This week's Star Wars: The Old Republic Friday Update is a developer blog from Principal Lead Systems Designer Damion Schubert on the Codex System. The long discussed Codex System is one we here unanimously were pleased to discover back at Jedi Immersion Day. Damion Schubert gives an in-depth look how the Codex System in the developer blog for those looking to learn more about this intriguing lore based system. He explains how the Codex System evolved based on a combination of the codex seen in Dragon Age and Mass Effect, and talks about its use in targeting explorers based on Richard Bartle's categorization of players. Schubert also dives into Datacrons and their integration within the Codex System. As he explains it, Datacrons expand the Codex System by giving players a challenge in either awareness or dexterity. The Codex System will let players track their progress and help them discover more secrets within the galaxy.
On a side note, two of the images feature a tab that says "Raid Lockouts" pointing to lockout periods for raids as well as the first in-game showing of the word 'Raid'. The images also show the "Tomb of Naga Sadow" which we speculated was seen in a prior concept art image. The images also reference Tulak Hord who, during Knights of the Old Republic 2, Kreia mentions as a "ancient Dark Lord from the first Sith Empire" and a "lightsaber master." Aurenmalo in the comments section points out that this is the first official in-game proof of a Rattataki Inquisitor shown in image three of our Media Gallery. For reference, we have a Media Gallery below of the images pertaining to the update.
Do not forget to check out the latest embargo drop content from the Fan Site Summit event. The Official DevTracker post is after the jump.
Quote from Alyson Bridge
Principal Lead Systems Designer Damion Schubert presents the Codex in Star Wars: The Old Republic.There are clearly many games that have deep, engaging back stories that designers and writers have worked tirelessly to develop, but in the game, the player only sees what their character sees. Often times, the rich back story is used only for the context of quests, and players never really get the bird's eye view of the narrative.