So with the last beta patch and play,
Bioware has unlocked restrictions on being able to talk about it, so
I’m going to let you all know about my experiences so far. Just as
a fair warning, this is a non-EVE post. And it’s not for lack of
EVE things to talk about. CCP has been doing a remarkable job on
this upcoming expansion and it looks better and better with each new
dev blog that comes out.
This makes me wonder wtf they were
doing all this time. All of these advancements in the game we love
in what, 2 months? You’re kidding me. How baddass would this
expansion be if that’s what CCP was focusing on THE ENTIRE TIME.
But that is really a discussion for
another time. There have been so many good things coming out of the
land of CCP I haven’t even attempted to write about them here in my
blog. Really they don’t need analysis. It’s all good. If you
want to read about what someone else thinks, read some of the other
very well written EVE blogs that go into depth.
For the moment though, let’s talk
about Star Wars: The Old Republic.
As some of you may or may not know, I
was invited to the beta a few weekends ago. I was of course really
excited about this, as I’m a huge Star Wars fan. Not only am I a
huge Star Wars fan, but I loved the KOTOR games, and I couldn’t
wait to see what Bioware was going to do. And it’s not like they
don’t have the pedigree to pull something off like this. After
all, KOTOR, Mass Effect, and Dragon Age all come from the same
magical RPG factory that did all those wonderful D&D games like
Icewind Dale and Neverwinter Nights I grew up with back in the day.
This was not going to be Star Wars Galaxies. There was a chance
Bioware was going to pull off something special.
But…
Bioware wanted to do something
radically different to the MMO community. They didn’t want to make
just another WoW clone. They wanted something different, something…
unique. After all, they are Bioware. They wanted a story. A good
story. And they wanted to tell it, with you choosing how it ended.
But it was a MMO. MMOs traditionally
don’t have story. They have BACKGROUND. But the story part is a
bit lacking. At least as far as the player characters go. When
important NPC asks you to undertake a super important mission to hunt
down some artifact a bear swallowed, it’s handed only one way. In
traditional MMOs, this meant you got the quest from important NPC
that has 15 other players standing around him. You got the quest to
collect 15 bear asses and get the ultra rare drop of artifact and
bring it back to him. Typically, you don’t even read the quest
text because, well, you don’t care. You run out to said questing
area, find 5 or 6 players busy killing and collecting bear asses.
You kill and collect your bear asses and find your important artifact
in some bear poo. You run back and turn in to the ultra important
NPC that sent you and a million other players on his ultra important
unique quest and he gives you a reward. Huzzah.
That’s how it’s done, they said.
To do anything else just cannot be done. And when Bioware announced
it was going to be an MMO with a story that would make you care about
your character, everyone said “It can’t be done.”
Oh, but it can. And it has.
Droids Make Terrible Storytellers
Bioware has done some very interesting
things to put the focus back on the story in the MMO. Some of the
things they have done are genius in how they help the focus and flow
of the story. Others are not, and the break you out of the very
story they are trying to weave.
First of all, you always talk to the
quest givers. There is no click and collect without “reading”
the quest text. When you click on a guy with a quest, you are forced
into a conversation, and like the KOTOR games you have to pay
attention, because things happen on how you answer. Like combat
starting early, the chance for light/dark side points, and whether or
not your companion (when/if you have one there) approves or
disapproves of your tone, thoughts or decisions.
By default, the subtitles are turned
off. The only time a subtitle will come up is when you are speaking
to an alien that doesn’t or can’t speak common, like you know,
big walking carpets. They can be turned back on in the options, but
being off by default forces the player to really pay attention to
what is being said so they don’t screw up on those choices. It is
an interesting design decision.
Even more interesting is the fact you
can’t “skip” the dialogue. At least not any way that I’ve
been able to figure out. If you are doing the quest for the first
time, expect to listen to the dialogue. Repeatable quests however do
seem to have the ability to skip an entire conversation though so you
can get the quest and move on. Thank god. But if you haven’t done
the quest, expect to sit there for a few minutes and be entertained.
By doing this, Bioware has made me pay
more attention to what is actually going on. In other MMOs, like
WoW, Rift, and hell even EVE I don’t pay attention at all to what
I’m accepting. Click on the guy, click on accept mission or quest
as fast as I can, and run out to do it. Hell I leveled a character
in Rift just recently to 50 and never read a single quest. The only
thing I ever looked at was my map for where I needed to go and the
quest tracker for how many bear asses they wanted me to collect. EVE
is the same way. Talk to the agent, accept the quest if it was
something I was looking for (remember, at the time we had to actually
screen our missions, sometimes you got a mining one in your combat
cereal), look it up on the web, fit accordingly and go forth and
conquer. I didn’t read the text. I didn’t care. He could have
been asking me to club 50 baby seals and cut off their flippers for
all I knew. Cause I didn’t. Nor did I care. The only thing I was
interested in was how much XP for clubbing a baby seal, how much I
was getting when I turned it in, and how much money I was getting for
this deed.
But Bioware takes this a step further.
They understand when you are the ONLY Sith Apprentice to a powerful
Dark Lord, you don’t want to walk in for a conversation with your
master to find 15 other players gathered around him. You’re
supposed to be the ONLY Sith Apprentice to this guy. Who the fuck
are these other Sith Apprentices and why are they here?
To do this, Bioware sets up an
“instanting” system that is actually quite ingenious. When you
get into the game, you’ll see one of two “forcefields” or
“portals” over certain hallway arches that lead to important
story areas in the game. Red means it’s not for you, or it’s not
for you right now. Green means there is an important story area
ahead, and once you go in you are pretty much on your own except for
your party members, if any. The transition is seamless. It’s not
like WoW or Rift where you jump into an instance “portal” and go
to a loading screen. You walk in, own the story area, and keep
walking like it’s no big deal. You turn the corner and there is
your Master, all alone and looking at you with a scowl on his
face. Awesome.
And the story. Oh my, the story.
After a couple of days on my first beta experience if you would have
told me I was playing a single player game, I would have believed
you. It plays JUST LIKE KOTOR. I was engrossed in the
story of a young Sith prodigy, summoned as a pawn in a deadly dance
of Sith politics. I was enthralled at the story of a tough Bounty
Hunter who was jockeying for position among other Bounty Hunters for
a chance to compete in the Great Hunt. I found myself playing as
much and often as possible, not because I wanted that next level or
item, but because I wanted to kick someone’s ass that crossed me or
just wanted to find out what happens next. What happens next…. I
never would have thought I would have cared about my MMO character.
And yet, I did. And I wanted to know more.
To be honest, in most MMOs, the level
grind is exactly that. A grind. A grind you have to do to get to
top level where the real action is. In TOR, the level grind IS the
game. It isn’t even a grind. It’s a delightful, engrossing
experience that leaves you wondering why this hasn’t been done
before.
But it’s not all sunshine and
lollypops. There are a couple of jarring moments in the game to
remind you are playing a MMO and not a single player game. By far my
biggest story-block was the companions. While I really like what
they did with them, it’s a bit jarring when your Bounty Hunter’s
only backup is this cute, wet-behind-the-ears hunter named Mako –
And when you are standing in the Cantina with 3 other player Bounty
Hunters, there are 3 Mako’s. Awkward. I knew what we were talking
about. But what do 3 of the same person talk about?
Secondly, there are the quests. And
while you complete significantly less quests to get to a higher level
then you do in a game like Rift or WoW, you still have that feeling
when you are sent to poison the water supply and someone is already
ahead of you doing just that. But with the advancements they made,
I’m willing to overlook a few things. And I’m not an RP guy, so
I really don’t care. But it does have a tendency to jar you out of
the story immersion Bioware is so known for.
Join Me!
In another way to remind you this isn’t
a single player game, TOR forces a very MMO-like mechanic on you.
Grouping. Some times, you have to group to take down the bad guys.
Even the toughest bounty hunter is going to need a hand from another.
But instead of enlisting the help of NPC’s (besides your
companion, if you are in a group of exactly 2 players), you are
enlisting help from other players.
Your character in Star Wars will
occasionally come across a HEROIC quest. It comes across your quest
log exactly like that, all caps. Sometimes you can do these by
yourself. Sometimes you can’t. And you don’t have to “zone-in”
anywhere usually. Sometimes the heroic mobs and quest objectives are
right there in plain view. Other times you’ll “zone-in” using
that fun portal mechanic that will ensure your group will be the only
one at the meditation stone.
Eventually your character will come
across what other MMOs call dungeons. Except in TOR they are called
Flashpoints. Basically, they are bits of
story-driven-by-your-decisions in a group setting where you beat
bosses and get loot. They can be re-run, and you have a chance to do
something different the second time around. Different as in your
random decisions can have an effect on the story or what bosses you
face during your time there.
I’ll give you an example. But I
don’t want to spoil the story, so I’m going to speak about it in
very general terms. The first flashpoint your Empire character will
come across is called Black Talon. In it, there is a decision you
make (among other decisions) that will have a direct result on the
story. This particular decision is the killing of a rather important
NPC. Kill him, and you get one story and have to kill a droid boss.
Let him live, and you get a different version of the same story and
kill a not-droid boss. Near the end, your decisions about the very
reason you are in the place you are have a direct effect on the end
of the story. It’s a marvelous bit of story telling that can
ensure you don’t see the exact same flashpoint twice.
However, your chances of doing it are a
bit random. And by random I’m talking about the other players in
your group. It’s one thing if you roll in with 3 other guys you
know, and your party members are trying to steer the flashpoint down
the different paths to see what does what. It’s another all
together when you have 3 random guys in there to help you out.
Usually you can talk to any quest NPC
by yourself if you want, even if you are in a group. But when you
are in a flashpoint, you no longer can do that. Each player must
make it to the NPC and everyone has to be ready to participate in the
conversation. The NPC will speak, and then wait for everyone to
respond before moving forward. However, the game doesn’t let
EVERYONE speak. Instead, there is a random roll by the group
portraits that will determine whose answer is the one that speaks for
the group.
This is an awkward mechanic sometimes,
by virtue of the random number generator. For example, in my first
time running the Black Talon flashpoint my character literally said
NOTHING the entire time. I was growing annoyed by the end as
everyone else did all the talking and decision making for the group.
Furthering my annoyance was the fact that one of my group pretty much
did ALL of the talking. However, my second run was much better, and
the “talking” for the group seemed to be better spread around.
My character even got to say a few things (yay!).
Also, light and dark side points are
awarded for certain conversation options, just like outside in
conversations by yourself. Points are awarded to the characters who
make them, even if it’s about to have an interesting twist on your
flashpoint. So don’t worry if you choose to save the guy and
everyone else chooses to kill him. Even if you don’t win the roll,
you’ll only get light side points at the end, and not the dark side
points of what actually happened.
There is a timer, so if you don’t
pick your conversation option fast enough it will just skip you and
you don’t get a roll. This is nice, since you want the
conversation to flow and not wait on the guy that left to use the
bathroom. In all, it’s a well thought out approach the bucks the
traditional trend of dungeons in other MMOs.
That’s Two You Owe Me, Kid
As story jarring as sometimes the
companion is, he/she/it does several important tasks that really make
you go “how was this not thought of until now?”
First on this list is your companion
serves as your friend/slave/indentured servant/confidant. It’s
another voice adding to the story of your character as you talk to
the NPC’s. Sometimes they are exceedingly useful bringing forth
important information to assist you in your quest. Other times, they
can get you into some trouble. But everyone should have a buddy, and
your companion fills that niche nicely.
Then of course is combat. The
companion helps you smite your enemies with their own powers,
allowing you to do some pretty impressive feats of strength. Some
companions do great DPS allowing you to focus on tanking. Others
heal. Some do the tanking for you. Bioware has done an excellent
job matching a companion with each class, especially initially, to
get you through the beginning level content.
Topping my list of “how was this not
thought of until now” is the ability to sell and craft items.
Here’s a scenario we’ve all encountered a time or two. You are
out in the middle of your questing area, happily blasting/slicing
your foes. They are dropping everything from magical items, to quest
items, to what we in the MMO world refer to as “vendor trash”
stuff that has no value but to sell it to a vendor. You are halfway
through all your quests here in this area when it happens. You loot
the guy you killed and the error message flashes on your screen
“Inventory full.” Fuck. And you still have to collect those
bear asses.
So you weigh your options. Do you stop
the grind, run back to town and sell the junk? Or do you start
tossing random crap out of your bags in hopes you are tossing stuff
that doesn’t sell for much and continue? Well in TOR, you no
longer have to fear this moment.
In TOR, you can send your companion to
sell those grey “Vendor Trash” items. Just simply click a button
in the crew window and off he/she goes. A minute later he/she
returns with credits for your trash. It’s simple. It’s elegant.
It’s not random and clumsy like a blaster. There is no reason now
to leave that loot on the bodies. Pick it up, when you get full,
click the button and magically 1 minute later your companion returns
with your credits. All the while you are never forced to stop
playing the story or continuing with your quest.
This brings me to the negative about
having companions. They talk. A lot. All the fucking time it seems
like. Not just in the scripted conversations where you would expect
them to. They talk in combat, out of combat, standing around, etc.
And if listening to your own worrywart Mako wasn’t bad enough, you
can hear every other bounty hunter’s Mako you happen to be within
earshot of. Or Vette. Or Kallim. Yeah. All of them, all the time.
Every time one of them opens their mouth for a battle cry, or whine,
or boast before doing something in combat you get a message in your
chat log and you hear their voice.
It’s really something Bioware needs
to address. It should be that only you can hear your companion
speak. I mean, it’s bad enough I have to see 3 other Vette’s
along with my own, but to have to listen to them all whine about
haunting me if they die is just a little much. When you get in and
start playing you’ll understand what I mean. You don’t notice it
when you are the only person in the area, but as soon as you join a
bunch of other players in a questing area its gets old, fast.
Thank the Maker
The crafting system is excellently
thought out as well. And even better, it uses your slave, errr
companion’s labor so you don’t have to stand at a workbench and
pound out 10 belts you’re never going to use to level it up.
Crafting is accessed on the crew window. There, all you crew skills
(TOR’s equivalent of crafting skills) are on display. Click on one
to open the window to see what you can do.
Like any other MMO, there are basically
two types of crafting skills. Gathering skills simply harvest
materials for other professions to use. Crafting skills actually
make things your character can use like weapons, armor and mods. You
are only allowed 3 skills, so choose them wisely. All of the
crafting skills are set up with a one craft skill, two gatherer skill
mentality. Of course, you can select 3 crafting type skills, but
without the ability to gather materials it will be expensive to
procure the stuff needed to craft.
Each skill has a codex entry that
describes exactly what the skill does. It also recommends what
gathering skills to take, so that you can have an easy time getting
the materials. For example Armortech is the equivalent of
Armorsmithing for non-force users (Force-users use Synthweaving).
There are two skills you’ll want to take to make it easy on you.
The first is Salvaging, which salvages metals from scrap. The second
is Underworld Trading, which allows you to get some of the rarer
materials needed to craft the more top of the line armors.
For some gathering skills, you can
actually harvest materials out of things like nodes and from fallen
enemies. For example you can Salvage metal components out of junk
piles that are lying around as well as some droids you blow up. All
gathering skills when you click on them in the crew window show
“missions” you can send your companion on. These missions cost
credits and take a certain number of minutes to complete. A
successful mission will have your companion return with whatever
random reward type in a quantity based on the yield of the mission.
An unsuccessful mission will have your companion show up empty
handed, credits poorer and time wasted.
Crafting works similarly to running
missions of the gathering professions. Simply open the crafting
window, select which item you want to craft, and hit the send
companion button. Low level stuff takes a minute to craft. Time
increases based the rarity and level of the item.
But wait a minute, I can hear some of
you say, how is this better then banging out 10 belts in a minute for
my 10 points?
Well, when you put it that way, its
not. However, sending your companion out means you are not standing
in front of a workbench to do it. Which means if you wanted to get
some mats while you are killing mobs for a quest you can do that. Or
if you are running around town or to the next quest area you can.
The point is, you don’t have to go to an assigned area and slave
away yourself. Your companion does the work, and you are free to do
other things elsewhere. Plus, sending your companion to make that
belt doesn’t net you 1 point, it nets you 2. And more importantly,
you can use the belts he makes to try and figure out better versions
of the same belt.
Say what?
When you take a crafting skill like
Armortech, you can use the reverse engineer ability to break down
armor into base components. By breaking down that armor, you have a
chance to discover a recipe for a better version of the similar
pattern. For example, you send your companion out to make several
Heavy Assault Belts. He returns after a while with the belts. Using
the reverse engineering, you turn those green belts into mats. Each
time you seem to have a chance to find a better recipe based on the
original recipe, like a Redoubt Heavy Assault Belt, a blue item with
more armor, same stats but the addition of some points in the defense
stat.
That’s right; you can actually craft
items you will actually use. The crafting of items for points then
the breaking down of said items to find a better version is actually
an awesome way to make the crafting skills relevant. Because no one
ever replaces a blue item with a green item unless that green item is
grossly better. Now using crafting you can hunt for specific blues
with the base pattern on the type of armor you are looking for. It
means at no time are you ever really wasting your time, like you do
on traditional MMOs with crafting. You have a chance to make
something really cool and relevant. It’s refreshing to have a
crafting system actually well implemented and thought out instead of
tacked on at the last hour.
There is a bit of a nasty bug with it
that I hope Bioware irons out before release. When you send your
companion out you can do anything you want to pass the time EXCEPT
get into a conversation. The second you get into a conversation, the
companion unsummons and you lose the time you invested. For
gathering skills, you lose the mission itself. Note it’s only the
time and mission, because you regain the mats if it was a crafted
item, or you get your money back if it was a mission.
This is just doubly annoying when you
send your companion off to craft something or mission for 6 minutes,
then get into a conversation immediately afterwards that only takes 2
minutes of real time. By the laws of time and space, that means you
should get out of the conversation with 4 minutes left to go.
Unfortunately, it doesn’t work that way, and you get out of the
conversation to find your companion has been unsummoned. When you
resummon him, your regain the mats and money he took with him.
And while this isn’t that big of a
deal at the beginning because most stuff doesn’t take that long to
do/craft; I foresee angry people when you have to craft something for
half an hour and you can’t be in town collecting the next round of
quests. This is just something that shouldn’t happen. If I talk
to someone and he’s gone, he should still be gone when I get done.
If he comes back when I’m in conversation, he can wait until I get
done, then give me the item. There is no reason he should unsummon
himself if I dare talk to someone when he’s not around.
Because this is a Star Wars game that
Bioware is doing, modding is back. You can mod weapons, armor,
lightsabers…. This is an incredibly cool mechanic that lets you
really invest some time and money into your gear. And if you get a
better shell, you can strip your current mods from the armor/weapon
you are using and put them in the new armor/weapon, so you are not
wasting money re-acquiring epic mods.
I’d just as soon kiss a Wookie
This is a Bioware game so romance is on
the table. And I’m not talking about two strange RP nerds
sequestered off in nowhere having cyber either. I’m talking about
romancing your companion. It can be done, but be prepared to work
for it.
I didn’t get to experience it, but
I’m told it is possible. In order to lock lips, you’ll first
have to get the approval of your companion. Typical Bioware, you
expect the goods, you better wine and dine them first. You can
increase your approval based on, you got it, your choices made over
the course of the story. Alternatively, you can give your companion
gifts as well in order to win them over.
The gains are not large. Typically
expect a gain of 15 for a conversation option the companion approves
of, a larger gain of 50 for big story type decisions if they approve
(those usually involve light/dark points) and of course, gifts. The
amount you get from gifts varies based on whether its something that
character would like. You can find out what makes your companion
tick in their respective codex entry.
If you do or say something they
disapprove of, I never really saw a drop of more then -1, but I
didn’t really go out of my way to piss my companion off anyway. So
it’s theoretically feasible to really get some negative points,
although I never saw it.
According to the guys in the upper
echelons, in order to trigger the romantic conditions you have to max
out their approval. Their approval bar maxes out at 10000. You
start at 1. Good luck.
Oh and no word on same sex
relationships. I knew that was the only thing you really wanted to
know.
Yaaaaaaaa-hooo!!!!
Above all the game is fun. It’s just
fun. I found myself giggling with delight as my Sith Warrior force
leapt into a group of dirty rebels and ground pounded them out of
their miserable existence. I was amazed at how fun having all the
tools a bounty hunter had at his disposal really was as I flew up in
the sky with a jetpack and rained missiles down. I cackled as I
channeled my inner Emperor when my Sith Sorcerer threw force
lightning all over.
There are of course a few bugs, but it
was beta, so I was expecting that. I hope they finish ironing those
out in the next 3 weeks before release so it’s an excellent game
from day one. I hope they especially kill that crew skill bug that
unsummons your companion.
Bugs aside, I’m really looking
forward to it. The beta served as a taste of how good this game is
going to be. The one thing I worry about is the endgame. The story
has to end eventually… But that will be another worry for another
time once I get there. For now, I can’t wait until I can sit back
and enjoy the ride. She may not look like much, but she’s got it
where it counts kid.
This is the most detailed breakdown of the game play experience that I've seen. Thanks for writing it all out
ReplyDeleteVery nice write up, thanks!
ReplyDeleteOne thing missing though, PvP! Is there any? Did you experience it? Is it zone based, like battle-grounds, or area based, similar to EVE?
ReplyDelete