Jul 8, 2011

Posted by in News | 10 Comments

Friday Update: Damion Schubert Dev Blog On Maps

Less than 2 Fridays before Comic-con, and we’re treated to a fairly meaty update!

Principle Lead Systems Designer Damion Schubert has penned an extensive Developer Blog talking all about the in-game map system that his team is responsible for:

Having good navigation is important for any game, but particularly so in any massively multiplayer game, where wanderlust is positively encouraged. For The Old Republic, we realized that we had some relatively unique problems early on.

He later reveals a very unique approach to in-game mapping in MMOs:

What we decided to do was to have a design process which generates maps based on the objects that exist inside of any zone in the game world.

The end result is that we have maps that can show astonishing details about the game world. Chairs, crates, statues – all manner of items show up on the map from a birds-eye view, giving the player a real sense of where they are in the world.

That maps in TOR are contextual, and the map you view is as much based on the quests you’re on as the area you are in, says a lot about the thought and design that went into it. There is even a system in place to denote quest objectives or turn-ins that are outside of the zone you’re in; it says a lot about what you will and won’t be expected to do.

To compensate for the great amount of buildings, which from this post would appear to mostly be explorable, and integrate that in with the map-quest-zone relationship, says a lot about the direction of the game and that TOR is attempting to rise above the drudgery associated with normal quests (such as seeking and identifying quest objectives in addition to the inherent exploration).

Also of note is the reveal of the party system of the mission map (in addition to, we assume, the quest log) – purple isn’t just for epics anymore! Just as important now is that players are told that their buddy has a quest they don’t, allowing them to hopefully catch up – and also revealing what is and is not in their quest log. It’s a nice way for group-oriented players to compare notes quickly and decide if someone needs to go pick up the quest, or allow friends to help people out by getting to their quest area independent of direction.

For the entire read, and it’s a good one, head on over to SWTOR.com and check it out!

  1. wow, I know this might be exciting to all of the people out there but I really enjoyed a look into the mechanics. As a person who will be gathering, understand the maps is a must. Now if they would just share a map with some shas’minking material nodes on it.

  2. Meaty update? Come on guys. Doesnt the lack of consular, crew skills, and timeline information and blank spaces concern you just a little bit?

    • Lethality says:

      I’d call it meaty any time we get a glimpse into game systems. Mapping is a big one.

      I sometimes question what else people think is going to be revealed before launch. Most of it is there. They’re not going to announce every raid, every crew skill, every talent tree… they’re just not going to.

      Sure, I’d like more Consular info but I think there might be a good reason for not having it yet. The timeline stuff? Just story stuff… I think we’re set there :)

    • One other thing: this is insight into how to design a video game, the steps that go into it. This is the content on that extra DVD you get in your 3-pack bundle, the “how it’s done” information that normally you wouldn’t know unless you worked in the industry.

      Certainly you’re entitled to your opinion, but there’s plenty of salient info for the TOR gamer to know in his blog post.

      Is it what we all wanted? You’re right, probably not. But it’s a bit like complaining about a gift someone was nice enough to give you – this is a gift that has utility, even if it’s not some info on the Consular.

      • I understand, and thank you for your validation as everyones opinion is indeed valid. Just after waiting so long, not longer than some, an update like this just makes it seem that much further off. I thnk thats the reason why so many people get so upset on the forums, because it just makes us feel like they are chasing a ghost and become disheartened. Still, Bioware is doing some amazing things and we as fans, not even paying fans at this point have no entitlement to anything, but anticipation breeds hope, and hope differed makes the heart sick. Ah well, off to continued patience.

    • You kidding me? This is awesome. The “worse” (even though I loved this update) the updates are, the higher the chances that SDCC will bring something BIG to the table.

  3. I’m loving this update in a major way. I’m an explorer at heart, and seeing the tools that will be in the game to facilitate navigation is just gravy! I love the look and design of these maps, which we saw in action during E3, but great to see some still images and get a good look at ’em.

    Is it as big as the inevitable Consular update? No. Is it a meaty update full of bits and pieces of game info with a great look inside how BW is making this game? YES! I’ll take this over another Bounty Hunter video any day. Though another timeline update would not go amiss, I love me some Lance Henriksen telling me about the history of the Star Wars galaxy!

  4. I like those kind of updates, it give us a idea how they work and since my goal is to work in the gamming industry after college it’s sure is a cool update.

    The thing I notice is people are less and less happy with each update, making me think what the heck do they want to hear? Each time they give information on a class people bitch because it’s not their personal favorite etc.

  5. Meaty as in, the meat at taco bell, specifically called “taco meat filling” becaue it is less than 30% meat content and therfore cannot legally be called meat. So if that was the meaty tidbits you are refering too then yes, you are correct.

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