Daniel Erickson, Principal Lead Writer on SW:TOR posted another developer’s blog entry on the official site. He goes into depth on what and how certain design choices were made when creating the Bounty Hunter class. It is a very interesting read full of hints about what Bioware’s design philosophy is. Things feel a lot like KOTOR and Mass Effect, which is a good thing mind you. One thing is for sure, this game will not only try to copy Blizzard’s successful design choices. Bioware has enough integrity and faith in its game creation abilities to decide to take some “unorthodox” paths. For example:
There were a few decisions we made early on. First of all, there would be two distinct factions. This was Star Wars™, not Star Neutral Guy’s Adventure. When there is a war that spans an entire galaxy, nobody can stand on the sidelines … The war affects everyone, even if they’d rather it didn’t.
I like this non conditional approach. It is making you make choices, choices that will have distinct consequences and make your playing experience that much unique. I am just hoping they don’t go overboard and make it a directed experience instead of unique. A fine line they have to walk here.
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