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 Star Wars: The Old Republic's Codex Introduced(Updated May 12)

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Shu
Celestial Council
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Shu


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PostSubject: Star Wars: The Old Republic's Codex Introduced(Updated May 12)   Star Wars: The Old Republic's Codex Introduced(Updated May 12) EmptySat May 07, 2011 12:28 pm

Principal Lead Systems Designer Damion Schubert has unveiled the Codex in Star Wars: The Old Republic, and it's basically a story-based achievement system. Here are some of the highlights:

  • The team had two design goals: providing more fictional context for
    the player, and providing an explorer mini-game with meaningful rewards.
  • It was inspired by the codex systems in Dragon Age and Mass Effect.
  • Current estimates of the codex are around 120,000 words of text. The average Star Wars novel comes in at around 100,000 words.
  • Some Codex entries will be given away for free. Others will require exploration or killing various monsters.
  • Datacrons are unique objects you can find throughout the world that will increase one of your stats permanently.
  • The system is designed to be easily expandable.
There are clearly many games that have deep, engaging
back stories that designers and writers have worked tirelessly to
develop, but in the game, the player only sees what their character
sees. Often times, the rich back story is used only for the context of
quests, and players never really get the bird’s eye view of the
narrative. The ‘big picture’ can become even more confusing and
incomplete if the player misses a quest or discovers key plot points out
of order. A lot of times, what ends up happening, is that the player
just gives up on understanding the overarching storyline, and just
focuses on enjoying other parts of the gameplay experience.

Obviously, this was a matter of some concern to us. Star Wars
is one of the richest, most engaging fictional settings in all of pop
culture. We have an exceptional team of writers working hard to build
and expand the Star Wars universe in the Old Republic era. As
you may have heard, story is kind of a big deal to BioWare and to The
Old Republic™, and that story is a lot better if you understand the
context for what’s going on around you and how your actions fit in.

The Genesis of the Codex



When we encounter design problems in The Old Republic, we like to
first look at other BioWare games for a solution. In this case, we
really appreciated the codex used in Dragon Age, which allows
players to collect pieces of the story that eventually coalesce into a
collected whole. We also looked at the codex in Mass Effect. The focus was slightly different, instead providing an encyclopedic view of the universe as a whole.

For The Old Republic, we took the best of both systems, using our
codex to not only elaborate on the settings you fight in and the
creatures you kill, but also to plant seeds of knowledge relating to key
personages and concepts from your class story and long-lost lore meant
to give more feedback at large. We sketched out what we wanted, and
told the writers to get to work.

How much work? Current estimates of our codex are around 120,000 words of text. By comparison, the average Star Wars novel comes in at around 100,000 words.



The Mechanics of Discovery



This feature isn’t just about being another way to deliver story to
the player. As Lead Systems Designer, I’m mostly concerned about
bringing the fun. Delivering story and context isn’t enough for me – I
also want to be sure that we add new activities for players to do and
goals for him to achieve. In particular, we saw the codex as a way to
reward exploration

Long-time players of MMOs are probably, on some level, familiar with the work of Richard Bartle. He wrote what is considered a seminal work on MMO design, describing the types of players that play in virtual worlds (wondering what sort of player you are? Take one of the many Bartle’s tests
out on the web and find out). He divided up the player base into
killers, achievers, socializers and explorers, allowing for the fact
that most players are actually some mixture of the categories. He
posited that, in truth, games needed to appeal to all four quadrants to
be successful. Building off his work—we see the codex as a way to
enhance the gameplay for explorers.

We give away some codex entries for free. For example, we think that
it’s important that players have basic background about the locations
they are visiting, and key people in their class story arcs will almost
always merit a codex entry. For the rest, though, we want people to
explore the planets a little more, and take on some challenges a little
ways off the beaten path.

Wandering to distant locations on the map will unlock codex entries
about those far flung corners of the globe. Unlocking the codex entry
for the k’lor’slug, for example, involves killing a hard to find,
tougher k’lor’slug deep in one of Korriban’s tombs. Additionally,
exploring the artifacts in the Academy’s library can reveal ancient bits
of lost lore, and doing quests for various alien species can unlock
their entry in the codex.

Currently, none of these are locked behind a serious challenge – our
codex unlocking k’lor’slug is a challenge for its level, to be sure, but
not a ‘OMGPWN3D go bring back 3 friends in epics!’ challenge – and
that’s intentional. Explorer gameplay should, first and foremost,
reward exploring.



The Datacrons Challenge



That’s not to say that some codex entries shouldn’t be challenging.
Quite the opposite, we want some codex entries to be worthy challenges –
but we want those challenges to be centered on exploration. Enter the
datacrons. In-game datacrons will be a sub-set of the codex entries.
The world builders had been kicking around the idea of these little
world gizmos for a while now. These unique objects are placed
throughout the world for the player to find, usually in hard to reach
places. If you successfully reach one and interact with it, one of your
stats will be increased -- permanently. The codex gave us a way to
increase the visibility of these devices, and offer a player an easy way
to track his progress finding them.

www.swtor.com/sites/all/files/en/db/codex/db_codex_05_535x300.jpg" border="0" alt=""/>

While most codex entries can be obtained with the players stretching
their legs (searching the whole map, killing obvious targets you don’t
normally need to kill), finding datacrons typically requires a little
extra exploration and a even little ingenuity. While some are hidden,
many are in plain sight – the trick is often in figuring out how to get
to that datacron that you see on a ledge off in the distance.

The inspiration for datacrons comes from a similar game mechanic in
one of my earlier projects. These items spawn in predictable locations,
but are only usable by each character once. Over time, the locations of
these become known, and shared lore. In this other project, the unique
nature of finding these items resulted in an interesting social
dynamic, where intrepid explorers, eager to prove their world mastery,
organized hunting parties for groups of new players to explore these
worlds and find these hidden nooks and crannies. We would not be
surprised to see a similar pattern emerge in The Old Republic.

Wrapping Up



All of these features combine to make a nice little collection game
for the player, where the reward for the act of collecting is more lore
and context offering insights and depth into the world of Star Wars:
The Old Republic. In the codex user interface, players can not only
see the entries they’ve discovered so far, but also the progress they’ve
made towards finding all there is to find on a planet or in a category.

Overall, the codex system has been successful at meeting our two
design goals of providing more fictional context to the player, and
providing an explorer mini-game with meaningful rewards. One nice thing
about the system is that it’s also designed to be easily expandable – an
important consideration when building a game likely to have a long
lifespan through patches and expansions. We expect the codex to become
continually richer and more involved throughout the life of Star Wars: The Old Republic.




Damion Schubert
Principal Lead Systems Designer


Last edited by Shu on Wed May 11, 2011 9:08 pm; edited 1 time in total
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Forseti
Raider
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Forseti


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Star Wars: The Old Republic's Codex Introduced(Updated May 12) Empty
PostSubject: Re: Star Wars: The Old Republic's Codex Introduced(Updated May 12)   Star Wars: The Old Republic's Codex Introduced(Updated May 12) EmptySun May 08, 2011 12:38 am

Seems like there's really alot of content in this game huh :o
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Shu
Celestial Council
Celestial Council
Shu


Male
Number of posts : 10794
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IGN[Game NickName] : Ashura/Iori Yagami
Current Status : Busy at Work
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Star Wars: The Old Republic's Codex Introduced(Updated May 12) Empty
PostSubject: Re: Star Wars: The Old Republic's Codex Introduced(Updated May 12)   Star Wars: The Old Republic's Codex Introduced(Updated May 12) EmptySun May 08, 2011 2:20 am

hard to say.i learned my lesson from ffxiv not to get my hopes up too much at the start heh.

but suffice to say swtor will most likely be fun for at least 6 months.that is good enough for me ^^

and if they update regularly and have patches and expansion...maybe can play much longer hehe.

oh ya i like this feature about rewarding players for exploring.finally a game that reward ppl for learning about the world more.a lot of time can be spend exploring the game now heh
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quilens
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Star Wars: The Old Republic's Codex Introduced(Updated May 12) Empty
PostSubject: Re: Star Wars: The Old Republic's Codex Introduced(Updated May 12)   Star Wars: The Old Republic's Codex Introduced(Updated May 12) EmptySun May 08, 2011 5:55 am

its bioware

they will fully voice it

its bioware
nuff said
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Forseti
Raider
Raider
Forseti


Male
Number of posts : 571
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Star Wars: The Old Republic's Codex Introduced(Updated May 12) Empty
PostSubject: Re: Star Wars: The Old Republic's Codex Introduced(Updated May 12)   Star Wars: The Old Republic's Codex Introduced(Updated May 12) EmptySun May 08, 2011 8:26 am

Remember how people used to say "It's SE, nuff said"? :P
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quilens
InGame Mods
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quilens


Male
Number of posts : 111
Location : Sydney
IGN[Game NickName] : John Crichton
Registration date : 2011-02-07

Star Wars: The Old Republic's Codex Introduced(Updated May 12) Empty
PostSubject: Re: Star Wars: The Old Republic's Codex Introduced(Updated May 12)   Star Wars: The Old Republic's Codex Introduced(Updated May 12) EmptySun May 08, 2011 9:07 am

no
it was squaresoft nuff said
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Snow
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Star Wars: The Old Republic's Codex Introduced(Updated May 12) Empty
PostSubject: Re: Star Wars: The Old Republic's Codex Introduced(Updated May 12)   Star Wars: The Old Republic's Codex Introduced(Updated May 12) EmptySun May 08, 2011 12:59 pm

It's EA nuff said
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http://img230.imageshack.us/img230/8485/1snowflakecardmadebyneoc
Forseti
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Raider
Forseti


Male
Number of posts : 571
Location : Singapore
IGN[Game NickName] : Forseti, Cadexn
Current Status : Active
Registration date : 2009-01-17

Star Wars: The Old Republic's Codex Introduced(Updated May 12) Empty
PostSubject: Re: Star Wars: The Old Republic's Codex Introduced(Updated May 12)   Star Wars: The Old Republic's Codex Introduced(Updated May 12) EmptyMon May 09, 2011 7:42 am

i c wut u did thar
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Shu
Celestial Council
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Shu


Male
Number of posts : 10794
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Current Status : Busy at Work
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PostSubject: Re: Star Wars: The Old Republic's Codex Introduced(Updated May 12)   Star Wars: The Old Republic's Codex Introduced(Updated May 12) EmptyWed May 11, 2011 9:08 pm

Why do many of us love sandbox MMOs? It’s true, a sandbox MMO allows
players the freedom to do a lot more than your garden variety themepark
game, but at its heart the freedom of exploration, of an experience not
guided from A-to-Z most of us yearn for. And so it has been an uphill
battle for BioWare to break the “themepark” stigma of Star Wars: The Old
Republic in order to reassure players that they are looking to offer
players of all playstyles a number of features to tickle their fancy,
but it’s particularly hard to convince explorer types that there is
something there for them, at least up until recently.

As
development has pressed on we’ve learned more about the size and scope
of SW:TOR’s planets, with Tatooine and Alderaan said to be particularly
massive and this has been reassuring to some who were worried about the
size of the game world.

More recently we also learned that Star Wars:
The Old Republic will feature “Datacrons”,
which are scattered throughout each planet and can be fairly tricky to
not only discover but to get to even once discovered. Both
aforementioned items obviously won’t re-create the sandbox experience
some players are looking for, but they go a long way in terms of
establishing that there is more to the planets being created for the
game than excuses to create a line of quest hubs from top to bottom of
the planet map.
Star Wars: The Old Republic's Codex Introduced(Updated May 12) Codex1_t
Last week’s Friday Update introduced us to SW:TOR’s Codex,
which isn’t exactly a revolutionary feature, but is simply yet another
angle for explorers to dig deeper into the game. The Codex is a
collection of unlockable lore entries intended to provide an extra layer
of background and context for players who are interested in that sort
of thing. And that last bit is key, as I imagine most of you reading
this don’t tend to pay much attention to the codex feature present in a
number of RPGs or MMOs, but I think this time may be a bit different.
First off, the codex is a great feature for explorers, since unlocking
codex entries is done primarily through veering off the beaten path and
exploring the game world, which includes finding and defeating creatures
or characters you wouldn’t normally encounter in your questing.
Damion Schubert on Star Wars: The Old Republic’s Codex:“We
give away some codex entries for free. For example, we think that it’s
important that players have basic background about the locations they
are visiting, and key people in their class story arcs will almost
always merit a codex entry. For the rest, though, we want people to
explore the planets a little more, and take on some challenges a little
ways off the beaten path.
Star Wars: The Old Republic's Codex Introduced(Updated May 12) Codex2_t
Wandering
to distant locations on the map will unlock codex entries about those
far flung corners of the globe. Unlocking the codex entry for the
k’lor’slug,
for example, involves killing a hard to find, tougher
k’lor’slug deep in one of Korriban’s tombs. Additionally, exploring the
artifacts in the Academy’s library can reveal ancient bits of lost lore,
and doing quests for various alien species can unlock their entry in
the codex.
Currently, none of these are locked behind a serious
challenge – our codex unlocking k’lor’slug is a challenge for its level,
to be sure, but not a ‘OMGPWN3D go bring back 3 friends in epics!’
challenge – and that’s intentional.

Explorer gameplay should, first and
foremost, reward exploring.”Even if you aren’t an explorer type
by nature, you may be more inclined to be interested in the codex
entries you happen upon or even feel the rare desire to seek them out in
SW:TOR due to the story-centric nature of the game. If you’re finding
yourself pretty invested in your character, their decisions, and the
story as it is progressing, the lore entries found in the codex are
probably going to be a lot more enticing to you as BioWare intends to
use codex entries in a manner that, at least to me, closely resembles
the way the codex was handled in Dragon Age: Origins. You’ll learn all
the important story bits by simply playing through Dragon Age: Origins,
but there is an absolute wealth of relevant information found in the
game’s codex, and some of it is even helpful in completing certain
quests.

Knowing myself, I’ll probably spend hours poring over the codex
entries and seeking out every single one I can find.
Star Wars: The Old Republic's Codex Introduced(Updated May 12) Codex3_t
I’d like to leave you all with two questions this week:For
the explorers: Are you finding the exploration-centric features slowly
being revealed for Star Wars: The Old Republic sufficient enough to
dispel some of your doubts about the game? What other exploration
features would you like to see BioWare implement?
For
non-explorers: Outside of Datacrons, which will confer tangible stat
boosts to your character, do you see yourself paying attention to or
even seeking out codex entries in Star Wars: The Old Republic due to the
story-centric nature of the game?
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