E3 2011: Tatooine Developer Walkthrough



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.


DevTracker Post


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


Deep under the blistering sands of Tatooine lies a research facility that was abandoned by the Czerka Corporation centuries ago under mysterious circumstances. The Empire believes the facility may hold the key to crushing the Republic once and for all. Watch Imperial players attempt to uncover these ancient secrets and the dangers that guard them.

Gallery: Dissection of Tatooine Dev Walkthrough Video

Comments

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  • #129 RogueJedi86
    On this picture, I think it's possible to identify the other menus by their icons and a little guesswork.
    http://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
  • #116 AgentOP
    Something else, for the first time I'm thinking twice about my starting class. I'm still likely to play an Agent & love the ship & story potential. But the Darth Vader fantasy is getting stronger due to the lack of IA gameplay releases(not counting the secondary IA from the Tatooine footage). Before the Agent was revealed I was originally going to play a Sith Warrior anyway. I used to be part of a fanfic thread over on TheForce.net & had a Darth character that I wanted to create in TOR. I would almost certainly be a Marauder with an emphasis on the Annilation branch.

    I'll wait and see what Bioware has in store before it's official though lol.
  • #113 Kashbrowns
    During the dialogue if you look at the portrait of the Operative it looks like there is some sort of VOIP icon by the portrait. It could be something else but my initial reaction was that it was for voice chat.
  • #107 RogueJedi86
    Another note for the dissection is on the last dialogue wheel for the Darth, when they hover over the "kill him" option, you can see a Dark Side Points icon in the middle of the wheel, and I think a Light Side Points icon on the other option. So you will know ahead of time that decisions will give Light or Dark points via a simple icon in the hole in the middle of the dialogue wheel.
  • #117 Daelite
    This was revealed quite a few weeks ago. They said for people who wanted the LS / DS points to be a surprise that they could just use the number keys to make choices. For the players who wanted to know exactly what they were getting, they could use the mouse and see the alignment ahead of time.

  • #112 emlaeh
    Thanks. This is still in progress -- Sado is on a plane home so he'll probably take another whack at it after he had some rest.
  • #108 Madix-3
    Ahh, beat me to it! Good eyes!
  • #106 Vanlan
    BTW, to those complaining about the choices you're allowed to make. I recommend a really good show:

    http://www.escapistmagazine.com/videos/view/extra-credits/2590-Choice-and-Conflict
    also
    http://www.escapistmagazine.com/videos/view/extra-credits/1974-Enriching-Lives
  • #122 Kraxis
    I have to agree with the others. These videos really are a must for developers in my mind. It is good to know someone tries to follow a higher road so to speak.

    However 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

  • #121 abner_ford
    Yes, to echo statements made below, thank you very much for those links. I had heard of The Escapist before, but never really checked it out. Those videos were great, and I found myself watching several other ones before I had to get up from my PC. The one about being a "Gamer" was absolutely perfect.
  • #119 Keyden
    Vanlan thanks for posting these two videos, they offer great introspection as to what is going on in the industry right now and how many people should look at this as a new medium for teaching and learning.

    Just 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.
  • #114 Peterisjustok
    Those were great videos. Thanks for the share Vanlan. The thing I love about Bioware is that they present choice with consequence to both sides. No one answer is the correct one, but neither is without flaws either. And they also don't pass judgement (through development) on the choices you made, but the choices you made can effect those around (i.e. your companions).

    From 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.
  • #109 Kaiser
    *tear*
    Yes. 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. :)
  • #102 Loekii
    I am glad to see the Combat and Alert Stages.

    I 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.


  • #127 serBetamax
    Yeah I agree with this (and I never even played EQ1). It would be cool to see MMOs do more with the aggro/alert system than they currently do usually.

    With 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.
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