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  • Hyperspace Beacon: The 2014 spring roadmap for Star Wars: The Old Republic

    by 
    Larry Everett
    Larry Everett
    02.11.2014

    Late is better than never. The producers of Star Wars: The Old Republic have finally let players know what their plans are for the next couple of months. Senior Producer Bruce Maclean jumped onto the producer's blog and dropped some tidbits just before Update 2.6 launched. Although it would have been nice to have this info last month when everyone was making new year's resolutions, Maclean did give us some really nice items to look forward to. Unfortunately, I'm not sure whether it's enough to change my resolution to play less of SWTOR. I recently started a series of articles about roleplaying a Sith, and I promise that I will get back to that, but this producer's letter gave us too much timely news to pass up. The biggest piece, of course, was buried at the bottom in a paragraph that would likely be skipped if a person just skimmed the article. "We are moving to a 9 week cadence for the major content updates," Maclean says. He explains that this cadence will be more beneficial to the game because it gives the team more time to squash the bugs, but I suspect it's more that his team just cannot produce what it wants to this year without a bit of extra time. With SWTOR earning $139 million last year, you'd think that EA could toss in an extra developer or two to help keep up the current six-to-eight-week cadence. Where is that six weeks or more of extra time going this year? For that, we turn back to Maclean's roadmap.

  • Hyperspace Beacon: The official launch of SWTOR's second expansion

    by 
    Larry Everett
    Larry Everett
    02.04.2014

    Today, Galactic Starfighter officially launches in conjunction with Star Wars: The Old Republic Update 2.6. Free-to-play players as well as preferred and subscribed players can now jump into 12v12 freeform space battles. All players can choose to pilot one of four Starfighter archetypes: scout, strike fighter, gunship, or bomber. Two team deathmatch maps joined the pre-launch domination maps, giving pilots four possible arenas to dogfight. But if space isn't your thing, BioWare also introduced a new dynamic flashpoint called Kuat Drive Yards that changes every time you run it. It's not often that the Hyperspace Beacon coincides with the launch of a SWTOR update let alone the official launch of an expansion. This week, I intend to give you all the juicy details of the new type of starfighter, the new Starfighter PvP maps, and the brand-new flashpoint. I also had a moment to ask a few of questions of Producer Blaine Christine and GSF Lead Designer Michael Backus. But first, let me show you a few screenshots from the new content below and a launch trailer after the break.

  • Star Wars: The Old Republic goes free-to-play on November 15

    by 
    Larry Everett
    Larry Everett
    11.08.2012

    One question has been on the minds of Star Wars: The Old Republic fans recently: "Has BioWare announced a free-to-play date?" The answer to that question is finally yes. On Thursday, November 15th, SWTOR launches what Senior Producer Blaine Christine calls its "free-to-play option." Christine and Producer Cory Butler discussed F2P and Update 1.5 with us yesterday. They explained that BioWare is looking to expose its game to the widest audience possible, so it is allowing everyone to download the game for no charge, then play the level 1-to-50 game without having to purchase anything. The producers also gave us a tour of the SWTOR cash shop, called the Cartel Market, and introduced us to Cartel Coins, the cash shop currency. Read on for all the shiny details of the changes coming to SWTOR next week.

  • Hyperspace Beacon: Six reasons to return for SWTOR update 1.4

    by 
    Larry Everett
    Larry Everett
    09.25.2012

    I've been playing MMOs for many years, and in that time, I've realized that the big thing they all have in common is that they get better with age. Unlike most single-player games, MMOs are in a constant state of flux. Besides the social interaction, the fact that I can leave a game for a couple of months then come back to find things have changed makes this gaming genre more interesting to me than your average RPG or FPS. Oftentimes, it's fun to come back to a game that I liked but maybe wasn't sticky enough to play all the time just to see what has changed, and maybe I'd like it more the next time around. That's kind of what happened to me with Star Wars Galaxies. When the game launched, I thought it was great to explore the Star Wars universe I'd grown up with as a kid, but I couldn't latch on to the game because of the bugs and other minor issues. It wasn't until about six months after launch that I was actually able to grasp the game and play it long enough to find out why people were so smitten. Perhaps Star Wars: The Old Republic will be the same kind of game. When it launched nine months ago, there were bugs, though not as big as SWG's bugs, mind you. The content needed a little tweaking. And certain systems like the Galactic Trade Network did not function well. But now with update 1.4 coming tomorrow and free-to-play on the horizon, it might be a good time to invite your friends to come back or even come back yourself. Let's examine some of the reasons to do so.

  • Hyperspace Beacon: Crafting preview

    by 
    Larry Everett
    Larry Everett
    10.25.2011

    BioWare calls the Star Wars: The Old Republic's crafting system Crew Skills. It's labeled quite appropriately because the majority of the work is performed by the companion characters and not the player himself. If you venture over to the official website, the developers have put together a brief outline of all the Crew Skills and a short video describing them. Every MMO with crafting has had two basic steps and SWTOR is certainly no exception. However, our space-opera MMO adds to standard gathering and crafting steps a third element: missions. But that's not the only thing different. When I asked Live Producer Blaine Christine about crafting over a year ago, it had not been announced yet, but he did say, "I think it's a different take on crafting than what people will be expecting. It's not the standard implementation. It's going to be a treat." He was definitely correct about it not being the standard implementation, but how about that "treat" part? During the last couple of weeks, BioWare allowed me to explore a little bit of Crew Skills system on the beta server without devs over my shoulder like at conventions or press junkets. After the jump, I'd like to explore each piece of Crew Skills and compare it to other crafting systems in other MMOs. I suggest that if you're not interested in spoilers you stop reading now because I'm about to spill everything about this unique game mechanic.

  • The MMO Report: Nerd-flu edition

    by 
    Matt Daniel
    Matt Daniel
    06.16.2011

    In this week's MMO Report, Casey comes to us directly from E3 2011, where he verbally spars with a variety of game developers while battling off hunger, fatigue, and nerd-flu. Watch Casey's stats slowly dwindle as he confronts the many dangers of E3, such as overstimulation and the dreaded natural light. The first stop on Casey's E3 journey is an interview with Square Enix's Frank Fonseca, with whom he discusses the upcoming tactical MMORPG Wakfu. He gets a few details on the political system and discovers how tactical combat plays out in an MMO space. Next, he gets some face-time in with Producer Thomas Farrer and Creative Director Torfi Frans Olafsson from CCP, who tell Casey all about how the interplay between EVE Online and upcoming DUST 514 will work and why DUST 514 is different from other console shooters. From there he scurries off to En Masse's booth to have a chat with TERA's North American Producer Chris Hager, who discusses TERA's big political system reveal as well as the name of his potential political party. Last stop on the Casey-train is BioWare's booth, where Casey parleys with Star Wars: The Old Republic's Senior Live Producer Blaine Christine. Blaine gives Casey the low-down on Tatooine, the newly introduced player vehicles, and what players can expect in regard to The Old Republic's much-hyped story. For the full video, sadly lacking in the Uncle Casey's mailbag department, jump on past the cut.

  • That's no moon - that's a SWTOR fan site explosion! [updated]

    by 
    Larry Everett
    Larry Everett
    04.28.2011

    Unless you have been sleeping in the wilds of Endor for the last couple of weeks, you know that BioWare Austin hosted its first ever fan site summit for Star Wars: The Old Republic. Impressions and developer interviews have been flooding Twitter for the last hour. There isn't a truly good way to sum up everything that is coming out of the summit, but we can attempt to give you the highlights! Each fan site received its own exclusive screenshot like the one from SWTOR Life above. Two people from each site were invited to experience TOR with a hands-on in the origin worlds and the Black Talon flashpoint. The fan sites also had the privilege of speaking to many of the key developers of SWTOR, including Damion Schubert, Blaine Christine, and Daniel Erickson. There is a slew of information here, so we will continue to update this post as more information trickles in! [Update: We have rounded up the heavy hitters after the break] %Gallery-122476%

  • Hyperspace Beacon: Always in motion is the future

    by 
    Larry Everett
    Larry Everett
    01.04.2011

    Boot your navi-computer, angle your deflector shields, and prepare for the jump to lightspeed. This year will be the greatest year in the history of MMO gaming. I don't mean because Star Wars Galaxies is shutting down, because it's not, and that would be a sad year. I mean that the most anticipated game in the history of MMOs will be released this year. Star Wars: The Old Republic will make its way to our doors and our hearts this spring. (I cross my fingers, hoping for no delay, but I know it's probably inevitable.) As the release nears, we will certainly see a plethora of updates and secret reveals. We had our share of SWTOR news last year, and as with every game, the hype-machine presses on with a fevered fervor towards its zenith. There is so much we know about this game already, yet at the same time, we know very little. We are really like a Miraluka on a Vong ship. (You get 500 fanboy points if you understand that reference.) We keep bumping into walls, but we don't really see the whole picture. Honestly, I question whether I want to know the whole picture before the game is released. Let's tap into our Force foresight a bit today to see whether we can muster a few visions. Maybe we'll see a city in the clouds; maybe we'll see our friends being tortured. Maybe we'll find out we are really Revan! What will be revealed in 2011? Follow me after the break to find out!

  • Hyperspace Beacon: Managed crafting

    by 
    Larry Everett
    Larry Everett
    11.16.2010

    As the launch of Star Wars: The Old Republic draws nigh, BioWare and LucasArts have been more and more forthcoming with information about game mechanics. This week, the big reveal was crew skills. This cryptic term is simply another word for crafting. Back at E3 this year, Rich Vogel, a producer for SWTOR, mentioned there would be crafting in the game, but he only gave us a tiny tidbit of news. He simply said that it would be like World of Warcraft's. Then a few months later at PAX Prime, I talked to Blaine Christine, another SWTOR producer. He said, "I think it's a different take on crafting than what people will be expecting. It's not the standard implementation. It's going to be a treat." We have seen that it is definitely not the standard implementation, but whether it's a treat or not is yet to be decided. Before we begin the rest of this article, I want to make sure you have a bit of research under your belt. You have to know what the crew skill crafting system is like. So you definitely have to read our announcement of this system as well as our interview with Daniel Erickson from last week. This should give you a good understanding of what the whole crew skills system is about. So now that your homework is done, step over the break, and let's explore the pros and cons of this interesting system.

  • Hyperspace Beacon: Jef's soapbox smells like a wet Wookiee

    by 
    Larry Everett
    Larry Everett
    10.26.2010

    Disclaimer: This column is entirely the opinion of the Hyperspace Beacon's writer and does not necessarily reflect that of Massively as a whole. If you're afraid of opinions other than your own, remember: fear leads to anger, anger leads to hate, hate leads to suffering -- whatever that means. So, maybe you should skip this column if this opinion is too much for you to handle. I know in my last column I said I would continue the story of Nomi Sunrider, and I will, just not this week. I felt Jef's Soapbox article about the hype surrounding Star Wars: The Old Republic required some sort of response. The denotation of "hype" doesn't bother me. Stimulating the audience's excitement about a game is kind of the job of a game's producers. Teasing people with parts of the story or gameplay is common. It's the connotation of "hype" that drives me bats when people apply it to STWOR. Nearly every person, who uses "hype" when talking about SWTOR, seems to indicate that BioWare and LucasArts are attempting to sell the audience something that is not truly what it is. Do they tease? Sure, but the BioWare PR managers are not selling you death sticks. I contest that the people who are selling the death sticks are the fans. Follow after the break and I will explain.

  • Hyperspace Beacon: Star Wars Galaxies 2

    by 
    Larry Everett
    Larry Everett
    10.05.2010

    It happens all the time: When a new game is coming out we attempt to compare it to something familiar. "Jumpgate Evolution is like EVE combined with Star Wars Galaxies: Jump to Lightspeed." "Guild Wars 2's battles are scalable like Warhammer's." Even Rich Vogel, the Executive Producer for Star Wars: The Old Republic, couldn't get away from comparing his crafting system to an existing MMO when we interviewed him at E3. "It will be very similar to what WoW has," is what he said. Granted, Blaine Christine later set our minds at ease at PAX: "I think it's a different take on crafting than what people will be expecting. It's not the standard implementation." Unfortunately, the stigma of comparison was already there. One of my favorite features of MMO creation is the fact that there are no real rules regarding gameplay style. Granted, in the early days of MMO design, a creator had to consider the heavy latency of dial-up connections, so most games were designed to be turn-based. However, now there really is no limit to gameplay style, so there are no rules regarding what makes a game an MMO besides its having a persistent online world. There are no rules that say a game must have similar gameplay to other games that came before, even a prequel. Guild Wars 2 is a great example of this, yet people, inevitably, are going to attempt to compare Guild Wars and its sequel -- sometimes to the point of being unfair about it. Current Star Wars fans cannot help but compare SWTOR to Star Wars Galaxies. Follow me after the break as I make an attempt to debunk this stigma.

  • Hyperspace Beacon: Testing the SWTOR waters

    by 
    Larry Everett
    Larry Everett
    09.14.2010

    If you didn't know already, just over a week ago three writers from Massively, including me, traveled to Seattle, Washington for PAX Prime. During that time, besides catching the flu, we were able to catch a glimpse of some of the games that have yet to be released. We were able to play games like TERA, The Force Unleashed II, Guild Wars 2, RIFT, End of Nations, and many, many others. Some were pretty good; others, not-so-much -- but most seemed very polished and perfect for presentation. Of course, you all know I was there to see Star Wars: The Old Republic. I caught a lot of it. There were six of the eight classes available for demo at the gorgeous LucasArts booth. (BioWare did have a booth there, too, but the team was displaying some small game it was trying to get off the ground called Dragon Age 2.) Visitors had a chance to try out the smuggler, trooper, agent, bounty hunter, and both Sith classes. Because of the enormous lines that constantly encircled the booth, I was only able to play three of the classes: smuggler, trooper, and Sith inquisitor. For this edition of the Hyperspace Beacon, I will give you my impressions of the gameplay for those classes. However, I want to take a slightly different look at them. At E3, Massively's editor Seraphina Brennan was able to give her impressions of the smuggler class -- she covered the mechanics and so on. Although I will touch on the combat mechanics, I have decided to focus on some of the features BioWare is famous for: cinematics, character development, and overall storytelling. Follow after the break, and I will give you an honest breakdown of how SWTOR measures up to its predecessors.

  • PAX 2010: Your questions answered by SWTOR's Blaine Christine

    by 
    Larry Everett
    Larry Everett
    09.10.2010

    A little over a week ago, I asked you all what questions I should ask SWTOR developers at PAX. Well, wait no longer -- the answers are here! Blaine Christine, the Senior Producer for BioWare, took some time specifically to answer some of Massively's readers' questions. There were five main categories I wanted to hit on when approaching BioWare about the content of Star Wars: The Old Republic: playable species, classes, space combat, starting zones, and endgame. I did focus heavily on endgame in the interview -- including crafting -- but I did not neglect the other portions. Player species are not that complicated at this point. BioWare hasn't really announced anything new regarding species for a couple of weeks. However, if Zabrak is not a playable species for the trooper, then the devs will have to build the species out of the game I played this weekend, because the trooper I played was definitely a Zabrak! I will dig into starting zones a bit more in depth when I do my version of a hands-on for SWTOR. That will probably end up being next week's Hyperspace Beacon. Lastly, before I begin the interview, I did not ask Blaine Christine anything about space combat because the night before the interview, Daniel Erickson, the Lead Writer for BioWare, brought it up in the official presentation, saying: "You remember that part where Han Solo and Chewbacca are in the Millennium Falcon? Han's like, 'Hey, Chewie, let's go into space, and let's just dick around. Let's go off in that direction and see if there is anything interesting'? Remember how they went off and there was this asteroid, and they mined the asteroid? Yeah, we couldn't find that either. Two things happened when you went to space. One: You took off to space when you wanted to go somewhere. You took off into hyperspace -- BAM! -- and got there. Two: You wanted to go to a battle or you were trying to go somewhere and someone stopped you. Uh oh! Giant exciting combat! ... That is why we did space combat the way we did." After the break, your other questions are answered by Blaine Christine. What's in there? Only what you take with you.

  • Hyperspace Beacon: PAX holo-journal

    by 
    Larry Everett
    Larry Everett
    09.07.2010

    You are reading your guide to Star Wars: The Old Republic and beyond! The scoop on EA-BioWare's next great MMORPG is brought to you here in the Hyperspace Beacon. As everyone should know at this point, Penny Arcade Expo exposed players to the latest video game experiences this past weekend in Seattle, Washington. Three representative from Massively attended this extraordinary event. Contributing editors Justin Olivetti, Rubi Bayer, and I braved the cross-country travel to the "sleepless" city. Although we were there to get interviews and impressions of all MMO games, we each had our own specific games that we wanted to see in action. Justin came to see Lord of the Rings Online. Turbine was demonstrating its free-to-play model. Rubi wanted to see DDO and, of course, Guild Wars 2. In fact, we could barely tear her away from GW2's booth for more than five minutes at a time. And I had one goal in mind for the weekend: play Star Wars: The Old Republic. Follow my daily adventures in SWTOR at PAX after the break.

  • SWTOR video interview covers final two classes and more

    by 
    Kyle Horner
    Kyle Horner
    12.03.2009

    The guys at Giant Bomb have thrown up a ten minute long video interview with BioWare's Blaine Christine that covers topics ranging from details on the Jedi Consular and Sith Inquisitor to how companion characters work in grouping situations. Much of the new info is blended into stuff that's already been covered, but it servers as a nice refresher course on Star Wars: The Old Republic with some new stuff peppered in for good measure. More than anything else, it sounds like the Consular and Inquisitor are support classes with some offensive capability. The notion makes a lot of sense, considering the Trooper and Bounty Hunter likely perform quite well as ranged DPS classes. Of course, until BioWare begins revealing specific abilities of the classes the best we can do is guess. Find the video after the break.

  • BioWare Producer on heroism and villainy in Star Wars: The Old Republic

    by 
    James Egan
    James Egan
    10.20.2009

    BioWare Producer Blaine Christine recently sat down for a Star Wars: The Old Republic interview with Steven Crews at The MMO Gamer. The interview hits on a number of facets of SWTOR's gameplay and the process of creating the title. They also discuss how BioWare is designing the game to dissuade everyone from (only) running around wielding lightsabers through the unique strengths of each class, but their talk really focuses on the game's story. Blaine discusses how the story for SWTOR players, whether they choose to be good or evil, will always be more than kill ten rats or "collect ten boxes for some random vendor." That story you play through fits the role you've chosen for yourself. Blaine likens a player's story progression to Knights of the Old Republic. He tells The MMO Gamer, "If you look at KOTOR and how that worked out, if you played light side versus dark side, there were distinct differences in the story, and distinct differences in how your character developed. It's going to be very similar to that."

  • PAX 2009: Massively interviews BioWare and LucasArts on SWTOR part 2

    by 
    Kyle Horner
    Kyle Horner
    09.07.2009

    Blaine: Well first of all I just want to clarify that the system is not finalized yet. You might say, "Jake, dude, I wanna kill him!" and he's like, "No we're gonna save him!" and you don't know what your teammate's gonna do next! Jake: I think some of that depends on you guys and how you wanna play it out.

  • PAX 2009: Massively interviews BioWare and LucasArts on SWTOR

    by 
    Kyle Horner
    Kyle Horner
    09.07.2009

    var digg_url = 'http://digg.com/pc_games/PAX_2009_Massively_interviews_BioWare_and_LucasArts_on_SWTO'; PAX 2009 played host to the first North American public demo for Star Wars: The Old Republic and by the cheering and applause of a packed theater at Sunday's stage demo, we'd say it went exceedingly well. Luckily for us, we had the opportunity to sit down and chat with LucasArts producer Jake Neri and BioWare producer Blaine Christine. Read more below for the inside scoop on what's new for the game at PAX and what we were able to pry from the lips of BioWare and LucasArts.