Author Topic: Bioware Interview: "After playing TOR you don't want to go back to other MMO's"  (Read 875 times)

Offline *<JO>*Ekul

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Here's a long interview with the founders of Bioware. They talk about a lot of stuff, not only TOR, so I quoted the TOR stuff here.

http://www.gamasutra.com/view/feature/6384/bioware_2011_the_doctors_speak.php?page=2

Quote
There are a lot of experienced people that have worked on MMOs in the past working on The Old Republic, but it's just hard to imagine how incredibly difficult it could be for a company that hasn't released an MMO yet to support an MMO. I think players trust the design choices that BioWare is going to make, and innovations in that area, but the support for a game like that -- a game as a service -- how are you guys approaching that leading up to launch?

GZ: The preparations are as massive as the game. It's interesting. It's a good point. It's something that's been foremost in our minds for quite a while. Obviously, we have a certain level of confidence on the game side, because that's very familiar territory for us. There are subtle nuances of how it's different, server-based gameplay and that sort of thing.

But the whole service piece has probably been the thing we've learned most about. And I think the good thing there, though, is we have a lot of people who really do have a lot of experience. The folks at BioWare Mythic, a lot of them are part of the team, and they did it for 10 years, 15 years. They ran game services.

RM: Launched multiple MMOs.

GZ: Yeah, so it's invaluable. I think the other point there, that's definitely a true one, is that any new company has to create almost the new neural pathways of how these things function. And that's one of the reasons we do a lot of testing, real-life simulation testing with fans playing and seeing how it scales.

And the actual act of launching the game, you don't go from like zero to 60 in half a second. You have to build that over time. So, I think one of the key things is how we actually scale the population base, how many units are out at retail at various times, and how we grow. Because really it's the long-term goal you have to look at. You really have to look at the long view. It's very different than, I think, what the traditional boxed product view is these days, which is your first two months it everything, right? Our first two years is just the beginning.

RM: If you look at it in one way, it actually makes the problem easier to visualize. It's like the product is not just what you're putting in a box or what you're selling as a digital download. The product is actually the service. It's the ongoing quality experience.

So, if you look at it from a different angle, than it's like: Oh, so holistically, you have to make sure is at a BioWare level of quality, the game itself, the content, the technology, the scaling, the hardware, the framework, the social interactions, the experience, the connectivity -- all aspects of an MMO have to be at the same level of quality that fans expect when you put the BioWare brand on it, and the Star Wars brand. You have to deliver that. You have to deliver that kind of experience.

For us, it's kind of challenging, but we really do have a lot of people on the team that have done this before. It doesn't make it easy, because when you look at a game as ambitious as Star Wars: The Old Republic, the amount of content in it is probably equivalent to all the content from prior BioWare games combined. You know, we've got to deliver that to the fans enough to keep them occupied for a long time. You know, we have to continue to deliver more content over time afterwards, too.

As Greg said, you have to be very thoughtful about how you scale up the service post-launch to make sure you're never really compromising the quality of service, always maintaining it. If you approach if sort of one issue at a time and kind of look at it holistically, it's actually surmountable.

We're pretty confident we can deliver it, but we're approaching it with humility, knowing that we're going to learn as we go, that we're going to encounter things that we can't anticipate now. We just have to respond to those and use all the great people on our team and the feedback from our fans, try to build on that and deliver a great experience.

Whenever a big MMO is coming out, it's put up against World of Warcraft. Do you think that is a trap to compare what you are doing to the biggest success that's out there?

GZ: No, I think it's inevitable. We're a pretty big developer that happens to be using the biggest license in the world.

Do you mind that people constantly compare?

GZ: No. It's just inevitable. The key thing for us is to also innovate in that new stuff. I try to use the word "carefully" in touchstone in that. You can go too far. ... WoW in particular, one thing is, it has set consumer expectations. It also set a set of conventions of gameplay that have been experienced by millions of people. So, you know, you pay attention to those things, but while you're paying attention, you're doing your own thing.

I think that's actually one thing I'm excited about, particularly, with TOR. It is a very different experience. I think that anybody who plays it for any length of time, it's pretty remarkable, because they actually come away [impressed]... I think it's the strong, individualized heroic element is so powerful in the game...

It's obviously a BioWare game. Then you think of that in an MMO space, people have trouble conceiving it until they actually play it, and they go, "Oh, now this makes sense." It's very, very compelling. I think it's different. I think WoW and all the other MMOs, they have the same sort of challenge... There are thousands and thousands of heroes. You don't really feel special. It's an amazing experience, and it's really rewarding and fun, but you just don't feel special. That's what we're trying to do.

RM: The reaction that we've had, and a lot of people playing it have had -- we've done a lot of consumer testing and there's a lot more to go -- but the common reaction we get from our fans when we play it, or the testers, ourselves, and our teams, is that frankly once you've tried it, you just can't go back. You don't want to try other MMOs anymore. I think that's what imbuing the game with a sense of heroic purpose and identity achieves.

We've got the best-of-breed features from other MMOs, progression, exploration, customization, combat, and trying to use the conventions that make sense to players for accessibility wherever possible.

We've layered on an amazing Star Wars story that's set thousands of years before the movies, so there are a lot of opportunitie -- [you can] have like Sith and Jedi, galactic conflict and all kinds of cool shit. It's a really exciting time to be in the Star Wars universe. And then we've imbued it with that sense of heroic purpose. Once you've tried it, there's no looking back. You really want to keep playing that new approach to MMOs, I think that is really refreshing.



Offline *<JO>*RinkXing

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Hopefully.

The most fun I've had in an MMO is in Guild Wars (or rather, Instancefest 2005), so hopefully this will make me feel as if that was a complete waste of time. If Bioware strike a home-run on this one though, I'd love to see what they could do with a Mass Effect universe MMO...