Penny Arcade Interviews Star Wars Galaxies


By Penny Arcade

Massively multiplayer online role-playing games aim to create a virtual world and populate it with human players. It's been done to varying degrees of success, primarily in the fantasy genre with titles such as EverQuest and Dark Age of Camelot. Star Wars Galaxies, the massively multiplayer online RPG due this fall from LucasArts and EverQuest 's maker Sony Online Entertainment, is gearing up to become the first wildly successful MMORPG without elves. The marriage of truly forward-thinking game design and the all-powerful Star Wars license is like some unbridled geek fantasy taken physical form.

Penny Arcade's Gabriel and Tycho had the opportunity to ask the game's producers a few questions, and they tried to act as professional as possible. But it was really hard.


Gabriel (Penny Arcade): OK, who are you guys, and what do you do for Galaxies ?

Haden Blackman (LucasArts): I'm Haden Blackman, producer for Star Wars Galaxies at LucasArts. Basically, I'm the point person at LucasArts for the game.

Rich Vogel (Sony Online Entertainment): My name is Rich Vogel, and I am the executive producer of Galaxies . I am responsible for managing the large team we have on SWG , and making sure we have the resources and time to make a great game.

Gabriel (PA): Can you tell us what you've worked on before?

Haden (LucasArts): Just about every Star Wars game in the past five years, most often as a writer/researcher (which often entails some design work) or a voice director. My credits include: Star Wars: Behind the Magic (writer/researcher), Star Wars: Episode II Insider's Guide (writer/researcher, content supervisor), Star Wars: Starfighter (writer, voice director), Star Wars: Jedi Starfighter (writer, voice director), and Star Wars: Battle for Naboo (writer, voice director). I've touched just about every Star Wars game we've done, though.

Rich (Sony Online): I was the producer for [the online role-playing games] Meridian 59 and Ultima Online . Before that I worked on both console and PC games.

Gabriel (PA): What's Galaxies all about?

Haden (LucasArts): Living in the Star Wars universe in a way that hasn't been possible before. (This could be a really long answer...)

Rich (Sony Online): Galaxies is about being able to experience the world of Star Wars . We have all seen the movies and dreamed of one day being able to live in the Star Wars universe and participate in the Galactic Civil War. In Star Wars Galaxies , you can.

Gabriel (PA): What is your favorite Star Wars moment?

Haden (LucasArts): In the films? When Han is about to be lowered into the carbon freezing chamber and Chewie just totally freaks out, throwing stormtroopers all over the place. Fett is about to shoot him, but Vader--for whatever reason--stops the bounty hunter. Then Han calms Chewie down by telling him that he has to protect the Princess. That's just a great scene. I love the interactions between Han and Chewie--they're really believable. In fact, Chewie is one of the most believable characters in the original trilogy for me. In the game, it's probably the first time I walked under an AT-AT. I felt like I was at the Battle of Hoth (only, on Naboo...).

Rich (Sony Online): My favorite Star Wars moment is when Darth Vader told Luke he was his father.

Gabriel (PA): OK, on to the good stuff. If I play as a Trandoshan, will I be able to regenerate lost limbs? Or will that be reflected by some kind of increased ability to regenerate health?

Haden (LucasArts): It's an increase in your constitution stat. As you take damage, your health bar depletes and then it refreshes based on your constitution stat. The higher your constitution stat, the faster you regenerate your health. Trandoshans have a higher constitution stat than anyone else in the game.

Gabriel (PA): Will characters who choose to play as a bounty hunter be expected to play by the "hunter's creed"? This states that no hunter can kill another hunter nor interfere with another's hunt.

Haden (LucasArts): Well, we haven't really found a way to enforce it. So we would like to encourage it though the guild. There will be a bounty hunter guildmaster who will stress the rules of being in the guild. There isn't necessarily a way that we have talked about to kick people out though.

Gabriel (PA): Two hunters can't accept the same job though, is that correct?

Haden (LucasArts): That's right. And, unless the two bounty hunters have declared for two different sides of the Galactic Civil War, Imperial and Rebel, for instance, they can't fight. It's unlikely that bounty hunters will declare a side, though. So if two hunters are neutral, they can't attack each other anyway--unless, of course, one of them has a bounty on his head.

Gabriel (PA): How might a character get a bounty placed on them?

Haden (LucasArts): We have a mission system in the game and some missions can be bonded. Let's say Rich creates a player-generated mission to deliver a hundred blasters to Tatooine, and it's bonded. When I accept that mission, I pay a little bit of money into a bank account. That money actually pays for a bounty hunter mission if I fail. So let's say Rich gives me the blasters, and I get knocked off by some Kryatt so I fail the mission. Next thing I know, there's a bounty hunter on my tail. It's unlikely that something like delivering blasters would be bonded, but something like smuggling spice probably would be. You will also be able to pull up a list of missions and go after nonplayer characters as well.

Gabriel (PA): Will the game keep track of your acquisitions, or your relative success as a bounty hunter?

Haden (LucasArts): Yeah, the game will keep track of all those stats. At launch we'd like to implement some leader boards and things like that. That's not necessarily something we need day one, but it's something we really want to get into the game.

Gabriel (PA): Now, if I am hunting someone, do I need to wait for that person to enter an area that has been designated for combat?

Haden (LucasArts): No, you can attack them anywhere you want. They have opened themselves up and they aren't safe from you anywhere. That's just from you, though, since you're their bounty hunter.

Tycho (Penny Arcade): If the bounty hunter has friends with him, would they be able to help him capture his bounty?

Haden (LucasArts): They can't initiate the attack. So let's say you're after me and I'm hanging out in a cantina. As soon as you spot me you can initiate the attack because I'm flagged as your enemy and you're hunting me. So you attack me, and if I attack back and you and all your friends are grouped together, then the blasters come out and I'm flagged as an enemy. It sounds complicated but it should be really easy for players.

Gabriel (PA): You have mentioned that you might implement the ability to play games on interplanetary trips. Would Sabacc be one of them?

Haden (LucasArts): Yeah, we are looking at putting in Sabacc and HoloChess at some point. A lot of other stuff has kind of taken priority. Whether those will be in the game for launch I don't know. To be honest, those are the kinds of things that can easily be added after launch. But Sabacc is a game that we really want in there and actually we have Sabacc skills already in the game.

Tycho (PA): How does travel work between planets right now? You have said that you plan to release a space expansion in a year or so. In the interim, how will things like smuggling work?

Haden (LucasArts): There are three transport mechanisms in the game right now. One way is for players to purchase a ticket on a transport that travels a predetermined route between planets. So, you might go from Tatooine to Naboo to Corellia, and there will be a certain amount of time that it takes. You will hear, almost like you are on a bus, "Next stop Naboo" or whatever, and then you would get off. The other form of travel for a player is charter travel. There are some planets that are off the beaten path like Endor or Dathomir. So, you need to jump on a charter shuttle for that. Those will actually be more expensive, but they will drop you off and you can recall them to just about anyplace on the planet. You will also be able to transport goods on freighters. So there will be stuff that's carried on your person that's smuggled and you can also put stuff onto cargo transports. The danger there is when you go to pick your items up, not so much when you drop them off. Now, once the space expansion comes out you will be able to smuggle items aboard your own ship and risk getting picked up by an Imperial blockade.

Gabriel (PA): In some skill trees you will have to take on an apprentice in order to advance in that tree. Will Jedi players be expected to take on Padawans?

Haden (LucasArts): We cannot discuss the Jedi system in the game right now. But we have publicly said that the apprentice system does extend to the Jedi. The thing that we are being really secretive about is actually how you become Force sensitive. Once you become Force sensitive the progression for a Jedi will be pretty straightforward. It uses a lot of the same mechanics that we already have in the game.

Gabriel (PA): Will you be able to play as a Force adept, which is to say, someone who is sensitive to the Force but not actually a Jedi?

Haden (LucasArts): Well, you would become Force sensitive and then you might train in some early Jedi skills. But you can only advance so far that way.

Tycho (PA): Who actually administers the trials, since there is no Jedi Council during this time period?

Haden (LucasArts): Uh, good question. Well, we can't really talk about that. There is some stuff that we got approved by Lucasfilm that is gonna be pretty cool I think.

Gabriel (PA): OK, uh… the cloning thing? [In Star Wars Galaxies , your character can create and store a clone. The clone has all the skills and experience of the character at the time the clone was made. If your character is killed, the clone is activated and play continues.]

Haden (LucasArts): Do you guys not like the cloning thing?

Gabriel (PA): No, I'm OK with it. I think people probably overreacted.

Haden (LucasArts): OK, good.

Gabriel (PA): But what do you say to role players who say they don't understand how to role-play a cloned character?

Tycho (PA): Would you say that they're fools?

Haden (LucasArts): (Laughs) No, no. Um, I would say that for us, it's one of those tough situations where we had to put the design in front of everything else. We need a respawn system and we wanted to wrap it in something that would make it feel like it fit in the Star Wars universe. I think that those people that are having problems with that should really look at it more like a save game. And we are saying that, when you get cloned, we take a complete snapshot of everything about your character other than the equipment that you own. So, why not just assume that those memories are there too, right? Just because we have cloning in real life doesn't mean it functions the same way in the Star Wars universe. It could be much more powerful.

Gabriel (PA): Will players be able to open up their own cloning facilities?

Haden (LucasArts): Let's see, what was the last verdict on that? I think we said no. Right now, there are a couple structures that we are concerned about giving full player control to. One of those would be banks, and cloning facilities would be another one. I will say that, I bet ya anything it's something we try and experiment with in beta and see if it gets abused way too quickly.

Tycho (PA): One thing that I really enjoy about MMORPGs is crafting. I really enjoy player-created items, how rich is that in Galaxies ?

Haden (LucasArts): It's hugely important to us. So when we decided to make this game, we realized that combat was going to be very, very important obviously. It's Star Wars ; you're gonna want to run around blasting stuff so there's gonna be players that spend almost all their time doing that, and that's great. We are trying to make combat as dynamic as possible to support that. At the same time, we know that there will be players that just want to live in the universe. We want to give them new tools to do that and take it to a new level. Especially the crafting, which is one area where we can be kind of evolutionary and kind of take what's been done before and expand upon it. So our crafting system lets you build pretty much anything. There are a lot of interdependencies between that and the resource harvesting system, the apprentice system, and then combat as well. So let's say Rich decides he wants to start building blasters. I can go out there and kill a million stormtroopers and the blaster rifle that Rich builds will probably be better than the blaster rifle that I can pick up from a stormtrooper. So that's sort of the way we are trying to balance it.

Rich (Sony Online): The other thing is there's what's called a "maker's mark." So you can actually name it like Smith & Wesson has their mark on their guns.

Haden (LucasArts): He's from Texas, so that's really important to him.

Rich (Sony Online): That's right. The other thing is you can build with specific ores that may become unavailable.

Haden (LucasArts): Yeah, we have a random resource generator. So let's say I find some really cool ore that has a random assortment of properties and allows Rich to build a blaster that is more powerful than anything we've seen before. I discovered that ore, so I get to name it and I sell it to Rich. He makes a blaster that is high demand. Well, you have to do upkeep on items and that uses up ore too. Eventually that ore gets depleted, and the weapons that are made out of that ore can no longer be kept up. Rich has to find a new ore to build weapons out of which will encourage people to go out and find new resources. It will also encourage crafters to continually experiment with different designs and so forth.

Tycho (PA): Gabe's fantasy is to do the bounty hunter thing, but mine is to produce weaponry and have my own store.

Haden (LucasArts): That is one of our core gameplay elements.

Tycho (PA): So I can have an NPC that works at my shop. How do I supply him with the weapons to sell?

Haden (LucasArts): First, you would set up a factory that can mass-produce your weapons according to the schematic that you built. You can hire other players to transport them to your store. Or, you can have your store right next door and do it yourself. You can then set up a nonplayer character to run your store. Basically, it's just a series of check marks. You say, "I want you to sell these blasters for this amount." Or, "Here are the things I want you to buy for no more than this amount." Then you can go offline and have dinner, and come back and find that all your blasters have been sold.

Gabriel (PA): Will you be able to advertise your store? Hand out fliers, put up signs, that sort of thing?

Haden (LucasArts): Well, we can't do that, just because we're worried about player content. It's more a word of mouth thing and the "maker's mark" will help out with that.

Gabriel (PA): So, what's to stop people from setting up their shops around cloning facilities, since they will probably be a high traffic area?

Haden (LucasArts): Well, we will have zoning laws. Some planets like Rori, which is a Naboo moon, we'll probably let you build like crazy--you know, everywhere but on water. But someplace like Tatooine, we'll say that you can only build in certain areas and it has to be far enough away from Jabba's palace or whatever.

Tycho (PA): So, players can create a building according to a schematic?

Haden (LucasArts): Oh yeah, without a doubt. So you actually pick some prefabricated buildings, but then you can expand them. So you can build a simple player house and then expand it over time to, like, a three-story palace.

Gabriel (PA): Do you ever see including things from the expanded universe, like different time periods?

Haden (LucasArts): Yeah, that is something we've talked about doing with maybe an expansion or something. We've also talked about holding events and that kind of thing. We don't want to be beholden to a fixed timeline, because we have no idea what's gonna happen as we go through beta and launch the game. We'll be responding to a lot of player demands. Eventually, we would like to do something like the Battle of Hoth though and sort of advance the timeline. You never know, we may do an expansion at some point that is like the New Jedi Order.

Gabriel (PA): So, if you do the Battle of Hoth, will players who became Imperials be at the command of AT-ATs?

Haden (LucasArts): Hopefully, yeah. That is what we'd like to do.

Rich (Sony Online): That would be in a battlefield situation. That Battle of Hoth would be a scenario. We aren't just going to have AT-ATs running around.

Gabriel (PA): Imperial players can also command stormtroopers, right?

Haden (LucasArts): Yeah, right now one of the things you can do is build an Imperial installation. There are different-sized bases with different abilities, and you can build turrets and stuff like that. A base will actually spawn stormtroopers. There will be different kinds of stormtroopers, and different amounts depending on the size of the base. Rebels can do the same thing, only with Rebel soldiers.

Gabriel (PA): Fantastic. Well, thanks guys.

Haden (LucasArts): Thank you!