Interview: BioWare's Cory ButlerStar Wars: The Old Republic's Cory Butler, Associate Producer, took some time out of his hectic schedule to speak briefly with Darth Hater about the game testing program and handling tester feedback. He also broadly addressed other initiatives the developers are taking to reassure potential players about The Big Day.
What is your role at BioWare on Star Wars: The Old Republic?
Cory Butler: I'm an Associate Producer at BioWare. My primary role is to serve as the liaison to BioWare/EA and LucasArts/Lucasfilm. I work closely with everyone to make sure everyone is involved with the creation process of the game. And then my secondary responsibility is to help manage our external testing and live services of the game.
Hit the jump for more.
Is there anything specific you'd like to mention in regards to Taral V?
Cory Butler: Taral V is a great Republic story-driven Flashpoint where essentially you're breaking out a Jedi prisoner who is key to the Republic's war effort, so it is built up in a way that focuses on teamwork and strategy. We have our Advanced Classes spec'd out in a non-typical way this time. We have our Smuggler doing a lot of the healing, and with the Jedi Knight moving in as an off-tank. Our Trooper is tanking for us, and the Consular with the Sage Advanced Class does a lot of ranged damage for us.
What are the key differences between Star Wars: The Old Republic's Flashpoints and a typical MMO dungeon?
Flashpoints in Star Wars: The Old Republic are action-packed, story-driven adventures that put a group of players up against difficult foes in sticky situations. Every Flashpoint begins with an exciting story and contains difficult decisions which have meaningful impact on the challenges you'll face, the enemies you'll fight, and the outcome of the Flashpoints.
What is the technical challenge implementing multiple concurrent Flashpoints in a MMO's server infrastructure?
Flashpoints don't really introduce any new technical challenges. The vast majority of the game takes place in an open world. Players will enter instances, like Flashpoints, when it wouldn't make sense for others to be in the same place at the same time.
How is the Live Services team working to address MMO players' concerns over Flashpoint latency, queue, resets, etc.?
There are several "under the hood" initiatives underway that should completely alleviate these concerns.
- Page 1 of 3
- Game Testing