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A New Galaxy: Daniel Erickson On Writing The Old Republic
 
 
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Features
  A New Galaxy: Daniel Erickson On Writing The Old Republic
by Chris Remo
7 comments
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October 31, 2008 Article Start Previous Page 4 of 5 Next
 

As someone who has played MMOs but isn't an MMO guy, sometimes it seems to me that many of the individual elements of MMOs end up being less deep versions of elements from other games. The story might be completely adjunct, the combat is kind of static compared to what you'd get in a game that's actually about combat, and so on -- that they wouldn't hold up if they weren't in an MMO.

DE: I think, across the board of the industry, you're going to see that changing. What we're seeing is a game genre that has been very expensive, trying to do something that's so big. For example, will the helicopter flying in Grand Theft Auto ever be as good as in the Apache [flight sim]? (laughs)

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Right.

DE: Right? Like, when you try to do more, your system gets less [capable]. Absolutely. But as the market grows, and one of the great things we've seen is new MMOs very often are expanding the market. They are not cannibalizing other games.

The market is much larger than we think it is. More people are come online, and more people are playing these games, more people are interested in them. I think what we'll actually start seeing is the bar rising in all of these departments, because it only takes one game to come out and do great online combat for people to say, "Oh, well, I'm not putting up with that anymore."

That's how game design works.

DE: Absolutely. Somebody's going to push the bar. And probably in the first game, people are going to push the bar in very particular places to begin with. Plus, it's always easier to say, "Hey, let's do that [existing thing]," than it is to say, "Hey, let's create something out of whole cloth."

And because the genre is so young in its modern incarnation, a lot of things are still being created from scratch. This means a lot of experiments, a lot of bold pioneers who are going to go out and die in the wastelands.

There will be a few people who are going to get really lucky and successful and say, "Hey, look at this great thing we brought to the genre." And then everyone else will try to do it, as well.

Internally is that how you guys are thinking about this game?

DE: Oh, absolutely. Yeah, that's the goal, right? We want people to play this game and say, "Wow! I never thought there would be story in an MMO, and there is and I love it and I'm going to play this story forever." That's the big exciting part, right?

Like we have all these classes, and all these classes have their own content, and all this content connects together as you're playing through the different classes. Now you're getting to see and understand different parts of the world that you might have not understood previously.

So by the time you're playing the third class, you can say, "Oh, I get that! That's because of such and such." And you feel smart and you understand the mythos and the world. And hopefully, it will create something that just amazes people and they've never even considered before.

And on the other side, for people who are like, "Wow, God, I really wanted another BioWare game," they have just gotten a little slice of heaven.

Again, as you've noted, the story in MMOs tends to be very segmented, and it doesn't feel like a thread that your character is actually progressing through.

DE: Correct.

 
Article Start Previous Page 4 of 5 Next
 
Comments

Jeremiah Bond
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I love Bioware, I really do!

Jason Pineo
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" -- the same way that once you know the moon landing was faked -- "

Sorry for the non-sequitur, but: seriously?

Daniel Erickson
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No, not really. I forget sometimes you can't see the facial expressions through the transcriptions!

Finn Haverkamp
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Excellent interview. Erickson has some great things to say; he sounds really intelligent.

David Lorentz
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This is all very exciting, but the static world of the MMO seems like a huge issue. As an RPG with a story, the experience of the individual player will be a heroic thing that inevitably leads toward saving the world in some way - as is true of any Bioware game. And in a single-player game, the world (environments, life or death of key NPCs, etc.) can always change to reflect the player's impact; but in an MMO the world really can't change, since the game needs to support everybody's quests at the same time. So where will the plot lines end? It seems they will have to fall short of having any lasting impact on the world, which makes the whole heroic story progression hard to stomach. It's less of a problem in other MMOs, where there's little story to begin with, but in a game that focuses on story, this seems like a big problem. I'm sure Daniel and his team have thought about this, but I haven't really heard an answer yet.

John Vincent Andres
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@ David Lorentz

I think Daniel addressed that idea with worlds within a greater galaxy. The story the player will be participating in will be significant to the player's particular experience. It's like mini KOTORs happening at the same time for each player. This idea is hugely ambitious and daunting, but it seems to be supported by the amount of work Daniel described the writers doing.

Depending on how this turns out I may finally be persuaded to be part of an MMO.

Aaron Lutz
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I have to applaud Erickson, Bioware, and EA (most of all) for taking this risk and actually attempting the story-driven MMORPG on such a scale. I think it's possible, but will require a lot of attention after launch as well as before. In order to have a truly worthwhile story experience, the world must be changed by you - or at least, things you do must have a lasting effect. If you kill the evil Sith Lord of Planet A, he must still be dead when you visit Planet A months later. Else, what was the point of killing the evil Sith Lord in the first place?

MMOs in general suffer from this. Why would you labor through legions of monsters to rescue the princess if, two seconds later, another player has to do the very same thing? It's redundant, and takes a lot of the "epic-ness" out of the game. I understand that MMO developers would need to create recyclable content else it wouldn't be cost effective - making a unique experience for essentially one player that can last for a year or more isn't cost effective when you have one million players to provide for, which is why they make the same experience reusable to the next player. It's not as noticeable if you only allowed each player to play through once, or if you forced the player to play alone (as with traditional CRPGs).

I think the problem will be somewhat alleviated with this approach of crafting a different story for each class, but the problem, in my opinion, won't be "fixed" until the big, risk-taking game companies look into intelligent randomly generated content mixed with unique authored story elements.


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