Ten
Ton Hammer: The one
part of MMOs right now that I feel has pulled away from the story is
the "meta-gaming" aspect of things. You finagle with stats and you
finagle with gear, and that really pulls me out of the game. Is there
some way that you're building the idea of stat / gear progression into
the story?
Dallas: The
one thing that we've talked about specifically - and what we can talk
about at this point - is the idea of Light Side and Dark Side system.
You're making decisions within a story and you're making decisions that
are actually driving your character one way or another.
You have enough information to know that you're about to go tell
someone to jump off a bridge - and that is a negative thing to do - and
that will actually filter into your character. That's something that
appeared in Knights of the Old Republic, and we want to make sure if
you go very Dark Side within your story - and there's latitude within
each story to go one way or the other - you'll have abilities that are
available to you because you went really Dark Side or really Light
Side.
All of these decisions are actually going to filter into not just your
basic story, but your relationships with NPCs including your companion
character and your character progression. It's going to change your
entire experience with the class compared to someone else's experience
with the class.
We both might be playing the smuggler, but we're very different
characters based off our choices.
Ten Ton Hammer: Will that
even filter into things like gear?
Dallas: I
don't think there's a ton of detail on gear...
Jake: What
we're trying to do with our progression is intertwine it with the
story. Dallas alluded to it, and I think to pull that off will be
extremely cool.
Ten Ton Hammer: Most MMO
games don't seem to have a lot of "stickiness" right now except for the
800 pound gorilla standing in the corner known as World of Warcraft.
The Star Wars IP will obviously help you a lot, but what areas are you
really focusing and keying on that will make your game stickier than
past releases?
Dallas: Again,
I think it goes back to story. Obviously, that would be the simple
answer. To lengthen that, we're just making sure that all of our MMO
systems are the best versions of those systems that we can create. That
said, the differentiator is the story.
We want players to understand that you're going to be getting a totally
different experience if you play the smuggler all the way to the end,
and then pick up the bounty hunter to play the next day. This isn't the
type of experience where you just want to have the skills that you'll
receive with a different maxed out character, but in order to do that
you have to play through content that is going to be exactly the same.
That's not our game.
Our game is players saying, "I want to see what the bounty hunter is
like!" And the story is compelling and I get to make cool choices
throughout the experience. At the end, I'll have a character that is at
the end game, but I may want to try *another* class on top of the first
two simply because the story will be completely different.
I've played MMOs, and I usually dabble with a variety of classes until
I find one or two that I level up and progress them as far as I can. I
think our game is going to work differently, while it's certainly not
proven, that's the experience that I've had so far.
The story these guys are writing are very cool and very unique. I can
imagine myself playing three or four to the end game, There's really
that much to the game, and that's where our stickiness will come from.
Hall Hood: It's
a form of exploration in our game. As well as exploring the world,
you're exploring a story...you're exploring new characters... finding
new NPCs that you wouldn't meet otherwise.
Jake: Just
to take it away from the story a little bit, if you want to talk about
sheer playability...there are exciting new combat mechanics being put
in the game. We're not talking in detail about any of this stuff, but
rest assured that the action we're showing - which you might be able to
pull out of some of the videos - we're trying to do that from beginning
to end.
I mean, we haven't even shown anything to the public yet past level
eight. We have really, really exciting character classes that each feel
totally awesome. If you're a guy that just wants to power through a
bunch of those and just have a really compelling combat experience at
the top of the game, that's an option for you. We're already proving
that to ourselves, and if folks just want to fight - and that's the
pillar that they love - they're going to be very satisfied.
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