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

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

    Post by Shu Sat 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" 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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    Post by Forseti Sun May 08, 2011 12:38 am

    Seems like there's really alot of content in this game huh :o
    Shu
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    Post by Shu Sun 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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    Post by quilens Sun May 08, 2011 5:55 am

    its bioware

    they will fully voice it

    its bioware
    nuff said
    Forseti
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    Post by Forseti Sun May 08, 2011 8:26 am

    Remember how people used to say "It's SE, nuff said"? :P
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    Post by quilens Sun May 08, 2011 9:07 am

    no
    it was squaresoft nuff said
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    Post by Snow Sun May 08, 2011 12:59 pm

    It's EA nuff said
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    Post by Forseti Mon May 09, 2011 7:42 am

    i c wut u did thar
    Shu
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    Post by Shu Wed 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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