Star Wars Galaxies: Jump to Lightspeed Updated Q&A

The upcoming expansion for LucasArts' massively multiplayer game will let you play as a starship pilot. Lead designer Cinco Barnes explains.

Most massively multiplayer role-playing games let you create a persistent fantasy character (like an elf) to go out and explore an online world with thousands of other players (also often playing elves) to seek fame and fortune by fighting monsters (which include nonelves, as well as different kinds of elves). LucasArts' Star Wars Galaxies (which is now available for download), takes a somewhat different approach: An online game set in the Star Wars universe that lets you play as a commando, a bounty hunter, a swordsman, or a chef (yes, a chef). But later this year, you'll also be able to play as a fighter pilot, thanks to the upcoming expansion pack, Jump to Lightspeed, which will feature real-time ship-to-ship combat, new classes, and other new features. For more information, we checked in with lead designer Cinco Barnes.

GameSpot: Tell us about the decision to incorporate real-time gameplay into Star Wars Galaxies. Was this considered a natural progression for a studio that has produced space combat games like X-Wing vs. TIE Fighter?

Cinco Barnes: Space combat is part of the natural evolution of Star Wars Galaxies, and has been part of the plan since Raph Koster's initial design. As for the real-time nature of the product, the team has always felt that the excitement of Star Wars' epic space battles could only be captured with fast-action gameplay.

GS: We understand that the Jump to Lightspeed team consists of experienced developers that have worked on such games as the Wing Commander series. What direction does the team want to go in with the expansion's space combat--can we expect to see more arcade-style action or more simulation-style action? Are there specific aspects of previous games (like specific weapons, handling, or tactics) that the developers want to make sure they implement?

CB: Jump to Lightspeed is striving for the right balance of arcade accessibility and simulation depth. The core experience in Jump to Lightspeed is a simple, responsive, seat-of-your-pants starship adventure. But the game really broadens as you advance through your pilot profession.

As you gain skills, your character learns how to use droid programs and special piloting abilities in flight. This is a critical, strategic dimension to space combat. Your use of these abilities adds lots of cool dynamics.

GS: Tell us about what piloting a ship in the expansion will be like. How complex will the flight model be? How closely will players need to monitor control panels, fuel supplies, and navigation controls--will there be ships that allow for multiple passengers so that players can divide these duties among themselves? Any plans to build in support for flightsticks or other controller peripherals for veteran players that are serious about their flying?

CB: You only need your mouse and keyboard to fly your starship in Jump to Lightspeed, and we support joysticks and gamepads. The flight model is simple to get into, but the high-end techniques of spaceflight are challenging to master. Your primary concerns in combat will be your shield, armor, booster-charge level, and weapon-capacitor status. These are clearly visible on your heads-up display. If you want more specific details about the health of each individual ship component on your starfighter (like your missile rack's hit points or your droid interface energy efficiency), you can open a special detailed view while sitting in the cockpit.

Aboard a multipassenger starship, player responsibilities are divided in some pretty cool ways. We are actively building these features right now, so I can't give out details just yet...However, I really look forward to surprising players with what sorts of things go on aboard a YT-1300 in the heat of battle!

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