damion-schubert

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  • Don't expect SWTOR space PvE any time soon

    by 
    Jef Reahard
    Jef Reahard
    10.20.2013

    The Unnamed SWTOR Podcast recently spoke with BioWare devs Damion Schubert, Andrew Horwitz, and Eric Musco at Star Wars: The Old Republic's Community Cantina Q&A in New York City. According to podcast host JD, BioWare said that space PvE will not be coming to SWTOR any time soon, if ever. I asked about the possibility that Galactic Starfighter was designed with PvE in mind. [BioWare] said no, it was not. That is far far far far far down on the wall of crazy, is PvE Starfighter. [BioWare] said the biggest problems would be with scripting and 3-D AI; things that they don't have in the game they would basically have to write fresh. The good thing about PvE is the good scripting. Getting the ability in at the right time makes it interesting and fun, but not unfair. You know, getting those enrage timers right. Getting like a DOT thrown out at the right time. Stuff that has to be done really well for PvE to work right. And for them to do that in space would be a lot of work. So problems with scripting and AI would be reasons that we won't be seeing PvE Galactic starfighter. SWTOR launched with an on-rails space shooter component and is currently in the process of adding space PvP with December's Galactic Starfighter expansion. [Thanks Grand Nagus!]

  • Hyperspace Beacon: Does SWTOR's F2P work?

    by 
    Larry Everett
    Larry Everett
    05.21.2013

    Those of us who have played through the middle planets of Star Wars: The Old Republic know that chapter two is rather blasé. And as far as the free-to-play experiment is concerned, I really don't have anything new to report this week, or at least, not enough to fill a whole column. I will certainly have an update for you next week. This week, I'd like to talk about SWTOR's free-to-play model in general. Although the design team has received a lot of heat from fans and haters alike, the system does have merit along with legitimate flaws. I do like SWTOR, but I'm not ignorant enough to believe that everything the game designers have done is perfect. I am also not one to hate because the game wronged me a year and a half ago. No matter the game, I understand, given my three years reporting in the industry and many other years playing video games, that there will always be people who hate a game no matter what developers do to appease them. At the same time, there will always be those who love a game no matter what stupid thing the developers do and will see no wrong no matter what you say to try to convince them. I try to put myself somewhere in the middle.

  • BioWare hints at barber shop functionality for SWTOR

    by 
    Jef Reahard
    Jef Reahard
    02.24.2013

    Fansite SWTOR-RP.com has posted an interesting Q&A with BioWare devs Damion Schubert and Charles Boyd. Boyd, Star Wars: The Old Republic's lead writer, and Schubert, its senior designer, have a lot to say regarding Game Update 2.0 (otherwise known as the Rise of the Hutt Cartel expansion). The interview should prove particularly welcome for players itching to customize their existing characters with some sort of barber shop functionality. "A feature which scratches this itch is in active development right now, but will not be part of Rise of the Hutt Cartel," Schubert says. "But this should get to you sooner than you think!"

  • Hyperspace Beacon: Givin' SWTOR props

    by 
    Larry Everett
    Larry Everett
    01.22.2013

    All MMOs could use improvements, but that doesn't negate what they have done right. And despite the negativity, SWTOR is doing well. In fact, in a recent forum post Systems Designer Damion Schubert said that the free-to-play push was working quite well: "The success of the market (and it has been quite successful) has given us the time and resources to do some ambitious things on Makeb and plan some very ambitious things beyond." Without even looking at the specific numbers, I can tell that the Cartel Market cash shop is working really well because of the sheer number of items I see on the Galactic Trade Network (auction house). As much as I hate to admit it, if the Cartel Market does well, so does the rest of the game. I also see other hints that BioWare might be changing up its game a little bit. Direct discussion with the community appears to be on the rise, and BioWare has also admitted and is attempting to properly fix its mistakes. In the wake of Stephen Reid's departure, direct communication had become lax, and besides Ilum, I don't remember BioWare ever truly admitting to mistakes. Let's take a look at a few of the changes BioWare has already made this year. Maybe it will give us a clue as to where SWTOR is going in the near future.

  • Hyperspace Beacon: Maybe SWTOR's treadmill ain't so bad

    by 
    Larry Everett
    Larry Everett
    12.11.2012

    Sometimes we need to see certain things from different perspectives in order to understand the whole truth. If detectives listened to only one eyewitness, then the totality of the crime would be missing. They could head in the wrong direction, thereby letting a criminal go free and possibly detaining an innocent person. Although game design isn't exactly like busting a criminal, it is a lot like other parts of detective work. Designers attempt to determine why certain aspects of a game work or don't work. They gather data and design a balanced system, but the totality of success isn't seen until they gather eyewitness accounts from a number of different perspectives. This is why today I want to look at the positive side of the gear treadmill. Star Wars: The Old Republic launches a new game update today -- Update 1.6: Ancient Hypergate. Along with new warzone and space combat areas, this update adds a new set of top-level PvP gear, gets rid of a PvP gear set, and makes the PvE gear progression shorter by giving level 50s a set of Tionese gear. This update pretty much defines power creep, and normally, I would say that this kind of thing should absolutely be avoided in MMOs. However, this week, I'd like to take the opposite approach and examine why this is a good thing.

  • Hyperspace Beacon: SWTOR Update 1.6 PvP progression

    by 
    Larry Everett
    Larry Everett
    12.04.2012

    Lead Designer Damion Schubert made an interesting statement during the last Star Wars: The Old Republic livestream. He proclaimed that although the designers don't want to completely eliminate vertical progression, the stats between the upper tiers of PvP armor will begin to flatten out. As many of you are aware, I am not a fan of vertical progression in MMOs overall, especially in PvP. I have issued many gripes and even stood on a soapbox proclaiming how it's bad. It's not that I don't want players to have a sense of gain as they play the game, but a purely vertical progression system (in which stats only ever get bigger) invites the dreaded power creep. And as I said on my soapbox, power creep is not good for players or designers. So when Schubert talked about flattening out stats, I was excited. Finally, SWTOR is stepping away from a vertical progression system! Update 1.6 brings multiple changes to PvP specifically. The new warzone, Ancient Hypergates, is probably the biggest. But for today, the most important change is the elimination of the Battlemaster tier of PvP gear and the introduction of Elite War Hero gear. What does this do to the overall feel of PvP, and are these changes enough to soften the heart of the MMO gamer?

  • SWTOR livestream Q&A highlights F2P success, BioWare 'listening to feedback'

    by 
    Jef Reahard
    Jef Reahard
    11.30.2012

    BioWare held a post-1.5 livestream Q&A for Star Wars: The Old Republic yesterday, and Darth Hater has posted the pertinent notes as well as a 30-minute video embed. The devs of record were lead designer Damion Schubert, producer Jeff Hickman, and community manager Joveth Gonzalez. The trio fielded a wide variety of questions, many of which centered on the game's controversial F2P conversion. "From a business standpoint, the number of players we're getting into the game is great," Hickman explained. "If you're a brand-new player, it doesn't feel too limited because you don't know what it feels like to not be restricted. But we're definitely listening to feedback and could make changes." Schubert concurred, and he also mentioned that the numbers support BioWare's current position. "Almost every conceivable metric is better. The numbers have blown away our expectations, which means good things for the players and the game," he said.

  • Star Wars: The Old Republic dev blog outlines upcoming F2P transition

    by 
    Matt Daniel
    Matt Daniel
    11.07.2012

    BioWare will be rolling out Star Wars: The Old Republic's official transition to a free-to-play business model very soon, so today the game's lead designer, Damion Schubert, has put out a new developer update apprising players of the status of SWTOR's F2P incarnation. In this new missive, Schubert lays out two of the core rules held by the development team behind the free-to-play revamp. First off, the team wants to ensure that all players can reach level 50 without paying a single dime if they so desire. Of course, subscribers will have some advantages over F2P players (such as an increased rate of XP gain, extra hotbars, and so forth), but the team is adamant about ensuring that all players can experience the entirety of BioWare's intricately crafted story without digging into their wallets. Secondly, the team aims to ensure that subscribers will not see any degradation in the quality of their gameplay experience, which includes making sure that subscribers don't feel obligated to make Cartel Market purchases in order to remain competitive. Schubert confidently asserts that the team "not only met these goals... but exceeded expectations." We'll find out for sure soon enough, but for now, head on over to the official post to find out what to expect when SWTOR goes free-to-play later this month.

  • SWTOR lead dev addresses free-to-play concerns

    by 
    Justin Olivetti
    Justin Olivetti
    10.25.2012

    Star Wars: The Old Republic players are checking out the game's potential free-to-play changes on the test server, and serious concerns about some of the restrictions have prompted a response from BioWare. Lead Designer Damion Schubert wrote a lengthy forum post to state that the team's been observing the test server and has decided to make a few changes to the F2P restrictions. In particular, free players will now get two quickbars instead of one, can experience five PvP warzones a week instead of three, and will find the temporary lock timer for items bought in the cash shop reduced. Schubert said that a more detailed post is incoming; it will spell out details for preferred status players, who include any former subscribers to the game. He also addressed the controversy over the store selling endgame mod crystals to low- and mid-level characters by explaining that it will not unbalance the game: "We're still philosophically avoiding putting any stat advantage at this level that subscribers cannot earn through reasonable normal play."

  • Hyperspace Beacon: Why do I still play SWTOR?

    by 
    Larry Everett
    Larry Everett
    10.16.2012

    Given how many people have quit Star Wars: The Old Republic and how many of those people still follow me in other media, I should really not be surprised at the number of people who ask, "Why do you still play SWTOR?" Usually, that question is followed by some snide remark about how the game sucks and will close down in less than a year, so I don't answer. However, I know there are some people who after reading my latest article about Damion Schubert have been legitimately concerned about playing SWTOR and legitimately wonder why anyone still plays the game. Several months ago, I talked about the three major reasons I play SWTOR: Star Wars, BioWare, and MMOs. Interestingly, those three major components have been called into question within the last couple of months. Beyond them, are there any other compelling reasons to keep playing? And is there anything that will stop me from playing?

  • GDC Online 2012: SWTOR's Damion Schubert dissects story as a mechanic

    by 
    Larry Everett
    Larry Everett
    10.10.2012

    Damion Schubert remains a well-respected member of the online development community. He can tell tales of his time working on Meridian 59 and Shadowbane. His latest project allowed him to build many of the integral systems of Star Wars: The Old Republic, arguably his most successful work to date. He also writes regularly for Game Developer Magazine and speaks at GDC Online and many other game development conferences nearly every year. When it comes to developers who have shaped mulitiplayer online games, Schubert is one of the originals. At the Game Developers Conference in Austin, Texas, this week, Schubert spent an hour explaining the thought process and development woes of taking an element like BioWare storytelling and making it work in a massively multiplayer setting. This being the first GDC Online since the launch of SWTOR, Schubert spoke frankly and openly about many of the struggles his team had to overcome to make the gaming systems work. Some of the ideas worked out well; others, not so well. As an avid player of SWTOR, I saw new light. As I listened to Schubert speak, I began to understand why many players are frustrated with elements of the existing game. I also began to understand that if some of the systems and thought processes has been changed early on, players might have received the game better. That said, I also believe that Schubert's team prevented a lot of issues that could have popped up had certain elements been implemented in the way they were originally conceived.

  • Schubert to dissect Meridian 59 at GDC Online [Updated]

    by 
    Jef Reahard
    Jef Reahard
    09.18.2012

    Those darn GDC organizers! They're still using the term postmortem for games that are very much alive. In this case it's Meridian 59, and former lead designer Damion Schubert will take the stage at GDC Online 2012 for a special Classic Game Postmortem lecture focused on the 1996 title. A GDC press release says that Meridian 59 was the first MMO to charge a monthly fee and use 3-D graphics and that it "began an era that set the stage for the MMORPG genre as we know it." Schubert went on to work on titles including Shadowbane, The Sims Online, and Star Wars: The Old Republic. [Source: GDC press release] [Update: Reader Scotty also tipped us off to the fact that M59 is slated to go open source.]

  • SWTOR explains automatic transfers and more in weekly Q&A

    by 
    Bree Royce
    Bree Royce
    07.27.2012

    Star Wars: The Old Republic's weekly Q&A session with the devs made it to release on time this week! BioWare's Will Wallace, Hall Hood, Rick Burton answer questions about travel perks in PvP, the seven commemorative pillars on Corellia, and the aftermath of the Rise of the Rakghoul plague event. Principal Lead Systems Designer Damion Schubert joined in to respond to a player with concerns about how automatic transfers will work for players who do not opt to transfer their characters manually: Once we do automatic transfers, we will be doing everything possible in order to maintain the basics of the current ruleset as possible - PvE vs PvP, regional choice, language (for Europe); so in many cases, you should have a good idea of which populations you are likely to end up with. Another top concern is trying to help the populations that result have a good factional balance. We will give out a specific list once we are closer to implementation of this plan - watch for more info soon! Schubert also explains what "server stability" fixes really mean. The complete Q&A is online now at the official SWTOR blog.

  • BioWare publishes this week's SWTOR community Q&A, preps for next week

    by 
    Jef Reahard
    Jef Reahard
    04.21.2012

    BioWare has published a selection of community questions (and answers) on its official Star Wars: The Old Republic website. The firm is making a concerted effort to reach out to its players lately, and the Q&A is the latest effort that comes on the heels of a website revamp and the in-game rakghoul plague. Combat designer Cameron Winston fields a query about SWTOR's threat mechanics, while lead designer Damion Schubert talks about the logic behind the equipment available at commendation vendors. "We don't want you to get all of the pieces of an armor set from any one source of gear. We want you to do multiple activities in the game to build out a full set of gear. This is a conscious decision on our part to encourage and reward playing multiple facets of the game. So you should do other things -- heroics, check the GTN, etc. -- the full set of gear is out there," he explains. BioWare has also made two new discussion threads available on the forums: one for this week's questions and one for next week's Q&A.

  • Hyperspace Beacon: Making sense of Legacy

    by 
    Larry Everett
    Larry Everett
    03.13.2012

    Last week, I spent some time in Austin, Texas, at BioWare's Star Wars: The Old Republic studio. One of the many things I saw was the Legacy System. Although it's a great tool, it is far from the good storytelling device it's intended to be. But perhaps we can make some sense out of it. The Legacy leveling system begins when one of your characters completes chapter one. Without revealing too many spoilers, I can say that chapter one ends in a non-planetary quest just after the main Alderaan quest line. Based on the average, your character should be level 32 when this happens (or if you're like me, you were level 30 and a friend helped you pass the final stage). At this point, you begin to gain legacy levels, which Lead Systems Designer Damion Schubert says cap at level 50 currently (that's 50 legacy levels, not 50 combat levels). Until last week, we were uncertain what the legacy levels would actually give us. Thanks to the latest SWTOR video, we now know that the Legacy System provides rewards ranging from ship customization items to species unlocks. I won't be able to talk about all the Legacy additions in this article, but I can hit the highlights.

  • Hyperspace Beacon: One step forward...

    by 
    Larry Everett
    Larry Everett
    03.06.2012

    You might notice that the Hyperspace Beacon changed its face a bit. That's because I'm reporting from the Guild Summit in Austin, Texas -- BioWare's headquarters. Over 250 guilds and fan sites were invited to not only see the team's plans for Star Wars: The Old Republic but also voice their ideas for what they want from the game. Of course, a game carrying the Star Wars name appeals to a large diverse group of people, and not just because of the Star Wars IP; BioWare has created a name for itself with incredible story-driven games like Mass Effect 3, which released this morning. Among the pre-summit discussion was the question of whether and how much BioWare leans on the Star Wars IP for the success of the game. The consensus among the guild leaders I spoke to was an interesting and surprising one: Although BioWare certainly leaned on Star Wars for the story elements of the game, the lack of huge success for the most recent LucasArts games suggests that the Star Wars IP actually leaned on BioWare's reputation. When I jumped into Q&A with the guild leaders, I half-expected a bunch of over-enthusiastic fanboys. I was pleasantly surprised to find that, although they were fans, those invited to this summit were very level-headed and oftentimes critical of the game's development. Thankfully, during the course of the summit, the developers were equally willing to address these concerns.

  • SWTOR putting a mailbox on the Millennium Falcon (and other Q&A tidbits)

    by 
    Justin Olivetti
    Justin Olivetti
    03.03.2012

    With the upcoming Guild Summit for Star Wars: The Old Republic, BioWare had less time than usual to answer the weekly barrage of questions sent in by players, but an honest attempt was made to address some of them. The biggest news to come out of this new Q&A is that BioWare will be improving ship functionality through the Legacy system. We know that this system will allow players to unlock beneficial and cosmetic features inside the game, and Principal Leads System Designer Damion Schubert confirms that two of those unlocks will be the addition of mailboxes and Galactic Trade Network access to player ships. Schubert also said that BioWare is on the verge of revealing all about Legacies: "Watch for more information about Legacy unlocks coming in Game Update 1.2 -- we should be dropping that Real Soon Now." Other topics covered in the Q&A include endgame crafting gear, grey alignment rewards, why BioWare is sticking to a global maintenance window, the ability to turn off the smart camera in 1.2, and the mystery of the Accuracy stat. [Thanks to Drakkonus for the tip!]

  • Taun-taunts: Damion Schubert teases future SWTOR vanity pets

    by 
    Justin Olivetti
    Justin Olivetti
    01.20.2012

    Recently, Star Wars: The Old Republic blog Inquisitor's Roadhouse got in touch with BioWare Lead System Designer Damion Schubert to talk about the game's "other" companions: vanity pets. While they may not be the fifth pillar of gameplay, vanity pets in SWTOR are desired by many collectors -- and Schubert has word that more are on the way. While Schubert admits that vanity pets, such as the Hutt Observer and Mouse Droid, weren't at the top of BioWare's priority list in beta, he said the team knew they wanted them as part of the launched game. There are only a handful of pets in the game at this time, but more are to come in SWTOR's next big update. "I don't want to give out too big a hint, but they smell kinda bad on the outside," Schubert teased. He confirmed that currently pets are not limited by faction, although there are some that are restricted to dark and light side players. Schubert said that BioWare will be using vanity pets as rewards for many aspects of gameplay, including the social and legacy systems. Getting them in the future may be more complicated in a good way, however: "One of the things we want to do a lot more of is adding items that take a bit of communal exploration to discover – we're well aware of how popular datacrons and the magenta lightsaber crystal are – and minipets is one place where we've identified adding fun things like that could really pay off."

  • The Game Archaeologist crosses Meridian 59: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    12.13.2011

    A colony founded through a magical nexus, Meridian 59 had it all going on -- until, that is, the portal to the colony collapsed and it was left to fend for itself. Monsters swarmed over the land, politics split the community into factions, and adventurers were called to rise up and become the heroes that were desperately needed. And all it took was $10.95 a month and an internet connection. Welcome to 1996 and one of the very first -- if not the first (more on that later) -- graphical MMOs to hit the scene. Meridian 59 may not have been one of the biggest games in the genre, but it was arguably one of the most important, the John Adams to World of Warcraft's Abraham Lincoln. If you were wondering, Darkfall was Chester A. Arthur. It seems fitting to end 2011 by touching upon this significant title that, against all odds, continues to operate today. Meridian 59 weathered studio shutdowns, newbie developers in every sense of the word, and a world that wasn't quite sure what to make of these fancy-schmancy massively interactive roleplaying games. MIRGs! Oh, that would've been such a better acronym, but I digress. Let's set the wayback machine to 1978 to see how one amateur game led to another that led to the birth of an industry.

  • GDC Online 2011: BioWare's Damion Schubert takes a wrecking ball to the casual vs. hardcore model

    by 
    Justin Olivetti
    Justin Olivetti
    10.13.2011

    "I'm trying to finish a product, Star Wars: The Old Republic, which I am not going to talk about today." Thus began BioWare's Damion Schubert's seminar, Double Coding: Making Online Games for Both the Casual and the Hardcore, at this year's GDC Online. "This is more of a weary man, sort of stream-of-consciousness design theory talk." Schubert wanted to call the talk "Moving Beyond Double Coding," which is a term that comes from cartoons, of all places. Double coding is content that reaches two different groups of people at the same time. Looney Tunes, for example, would entertain both adults and kids because the writers and animators designed it so. With MMOs, Schubert says that devs are often trying to double code the games for both casual and hardcore players. This is where the well-known slogan "easy to play, hard to master" originates. He held up Blizzard as a primary example of this model. Blizzard's "donut," as Schubert calls it, has a casual outer ring and a hardcore center for both types of players. By double coding, Blizzard ensures that casual players can invite their hardcore friends to experience the game and vice-versa. However, this model is faltering, and Schubert pinpoints why after the jump!