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Doing heroic stuff... your style


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It has been said and said again that we as players won't be doing things unworthy of heroes. Whether this means that every quest will involve bringing down an Interdictor Sith Cruiser or killing a Republic Senator is still unknown to us, but those news have already got some people worked up. The crafters are particularly worried. Does this mean that they won't be huning their Iriaz to make a good, soft, ten slots worth furry bag? Again, a new interview has brought relief to these people. Studio Director Gordon Walton explicit said: "We are going to have crafting, which we think is a major part of MMOs. We're really hoping to implement that into the game in a way that feels right for Star Wars."

 

So, crafters lives have been saved. But does non-combatant classes restrict to them? No, I say, specially when we're talking Star Wars. Don't want to be a Monk Fighter, nor enlist yourself at the navy? Fine, then take other roads and make the world(s) revolve! Shouldn't there be Bunty Hunters and Smugglers filling this galaxy? Sure does, but Galaxy brought us this long ago.

 

And then KotOR meets TOR. What about the 'professions' or 'classes' we practically only saw there? Swoop Racer, of course, and then Pazaak Player. Something you can make a living of and still pursue your ultimate goal of galactic domination/salvation, as Revan and Exile showed us years ago.

 

What about it then? Will those things have their own place on TOR?

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I just want some actual ROLE PLAYING, which seems to have been forgotten in many recent RPGs rpGs. I.E., if I want to be an absolute crimelord, I want to have a unique personality of sorts, and I like to enjoy spelunking tombs. I don't want to be restricted to a forever-fighting Jedi; I'd like some diversion from the regular hack 'n slash, with side quests as musicians, perhaps? The point is, I'd get quite sick of the raiding of enemy bases just to gain experience and credits to get new weapons to kill more people to get more credits to get more weapons to kill more... Christ, that's boring as hell!

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I just want some actual ROLE PLAYING

 

Which you're not going to get. Classic RPing with a group of real people works so well because you have a dynamic story that adjusts to everything you do. Something you're NOT going to find in a linearly-minded game with a set beginning, middle, and end.

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if I want to be an absolute crimelord, I want to have a unique personality of sorts, and I like to enjoy spelunking tombs. I don't want to be restricted to a forever-fighting Jedi; I'd like some diversion from the regular hack 'n slash, with side quests as musicians, perhaps? The point is, I'd get quite sick of the raiding of enemy bases just to gain experience and credits to get new weapons to kill more people to get more credits to get more weapons to kill more... Christ, that's boring as hell!

 

I agree with you. Combat has to be a major element (I wouldn't take it otherwise) but it by no means has to be the only element, imo. BioWare must create this in such a way that it is still interesting and worth playing once the 20 hours or so of story (going by K1 and TSL) has ended, and constant combat isn't the answer, far as I'm concerned.

 

Which you're not going to get. Classic RPing with a group of real people works so well because you have a dynamic story that adjusts to everything you do. Something you're NOT going to find in a linearly-minded game with a set beginning, middle, and end.

 

True, unfortunately. But the story doesn't have to be quite so linear as the likes of TFU. If they added quests that would differ based on your class (though probably a Heraklean task) it would offer us at least some small sense of controlling the story, or borrow from GTA IV's experiment with player selected paths (though that was somewhat limited).

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