
Star Wars: The Old Republic released a video walkthrough of Tatooine narrated by BioWare's Dallas Dickinson today as part of its E3 marketing blitz.
Video is embedded with DevTracker posts after the break.
Alyson Bridge
Those attending this year's Electronic Entertainment Expo are getting a special opportunity to play through a new quest series on the remote world of Tatooine. Whether they chose to play alone, with a companion, or grouped with other players, they are getting a glimpse of some of the secrets lying beneath the sands on this dangerous desert planet.
For those who couldn't attend E3 this year, we didn't want you to miss out. BioWare Austin's Director of Production Dallas Dickinson provides commentary in a new video just posted to the site. Watch it now, and be sure to check back again tomorrow to see more of what's being shown at E3 for Star Wars: The Old Republic.
Watch Now
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Posted 6/12/2011 10:07:22 AMhttp://darthhater.com/media/gallery/dissection-of-tatooine-dev-walkthrough-video/image/7268/
The first one is a lone guy standing alone, so I think that'll be the character sheet. The second one looks like a box, as in inventory. The third one is mostly elimination by figuring the others plus remembering that the most prominent abilities would be on the left side, so I think that one is the abilities button. The fourth one has a triangle shape like 2 or 3 of the quest-related markers we saw on the map, so I think it's the quest log button. The fifth has a lot of branching trees, so that'd be the talent trees button. The sixth is 3 people together so I imagine it'd be related to groups or raids, some form of multiple players thing, maybe even the Social button for friend's list and /who functionality and such. I'm going with Social button for the sixth on thinking about it. The other 5 have been identified.
Seems the most logical places and icons for all those buttons.
*edit*
I posted that before I read the GameTrailers dissection that pointed out everything I said as the buttons. In that case, I guessed pretty well. :D
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Posted 6/10/2011 9:58:01 PMI'll wait and see what Bioware has in store before it's official though lol.
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Posted 6/10/2011 6:23:40 PM- View User Profile
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Posted 6/10/2011 2:07:09 PM- View User Profile
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Posted 6/11/2011 1:38:44 AM- View User Profile
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Posted 6/10/2011 6:00:18 PM- View User Profile
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Posted 6/10/2011 2:35:53 PM- View User Profile
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Posted 6/10/2011 1:56:30 PMhttp://www.escapistmagazine.com/videos/view/extra-credits/2590-Choice-and-Conflict
also
http://www.escapistmagazine.com/videos/view/extra-credits/1974-Enriching-Lives
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Posted 6/11/2011 1:47:19 PMHowever I do not entirely agree with him regarding the Geth issue. Well I do on the Paragon/Renegade point. I never did think long about this choice, because these Geth wanted to kill me, I was friend with a nice Geth and the important point, these Geth had this planned for their own fellows. So I decided to brainwash them out of spite, and for the potential benefit to the main Geth faction. I should in that case have gotten Renegade points. Where this choice failed in my mind, was that it didn't really change anything for the rest of ME2. I do like that actions carry over to the next installment, but not to the point that actions now are of no consequence. This choice had a lot of potential, but didn't deliver, at least not right away. It is wrong to force people to get the next 'chapter' in order to get the only repercussions of their actions.
Besides, to me the choice of keeping or destroying the data in Mordin Solus' loyalty mission was a lot tougher. It was on a similar order as to the Geth, but with the difference that I love Wrex. How could I betray him? Similarly how could I reason against the caution? The question was: Do you do what is human or do you do what is right? Is it worth betraying the humanity in you to keep a race downtrodden and depressed, but keep the galaxy safe, or is it worth risking galaxywide warfare and the eventual annihilation of said race but keeping your humanity? The 'good' choice could very well be the bad choice for those you try to help, and on this scale there isn't a moral imperative that makes such a mistake acceptable. It would be either wrong or right.
Charming... yes? http://imgur.com/r6WrI
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Posted 6/11/2011 8:24:46 AM- View User Profile
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Posted 6/11/2011 5:58:14 AMJust wish we could get about 75% of the SWTOR forums to take a look at these and understand.
I myself can't wait to see the point where I have to walk away from the computer and literally have to take time and think about the choice I'm about to make in my own person story. This gives great insight into yourself and what choice really means to you as a gamer and as a human being.
Thanks again.
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Posted 6/10/2011 6:25:39 PMFrom a game design perspective... There is no right answer or judgement passed for the choice you make.
From contextually within the game... The choices have consequence and weight.
I think those two would be really hard to balance, but I never feel like it wasn't done well in their games.
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Posted 6/10/2011 3:25:26 PMYes. Yes, EC has always been one of my favourites. Along with ZP, they have the greatest modern commentary on not just video gaming, but on the entire industry itself.
Also the second video re-established my long-standing belief... nay, faith... that BioWare will deliver us a great game. :)
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Posted 6/10/2011 12:53:05 PMI hope to see it become more advanced. It would be nice to see Alert Stage evolve into something like EQ1 Aggro - but 2011 (ie keep that danger/challenge factor, but remove the simplisit annoyance of the 1999 model).
Basically, I loved having to pay attention to the mobs around me in EQ, rather than the basic irelevance of WoW Mob AI/Aggro. The haunted house Zone in EQ was a blast for me, because of the challenge of trying to avoid mob detection, instead of WoW facerolling through all the mobs. I would like to see something similar evolve in TOR and other MMORPGs.
In Star War fiction, there are many times when the protagonist had to avoid that group of droids/stormtroopers/etc, rather than just zerg sweeping room by room. So I would like to see more instances where players have to, say, avoid detection rather than just clearing every mob group in their path. This Alert Status could be a good basis for such.
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Posted 6/11/2011 11:21:11 PMWith that said I was kinda glad to see TOR isn't filling space with mobs unnecessarily at least. Was annoying how some of the journos were questioning why Tatooine looked empty at times, even though there were a bunch of mobs nearby. They just chose not to throw hundreds of mobs into an area for the sake of it, instead changing density based on how the environment should feel.