Star Wars: TOR Designer Explains BioWare's Death Stance

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Firia

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Sep 17, 2007
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I have to respectfully disagree with the harsh death penalties part of the article. My evidence? Eve Online. I play it. I've lost countless ships, and I've facilitated the loss of countless others. Death, that is, pod killing, can result in HEAVY financial loss, skill loss (that took real time to train), and the loss of rare or costly implants (cyberwear for your brain). If I had my "expensive" pod killed, I'd lose millions. I'd be a sad sad camper.

Would that deter me? Hell no! I'd bounce back with a fury! I'd learn, and I often do, how to compensate for the loss, and come back stronger.

Bioware should not worry about little penalties (but maybe not make death as harsh as Eve does), but instead make death have an impact such AS (for example) losing all acquired loot/equipment (lootable by other players?), or whatever. Then build a system that players can invest time/resources into to avoid this death penalty.

I basically really enjoy how eve does its death system. It takes a back seat to the day to day of players interacting among themselves. CCP has police laws for higher security areas, but only in the highest regions are you really ever safe. I feel like other MMOs can take a page from their success.
 

ThreeKneeNick

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Depends what you're playing for. Are you playing for the loot and to see the xp bar move? Or are you playing for the whole experience? I think most people playing big budget AAA MMOS are so caught up in the MUST HAVE BETTER ITEMS MUST GAIN MORE LEVELS AS FAST AS POSSIBLE mentality that it is a MAJOR pain when they are set back in that goal due to a death (or anything else, really). But SWTOR purports to be a game with an extensive storyline so shouldn't those things matter less? If done properly, death can be an experience in itself.
 

veloper

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Lag
Loss of connection
Other players being griefers

We already knew TOR would have soft penalties; it's the only sensible option for any but the most hardcore.
 

SnakeCL

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The_root_of_all_evil said:
I think everyone bar SOE preferred pre-NGE.
Actually, NGE was a last ditch effort to save the game that failed.

SWG was hemorrhaging subs like there was no tomorrow, and according to the figures, was going down the crapper sooner rather than later unless they introduced some radical changes to the game.

NGE was an attempted solution to the problem, it wasn't the problem. People like to romanticize SWG and blame SOE for the kiss of death, when the reality was that players simply moved-on to other games at the time, namely one called "City of Heroes" and a little game called "World of Warcraft".
 
Feb 13, 2008
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SnakeCL said:
NGE was an attempted solution to the problem, it wasn't the problem. People like to romanticize SWG and blame SOE for the kiss of death, when the reality was that players simply moved-on to other games at the time, namely one called "City of Heroes" and a little game called "World of Warcraft".
Which is why when a city full of people protested the incoming of the NGE they were teleported into space by the GMs and the forums were locked to non-subscribers?

I've seen the Graveyards of Tatooine and the hatred of PoK on Everquest. It's not romanticizing at all. It's SOE releasing new content that swamped the old content leaving it barren. Simple things like the release of GoD which gave new players platinum coins, destroying the market and making old achievements worthless.

Or have they actually fixed the ships that have been bugged since release? Or the tutorial that wasn't updated since the original release of Everquest?

They release updates which allow new players to reach the heights of old players without any of the effort or loss, that's what allowed WoW to grab up new players.

SW:G was released on 26 June 2003, CoH was released less than 10 months later, WoW was early 2007 (nearly 3 years after). NGE was released on November 2005 (1 and a half years after CoH, 2 years before WoW).

CBS News, New York Times, New York Post and Wired Magazine all criticized the NGE.

We've learned a thing or two with our experiences with the NGE and don't plan on repeating mistakes from the past and not listening to the players.
?John Smedley, president of Sony Online Entertainment

Biggest problem with the NGE? Jedi at the start.

What does TOR promise? Well...I'll let you guess.
 

Slycne

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Feb 19, 2006
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Caliostro said:
Slycne said:
An all too often misrepresented stance submitting the "fact" that challenge and fun are on opposite end of the spectrum for everyone. For many people the challenge is the fun, where as I suspect you find the fun in the experience or story as a whole.
Challenge isn't frustration though. Being unable to overcome a challenge IS the challenge. Mutilating you for failing is just inflating that challenge. This is usually used because challenges aren't very challenging at all, so you need a way to inflate that "challenge" so it looks much bigger.

Off course, challenges in MMOs are usually just as challenging as all combat in MMO tends to be - It's statistics. The combat can be decided entirely before it's even played, and there are rarely any kind of excitement. Thus the "inflation" by introducing the "excitement" in the risk of dying and loosing everything.
The problem becomes that MMOs are inherently not single player games and can not be designed as such.

Ninja Gaiden, for example, can be designed to be very difficult from the ground up because the developer knows more or less exactly what the player will have access to at each point. So the games challenge can mostly come from the difficultly in learning the games patterns and executing the right moves with precise time. Their is no sense of risk in this kind of gameplay though, if you die at worst you reload an earlier save, but on the same token the game isn't trying to encourage player agency.

An MMO can not be so certain, so thus must rely more heavily on punishment for challenge. The level 20 ogre that you need to defeat for this quest might provide a challenge for a level 20 player, in that they have similar dps and health, but much less so if the player is say level 30 or grouped with a friend or only level 15 but plans to sneak passed and steal the item needed. This state of flux, along with technological limitations, means that the ogre can't primary offer challenge through a single player method. This is also coupled with the fact that MMOs, more so than most genres, grew directly out of tabletop gaming - where the primary purpose was to player to submit their own agency against the world. The freedom to make choices, implement those choices and reap the benefits/repercussions of it. And then there is also my previous point of how death mechanics are used to keep the world economy from inflating by providing hefty money sinks.

In the end it's different mechanics for different games and designers understand how those mechanics shape the world. For me the mechanics of true risk when paired with player agency make for far more interesting settings, hence my continued love for tabletop games. The universe of Eve Online intrigues me more as a whole more than WoW. This is in part why we constantly have news about the goings on in Eve and far less so about what latest boss has been killed in Azeroth.

It's a mechanic, but to me it's a cheap mechanic that I rather avoid. Anything that has any chance of failure can be brutal by simply inflating the death penalty. Make it delete your account and your membership, and suddenly that starter "go kill 10 spiders" quest seems very fucking hardcore.
I can deal in extremes too.

"Please Enter Your Account and Password"

"Congratulations, you've won! Here is your max level character, gear, trinkets, crafting materials, etc."
 

DracoSuave

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RobCoxxy said:
Twenty minutes in a Bacta tank. Boom.
It's punishment. Not too severe but still, you don't want it. And it fits in with Star Wars.
That one's on the house, Bioware.
Twenty minutes of 'do nothing' is actually very terrible.

The concept is very simple: Good games focus on improving game play. Death penalties are no more gameplay than waiting at a restaurant is breakfast.

It's part of the experience, and necessary to an extent, mechanically... but it's not why you are there.

The_root_of_all_evil said:
We've learned a thing or two with our experiences with the NGE and don't plan on repeating mistakes from the past and not listening to the players.
?John Smedley, president of Sony Online Entertainment

Biggest problem with the NGE? Jedi at the start.

What does TOR promise? Well...I'll let you guess.
Ironicly, the biggest problem with the game before the NGE? No Jedi without doing random and arbitrary stuff involving a character build, that you might never discover.

And seriously... I hate to break this to you, but 1) Jedi and Sith aren't rare and unique snowflakes in the Old Republic and 2) You tell a fan of the old republic they can't be a jedi and you did the equivalent of telling someone who wants to play City of Heroes that they can't be a superhero.
 

DracoSuave

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MMOs have to emulate some of WoW's successes if they're going to compete. Do games do certain things better than WoW? Yes. Does ANY game do everything as good as WoW? Not even close.

WoW isn't an accident, it isn't some thing that people like without reason, and any MMO company, regardless if they want to make a WoW-clone (which is itself an EQ-clone, which is itself a DIKU-clone) or something completely unlike WoW, they still need to look at what WoW is doing and why it works.

That's not being a clone, that's simply 'doing the bare minimum before entering into an expensive business venture.' In other words, 'Not being stupid.'
 

ZippyDSMlee

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Sep 1, 2007
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Meh if you have levels and level/stat reqs then just make death a penalty of a level and remove the reqs for stuff.IE equipment and stuff looks to your real level/stats rather than your penalized one. This way stats only effect your chances of critical hits, over all health and damage numbers rather than everything.
 

Amarsir

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Anyone else think Bioware should stop making vague, safe statements and actually finish coding their damn game?

In a press release today, Bioware directors for Star Wars: The Old Republic were quoted as saying "We like fun and things that are nice. The public deserves nice things - provided they are not too nice - and large quantities of tangible fun."

A footnote on the press release implied that SW:TOR is now slated to release around 2134, fourth quarter.
 

Caliostro

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Jan 23, 2008
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Slycne said:
The problem becomes that MMOs are inherently not single player games and can not be designed as such.

Ninja Gaiden, for example, can be designed to be very difficult from the ground up because the developer knows more or less exactly what the player will have access to at each point. So the games challenge can mostly come from the difficultly in learning the games patterns and executing the right moves with precise time. Their is no sense of risk in this kind of gameplay though, if you die at worst you reload an earlier save, but on the same token the game isn't trying to encourage player agency.

An MMO can not be so certain, so thus must rely more heavily on punishment for challenge.
Can't they though? Look at a game like GTA, where you pick your own quests where and when you want it, with your progression mostly locked down to a few "story-driving" quests. Isn't this pretty much what MMOs do?

The real limitation isn't one of design but, from what I gather, a technical side. Having 200 or 500 players running around a huge open environment full of NPCs and a "real" combat system (even if we're talking hitscan and not the more complex ballistics systems) will make a server cry.

So you limit the gameplay to the good'ol "pseudo-real time/turn based", which is basically trading blows. Which isn't very challenging...


Slycne said:
The level 20 ogre that you need to defeat for this quest might provide a challenge for a level 20 player, in that they have similar dps and health, but much less so if the player is say level 30 or grouped with a friend or only level 15 but plans to sneak passed and steal the item needed. This state of flux, along with technological limitations, means that the ogre can't primary offer challenge through a single player method.
Isn't this primarily aggravated by a punishing death penalty? I mean, if you have a lax death, people might be tempted to experiment with bigger foes. I'm thinking single player RPGs where you can save anytime, I'm far more tempted to take that big boss earlier, when it's more challenging, than in say, runescape, where dying could cause me to lose pieces of equipment. In the later everyone would simply grind out the levels, gear and equipment needed to make it a walk in the park, essentially negating ANY kind of challenge one could potentially find at any point.

Slycne said:
This is also coupled with the fact that MMOs, more so than most genres, grew directly out of tabletop gaming - where the primary purpose was to player to submit their own agency against the world. The freedom to make choices, implement those choices and reap the benefits/repercussions of it. And then there is also my previous point of how death mechanics are used to keep the world economy from inflating by providing hefty money sinks.

In the end it's different mechanics for different games and designers understand how those mechanics shape the world. For me the mechanics of true risk when paired with player agency make for far more interesting settings, hence my continued love for tabletop games. The universe of Eve Online intrigues me more as a whole more than WoW. This is in part why we constantly have news about the goings on in Eve and far less so about what latest boss has been killed in Azeroth.
But MMOs aren't particularly effective in that point. The only case I know of where players have a REAL impact in the world is in EvE. For all the many, many things it does wrong, EvE can claim one thing very, very right: It creates an actual, living, symbiotic, player-run universe. Nowhere else do you find players basically running the world, and trade federations and whatever. Off course the gameplay is still horrid so I won't touch it with a 50 ft pole, but it does create a universe where player's actions matter better than any other MMO I've ever seen.

But I've seen single player games do this as well. Mount & Blade: Warband is a good example. Alpha Protocol seems particularly good at this from what I hear.

Also there are other ways to administer money sinks or "protect" the economy. Repair or reload fees for instances can act as money sinks. Having extremely desirable items/services tied to hefty price tags. Or you can simply provide places to buy all the gear you need in the actual game at store set prices. If you fix prices, people have no option but to be limited to them. Why would I buy that golden armor for a billion off that player if there's a store over there selling it for 3000? I'm not saying these are good or bad, I'm saying these are options.

And death is hardly a good money sink isn't it? I mean, most players are smart enough to avoid death, either by beating the challenge or avoiding it till they can beat it. Which leads us to either making extremely and absurdly punishing deaths, or having death be more of a frustration than a relevant market balancing mechanic.

Slycne said:
It's a mechanic, but to me it's a cheap mechanic that I rather avoid. Anything that has any chance of failure can be brutal by simply inflating the death penalty. Make it delete your account and your membership, and suddenly that starter "go kill 10 spiders" quest seems very fucking hardcore.
I can deal in extremes too.

"Please Enter Your Account and Password"

"Congratulations, you've won! Here is your max level character, gear, trinkets, crafting materials, etc."
Between the two I'd rather play your game. That said, my point is that raising death penalty is just a way to make anything, no matter what, into faux challenge.
 

DTWolfwood

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Oct 20, 2009
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whats wrong with the Equipment break penalty for death? you die you have to pay more for repairs. Ppl would still take risks if they are swimming in money, ppl who are broke will be more cautious. It doesn't eliminate the work/progress/exp you've made. its also a good money sink so that the economy wont be over inflated too quickly.
 

Hitchmeister

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The perfect death penalty for a Star Wars MMO? An unskippable, unmutable voice clip of Jar-Jar Binks, "Yousay people gonna die?" You could pop right back up with full health and everything intact and players would do everything they can to avoid dying.
 

Skyy High

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Dec 6, 2009
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Screw death penalties. Seriously. Mario was fun and hard without needing to gimp you with a half-powered jump every time you died. No other genre deems it necessary to outright waste your time if you fail and die, besides sending you back to try again.

Gogo GW2:
http://www.guildwars2.com/en/the-game/combat/healing-death/
 

Slinker07

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Jan 14, 2009
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One of my most enjoyable gaming experiance was when I played on a Neverwinter Nights mod that was about exploring and staying alive from zombies. (OF COURSE!!!!) You could only reach level 5 and that was really fucking hard. And if your character died. It was permenant.

Now this was very enjoyable partly cause it had a good community around it. But man, few times have I really feelt panic, and other emotions so strongly in a game. It did a nice mix of elements that forced the player to find shelter, food, and items to defend yourself. Sort of like the same feeling to it as your first night alone in minecraft.

I really want someone to give me a similar experiance mmo-style.
 

rsvp42

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Jan 15, 2010
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I'm in agreement with the devs here. I like the idea of a game with a harsh death penalty, but in practice, it's a pain in the ass. Often, simply being killed is punishment enough.

Haakong said:
"Something similar to World of Warcraft". *sniff sniff* I smell a WoW clone with SW skin.
Hmm, check out the main site or one of the fan sites. It bears similarities to WoW (the good parts), but "clone" isn't really accurate.