Ten
Ton Hammer: Can you
talk about the UI at all? You showed it in the last movie...what were
the little yellow segments on the lower left of the screen?
Dallas: We
can't go into detail about the UI much...the combat UI we might be able
to talk about specifics of sooner rather than later, but we're going to
be able to playing with that for a long time.
MMOs are very complex, and I just can't guarantee that what I tell you
is going to be 100% in at launch. So we can't talk about it.
Ten Ton Hammer: Can you
discuss any of the scenes we saw in the movie regarding the kind of
"choreographed combat" that you've talked about in earlier interviews?
Maybe talk about how that might be influenced by the abilities / skills
/ powers that a player uses in the game?
Dallas: I
don't think we're talking details about that yet, just because so much
of that is also involved in the specifics of combat.
We really just wanted to emulate the cinematic, action-packed Star Wars
combat. The decisions that Jeff [Dobson]'s combat team makes are based
on those tenants - that it needs to be full of action and visceral. It
needs to feel like it has an influence on the game, and it needs to be
reactive in that the enemies are reacting to what you're doing.
Jeff Dobson: The
combat animation team is really, really involved in what they're doing
with the characters, and they're trying to raise the bar with what
players are used to in MMOs.
We didn't want it to be the "combat dance" of standing in front of
someone and simply swinging your sword back-and-forth. It's not
believable, it's not fun, and it's been merely accepted as this sort of
standard MMO convention. We want to change that.
Ten Ton Hammer: How do
you go about picking the planets that go into the game? There are
dozens of planets to choose from....how do you pick the right ones?
Alexander: We
get a map and use some darts.
Hall: We
use a giant fish bowl and pull 'em out one at a time.
Dallas: I
mean, some of them are ones that people recognize simply because of
their importance, and others are those that you recognize from Star
Wars: Knights of the Old Republic, and others maybe just have an
oblique reference somewhere in the extended universe.
Alexander: A
good example of that would probably be Tython, because it really hadn't
been explored much at all and people weren't really that familiar with
it.
Dallas: It's
a mixed bag, but I think the main component we take into picking is
whether it fits into the story or not.
Hall: The
idea was to find places where you could meet interesting characters,
fight exciting creatures, and do amazing things.
Alexander:
And there are other times where we wanted a specific role to be filled.
I mean, think about Hutta... what's a Star Wars game without the Hutts
and the underworld?
Dallas: More
of that went on when we continued our development on the game
- we asked ourselves, "What are we missing here?" Or maybe we wanted to
go to a place that we always wanted to explore.
Ten Ton Hammer: As the
final question, where do you draw the line in the Star Wars universe?
Obviously you can't have fan service to everything in the expanded
universe that's been explored...
Jeff: In our
development, I think we've tapped everything that really needs to be in
the game. It's everything really cool that we can do. I mean, there are
certain things that he had to do - and we had a list of those - and
then it's just taking out those elements that don't fit perfectly into
what we're trying to do.
Jake: The
bounty hunter was a *perfect* example of something that we must have in
the game. I mean, would we make this game and not have a bounty hunter
class?
Dallas: This
is another place where our partners at Lucas really helped us. We did
have some ideas that were maybe "off the ranch" and we had to present
those to the folks at Lucas to see what they thought and get their
ideas.
Alexander: There
wasn't anything in the game that was implemented just because "it
fits." The bounty hunter needed to go in simply because it was a major
part of the universe and was vital to almost every element of Star Wars.
That said, there are areas of the expanded universe that we could take
and run with if they fit every part of our game. But we're not going to
look at pieces and just include them in the game simply because they
exist.
Ten Ton Hammer: Thank you
guys for taking your time to talk to the Ten Ton Hammer readers, and
I'm sure we'll chat again soon!
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