By Tristan Ewins
Its developers entreat us:
“Explore an age thousands of years before the rise of Darth Vader when war between the
In brief, the background story is as follows:
After centuries of relative peace, the Sith have returned from ‘deep space’ Catching the Republic and the Jedi Order by surprise, the Sith sacked the republican capital of Coruscant. A disadvantageous treaty has been signed, and the Jedi have relocated their council their home-world of Typhon. The galaxy is on a ‘knife-edge’: the peace treaty is fragile; and skirmishes are common. It is into this arena that players will step. Whether to support the Sith, or the Republic – or simply to serve themselves – that is the choice facing players.
Regardless of which choice they make, gamers around the world are in expectation of an expansive and deep role-playing experience.
Developers, Bioware have proclaimed that whichever class players choose, the game will be story-driven: with unique storylines for each class, and moral challenges which affect story-line and character development.
So far only two classes have been revealed at the official SWTOR website: the Trooper and Bounty Hunter classes. But in an exclusive interview with Gamespot, the developers have confirmed another class: ‘the Smuggler’. http://e3.gamespot.com/story/6210545/star-wars-the-old-republic-exclusive-qanda-the-smuggler-profession-and-e3-2009
Ultimately, there are expected to be eight classes: two of which will most likely include the Jedi and the Sith.
Each class choice is expected to provide a distinctive experience.
The Troopers are to be the
Streaming video at the SWTOR website also feature Troopers’ use of “sticky grenades”: which upon attaching themselves to an enemy, appear impossible to evade. http://www.swtor.com/info/holonet/classes/trooper
(Further: in breaking news from Bioware, Troopers are now expected to enjoy a range of "morale themed party buffs." (a very important development with regards to game balance) Hopefully we'll hear more of this soon.)
And as with other classes, the Trooper class will confront tough moral quandaries in search of victory over a ruthless and callous foe. Will they do whatever is necessary – achieve victory “at any cost”? Or will they adhere to a moral code: but risk defeat?
The ‘Bounty Hunter’ class, meanwhile, is to provide a ‘shadier’ and possibly “morally-ambiguous” role-playing experience. Bioware describes the class as “Hunter, seeker, Killer for hire”. These men and women spend their lives “on the edge” – their life-paths leading to “a life of infamous glory… or to a quick and ignominious death.” “Shifting allegiances, unbeatable odds, and deadly showdowns are common in the occurrences in the life of a Bounty Hunter.” http://www.swtor.com/info/holonet/classes/bounty-hunter
Bounty Hunters also have access to state-of-the-art equipment from the ‘black market’: wrist rockets, flamers, heavy yet flexible armour. jetpacks. For those wanting to play a “Boba Fett fantasy” this class will surely hold a strong allure.
Finally, there is the Smuggler class. The Smuggler is set to appeal to those with “a Han Solo fantasy”.
“The smuggler class utilizes a dynamic cover system in combat, which is also a first for the MMO space.”
The ‘dynamic cover’ system includes ‘shooting from around corners’, and – because of superior initiative – shooting first.
In addition to use of cover, the Smuggler is set to have powerful charismatic force, and is to make use of ‘quick thinking’. Further, the Smuggler class provides the choice of whether to take sides “for patriotism” or for “simple profiteering.” Possible missions could involve: “contraband, people, lost treasures” – enough for a fully immersive role-playing experience. http://e3.gamespot.com/story/6210545/star-wars-the-old-republic-exclusive-qanda-the-smuggler-profession-and-e3-2009?sid=6210545
Hopefully the class will be more fully ‘fleshed out’ in the coming weeks.
Weapons, armour, and cover – what kind of choices will we have?
There are other issues, though, that face Bioware in developing this title: and we will consider some of them now.
The Smuggler class’s use of cover will be a critical aspect of the game. Clearly developers are searching for ‘signature’ abilities which define each class. But while use of cover could comprise a critical skill for Smugglers – surely such tactics should not be restricted to them only.
Assuming advanced training, surely Troopers should also be able to take advantage of cover. This should be a 'feat' – available to all classes: but one in which certain classes (eg: the Smugglers, Troopers) enjoy bonuses in its acquisition and application.
Use of cover – and related actions - might also involve tactical questions not yet explored in ‘developer dispatches’ from Bioware.
While the Trooper’s armour may have a significant power to reflect, absorb or otherwise neutralise attacks which hit; dodge and evasion skills, and use of cover could prevent attacking from making contact in the first place.
And in addition to this, all players ought be able to lay on the ground: to minimise the area vulnerable to attack – and provide a smaller target.
Such tactical choices could provide depth to the game-play experience: and a more satisfying and authentic gaming experience.
Availability of a wide range of grenade types could also provide greater tactical choice to the Trooper class – and possibly others capable of using such weaponry.. Already we have the ‘sticky’ high explosive grenades: but what of electronic grenades to short-circuit droids; or what about ‘flash’ grenades (blinding) or stun grenades? Grenades hold potentially critical tactical importance - as they may be able to overcome the enemy's use of cover - because of blast radius...
And for all classes there needs to be a wide variety of weapons - not just heavy weapons.
Importantly: whether for armour, or lightsabers, or other weapons: there needs to be maximum scope for customisation. Think, here, of Mass Effect, and the Knights of the Old Republic (KOTOR) s
Other skills
There are many other possible dimensions to the game also – that so far have not received much attention. Let’s not underestimate skills such as stealth, dodge/evasion, healing, ranged and melee critical hits, and the influence of charisma and diplomacy... Smugglers, in particular, could specialise in some of these areas – increasing their appeal and versatility – even if use of cover is not their exclusive domain.
What about factions and moral choice?
But assuming there are to be hard moral choices - what effect does this have on the game? Assuming there is real flexibility in affiliation and advancement of the story line: how will this flexibility be handled? The system of KOTOR I & II ought be reflected upon here. In rewarding extremes of benign and malicious behaviour, moral ‘shades of grey’ were excluded.
The difficulty is in allowing for ‘shades of grey’ while discouraging inconsistent, erratic and seemingly senseless changes of behaviour. ‘Extremes’ ought not be rewarded on principle: but genuine ‘role-playing’ in the advancement of the story ought be rewarding in of itself. This is an important issue for discussion: raising questions that Bioware ought address sooner rather than later.
Keeping them coming back for more…
Much has been said of the real choice offered to players: and the ‘unique’ gaming experiences that are being planned for each class. That said, the developers must be aiming for an immersive gaming experience - the sort that will keep players ‘coming back for more’.
Some have suggested a cap of ‘level 10’: others of “level 50”! Most importantly, though - there needs to be plenty of scope for multiple branching storylines with real options for character development; a gripping and evolving main story-line – where the world changes with the actions of the various player factions; and enjoyable and challenging PvP combat.
Also importantly: the developers need to get the balance right with regard to character advancement. There must always be another accomplishment 'within reach' - 'over the next horizon'. And yet ‘levelling up’ - or gaining skills in between levels - needs to be a real achievement too.
A three hour gaming session ought be able to provide some kind of advancement in skills – at least at the lower and middle ranged levels. And if advancement at higher levels is more challenging – how then to keep high level players involved? What motivation will there be to keep them playing? Hopefully all these issues will be addressed in the coming months…
Conclusion
Star Wars: The
Over the coming months we will be following the game’s development: commenting on breaking news as it arises through official channels, and in community forums. The formal announcement of the Jedi and Sith classes will be eagerly anticipated: and as the picture emerges – as to what the final product will be – we will be there.
We encourage readers to consider the issues in this article: discuss them in various forums – including here in this blog. It is to be hoped – with the feedback of ordinary gamers – that the developers will make SWTOR the great success we all wish it to be. Economic gloom aside, 2009-2010 may yet emerge as a groundbreaking year for the genre.
Tristan Ewins
June, 2009
NB: The author would be glad to answer any expressions of interest from anyone who would like to republish this article. Furthermore, he would welcome any offerings of casual work reviewing or previewing PC games from interested web-sites.