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Official Star Wars: The Old Republic Thr ...
UltraZero  
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Oct 22, 2008 2:24 am PT

On the 30th Anniversary of the MMO, LucasArts announced Star Wars: The Old Republic. Here, we present you with all the details on the game from around the internet. Make sure to check out GameSpot's great video interview!

Features:
  • "A dynamic period full of Jedi and Sith."
  • An innovative, story-based MMO.
  • Four pillars:
    • Exploration.
    • Customization.
    • Combat.
    • Story.
  • BioWare: "The biggest challenge for this game is the sheer amount of content we have to create. This is a huge game. And just to give you an idea of how huge this game is: we were taking a look at it, and really, this game has more story content then every single other BioWare game put together. That's come before. So that would mean: Baulder's Gate, Baulder's Gate 2, Neverwinter Nights, Knights of the Old Republic, Jade Empire, Mass Effect… and all the expansions."
  • It will be a good game for KOTOR fans who don't play MMOs.
  • You can have companion characters.
    • Will HK-47 make a return?
    • Companions will have their own stories and quests.
    • If you are evil, you can manipulate them.
    • BioWare: "companions are not pets."
  • The Story:
    • Takes place around 3,500 BBY.
    • Set roughly 300 years after the previous KOTOR games.
    • There is an uneasy truce between the Republic and Sith Empire.
    • The truce is like the Cold War, with proxy wars, etc.
    • The characters all know war is going to break out.
    • BioWare: "we are trying to recreate the dream of creating their own story and joining other players in the epic conflict over the galaxy."
    • BioWare: "The Sith story is just awesome."
    • BioWare: "A Han Solo story will have a different feel than a Luke Skywalker story."
    • The story is much more personal focused.
    • It is not just about you running around and going on the same quests as everyone else.
    • Playing as a Jedi and playing as a Sith are like playing two different games.
  • Factions: Galactic Republic and Sith Empire.
    • Each faction will have unique ****s.
    • If you start in the Sith Empire, you can eventually become a Sith Lord, or you can be good.
    • If you start in the Galactic Empire, you can be good, or you can embrace the Dark Side.
  • The goal is to have individual stories for each character, and you can meet up with other characters.
  • Players will have to make hard choices.
  • Key Factors:
    • Companions.
    • Player choice.
    • Unique ****s.
    • Players joining together.
  • The game's art is designed so that it will run well on all PCs.
  • If it's in the movies, you should be able to do it in the game.
  • Meaningful game choices:
    • LucasArts/BioWare is "taking companion experience to the next level."
    • You can romance or betray your companions.
    • You will be able to kill other players.
      • You get to choose who lives and who dies.
      • There is no "save key." You can't undo your mistakes. If you kill a companion, they're dead. Forever.
  • "It's not just about the Jedi Knights."
  • The good/evil mechanic has a gray area.
  • BioWare: "you can play on your own, but we're going to encourage you to be social; we're not going to force grouping, but we aim to encourage."
  • Players can join together to help each other with quests.
  • BioWare is trying to humanize the Sith Empire.
    • Even though the leaders may be bad, not all members of the Sith Empire are.
  • As a Sith, you can decide whether you uphold Sith values or change things from within.
    • Companions will help guide your thinking/choices.
  • Regular CIass's can go up against Jedi/Sith.
    • BioWare: Jango Fett and General Grievous are characters who can take down Jedi…
    • BioWare: "we're focused on making a heroic game, so even if you're not a Jedi, you're the best representation of that CIass"
  • Characters from KOTOR may show up (at least, those that can live for more than 300 years… HK-47, maybe?).
  • The KOTOR minigames are back (Pazaak, etc.).
  • Korriban will be in the game.
  • There will be enough customization for people who don't want to look like the stereotypical hero.
  • Dark Side players will get different gear than Light Side players.
    • Dark Side gear looks like it belongs to someone on the Dark Side. Same for the Light Side.
    • Smugglers won't get Dark Side gear.
  • Possible CIass are smugglers, soldiers, and criminals.
  • The combat is not turn-based. It's all in real time.
  • Jedi and Sith will have different quests.
  • You cannot be a farmer.
  • The dialog system will be more cinematic, not like early BioWare games where you can have dialog trees dedicated to stupid subjects. (ed. sounds similar to Mass Effect).

 

Force Choke


Interesting Things from the Press Conference:
  • The game is "one of the worst kept secrets in the industry."
  • BioWare joked about possible MMOs:
    • Howard the Duck MMO.
    • THX-1138 MMO.
  • They thought about making more KOTORs, but decided to go the MMO route.
  • "Story gives meaning."
  • The game is currently in a playable state, but only internally.
  • "You can't have Han Solo without Chewbacca" (referring to companion characters).
  • The lead designer, James Ohlen, worked on KOTOR and Baldur's Gate.
    • Said: "KOTOR is the coolest game of my career, and Star Wars: The Old Republic is even MORE exciting! Compelling!"
  • They are trying to bring story to the online space.
  • All video footage is pre-alpha.
  • There will be an open beta at some point!
  • BioWare is working with LucasArts, Skywalker Sound, and Lucas Licensing to make sure everything is perfect.
  • Now that EA owns BioWare, EA can help back the game (with funding, support, etc.).
  • BioWare: "a game that doesn't run well isn't a game that we want."
  • BioWare: "customization is important in the MMO space."
  • BioWare started with "what would be the coolest version of Luke Skywalker" and that's the high-end character design goal.
  • They want to make sure that no matter what you choose, you always look good.
    • BioWare doesn't want people coming in and dressing up in crazy outfits, ruining the "Star Wars" experience.
  • BioWare: "if you want great fighting, don't look at MMOs, look at great console action games."
  • BioWare wants to make the story interesting for everyone. Even players who usually just to rush through games and don't care about story.
  • BioWare: "most MMOs have a background, and the people you meet have a story, but YOU don't have a story.
  • BioWare: "the people who are writing the ****storylines have the most important job."
  • BioWare: "you will never walk into a cantina, poke a random stranger, and see if you can do something for cash."
  • BioWare: "you will never walk in the street and be asked to find a lost cat."
  • Things LucasArts could not discuss:
    • Ciasspecifics.
    • How long the game has been in development.
    • When the game will be released.
    • What platforms the game will be on, if any, other than PC.
    • Business model (subscriptions).
    • The future of Star Wars Galaxies.
    • The space experience.
    • Bounty hunters.
    • Death mechanic.
    • Weapon customization.
    • Raids.
    • Other environments.
    • Quest structure.
    • Whether your character speaks.

Droids

Trailer Breakdown (from 1UP):
  • Logos.
  • Title scroll describing an imminent war between the Sith and the Old Republic.
  • Old space ship.
  • Close up of a crystal thing.
  • An assassin droid is shown.
  • A Jedi Force chokes a soldier.
  • Doors open.
  • Two Jedi duel (while "Duel of the Fates" plays).
  • "Your saga begins online" appears on screen.
  • STAR WARS: THE OLD REPUBLIC logo appears.
  • The trailer ends.

Trooper

From the SW:TOR Official Site:

Big Room


Star Wars: The Old Republic Novel Coming!

EUC readers may recall a little while back reports of an "Untitled SW Game Novel" page being up at Del Rey and Random House. Well, it seems it may be a tie-in novel to the recently announced "Star Wars: The Old Republic" video game.

When asked, "Is there any chance that the Untitled Game Novel is somehow connected with the just announced The Old Republic?," Sue Rostoni replied,

"There is some chance of that, yes. There's also some chance it's connected with some other secret game title."

Now, it's interesting to note that the only other Star Wars MMO, "Galaxies," had a tie-in novel as well. We'll keep you updated!

Source: SW Books

 


Speculation of Planets in the game by Nav Auron:

 

Alderaan
Bespin
Bothawui
Coruscant
Corellia
Dagobah
Dantooine
Dxun
Endor
Hoth
Kamino
Kashyyyk
Kessel
Korriban
Lehon
Manaan
Mandalore
Mon Calamari
Mustafar
Naboo
Nal Hutta
Nar Shaddaa
Ruusan
Taris
Tatooine
Telos IV
Trandosha
Tython
Utapau
Yavin 4

Onderon and Mon Gazza are a possibility
Malastare may not be due to Coruscant resemblance

 

 



Edited on May 8, 2009 10:55 am PT Edited 5 total times.
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Da
UltraZero  
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Oct 22, 2008 2:25 am PT

The biggest advantage to working in the Old Republic timeline, according to Jeff, is that the artists can be a bit freer in their artistic approach. This isn't like Star Wars or The Lord of the Rings where gamers already have established expectations for the way things look. Still, it's important for the artists to be faithful to the few assets that do exist, and to maintain a consistent style when adding new elements.

Story
Korriban is a great example of the way that mood and story are communicated through the visuals. At the simplest level, Jeff explains, "it looks like what it feels like." The Emperor has supreme power over the Sith and sits at the top of a structured and ordered hierarchy. The pyramid over the valley in this concept drawing is a visual symbol of that idea, and the shadow the pyramid casts over the whole scene reinforces the notion that the entire Sith civilization exists in the Emperor's shadow. The two large statues supporting the pyramid suggest that oppressed and subservient role of the ordinary Sith subjects.

Mood
The Jedi's homeworld of Tython shares some elements with Korriban. Its statuary and ruins lend a sense of history and gravitas to the world and help to connect the current Jedi Order with its most ancient beginnings. Many of the structures show signs of having been rebuilt, which indicates that the Jedi are rebuilding the Order itself. More significantly, where the planet of Korriban is in a perpetual sunset, Tython is lit with the colors of morning. This choice to light each planet with a particular time of day implies something about the optimism of the Jedi and the end of hope for the Sith.

Attitude
You'll also find the attitudes of the Jedi and Sith manifested in their clothing. The Jedi are essentially warrior monks who, ideally, abstain from flamboyant or ostentatious clothing. That makes it difficult to highlight a Jedi's power or status. After all, you can't have experienced Jedi running around in the brown robes they started in. The Clone Wars cartoon pointed the way to a nice mix of the martial and spiritual images of the Jedi, which are represented in this painting of a Jedi with robes over his battle armor. With the Sith, it's a lot easier to justify going over the top.

Progression
The concept of showing character power through their accoutrements is nicely illustrated in these three sketches of the Dashade. These Force-resistant assassins are one of the many companion characters in the game, and you can see their progression from basic starting scrub all the way through to elite warrior. The addition of more and more menacing technology and hardware lets other players see, at a glance, just how powerful this character is at various stages of his development.

Big Details
The Terentatek shows how the art team is interpreting the feel of each creature. The Knights of the Old Republic Terentatek was originally built off the Umber Hulk model from Neverwinter Nights, but this time around the team is redesigning it and pushing the elements to the extreme. Their spines and tusks, for example, are greatly exaggerated to highlight the danger and menace of the creature. It's part of the art team's goal to identify one or two main elements for each creature and then to really play up those elements. For a game set in a galaxy where entire planets are defined by only one type of geography -- jungle, ice, desert or lava -- it's not so out of place to define other assets based only on one or two main characteristics.


The visuals seem to elicit strong opinions both for and against this more stylized approach, but the artists have a couple of reasons for staying away from photo-realistic graphics. For one thing, it doesn't require them to interpret or translate the concept art when they create game models. They're happy enough with the mood and StyIe of the concepts they've done for the game, and want to preserve the overall effect as much as possible in the finished product. While in Austin, we were able to see side-by-side comparisons of concept art and finished game scenes, and it really is difficult to tell the difference between the hand-painted scenes and those that are generated by the game's engine.

The second big benefit to the stylized look is that it allows the artists to hit a "sweet spot" in terms of visuals and performance. This not only ensures a consistent visual quality across a wider range of hardware, but it also insulates the game from the constantly expanding (and quickly degrading) quality of photo-realistic games. Rob Pardo of Blizzard has cited stylized graphics as one of the key factors in the longevity of World of Warcraft and it seems clear that the developers of The Old Republic have similar ideas in mind.

Painted Textures
You can see in this shot of the mining droids, that the team isn't using any photo-textures at all. All the textures in the game are handmade, giving the game a sort of painted appearance that makes the overall impression of a scene just as important and effective as the details. It's an effect that works equally well on background objects like the sky and the mountain as it does on the surface of the mining droid in the foreground.

Contrast and Scale
That same effect is apparent in this screenshot in the Tombs under Korriban. The walls behind the platform nicely show off the more moody, hand-painted look of the game. You're also getting a look at the interesting juxtaposition of the Empire Strikes Back-StyIe platform with the ancient statues and hieroglyphs on the walls. This fusion of elements is just as big a part of the Sith's environments as the massive scale that they display. The Sith like to build things on a massive scale, which may imply that they are, in fact, compensating for something.

Heroic Proportions
The scale of the characters is somewhat idealized as well. They're built following Michelangelo's 8-heads-tall scheme to give them really heroic proportions. They also have strong jaws, larger hands and, as so many observers have pointed out, gigantic lightsabers. The team is still trying to find the right balance between making the lightsabers big enough to be noticed but not so big that they're distracting. Whatever they settle on, they're firmly committed to the idea that you ought to be able to read a character or a scene in just a glance.

Giant Slugs!
The K'Lor Slug shows that the team is equally committed to presenting the monsters on a heroic scale as well, even for beginning players. This menacing fellow is actually part of the chess game played by R2-D2 and Chewbacca in the original Star Wars movie, but here he's been restored to his actual size. While he no doubt serves in the same role as other starter creatures, it's clear that the designers want him to at least appear more impressive than the ubiquitous diseased rats that fill up the first few hours of most MMO experiences.

Connected Combat
The important thing to know about this lightsaber fight is that this is not a posed shot. This gets more into combat mechanics than strict art direction and animation, but it's a significant component of the game's visual presentation. All of the combat in the game is driven by a unique timing system that ensures a solid connection and collision between the weapons. When engaged in combat, characters will actually dodge and block according to the real location of their opponent's weapons. It's hard to appreciate in a still shot, but the gameplay footage definitely makes it come alive.

Revisions
Even with all the thought that's gone into the art direction, it's important to realize that the visuals are still being revised and debated even within BioWare. They're tweaking things here and there, and even pulling entire assets when they don't seem to fit the right mood. This shot of the Jedi Temple on Tython is a great example. The team just doesn't feel that it suits the mood they're trying to create, so they're planning to cut it and start again from scratch. They're hoping to find a suitable place to use the old version of the Temple, but they're dedicated to making sure that each element feels like it belongs in its setting in terms of story and mood.

That just about wraps up our week of Star Wars: The Old Republic. Be sure to come back tomorrow when we discuss the future of LucasArts' other Star Wars MMO, Star Wars Galaxies.



Edited on Oct 24, 2008 10:25 am PT Edited 2 total times.
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UltraZero  
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Source: EUcantina.net


Star Wars: The Old Republic The Story


The Jedi are the warrior monks of the Republic.

We kicked off our week of coverage by first looking at the way BioWare hopes to use story to drive the action, both in terms of the individual player narratives and the shared experiences driven by the game's social nature. Today, we're going to spend some time examining the overall history of the galaxy, exploring the two factions and the moral issues that players will face.

For over twenty thousand years the Galactic Republic has been the force for peace and civilization in a sometimes savage and hostile galaxy. Governed by a Galactic Senate and defended by the powerful Jedi Order, the hundreds of worlds and systems enjoyed thousands of years of relative peace and security. That is, until the appearance of the Sith Empire 1500 years ago.

The Sith Empire had been growing for thousands of years, well beyond the sight of the Republic. It had originally been established by a group of exiled Dark Jedi, who had settled on the Sith world of Korriban. As their power and territory grew, the Dark Jedi began to integrate with the Sith until the two groups were virtually indistinguishable from each other. With a whole planet of Dark Force users at the center of their empire, the Sith expanded into new territories throughout the galaxy.

Eventually, the expansion of the Sith Empire brought them to the edges of the Galactic Republic and the Great Hyperspace War began. The Dark Lord of the Sith, Naga Sadow, led the Empire to victory after victory against the Republic. The Jedi soon turned the tide, however, and took the fight all the way back to Korriban where they utterly destroyed Sith civilization.

Sadow and many other Dark Lords went into hiding beyond the boundaries of known space. There, in secret, they began to rebuild their power and nurse their dreams of revenge. The Dark Lord, having prolonged his life with many dark rituals, personally directed the establishment of a new fleet and a powerful Imperial army. As his military forces were gathering strength, he started infiltrating systems in the Galactic Republic's Outer Rim, fomenting dissent among the people and making secret alliances with numerous crime bosses and warlords.


The Republic capital of Coruscant is still suffering the effects of war.

With his fleets ready and his fifth columnists in place in the Outer Rim, Sadow finally launched his attack. The Republic and the Jedi Order, who thought Sith power had been destroyed, were taken completely by surprise. In a very short time, the Sith captured dozens of worlds along the Outer Rim and crippled the Republic by destroying the shipyards in the Sluis sector and choking off the vital Rimma Trade Route.

The Republic and the Jedi fought back as best as they could, but world after world fell to the Sith advance. The long war waged across the frozen wastes of Ilum and the desert plains of Dathomir. The Sith Empire destroyed everything they came into contact with, even attacking the neutral planets like Manaan. There they destroyed the entire surface of the planet, forcing the Selkath to retreat to their underwater strongholds. The Sith Empire's onslaught seemed unstoppable.

But then, with the Republic reeling from dozens of defeats, Naga Sadow did something else that wasn't expected; he offered peace terms. The Republic had already lost thousands of Jedi and numerous worlds to the Sith so, rather than risk further losses, the Supreme Chancellor agreed to enter negotiations for a settlement. The Sith used the peace negotiations as a diversion for a strike on Coruscant, the capital of the Republic. Imperial Forces sacked the planet, destroying the Jedi Temple and killing six Jedi Masters.

With Coruscant held hostage, the Sith Lord again offered peace terms. But this time, they were even less favorable than before. He demanded that the Republic surrender key systems in the Outer Rim and withdraw their support for several allies, including their most faithful friends, the Bothans. Facing a supply crisis and a hostile occupation in the heart of the Republic, the Supreme Chancellor had no choice but to agree.

The Treaty of Coruscant established an uneasy truce between the Republic and the Empire, and gave the Republic a little time to rebuild and prepare for the resumption of hostilities, which seemed inevitable given the Republic's weakened might and morale and the Sith's lust for power. Unfortunately the Treaty has created a crisis of confidence in the Republic, leading to the departure of many allies and political division among the Core Worlds. As the economy worsened and the Senate lost authority, chaos spread in the streets of the Republic's capital.

In this moral predicament, the Republic distanced itself from the Jedi Order, prompting the Jedi to move their Council from Coruscant to the Jedi homeworld of Tython. Nevertheless, the Jedi remained committed to protecting the Republic and preserving order and balance in the galaxy. With the Jedi on Tython, the Republic began training their own elite Special Forces to serve as the front line of defense in the coming war with the Sith.


With the Jedi removed to Tython, the Republic looked to others for defense.

Meanwhile, the Sith worked just as hard to ready themselves for the next round of fighting. Naga Sadow disappeared on an unknown mission, but he left behind a Dark Council to rule in his absence. Comprised of twelve Dark Lords, the Dark Council began to recruit Force-sensitive children and train them up to become Dark Jedi warriors.

Then the Treaty began to fall apart as border skirmishes and proxy wars started to break out between Republican and Imperial forces. As we arrive at the setting of The Old Republic, even the peaceful planet of Alderaan isn't safe from the hostilities that quickly spread throughout the galaxy. The Republic needs new leaders and warriors to defend its interests and regain its former prestige. The Empire is seeking to maintain its advantage, as members of the Dark Council and the Imperial leadership vie for power in the Sith Lord's absence.


This is where the game starts. Players are free to choose to serve either the Republic or the Empire and the game will purposefully drive players from either side into conflict with each other. This is Star Wars, after all, explains the team, so it makes sense that The Old Republic will put a priority on letting players take a large role in driving that action. We're not sure yet if we can expect actual quests that encourage players to cross paths, or full PvP scenarios like we're seeing in Warhammer Online. At the very least, most of the people we spoke with at BioWare seem to be fans of Warhammer Online and enjoy the PvP format of that game.

We mentioned yesterday that each ****will begin on its own origin world designed specifically to introduce players to the attitudes and motivations that will put your actions into a consistent context and add relevance to the big moments in your story. Today we'll be taking a look at the two starting worlds for the Jedi and the Sith, Tython and Korriban.


The Jedi homeworld looks serene but danger lurks in the ancient ruins.

Scholars first came to the jungle world of Tython millennia ago in order to study the strange phenomenon of the Force. Though they learned much in those early days, a controversy arose among them and unleashed a cataclysm that nearly destroyed the planet. These earliest scholars fled Tython and established the Jedi Order throughout the galaxy.

Tython was lost for some time but, early during the war with the Sith Empire, the Jedi rediscovered it. After the Treaty of Coruscant, the Jedi have come back and started uncovering the mysteries of their past, grappling with an eldritch dark energy swirling around Tython's ancient ruins. They've also rebuilt the Jedi Temple here and begun training new Padawans to replace the thousands of Jedi who died fighting the Sith. As if they didn't already have enough to deal with, the Jedi are now coping with a recently arrived Twi'lek pilgrim clan that has settled on the planet in violation of Republic law.

Korriban, like Tython, was lost for some time. The inhospitable planet bred strong people, and when the native Sith were subjugated and absorbed by Dark Jedi exiles, it became the center of a mighty empire. After the devastation of Korriban at the end of the Great Hyperspace War and the flight of the Sith from their homeworld, the red planet was forgotten. That is, until two Jedi veterans of the Mandalorian Wars happened to arrive while searching for a powerful weapon.

Now the Sith have reclaimed the planet and, like the Jedi on Tython, have set up their own training program. Set among the dusty tombs of generations of long-dead Dark Lords, the trials of the Sith Academy are deadly and unforgiving. Even those acolytes who pass the test must contend with the Sith notion of survival of the strongest in its most literal sense.

Korriban is, from a dramatic standpoint at least, probably more compelling than Tython because it depicts the real lives of ordinary citizens living under this threatening and oppressive regime. There are real people here, with real homes and real jobs and the writers intend that you believe all of that, in spire of the scary and painful nature of the world. In fact, it's ultimately essential for you to believe in the real value of the ordinary subjects of the Empire if you're going to have a believable context for the seemingly evil things you'll be doing in the wider world.

That raises an important question of motivation for the Sith. The developers have told us that NPCs will respond appropriately to your CIass and overall orientation. So if a particular NPC needs someone to intercede on a mission of mercy, he or she's not likely to ask a Sith for help. We're not sure if that means that Sith citizens have to find ways to present their requests in a way that highlights the player's own self-interest or if players will receive their missions and directives from higher up in the Sith's political hierarchy. Either way, it's refreshing that the writers are trying to make the NPCs' interactions relate to who the player is. With that in mind, the team has promised us that the NPCs will be aware of the weight of the player's responsibilities and won't send them on a spree of trivial tasks.


The Sith are trained to show no mercy.

It's important to note that a character's Light Side or Dark Side orientation is completely independent of their alliance with the Republic or the Empire and can even change during the course of the game. So it's possible to be a Light Side Jedi working within the Sith Empire, just as it's possible to be a Dark Side Jedi working within the Republic. In fact, the designers hope to highlight the notion of being a good person in a bad environment or a bad person in a good environment. The point is that the decision to commit good acts will be made more meaningful because of the near and present opportunity to be rewarded for committing evil.

Based on our discussions with BioWare, it seems like they're approaching a more complicated view of morality than we've found in their previous projects. Prior BioWare roleplaying games offered the greatest rewards to the players who committed wholly to one side or the other, morally speaking. Here, the middle ground is much more appealing, though much more difficult to walk.

The writers used Luke as an example to explain the balance they want to achieve. Yoda is so in touch with the spiritual side of the Force that he's distanced himself from the affairs of the world and other people's self-interested motives. The Emperor is at the other extreme, ruled solely by his passions and with no regard for the well-being or feelings of others. Luke walks the line between the two, being ruled by a combination of spiritual passivity and aggressive loyalty to his friends and their causes

The trick is that Luke's ethics still permit his actions to be dictated by circumstances. The standard Jedi or Sith codes don't allow for this kind of situational flexibility, but that's exactly where the real drama and opportunity for roleplaying are. And in order for those variations in ethics to have meaning, there has to be equal opportunity to head down the right or wrong path.


The Valley of the Tombs on Korriban is the center of Sith civilization.

Bastila from the original Knights of the Old Republic is a great example. She's an incredibly powerful companion who you need to have by your side in order to meet the challenges of the game. She's also a romantic love interest who, as a Jedi, you're supposed to resist. The challenge there is to stay true to the Jedi code in the face of a constant temptation. Or if you decide to go down the Sith path, to manipulate and exploit her in the face of her sincere devotion.

As we said at the beginning, BioWare isn't ready to reveal the specifics of how these elements actually work in practice. Still, the combination of the personal stories for each character, the social framework for the larger story of the war, and the concept of meaningful moral choices has got us eager to hear more. And if anyone can pull it all off, we're hoping BioWare can.

We'll be talking about Star Wars: The Old Republic again tomorrow, when we offer up a look at the game's art StyIe and share art director Jeff Dobson's commentary on the screenshots and concept art we've posted so far.

.

Source: IGN.com



Edited on Oct 24, 2008 2:22 am PT
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Da
jedidonut  
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Oct 22, 2008 3:09 am PT

a-w-s-o-m-e

when it comes out, im sure i wount be the only person of the JCU to buy it, and we could all meet up in game and do crazy stuff...

looks like SCPX's RPG is gonna have a hard time being better than this, i saw the gamespot trailer, and i liked the idea of "being the good guy in the sith empire" and "the bad guy in the republic"


Star Wars: The Old Republic - What We Know So Far

Posted by AJ Glasser at 12:00 AM on October 23, 2008

After the "big reveal" at the San Francisco LucasArts office, we were given the chance for Q&A with BioWare and LucasArts on details for the KOTOR MMO. Which was kind of silly, since they largely refused to answer any of the questions with anything besides "We can't talk about that yet."

So here's what we don't know:
-The level cap
-The release date
-The type or total number of C|asses (so far, only Jedi and Sith have been officially announced)
-If or what kind of vehicles and spaceships users will be able to own/access/build
-If or which races will be faction-specific
-What kind of business models the MMO will employ (subscription, micro transactions, etc.)

As for what we do know, you'll have to hit the jump to find out.

1) The lightsabers in the screenshots will shrink - but not by much.

Art Director Jeff Dobson says that Old Republic will not have a totally realistic art **** but neither will it be too cartoon-y. The idea here, he says, is that they want a distinct look for the MMO that sets it apart from all others - one that will run on as many machines as possible without sacrificing the quality of the graphics.

2) They really, really, really mean it when they say that there is story in this game and it is what sets Old Republic apart from every MMO out there.

I'm skeptical about this - how many times have we heard it before? Argue Guild Wars, Tabula Rasa, or Age of Conan until you're blue in the face; it didn't do it for me as far as "story" went and BioWare doesn't think it did it at all.

The difference in Old Republic that I can see so far is we're hearing it from BioWare, a heavy-hitter in the story department. According to Lead Writer Daniel Erickson, there will be no "Darth Vader saves someone's cat" quests or "go collect 18 rat butts," and other stuff you associate with the paper-thin plots in other MMOs that tout their "stories."

The stories in Old Republic are set by C|asses Each C|ass will have its own unique story that can play out in tons of different ways (they don't want any two people to have the exact same experience, although they weren't entirely confident that this would be 100% true). The idea is that you could roll a Jedi, play the whole way through and then go back and play a Sith and never see the same content/cutscene/choices.

Everything will be epic all of the time, says Erickson. The K'lor slug you see below - you fight that thing at level one on the path of the Sith. Things don't get any smaller, in scope, size or difficulty than that. Erickson says that all of the choices your character makes are on the grand scale of saving the galaxy. You can't just go into a cantina and poke some guy to give you some task so you can earn money. You're supposed to be asking yourself: I'm out saving/destroying the galaxy; do I really have time for this?

Also, your companion character will matter in a big way. You can collect more than one, but you can only keep one with you at a time. This character will grow based on the choices you make - you might even form a romance with them (or maybe kill them...?). They'll react to your choices, either encouraging a behaviour or freaking out when you do something bad like force-choking someone. They'll also have companion-specific quests that you can play out to strengthen (or destroy) your bond to your companion.

Oh, and we will see stuff in Old Republic that ties up loose KOTOR ends from the game - if we look for it. BioWare doesn't want to rub these plot points in the face of MMO gamers and Star Wars fans who never got around to playing it. And maybe we'll see some influences from the comics and stuff...? I'd totally dig having a Nomi Sunrider NPC...

3) You don't pick good or evil right off the bat

I was so happy to hear this - they were having a hard time explaining it. But somewhere between Erickson and Designers Jake Neri, Gordon Walton, Rich Vogel and James Ohlen's Q&A, it was made clear that you choose a faction from the get-go (Sith or Republic). Your good or evil status evolves through the choices you make, which is true to the KOTOR standard.

Mind you, choosing Sith means something in this galaxy. The timeline is set only 300 years after the events in KOTOR, so it's still very upsetting and somewhat "bad" to be a Sith. However, Old Republic is out to challenge what "Sith" means. The story goes that after KOTOR, two Jedi got exiled into deep space, ran into the Sith, S**t hit the fan, and then they were sent back to the Republic as Sith emissaries. The Sith then kicked the F*K out of the Republic, abruptly backed off and said "Give us these random worlds for no specific reason, and we'll call it even." And the Republic says "Deal," so now we've got these two factions sitting uneasily in a divided galaxy.

Erickson went on some huge tangent about the evolution of the Sith from a real race (like with a different skin colour and stuff) breeding with humans and influencing the philosophy of the Jedi such that a new thinking arose. This new thinking took on the name of the race (Sith), and then apparently S**T hit the fan (that happens a lot in the galaxy far, far away), so "Sith" started to mean "evil."

This made me squee inside because I'm a fangirl who's read all the fanfiction Expanded Universe books and the best thing I took away from them was Vergere's challenge to Luke Skywalker that there is no Dark or Light Side. There was also something in those books about Sith not defaulting to evil. I think this point got totally ret-conned in the last Legacy book...

4) There will be crafting, there will probably be guilds, there will definitely be PvP and there won't be a whole lot of instancing

The bottom line is that BioWare knows what makes an MMO good - they've played World of Warcraft, they've at least heard of Warhammer (y'know, being a new EA partner and all). They want to put the stuff in there that will attract MMO gamers.

But they also want to keep KOTOR fans interested and maintain the integrity of the "epic-ness" of the game. So that means that they won't necessarily rely on instancing (not everyone can blow up the Death Star, I guess), and the crafting won't be some mundane thing where you find some thread and some crystals and viola - you have shoes!

Of course they won't say what the crafting will be, how the guilds will work or what PvP will play like (yet). I asked about moisture farming and they said no. But in that trailer, we saw a Jedi putting together a lightsaber, and Ohlen did come out and say you wouldn't end the game with the lightsaber you started with, so...

5) Star Wars: Galaxies is not getting shut down

As for what will happen to it, no one seemed ready to say. Clearly, BioWare used it as a learning experience for crafting the KOTOR MMO - which means I might get to play a Sith Twi'lek stripper if I play my cards right. But I have to ask myself if LucasArts really needs (or wants) to run two Star Wars MMOs at once.

If I had to guess, I think LucasArts will wait and see how well Old Republic does. If it sells like hotcakes the cost of maintaining Galaxies is too high, logically, they'd phase it out and concentrate all their resources on Old Republic content.

6) "You can't ruin Star Wars."

This is what Daniel Erickson declared at the end of the night after "adult refreshments" were served. I had to think real hard about it (and consider the question of whether or not Jar Jar Binks counts as "ruining" or "irritating"); but then I saw what Erickson was getting at.

Star Wars is a franchise that has survived everything from Jar Jar to the Christmas Special which shall not be seen again on network television. There are toys, toothpastes, Lego sets, and yet another animated series running on Cartoon Network. How can an MMO - made by BioWare, no less - possibly make anything worse? If anything, we can have reasonable hope that Old Republic will make Star Wars better - because the BioWare folks understand the meaning of canon (even if I can't spell the word consistently :p), and have done their homework.

So, love MMOs or hate them, love KOTOR, or hate it, LucasArts is going balls-out on this. And it'll be interesting to see what happens.

P.S. Another revelation of Erickson: Modesto, CA = Tatooine; Tatooine = the cradle of galactic civilization, ergo Modest = the cradle of civilization...? I don't think he had it all quite worked out, but he had a point about Tatooine and Modesto sharing some similarities. Namely being boring, says Erickson.



Edited on Oct 24, 2008 4:59 am PT

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Firecracker1234
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Oct 22, 2008 3:15 am PT
well im geting it see u in the game
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jedidonut  
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Oct 22, 2008 3:26 am PT

rep or imps?

ill prolly be a good imp

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Palantas
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Oct 22, 2008 3:29 am PT

I read about this recently, and there's been a lot of discussion concerning it on the various forums I read. BioWare is emphasizing what a big deal story will play in the game. I don't know how they're going to pull that off. "Story" and "MMO" go together like two things that do not go together at all. There is no story in MMOs. MMOs are about the community (which can be good or bad) and completing quests. The quality of these quests can vary greatly, and it's possible to have a story in each one, but as for any sort of overall story...it's never been done. BioWare's never let me down, though, so it'll be interesting to see what they create.

On another note, they mention how you'll have NPC companions like in Knights of the Old Republic. Okay, how are thousands of players going to have individual, customized NPCs? Either the NPCs are going to be bland but unique, or they'll be alive andd conversational, but clones of everyone elses' NPCs, which will make zero sense from an in-universe perspective. Maybe the developers will handle this by having the NPCs be R2 models... Like that ridiculous newbie-helper green R2 that followed you around in Star Wars Galaxies.


[Incredibly long, humorless, pointlessly self-indulgent signature block in progress.]

jedidonut  
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Oct 22, 2008 3:34 am PT

i dont know, but i trust bioware full heartedly.

you can judge by what was done before, you dont know what they can do know, and sonyBULLsh*t guys tha mnade SW galaxies wouldent do anything thats really good, so for all i know, there might be a way to make it, and companions could be costemizable like your very own character.

i also liked "real-time-combat" thing they said, might just buy it for the fun of doing real time comba in KoTOR, a thing ive always wanted.

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Oct 22, 2008 3:35 am PT
Im gonna be a sith HOBO!!!!!!!!! MUHHHAAAHHAAAAAHHA!!!!!!!!!!!!!!!
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jedidonut  
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Oct 22, 2008 3:40 am PT

you have to choose a faction yknow...

and that reminds me i did a thing on yahoo once, that said im like a gray jedi.

they said we could be gray....yep.

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nav_auron  
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Oct 22, 2008 3:43 am PT
Bioware's got my trust. Never done me any wrong, and love what I've seen and read so far, though the chunky sabers have got me worried.
jedidonut  
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Oct 22, 2008 3:47 am PT
excuse my vocab, what is a "chuncky saber"

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Oct 22, 2008 3:49 am PT
Owned LOL!
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nav_auron  
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Oct 22, 2008 3:54 am PT
This is a chunky saber
Firecracker1234
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Oct 22, 2008 3:55 am PT
Rolf Lmao it is kinda big
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jedidonut  
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Oct 22, 2008 3:59 am PT

oh.

right, well, the other pics show sabers that are ok, and bio and lucasarts arent stupid enough.

also, those pics are 99% not taken in game, its not how it prolly even looks like for the 'alpha testers' I.E. the programerrs testing the game.

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Firecracker1234
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Oct 22, 2008 4:02 am PT
i wanna be a beta tester
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jedidonut  
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Oct 22, 2008 4:03 am PT

lol, me too.

i loved the first KoTOR so much....

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Oct 22, 2008 4:05 am PT
Ye I used to pwn them all

Edited on Oct 22, 2008 4:06 am PT
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nav_auron  
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Oct 22, 2008 4:06 am PT

That'd be perfect, since I'll have more time next year.

And the screenshots taken from the game (featuring the sabers) would be from early development, but still, worrying, though they'd fix it up easily.



Edited on Oct 22, 2008 4:07 am PT
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