Bioware at GDC 2012 talking SWTOR

The 2012 Game Developers Conference program is starting to take shape, and I noticed one very relevant pair of speakers to those following SWTOR, who’ll be presenting a session called “There is Another… Darth Vader SWTOR – Creating A True Competitor in the AAA MMO Space“:

SPEAKER/S: Richard Vogel (Bioware) and Dallas Dickinson (Bioware)
DAY / TIME / LOCATION: TBD
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Production , Business and Marketing and Management / 60-Minute / Lecture / All
DESCRIPTION:

A discussion of how SWTOR has managed to get into a position to shake up a space that has been dominated for 7+ years by one game.
- Ensure a smooth launch at scale
- Broaden the market and bring in non-MMO gamers
- Innovate carefully
- Triage – always
- Build enough content so that there is no obvious “Content Horizon” where your high-quality content disappears.
- Test early and often
- Scale a team to meet those challenges.
We will discuss all of this with reference to SWTOR, WoW and major other MMO launches of the past 7 years.
TAKEAWAY: Audience will come out with an understanding of what it has taken (and will take in the future) for developers to create MMO experiences on par with the current top games. There will be some broader discussion of the Online space (beyond MMO, beyond Subscription MMO, etc) as well.
INTENDED AUDIENCE: Anyone interested in MMO development or publishing, as well as people interested in the spectrum of Online games (from Subscription MMO all the way to F2P online game).

What are your thoughts on the claims being made in the outline of the talk: are the BioWare team being modest or over-reaching in their claims of success to date? All I know is I’d like to be there!

SWTOR Guild Summit March 2012

BioWare have announced a guild summit to be held in Austin Texas between the 4th and 6th of March this year i.e. in just under 9 weeks time. It’s an invite-only event but they have some places left if you can get yourself over to the US at your own expense in March.

Read on for the full details:

Today, we are pleased to announce the first ever Star Wars™: The Old Republic™ Guild Summit, being hosted in Austin, TX in March. Over the course of a few days, guild leaders from around the world will gather together to discuss the state of the game with the developers from BioWare Austin. Guild leaders (or a designated officer in the event of a guild leader being unable to attend) will participate in Q&A sessions with developers, roundtable feedback discussions, and will get a preview of some upcoming game features.

The goal of the summit is to facilitate an open discussion between guild leaders and the game design team. This event will provide an opportunity for attendees to voice their feedback directly to the teams responsible for the design of Star Wars: The Old Republic, hear the team’s thoughts and reasons behind design decisions, and discuss the current direction of the game.

The Guild Summit will be hosted from March 4th – 6th, 2012 at the DoubleTree Hotel Austin. Due to space limitations, the event will be invite-only. We’ve already invited guilds of various backgrounds and sizes to the Summit, from Endgame to Role-playing to PvP guilds, but we’ve got some space left for additional guild leaders who wish to attend. We ask that interested leaders submit an application, which can be found at this link.* Guild leaders will be evaluated based on the information provided in their application.

While we welcome applications from guild leaders from anywhere in the world, please be advised that the Summit will be conducted entirely in English. Applications will be accepted until 11:59PM CST (GMT -6) on February 10th. If you have any questions regarding the event, send us an email at guilds@swtor.com!

*Must be 21 or older to attend. Guild leaders selected to attend are responsible for all of their travel, food, and lodging expenses.

Over to you: has your guild been invited? If it has, we’d love to hear from you and discuss you covering the event on behalf of other Oceanic guilds. Drop us a line if you’re interested in doing that.

Busting SWTOR bugs: “everything else is secondary”

It's not a bug but you get the drift!

Rich Vogel, SWTOR’s executive producer, has hammered out a developer blog post giving a little more insight into how BioWare are tackling the inevitable bugs that any MMO has. It’s a strategically timed post given the griping over patches and remaining in-game issues.

As you’ll read below, Vogel is pretty emphatic about what the development team’s priority is: fixing bugs, with everything else being “secondary”. There’s a lot of fairly basic information in the post, but there’s also some gems. One that tickled my fancy was this one:

Fixing bugs in a game as massive as The Old Republic is a little trickier! The PC is a very complicated platform to develop for and getting the game to work flawlessly on every PC ever made is unlikely, but we want to fix as many bugs that affect players as we can.

I’m not sure merging the issue of bugs versus PC configurations is anything but a little disingenuous – sure some configs will affect gameplay but they’re not bugs as such unless they occur within the range of the acceptable system specs for the game.

A second issue is: surely the complexity of the system was taken into account with the development process, so I’m not sure that really clarifies a lot either.

Finally, I’m going to make a cheap shot at you BioWare: aside from the obvious expense of developing for the Mac side-by-side, its configurations are markedly simpler so perhaps that might’ve been a route to explore?

Anyway, if you’re not that aware of how bug hunting goes on in an MMO, read on for the detailed overview and we’d love your comments on whether the post from Rich Vogel clarifies things for you?

As one of the original members of the development team and having helped create the studio that brought you Star Wars™: The Old Republic™, I’m privileged to have been on this incredible journey that culminated in launching the game. Now that we are through launch I felt this was a great opportunity to talk about how we balance our efforts when it comes to fixing bugs and developing new content.

The good news is that we have a large team dedicated to the game, which gives us the flexibility to both fix bugs and develop new content. I want to make it very clear here that the live game service comes first though, and fixing bugs is our team’s first priority. Everything else is secondary.

Let me start by explaining how we go about determining when to fix an issue in the live game, whether it is a bug or an exploit. Let’s begin with exploits – those cases when we determine that a bug in the code can give an unfair advantage to a player. (Remember, not all bugs are exploits!)

If an exploit is discovered that threatens players’ experience in the game or the in-game economy, we will usually try to create an Emergency Patch to fix that exploit. Before we declare something an emergency though, we have to validate the issue with our internal Quality Assurance, or QA team. They gather data working with our Customer Service, analytics, and development teams to determine the extent of the exploit and the steps needed to reproduce it. Once we have the steps, we work on a plan to fix the issue. Depending how long the issue will take to fix and how risky it is, we will decide if we need to temporarily disable the cause of the exploit in the game.

Generally speaking, we can fix these types of issues pretty quickly once they are detected in the game. Our turn-around time is really good in this area and we’ve dealt with some recent exploits quite quickly. That’s because we have a dedicated Live Support team that handles these issues, made up of on-call engineers, designers, artists, and producers, who are available around the clock. Our extensive in-game metric tools are also always monitoring the game and generating reports – meaning that if anyone is exploiting, we are going to find out about it. Our main goal is to ensure you have a fun, balanced and fair gameplay experience in The Old Republic. We won’t stop looking for exploits and taking steps to correct them to maintain a fair game.

Fixing bugs in a game as massive as The Old Republic is a little trickier! The PC is a very complicated platform to develop for and getting the game to work flawlessly on every PC ever made is unlikely, but we want to fix as many bugs that affect players as we can.

Not every bug is created equal. Some bugs – even ones that might look simple – take a long time to deal with and some might not be able to be reproduced (as they may be random occurrences under special circumstances). With that in mind, we use a triage process to prioritize our bug lists. This helps us determine which bugs we fix first based on the bug’s severity (which is how many people it affects). We estimate the severity of bugs by looking at volume of tickets sent to our Customer Service team, Forum posts, and using our telemetry data from the game, amongst other things.

The first thing the development team does every day is triage incoming bugs. Team leaders from different groups within BioWare Austin meet to review the incoming bugs, which are pulled from our bug tracking software (managed by the QA team). QA gathers these bugs from several sources (player reports, internal QA, Customer Service tickets, and Community). Before any bug is tracked, we need to verify whether it is a real, reproducible bug by trying to reproduce it ourselves. Sometimes that cannot be done either because we don’t have enough information on the bug (so give us plenty of detail in bug reports, please!) or because there are special circumstances that cause this bug to occur which are not found through normal play patterns. If that is the case we reach out to the community or contact the player to help us reproduce. We have done this many times with great success. Thanks to all of you who have helped us track down these types of bugs.

Let’s get back to our triage process. Every day we review incoming bugs as well as existing bugs to determine the order in which we fix these bugs. The highest priority bugs are what we call ‘blocker bugs’. These are any type of bugs that block a player’s progression through the game, and they’re important enough that they may be fixed via an emergency patch. Whether a bug is fixed in an emergency patch or not depends on the complexity of the bug (which dictates how risky it is to implement) and whether or not there is a workaround available to allow a player to progress. If there is a workaround available, we will usually wait to push that bug into the next publish and ensure players know about the workaround. This allows any players affected to continue to progress, while giving us time to ensure the correct fix won’t unduly affect the rest of the game.

The balancing act of fixing bugs while ensuring we maintain a stable game is always tricky. We have to make sure that when we publish a fix to the live game it doesn’t alter the game code in a way that can make things worse. This is a normal part of complex software development, but it means we have to assess the risk on what we publish to the live game very carefully. The more bugs we fix with each publish, the higher the risk of breaking things, as we’ve changed more game code. That is why we try to limit the number of bugs and types of bugs we address with each patch. If we can fix a lot of low risk bugs we will push more out. Our most important goal is remove as many annoying bugs as fast as we can; currently we aim to push out patches which help fix bugs weekly but that can change depending on the severity of the bugs.

Please remember, if we don’t respond publicly to a bug that does not mean we are not going to fix it. We want to make sure we provide a good playing experience to our players. That is why we have a large team of people working every day to bug fix and remove exploits from the game.

In terms of developing new content I wanted to let everyone know that we are committed to publishing new features and content on a regular basis. It is important to make sure the game is always changing. We have several strike teams working on future game additions. We have a huge list of features and content we want to put into the game and we are constantly adding to it based on feedback we get from the community and from playing the game ourselves. Every single one of us on the development team plays the game, and we see the same issues you do and where we need to expand.

Our most important goal is to make sure you continue to have fun playing our game and we will do everything in our power to make you feel that you are getting your money’s worth every month. Thank you very much for playing!

Over to you: do you think BioWare are wearing down the onslaught of bugs?

Why I don’t want to get to Level 50 (at least yet)

Now that it’s well over 6 weeks into the life of SWTOR, there’s no shortage of Level 50s running around. Unlike those who levelled up in the first week or so, most of those who’ve reached end-game will have actually experienced the storyline in at least a brief sense. Some will have put in a huge number of hours and truly experienced the story from start to finish, but I’d argue they’re in the minority.

For the rest of us still levelling, we’ve either been putting in a lot less hours, stopping to explore everything, or both. That’s certainly where I’m up to. My Jedi Sage is at Level 29, and whilst running over a sand dune in Tattooine, I stopped to check out the scenery and take a screen shot or two. Whilst standing there I once again thought about how it’d be sad to end that initial levelling journey.

Like any game, that first time achieving a key objective is usually the most memorable and I have no doubt that’ll be the case with SWTOR. What accentuates this for me at present is the current griping about the game’s end content. Given I haven’t experienced that content myself, I’m not in a great position to critique it, but if the end-game isn’t quite as engaging as the levelling content, then I have an even better reason to enjoy the journey rather than speeding to the destination.

There’s a fairly strong opposing argument however. Given how story-driven SWTOR is, even if you do rush through some of the story, every class has different quests so you can easily roll two or three toons and not repeat the same quest once. That still seems a little short-sighted an approach though, as any story is only as strong as its component parts, so skipping through quest cutscenes here and there must affect the overall experience.

Overall, this is a long-winded way of saying that SWTOR is a damn enjoyable visual experience in addition to its story. There are legitimate gripes about performance and end-game content, but both can be easily remedied and in the meantime, I’ll keep stopping at the top of sand dunes to admire the view.

How about you – have you enjoyed the levelling experience and do you feel you’ve done everything you wanted on the road to Level 50?

Getting grief in open-world PvP? Meet Angwe

I just had to share this little piece of fun from WoW. Like SWTOR, WoW has PvP servers and based on this web page, some people don’t like being ganked on a regular basis. One such ganker, Angwe, has gone to the trouble to create a page documenting the aggro he causes.

There’s some funny stuff in there as well as some semi-disturbing threats made against a legitimate if not honourable means of playing the game. And yes, we know this is an older site but what the hell.

Have a look at it for yourself.

Flash Point 25: McGherkinsquirters and Roleplaying

We’re pretty thrilled to have racked up a quarter of a century of podcasts, and what better way to celebrate than with a guest.

A big thanks to Ganden from SWTOR-RP for jumping into the fray for this episode.

Points of discussion:
- SWTOR patches: frequency and effect
- Legacy system – current and future
- Founder title
- Oceanic launch speculation
- Roleplaying discussion with Ganden (here’s his great intro article on RP’ing)
- Star Wars Cello duel and assorted movie reviews
- Shout outs for our forums, Facebook page, Oceanic Guild listing, Google Plus page and Twitter account

Also after the show is Episode 3 of Star Wars Addicts Anonymous, Ed and his flatmate Collyn’s laid back look at everything SWTOR.

Listen via iTunes or right here:

Heavy Damage: Tricks of the PvP Trade Part 1

Heavy Damage is our weekly Tanking column – if you have suggestions of what you’d like covered, drop our resident Tank, Alec Bailey a line

This week we are going to be looking into PvP specific skills and abilities – what you should be keeping up and using on enemies. I’ll start with Huttball, then in the following weeks I’ll talk about Voidstar, and Alderaan Civil War (ACW).

Huttball is a PvP game that involves taking a ball from the middle of the arena to the opposing team’s spawn point. The premise of the game sounds much easier in theory than it is in practice. Aside from players that are trying to bring you down, you must deal with a varity of traps, such as acid pits, fire hazards and air vents that push you into the sky. The key part of Huttball is team work – I’ve found there are two optimal ways to score in Huttball – passing and protecting. The first option is a bit harder in a PUG. Passing doesn’t only apply to tanks – this strategy can be used by any combination of players. The latter of the choices, protection, is where your Tank abilities come into play. My usual strategy is once the match has started and everyone is waiting for the shield doors to drop so they can rush the ball’s spawn, I ask who’s a healer and who wants to carry the ball. Once this is decided, throw your “Guard” or “Protect” shielding ability on the ball carrier. The Healer will spot heal you and keep the carrier alive –  it helps if the healer is a Sage or if you’re Tanking as a Shadow because their knock-back ability is amazing for keeping melee players off the carrier. Here’s some other advice based on class:

Shadow - Use your knock-back and slows as much as possible to keep enemies off the ball carrier. Also throw out mind crush on any stealthers you see to keep them visible. And don’t forget your stuns. Once your character is a high level you’ll get Force Pull which is great for pulling enemies into traps.

Vanguard - use your Ion Pulse and Explosive surge as often as you can without completely depleting your ammo. These two skills lower the damage output of enemies so they help you and the carrier stay alive. Harpoon is used as a pull to either get a player off of a Healer or carrier, or for pulling enemies into traps.

Guardian - Force Sweep is key when guarding a carrier, does decent damage and it’s AoE, so you can damage more people also lowering their accuracy by five percent for 18 seconds. Sundering Strike should also be used everytime it’s available as it weakens an enemy’s armour, allowing your team’s DPS to burn them down at a faster pace. Guardian also has a bit of an advantage to guarding in its ability to Force Leap to enemies that are attacking the carrier. This is very useful because your Guard ability only works within a 15 metre range, and since it’s a PvP match you WILL be getting stunned and slowed. It’s helpful to be able to take out a pursuer then leap back to guarding the carrier. At high levels you’ll also get Force Push, a very deadly combination if you’re pushing and leaping to the same target – or to push attackers off ledges or into traps. Saber Throw is also a great ability to keep the ranged players on their feet and focused on you.

Overall, as a Tank you also need to remember to use all the tools at your disposal, your self shielding abilities like Saber Ward and the like should be used anytime your health is dropping steadily. Also, Taunts are extremely helpful – taunt everyone you can. Every time it’s off cooldown, select someone attacking you, the carrier or your healer and put a taunt on them.

The best strategy in PvP is to be prepared if you’re wanting to be serious and grind out some PvP games. Search for a group on the fleet and lay out a plan of attack before you enter the Warzone, or find yourself a guild that does a lot of Warzone games.  Remember, Tanks, keep your team alive and stay frosty.

May the Force be with you!