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  • Morality
  • Morality Gear

    • By Raiden 8/10/2011 9:14:28 PM
    • Category IconEditorial


    Gear, in most MMORPGs, makes the world go 'round. For many hardcore MMO gamers, gear is the main motivation. Every action is done to get closer to the best helm or sword, to give them that edge in PvP or that extra DPS in raids. Star Wars: The Old Republic is introducing a new type of gear based on your alignment: morality gear.
    • Read
    • 46 Comments
    Tags: Morality
  • Interview: Story In-Depth With Daniel Erickson

    • By emlaeh 3/15/2010 8:02:00 AM
    • Category IconSWTOR News
    While attending GDC last week, Darth Hater was fortunate enough to be invited out to the LucasArts office in San Francisco for a hands-on demo featuring the Trooper class. After finishing our time with the game we spoke with Daniel Erickson, Star Wars: The Old Republic's lead writer about the classes, their stories, and a few of the choices players will be facing in game.
    • Read
    • 32 Comments
    Tags: Story , Interview , Planet , Class , Bounty Hunter , Ord Mantell , GDC , James Ohlen , Korriban , Daniel Erickson , Morality , Trooper , Testing , Alderaan , Jedi Knight , Jedi Consular , Bespin , Dagobah
  • BioWare Writer Randy Begel On Choices

    • By Zoid 3/8/2010 2:08:08 AM
    • Category IconSWTOR News
    BioWare writers are commenting a bit more often on the official Star Wars: The Old Republic forums lately. Writer Randy Begel added his observations to a thread discussing alignment decisions yesterday:

    I agree wholeheartedly with intentions being the measure of moral alignment under normal circumstances, but incorporating it into a video game complicates matters greatly.

    Since a game is finite we have to narrow down what would normally be a near infinite number of approaches to any given situation to only a few. Within these limits it's our job to pick a range of options that gives the player enough diversity to role-play and we have to communicate as clearly as possible what those options are so the player isn't unpleasantly surprised because a choice isn't quite what they thought it would be. In that sense we have to assume that when the player selects an option they are doing so "in earnest," playing at face value, because it's impossible for a designer to know the player's intention for selecting any given option.

    The tricky part is trying to then add additional layers of intent onto the same choice. For example, if I accost the player with a group of thugs working for a local crimeboss, and those thugs indicate that the player can avoid an unpleasant demise if the player agrees to poison a close associate. A player might agree to the task only as lip service to get out of a fight, without ever intending to follow through on it. It's up to me to either make it 100% clear that by choosing that option you fully intend to poison your friend, or I need to account for your deception and present other options later.

    Because choices can be ambiguous it's best to try and assign points on the alignment scale based on action rather than intent. In the above example, the player shouldn't get darkside points until they reach the point of no return, in this case going through with the poisoning.

    This obviously, doesn't address everyone's concerns, but I hope it'll reassure everyone that we're doing our best to avoid hanging you out to dry with a bad decision.
    • Read
    • 7 Comments
    Tags: Story , Community , Morality , Randy Begel
  • Charting a Path to Class Customization

    • By emlaeh 12/18/2009 10:45:13 AM
    • Category IconSpeculation
    As the news coming out of Austin continues to pick up speed, mining information is becoming much more exciting. The response to our recent speculation articles inspired us to delve deeper into what we were previously told about Star Wars: The Old Republic with surprising results. We used our recently acquired knowledge to give context to older news items, and realized BioWare was giving us hard facts all along.

    • Read
    • 35 Comments
    Tags: Combat , Smuggler , Holonet , Class Tree , Healing , Morality , Progression , Paths , Gordon Walton
  • The Morally Grey Jedi Knight

    • By fsanch 10/29/2009 2:54:28 AM
    • Category IconEditorial
    Everyone on the Star Wars: The Old Republic official forums, and at Darth Hater, has their hearts all a-flutter over the possible announcement of the Jedi Knight, the anticipated lightsaber-wielding class for the Republic side of things. With the Sith Warrior taking center stage for the latter part of the summer, it seems that the holidays will be bringing us plenty of the lighter side of things with their peace-loving Jedi counterparts.
    • Read
    • 4 Comments
    Tags: Revan , Class , Morality , Jedi Knight
  • Eurogamer Preview talks Morality

    • By sado 8/27/2009 5:22:29 PM
    • Category IconSWTOR News
    Eurogamer has a new preview of The Old Republic which discusses the morality system among other things:

    Whilst our decisions reward our gentle Sith with a few light-side points, very much in the vein of KOTOR, we're told that even the nicest of Sith cannot party with the most degenerate Jedi - Erickson uses the analogy of the good Nazi, whose ultimate conclusion would be the assassination of Hitler rather than defection.


    Hat tip to Horza for the tip.
    • Read
    • 3 Comments
    Tags: Knights of the Old Republic , Daniel Erickson , Morality
  • Morality System explained and six player instances mentioned in Goha.ru Preview

    • By sado 8/19/2009 2:11:18 AM
    • Category IconSWTOR News
    The morality system in SWTOR is one that has been of much contention for the past couple weeks since the developer panel at Comic Con where the developers mentioned the posibility of being dark, light, or gray on either side. In this latest SWTOR preview from Goha we get an even bigger glimpse at the way the system will work at retail:

    For his own good. Obeying, he ordered all the same to make a jump, and after the dialogue we have 2 points lighter side of the Force. We do not believe our eyes. It turns out, you can. But still - be a Light Sith can. And get special, unique ability to light side. Like a Jedi of the Republic can no obstacles stand in the dark side of the Force. Moreover, even the developers have implemented a third, gray way, something that has little outlines of KotoR 2. Those who are trying to maintain a balance between the sides of the Force. Also waiting for their unique abilities.


    The depth that this system could offer in the future is immense and we can't wait to see it at work in the future.

    Six Player instances reference:

    In all instances (in the SW: ToR "flashpoint") can go 6 characters, each of which will be followed by his companions.


    It should be noted that this has been translated using Google's translator and the translation is obviously a little iffy. If we can find someone to translate this we will update this post in the future.
    • Read
    • 10 Comments
    Tags: Flashpoint , Preview , Morality

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