We know it’s not easy creating and operating a massively multiplayer online game like SWTOR. That said, it can be equally as difficult to keep it filled with enough content on a regular basis so that players do not get bored. Have you ever wondered how BioWare built enough content to fill The Old Republic and how they continue to give us great content again and again. Some of you might remember back in 2011 when BioWare designer Georg Zoeller did a talk at GDC Online about Star Wars: The Old Republic and explained how spatial analysis can be used to support a rapid content iteration process during the late stages of MMO development. For those of you who heard the talk, he goes on to explain how BioWare’s homegrown ‘HoloProjector’ spatial visualization toolkit was used in the day to day development of the game. It also helped the BioWare devs with decision making, content validation and…
georg zoeller
Georg Zoeller leaves BioWare
Georg Zoeller just updated his google+ about him departing BioWare It’s time to say goodbye…. Friday marked my last day in the office at BioWare. After almost a decade and spending almost quarter of our lives in Canada and the US, my wife and I have decided to take on an exciting new adventure on the other side of the world – Singapore. It’s been an honor to work on so many amazing games with so many talented people and good friends, you will be greatly missed. If you’ve circled me because of my involvement with SWTOR, please understand that I will not be providing any more information regarding the game from this point forward and uncircle appropriately. If you stay, don’t complain about getting hit with pictures from the other part of the world from time to time. To Adventure! I kinda guessed this was coming, Georg Zoeller was one…
Fresh out of a PvP Team Meeting from Georg Zoeller
Are you happy with SWTOR PvP or like many of us, do you still feel like there are some things missing or lacking? Here’s what Georg Zoeller had to say about a team meeting over PvP at the BioWare headquarters: Hey guys, A few additional notes on this topic, fresh from a meeting with Gabe and the PvP team. (a) Expertise difference between combatants is the single most important factor in time to kill in PvP. Having zero or little expertise on your gear (e.g. pure PvE gear) is the primary reason for people to experience a sped-up time to death in Game Update 1.2. While it was quite viable pre-1.2 to bring your Rakata or Columi gear without any added expertise into PvP, the increased focus on expertise in the PvP track of gear has made it much harder to compete with that equipment compared to even the entry…