The Choices in Crafting

Darth Hater has an interview with SWTOR Lead Writer Daniel Erickson in which he better flushes out how crafting will work. The minigame seems considerably less grindy than what is currently available in WoW, and reminds me a bit of factory and harvester use in SWG. The basic choice is shaping up to be how to best utilize your labor force.

The companion system will provide players with a series of choices on how to maximize their output. This output covers not only crafting or gathering items, but also their viability in PvE or PvP situations. Allow me to better illustrate. I want to preface that I have no special knowledge of Bioware’s intentions, but based on this interview, and all publicly available information this seems very much what they are signaling towards.

For simplicity sake let’s say you have three companions. In a combat setting they are a tank, a healer, and a damage dealer. This provides the versatility in combat they have often cited. Your group doesn’t have a healer, everyone brings their healer companion. Now these companions will also have various non-combat skills which they can utilize. Let’s say the tank is a great gatherer of stuff, the damage dealer is awesome at the diplomacy stuff, and the healer is a wonderful crafter. Whenever you take one with you to a combat setting be it a flashpoint or a warzone you are leaving the other two behind. If you continually rely on one companion you will limit how much time they spend doing those other things. So it would be really easy to see a player who relied on a crafty/healer companion having great success in maximizing their diplomacy games and resource gathering, but having less success in being a top tier crafter.

I predict that some guilds who want to co-operate for greater economic success will coordinate who brings which companion types to maximize an interdependence among people. The guild leader may always bring their crafter to flashpoints, so as to maximize gathering materials and diplomacy, but funnel those materials towards a guildmate who always brings the gatherer companion to flashpoints, leaving their crafter on the ship making items from the guild leaders materials.

Obviously there is a lot of complexity left to be revealed, but the core minigame mechanic for players to consider is how to best optimize their companions “work” schedule. Players who can plan ahead their play time will be in a better position than players who are constantly deciding what to do on the fly.

The Virtues of Gaming

Games are a universal part of human culture. People from every part of the world play some form of game whether it is a simple game of tag between kids or a sophisticated MMO among adults. Games have two broad components which have great redeeming value regardless of the game itself.

First almost all games have an element of problem solving. It is a little test of how do I win? The ability for us to impact that can very from not having any impact (like Candyland) or having a great deal of impact (like chess). Even in games that have no clear objective and exist in only sandbox terms, there is still problem solving. The ability to create objectives for oneself is still problem solving.

The second large component is the social aspect. Even in single player games there is a social aspect in that there is a shared experience for players of the games that can be discussed later. For example if you are playing a single player video game like Half Life 2, there are other people you can share that experience with.  I remember growing up and having other kids in my class share experiences with Super Mario Bros during lunch or recess.

This blog is intended to be a chronicle of those components of gaming. The blog is associated with the Church of Alvis player guild. It is a social gaming group formed during Star Wars Galaxies that has stayed together even in the absence of any focused gaming effort for over seven years at this point. This blog will primarily focus on the upcoming Bioware title Star Wars the Old Republic. We will journal our attempts at problem solving aspects of the game, chronicle our social experiences, and hope to grow an enriched community for a better game for everyone, because games are always better when played with friends.

Welcome to the Church of Alvis

The Church of Alvis is a guild founded in August of 2003 in Star Wars Galaxies. Since then we have spread to other games, but always maintained a connection with each other. With the release of Bioware and LucasArts’s Star Wars: The Old Republic we have reformed on the Juyo Canderous Ordo Jedi Covenant server. Please feel free to browse the site and let us know if you have any questions or are interested in joining.

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