Apr 132011
 
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James Ohlen, Game Director of Star Wars: The Old Republic, took a few minutes to talk to us at PAX East.  We touch on guilds, how designers must now listen to playtesting feedback, and the balancing act of expectation vs. innovation.  James also takes our Sith or Jedi test, The Test of the Elevator Door.

The brief silence after the one-minute mark denotes the ninety-seconds of questions about guilds that James couldn’t discuss.

Transcript of interview after the jump. Continue reading »

Mar 252011
 

Writer Hall Hood took a few minutes to talk to us about his work on Star Wars: The Old Republic.  Hall is the lead writer for the Jedi Knight class and is the co-writer for the Smuggler.  He also wrote the story for Taral V, the flashpoint featured at PAX East.  Roxanne’s conversation with Hall covers the unique qualities of writing for a game vs. other media, developing distinct voices within a class, and his work with other parts of the design team to create a cohesive gameplay experience.

 

Mar 212011
 
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Han Thinks Smuggler Heal Animation Needs Work

Larry Everett of Massively and Gamebreaker TV joins Carla, Kathy, and Roxanne this week as we do a final PAX clean-up discussion and spend quite a bit of time talking about guilds, companions and the trinity, and space combat.  We also find out that Larry is a little confused by the Smuggler healing animation.

Fact or Fiction: Can you pick out the confirmed fact from the tall tales?  This week’s host challenge covers friendly fire, Miraluka, and space combat. Continue reading »

Mar 202011
 



Roxanne got a chance to chat with Daniel Erickson about writing for Star Wars: The Old Republic.  Daniel talks about what makes writing for games different from writing for anything else, early discussions with James Ohlen about developing the game, how player VO changes people’s attitudes about their own character, and more.  Daniel also re-writes our Sith or Jedi test for us (!).

Mar 182011
 
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Daniel Erickson Rocks Dialogue Panel

For those of you who love the game design side of things, we present a full audio recording of one of the panels we attended at PAX East.  “Interactive Drama: Dialogue as Gameplay” featured a fascinating discussion about using dialogue and conversation to create a fun, engaging experience in-game.  Not surprisingly, BioWare’s Daniel Erickson had some of the most memorable lines, including one about not wanting to create Citizen Kane for ballet. Continue reading »

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