daniel-erickson

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  • Hyperspace Beacon: Breaking SWTOR canon one Ewok at a time

    by 
    Larry Everett
    Larry Everett
    07.02.2013

    Well, BioWare's done it. It dismantled Star Wars canon with one small fuzzy teddy bear. Perhaps that's an exaggeration, but when Star Wars: The Old Republic releases update 2.3, it introduces players to a new possible companion: Treek, the Ewok. That's right: the Ewok. It makes my soul hurt; my inner canon-lawyer is screaming. I don't want to admit that the developers were out of their minds when they created this creature, but they probably were. Maybe this is a call-out to the five year old child in all of us who actually enjoyed watching stuffed animals beat the crap out of Stormtroopers. OK, let's give this furball a chance; maybe she's actually awesome. Let's take a moment to examine her abilities. We can tackle that canon thing later. Players constantly complain about not having enough companions, plus Treek represents some new story content. It's about time that we received new content that doesn't require a Cartel Market purchase.

  • Star Wars: The Old Republic, a cautionary tale of breaking into MMOs

    by 
    Larry Everett
    Larry Everett
    12.20.2012

    From a player's perspective, Star Wars: The Old Republic exceeded expectations on its launch one year ago today. Fans really took to the story content, reporting that the story content was the most fun they'd had leveling in any MMO up to that point. Things were looking great. The designers were obviously proud, and sales neared the two million mark, surpassing all previous MMOs for box sales at launch. Even before the official launch of the game, BioWare had to add new servers because of the number of people in early access. The day before the official launch, some queue times were over two hours, and at that time, there were 140 servers. Life was insane at BioWare to say the least.

  • 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?

  • Daniel Erickson leaves BioWare

    by 
    Elisabeth
    Elisabeth
    10.03.2012

    A few weeks ago Star Wars: The Old Republic's lead designer, Daniel Erickson, sparked some rumors by adding the phrase "actively looking for new opportunities" to his LinkedIn profile. A tweet today made his split with the company official, bringing seven years of being at BioWare to a close. Erickson joins former executive producer Rich Vogel and BioWare founders Dr. Ray Muzyka and Dr. Greg Zeschuk as big names leaving the company in the last handful of months. Of course, that's just people leaving voluntarily -- the company saw substantial layoffs in summer due to refining and restructuring. [Thanks to alert reader Jay for the tip.]

  • SWTOR's Daniel Erickson 'actively looking for new opportunities'

    by 
    Justin Olivetti
    Justin Olivetti
    09.11.2012

    Is Star Wars: The Old Republic's lead designer and creative director looking to move on from the studio? This is the question that comes from reading Daniel Erickson's LinkedIn profile, in which he includes the phrase "actively looking for new opportunities" in his header. Erickson has been with BioWare for well over seven years at this point. We're cautious about deducing too much from a single blurb on LinkedIn, but then again, he puts it right up front and center. What do you think: Is Erickson looking to move on from BioWare, and if so, what impact will this have on SWTOR? [Thanks to Soeren for the tip!]

  • Sorting through the SWTOR server transfer mess

    by 
    Larry Everett
    Larry Everett
    06.14.2012

    Yesterday, Star Wars: The Old Republic began its second wave of server transfers. The process started normally without too much issue: Small, nearly empty servers were given the opportunity to transfer to larger, more-populated servers. Then about noon EDT, many well-populated servers were given the opportunity to move. Communities on PvP servers like The Swiftsure were asked to go to The Bastion. According to TORStatus.net, The Swiftsure's population out-ranked The Bastion's by several points. This was not the only case of the confusion in the population. Lord Adraas, arguably the largest roleplay community in the US, was asked to move to an equally populated server The Ebon Hawk.

  • E3 2012: SWTOR's Allies patch aims to give back to the players

    by 
    Jeffery Wright
    Jeffery Wright
    06.06.2012

    BioWare's booth at this year's E3 provided to MMO gamers one of the most interesting reveals yet. The crew ushered us into a small room, complete with a gigantic LED screen and fast computers (i7 chips, no doubt) that demonstrated the latest Star Wars: The Old Republic patch. The brief video presentation laid out for all of us what's to be coming soon for SWTOR hardcore players as well as for those who are interested about the game but haven't yet picked it up.

  • Hyperspace Beacon: SWTOR's group finder and server transfers

    by 
    Larry Everett
    Larry Everett
    06.05.2012

    Update 1.3 for Star Wars: The Old Republic is nearly upon us. Developers at BioWare hope that this update gives players a better sense of community. In other words, some server populations are really low, and it sucks to play on them. Update 1.3 hopes to diminish that feeling of loneliness with the two biggest features in 1.3: the group finder and server transfers. Game launches vary in scale and scope. SWTOR's launch was huge! Over two million copies of the game were sold, and over 150 servers spun up the first week. That made some of features you'd find in older MMOs redundant. Group finders and server transfers are really not necessary when you have everything that you need at your fingertips.

  • Hyperspace Beacon: PR nightmare

    by 
    Larry Everett
    Larry Everett
    05.29.2012

    It's my sincerest hope that we never again have a news week like we did last week. Every mistake that could be made in MMO development was made this past week. Obviously, the biggest news revolved around the 38 Studios fiasco. Perhaps it's hard when you're in the midst of a development cycle and concentrating on deadlines and milestones to see the larger picture and the proverbial writing on the wall. It should have been obvious to the developers behind the scenes the project was doomed, but I say that with 20/20 hindsight. Of course, Star Wars: The Old Republic won't be outdone by 38 Studios. BioWare had to flood the feeds with its own bad news in the form of layoffs. Then almost in the same breath, it announced that the game will be merging servers. I guess SWTOR couldn't be outdone by itself, either. It had to add insult to its own injury. Although the timing of the layoffs was a bit surprising, those of us observing from the outside could see the server merges coming. The stories in Star Wars aren't just about good conquering evil, but they are also about redemption and good coming out of a bad situation. The tragedy of Luke's aunt and uncle being killed was the catalyst that started his journey to becoming a great hero and Jedi Knight. Darth Vader was ultimately redeemed when he killed the emperor. But is there the same redemption for SWTOR? Will it ultimately become the great game everyone was hoping that it would be?

  • The Old Republic interview on patch 1.3 covers LFG, perks, and gear

    by 
    Elisabeth
    Elisabeth
    05.23.2012

    Star Wars: The Old Republic is gonna get some mighty fine updates with the onset of patch 1.3. Game Designer Daniel Erickson had a chat with PC Gamer to shed some light on the changes in the upcoming patch. Players in SWTOR don't like standing still. As Erickson says: "You can craft on the move, run [war zones] from anywhere, and basically never slow down -- except when looking for a group." To put an end to that difficulty, 1.3 will include a LFG interface that players can use to find a pick-up group to run with (except for Hard Mode Operations, which aren't really designed for uncoordinated PUGs). The tool won't work cross-server, but that's because the dev team is looking to move to servers with a much, much higher population cap in the near future. The patch will add new perks to the legacy system, most of which are aimed at customizing the way players level their alts. With a high enough legacy and enough credits, players could use XP perks to skip side quests altogether, although Erickson points out that that there are perks for Bonus Series quests that may tempt players to visit planets they've previously left alone. The last bundle of tidings of great joy for the patch is directed at gear. There's a fine balance between freedom of dress and the importance of visual distinction, and SWTOR aims to find it by allowing "social gear" to be worn anywhere. Additionally, "almost every single item in the game" will get customization options thanks to augment slots. Players can use augment slots on gear to add, well, augments, which will allow them to further customize their character and playstyle.

  • SWTOR patch 1.3 bringing group finder, legacy perks

    by 
    Justin Olivetti
    Justin Olivetti
    05.21.2012

    A long time ago on a server far, far away, the Imperial forces BioWare prepared a Star Wars: The Old Republic update to rule the online world: patch 1.3. Called Allies, patch 1.3 will usher in a group finder, character transfers, and legacy perks. The group finder will aid in banding together interested adventurers to tackle operations and flashpoints. Lead Designer Daniel Erickson said that the time is ripe for the feature, as players are spread out in levels and are rolling plenty of alts. Saying that BioWare wants to "respect the communities" that have formed, Erickson reports that the group finder will not be cross-server. He also revealed some of the other key features for patch 1.3. Additional perks to the Legacy system will allow players to customize their experience; we'll see new ports, earlier access to mounts, and bonus XP modifiers for PvP. The patch will also change social gear to fit the armor type of the class using it, server transfers, and the ability to add augments to any crafting items. Looking past 1.3, Erickson promises a "return to big content" with patch 1.4. If you're a fan of the SWTOR novels, you'll also be delighted to hear that Drew Karpyshyn announced that his next novel, Annihilation, is scheduled for November 13th. You can watch the patch 1.3 preview video after the jump!

  • SWTOR on the rise and planning more PvP, endgame content

    by 
    Justin Olivetti
    Justin Olivetti
    05.02.2012

    Star Wars: The Old Republic's moon (that's no moon...) is waxing, not waning, says Daniel Erickson. BioWare's lead designer on the project said that rumors of the game's demise are incredibly premature -- and outright wrong. Following Update 1.2 and the Rakghoul Outbreak live event, Erickson reports that player activity in the game is increasing. He said that the studio is working hard to keep its customers happy: "The community has generally been excited about the direction the game is going as we finish up our last must-have quality of life features (group finder, etc) and can start concentrating full-time on creative things like the world events." Erickson said that the live event was kept a surprise to make it "feel organic" and not spoil everything in this age of instant internet sharing. He said that the team took a cue from World of Warcraft's Corrupted Blood plague that swept through the game in 2005; the devs tried to channel players' actions to fun rather than griefing. He says that the team discovered that SWTOR had a huge PvP community and has since "turned a huge amount of resources" to developing more content for that side of the game. BioWare's also shifted several team members over to creating more endgame content as the players chew through the stories at an increasing rate.

  • SWTOR increases Sniper damage, fixes bugs, and cures the Rakghoul plague

    by 
    Larry Everett
    Larry Everett
    04.24.2012

    Snipers and Gunslingers should be happy about the changes to Star Wars: The Old Republic this morning. Five of their most prominent abilities have received a 5% increase in damage output. With the latest patch 1.2.1, abilities like Snipe, Charged Burst, Aim Shot, and Ambush now have a measurable difference in damage output. Although Snipers and Gunslingers were the only classes to receive a bonus to damage, many other minor and why-is-this-an-issue bugs have been fixed with the introduction of this patch. For instance, each player can add other players to his friends list even if those other players are offline. And that persistent and annoying jet-engine sound heard on Carrick and Vaiken station has been fixed. On a sad note, the Rakghoul plague has come to and end (or is that good news?). Either way, the announcements on the stations have stopped, and the crash site has been fully cleaned up, including the jawa vendor. But chin up, event-fans: Lead Designer Daniel Erickson mentioned on Mos Eisley Radio that although BioWare does not have plans to revive this specific event, there is a whole team specifically dedicated to creating future live events.

  • Hyperspace Beacon: Outbreak

    by 
    Larry Everett
    Larry Everett
    04.17.2012

    A year ago at PAX East, I spoke to Community Manager Stephen Reid about events in Star Wars: The Old Republic. He asked and answered a popular question at the time: "Will [SWTOR] have events where we randomly spawn NPCs for players to fight? No, but we will have events." He couldn't elaborate, but it did leave me wondering what that could possibly mean, especially when later at PAX East, Lead Writer Daniel Erickson said that SWTOR would not break the fourth wall by holding holiday-type events. Earlier this year, Update 1.1: Rise of the Rakghouls brought us a new flashpoint called Kaon Under Siege. A ship crash landed in the heart of the Tion Hegemony, taking the Rakghoul virus off the planet Taris and spreading it to a new world. Both the Republic and the Empire sought to find the source of this outbreak. Like all flashpoints, Koan Under Siege is instanced and separate from the rest of the open world. Relatedly, and quite surprisingly, BioWare started its first world event without announcing it on the official website or even letting anyone know that it was happening. On Sunday morning, everyone who was stopping by Carrick or Vaiken station could overhear an announcement that the planet Tatooine had been quarantined due to an outbreak of the Rakghoul virus. So started my investigation...

  • Ranked PvP to be cut from SWTOR's Legacy patch

    by 
    Larry Everett
    Larry Everett
    04.11.2012

    Despite extensive testing on the private test server, BioWare has decided to not include ranked PvP warzones in the latest patch for Star Wars: The Old Republic. Although Update 1.2: Legacy will still go live tomorrow with a brand-new warzone, Novare Coast, the new reward and leveling system for level 50 players will sadly be missing. In an announcement on the official site, Lead Game Designer Daniel Erickson stated, "After careful consideration, it is clear that to make Ranked Warzones the feature we all want it to be is going to take a bit more time. I apologize for any disappointment this may cause and ask for your patience as we work to make sure the Ranked Warzone Preseason launch is polished and fun." Erickson did not reveal when we will see see ranked warzones on the live servers, but he did say that the team will roll out the feature in phases, starting with full-team (eight-player) queuing. He also noted that players can still earn the highly anticipated War Hero armor in Update 1.2 through other means. [Thanks to Marc for the tip!]

  • Epic in scope: SWTOR's James Ohlen explains plans for the future

    by 
    Larry Everett
    Larry Everett
    03.13.2012

    As the Star Wars: The Old Republic guild leaders lined up to get a taste of the Lost Island flashpoint, I was at BioWare studios getting my hands dirty with deeper PvE and PvP content as well as speaking with developers like Combat Designer Georg Zoeller, Lead Writer Daniel Erickson, Art Director Jeff Dobson, and Lead Designer Emmanuel Lusinchi. However, the best part was at the end of the day when I was able to speak one-on-one with Creative Director James Ohlen. Ohlen touches nearly every aspect of the game's development. It was important to me to find out why this game is as popular as it is and what BioWare was going to do to retain its current playerbase. The first stop was the latest game update, which should hit test servers really soon.

  • 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: Sensing the future

    by 
    Larry Everett
    Larry Everett
    01.03.2012

    I like making predictions. When it comes to Star Wars: The Old Republic, I've been spot on about several things, but I've missed the boat on some too. "Careful you must be when sensing the future, Anakin. The fear of loss is a path to the dark side," Yoda warned the young Jedi Knight in Revenge of the Sith. It's a good thing I don't have anything to lose by guessing what I think will happen in the future for this game. In 2011, we saw TOR launch with astronomical numbers, and all you have to do is look at our front page to realize how much people have been talking about this game. Hopefully, the future of the game is just as bright. Thankfully, developers at BioWare have been very talkative about what's coming in the future. Let's combine what players have said with the plans developers have spoken about to predict the future of the game. After the break, I'll mix the news with my Force powers to see in the the future... the future... the future... echo... echo...

  • SWTOR's Daniel Erickson on pulling players' moral strings

    by 
    Justin Olivetti
    Justin Olivetti
    12.30.2011

    BioWare's Daniel Erickson said that for the writing team, the crunch time came way ahead of everyone else since the script for the game had to be done first. As such, the team has had plenty of time to reflect on how the game's developed while it's moved on to future content. In speaking with GameSpy, the Star Wars: The Old Republic head writer opened up about the difficulties and fun of penning a game with so many personalities, choices, and plot twists. Probably the most revealing is how Erickson admits that the writers are trying to pull players in multiple directions through a series of moral influences: the game's own light and dark side system, players' own morality, companions' own likes and dislikes, and multiplayer dialogue. Ideally, he said, one of the goals of the writing team was to make quests that would challenge players' set paths to make them want to change. "It's interesting to watch all those dynamic forces affect the player, see how they interact with the storytelling method," he said. Erickson also says that the project got initial pushback over the notion of centering it on story, because of the past limitations of MMOs and "the expected norm" that had grown over the years: "It was clear, when you played the early MMOs, that they were trying to put as much as they could in for what was there. There were people on each one of these projects that clearly cared passionately about the lore, and were really trying to get it across to the players. So we knew that that was there and we knew from the single-player games what did it." The interview continues to cover a wide range of writing challenges, including coming up with the script for Huttball, quests that the team was sure would get cut by the ESRB, and how the team enjoyed coming up with intricate stories, connections, and romances for companion characters.

  • BioWare's Erickson talks about creating MMO story

    by 
    Jef Reahard
    Jef Reahard
    12.28.2011

    Story is on everyone's mind when it comes to discussing Star Wars: The Old Republic, and who better to talk to than one of the devs primarily responsible for creating it. PC Gamer does just that in a new interview with BioWare writer Daniel Erickson. The development process is quite complex, and it's also one that takes some time given the hundreds of hours of dialogue required, not to mention the interplay between quest NPCs and players. Erickson says that the world-building team uses "greybox" placeholders to connect story quests together while the technical and narrative details are ironed out, and there's a lot less room for error than there is in a typical single-player RPG. "You can teleport people around in a normal RPG, you can fake things, you can make it look like you went from one place to another because there's a secret room hidden in the wall – you can do all sorts of chicanery that, if you tried to do in an MMO somebody's gonna find that room, somebody's gonna teleport out. We have to cheat a lot less, and that takes more time," Erickson explains.