space combat?
DE: We consider it alternative gameplay, you never HAVE to do it but you will learn more by doing it. - Is it a trap?
DE: Yes, it is always a trap. - Who shot first?
DE: Han! Han Han Han.
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Posted 3/14/2011 4:38:53 PM- View User Profile
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Posted 3/14/2011 3:28:21 AM- View User Profile
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Posted 3/14/2011 4:53:17 PMI am the light that brings the dawn.
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Posted 3/13/2011 3:32:54 AMI am the light that brings the dawn.
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Posted 3/13/2011 3:30:50 AMI am the light that brings the dawn.
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Posted 3/13/2011 3:06:20 AM- View User Profile
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Posted 3/13/2011 3:21:54 AM- View User Profile
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Posted 3/13/2011 3:34:19 AMThere is no sens at all.
If a planet has a 24h cycle, another 48h, a third 12h etc... and if they want to make fast cycles, for example 24h IG = 2h IRL, a day will take 2h for the first planet, 4h for the second and 1 for the third... that's all.
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Posted 3/13/2011 1:53:33 AMIf it was a F2P without budget I could understand... because F2P = trash
If the game was released in 2002... I could understand
Plz Bioware... stop joking... today it's 03/12 not 04/01
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Posted 3/13/2011 1:18:32 AM- View User Profile
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Posted 3/18/2011 2:34:49 PMAren't there area's in WoW that don't have a Day/Nights cycle?
Anyways, Dragon Age 2 has a Day/Night Cycle like SWTOR, based on instance and location. It's compelling enough. I don't need to be able to sit in the market place watching the sun slowly move.
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Posted 3/13/2011 12:12:09 AM- View User Profile
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Posted 3/13/2011 8:15:16 AM- View User Profile
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Posted 3/13/2011 1:10:39 AMSo in that case, I can understand the avoidance of CD -- choosing the lesser evil of 'bad graphics' to the bigger evil of 'HACKS'.
I just hope they can figure out something that can help create the illusion. Right now, seeing a player run through a giant lizard, is like see a Boom Mic or tow cables in the middle of a movie.
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Posted 3/13/2011 1:05:59 AMThis is why collisions can suck in a video game.