April 20, 2004 - When we reviewed Star Wars Galaxies: An Empire Divided last year, we gave the game high marks for the use of the license. Though the game had its shortcomings, gamers got a strong sense that they were in the world of Star Wars. But while the locations and characters and quests were authentic and convincing, there was a key piece of the puzzle missing -- spaceflight.
Without that single element, any game based on the Star Wars franchise is incomplete, at least as far as fans are concerned. But later this year LucasArts will complete the picture with the release of a new expansion, Jump to Lightspeed. The new expansion offers players their first chance to jump into the seat of a number of different starfighters and seek their fortune in the vast, dark reaches of space.
To find out more about this new expansion, we cornered producer Haden Blackman and forced him to answer our questions.
IGNPC: Going from planet to planet is a pretty obvious upside. Is there any special content actually in space? What types of missions and NPCs might the player encounter?
Haden Blackman: Actually, the focus of Jump to Lightspeed is providing players with adventures in space. When you're flying between planets, you'll encounter all sorts of enemies, ranging from Hutt pirates to TIE fighter aces (if you're a Rebel). We're creating a number of new mission types specifically for these space adventures.
IGNPC: A lot of us have fond memories of TIE Fighter and the other space games Lucas has published. How directly has that legacy inspired (or even intimidated) you?
Haden Blackman: It's definitely inspired everyone on the development team. We're very determined to capture the feel of the X-Wing and TIE Fighter titles. In many ways, we're looking at Jump to Lightspeed as "X-Wing vs. TIE Fighter" online - much of our focus is on that dogfighting experience.
IGNPC: We already know what land combat is like but what's the overall experience of flying like? Will there be more twitch-oriented approach to space combat?
Haden Blackman: Yes, combat will be very "twitchy," relying on a player's skills as well as some abilities gained through exploring various skill trees.
IGNPC: How do ships fit in to the game's current crafting system? Can players build their own ships? What sorts of customizations are possible?
Haden Blackman: As with weapons, armor, speeder bikes, and virtually everything else in the game, starships will be built by players for other players. Players will be able to customize both the ship's outward appearance and its functionality. In some cases, a modification will do both: strapping on a new pair of engines to your X-wing might enhance its top speed and also change the look of the craft.
IGNPC: What sorts of players will have access to ships? Can you give us a brief example of how a player gets a ship? Are there any special maintenance concerns?
Haden Blackman: Again, just like nearly everything else in the game, starships will be built by players for other players. So, gaining a starship is simply a matter of earning enough credits to buy one from an in-game crafter, or finding a friend to build you one. We believe that an entire new market for artisans will open up, and the rate of player advancement through the ship-building profession will determine how many (and which types) of starships are available on any given server at any given time.
In terms of supporting your space lifestyle, there will definitely be maintenance concerns, as ships used in combat will take significant damage that will need repairs. Ships will not, however, require regular maintenance to be paid like player owned dwellings do on land.
IGNPC: Where do ships reside? Is there a special docking area on each planet? Some sort of sub-orbital hitching post? Do players actually take off and land manually or does the game just warp the player between the planet surface and the stars?
Haden Blackman: Craft are stored on a player's datapad, similar to the storage of vehicles in the base game. Players deploy ships at Starports that currently serve as shuttle depots in the more populated cities.
IGNPC: What types of ships are you including?
Haden Blackman: We'll launch with over fifteen player-operable starships, with the greatest emphasis on starfighters. Players will be able to pilot canonical vehicles, including familiar X-wings and TIE fighters, as well as some newly-created "mercenary" craft. We also hope to have well-known capital ships from Star Wars lore in the game as NPC-controlled opponents that will be central to epic battles.
IGNPC: It seems like the space expansion is a whole other game. Are you worried that the project is too ambitious or too different from what players are currently experiencing?
Haden Blackman: We think that the project is just ambitious enough to set us apart from other MMO expansions. Battles and adventures in space are a huge component of the Star Wars experience, and Jump to Lightspeed completes the core immersive gameplay we've been aiming for since the launch of Star Wars Galaxies. In addition, Jump to Lightspeed will provide our dedicated fan base with new professions, new species, and other features that expand the game tremendously.
IGNPC: How will it mesh with the basic game? Do you see them as separate experiences or will there be a lot of interaction between the current game mechanics and the new space-based sequences?
Haden Blackman: Our goal is to fully integrate Jump to Lightspeed with the core ground game so that they are one, seamless experience. We envision a great deal of interaction between the two realms. As just an example, space is an unforgiving place to be and ships used in combat take significant damage. Players will need to return to planets often for ship maintenance and customization, to heal battle fatigue and to sell their loot from space.
-- Steve Butts
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Without that single element, any game based on the Star Wars franchise is incomplete, at least as far as fans are concerned. But later this year LucasArts will complete the picture with the release of a new expansion, Jump to Lightspeed. The new expansion offers players their first chance to jump into the seat of a number of different starfighters and seek their fortune in the vast, dark reaches of space.
To find out more about this new expansion, we cornered producer Haden Blackman and forced him to answer our questions.
IGNPC: Going from planet to planet is a pretty obvious upside. Is there any special content actually in space? What types of missions and NPCs might the player encounter?
Haden Blackman: Actually, the focus of Jump to Lightspeed is providing players with adventures in space. When you're flying between planets, you'll encounter all sorts of enemies, ranging from Hutt pirates to TIE fighter aces (if you're a Rebel). We're creating a number of new mission types specifically for these space adventures.
IGNPC: A lot of us have fond memories of TIE Fighter and the other space games Lucas has published. How directly has that legacy inspired (or even intimidated) you?
Haden Blackman: It's definitely inspired everyone on the development team. We're very determined to capture the feel of the X-Wing and TIE Fighter titles. In many ways, we're looking at Jump to Lightspeed as "X-Wing vs. TIE Fighter" online - much of our focus is on that dogfighting experience.
IGNPC: We already know what land combat is like but what's the overall experience of flying like? Will there be more twitch-oriented approach to space combat?
Haden Blackman: Yes, combat will be very "twitchy," relying on a player's skills as well as some abilities gained through exploring various skill trees.
IGNPC: How do ships fit in to the game's current crafting system? Can players build their own ships? What sorts of customizations are possible?
Haden Blackman: As with weapons, armor, speeder bikes, and virtually everything else in the game, starships will be built by players for other players. Players will be able to customize both the ship's outward appearance and its functionality. In some cases, a modification will do both: strapping on a new pair of engines to your X-wing might enhance its top speed and also change the look of the craft.
IGNPC: What sorts of players will have access to ships? Can you give us a brief example of how a player gets a ship? Are there any special maintenance concerns?
Haden Blackman: Again, just like nearly everything else in the game, starships will be built by players for other players. So, gaining a starship is simply a matter of earning enough credits to buy one from an in-game crafter, or finding a friend to build you one. We believe that an entire new market for artisans will open up, and the rate of player advancement through the ship-building profession will determine how many (and which types) of starships are available on any given server at any given time.
In terms of supporting your space lifestyle, there will definitely be maintenance concerns, as ships used in combat will take significant damage that will need repairs. Ships will not, however, require regular maintenance to be paid like player owned dwellings do on land.
IGNPC: Where do ships reside? Is there a special docking area on each planet? Some sort of sub-orbital hitching post? Do players actually take off and land manually or does the game just warp the player between the planet surface and the stars?
Haden Blackman: Craft are stored on a player's datapad, similar to the storage of vehicles in the base game. Players deploy ships at Starports that currently serve as shuttle depots in the more populated cities.
IGNPC: What types of ships are you including?
Haden Blackman: We'll launch with over fifteen player-operable starships, with the greatest emphasis on starfighters. Players will be able to pilot canonical vehicles, including familiar X-wings and TIE fighters, as well as some newly-created "mercenary" craft. We also hope to have well-known capital ships from Star Wars lore in the game as NPC-controlled opponents that will be central to epic battles.
IGNPC: It seems like the space expansion is a whole other game. Are you worried that the project is too ambitious or too different from what players are currently experiencing?
Haden Blackman: We think that the project is just ambitious enough to set us apart from other MMO expansions. Battles and adventures in space are a huge component of the Star Wars experience, and Jump to Lightspeed completes the core immersive gameplay we've been aiming for since the launch of Star Wars Galaxies. In addition, Jump to Lightspeed will provide our dedicated fan base with new professions, new species, and other features that expand the game tremendously.
IGNPC: How will it mesh with the basic game? Do you see them as separate experiences or will there be a lot of interaction between the current game mechanics and the new space-based sequences?
Haden Blackman: Our goal is to fully integrate Jump to Lightspeed with the core ground game so that they are one, seamless experience. We envision a great deal of interaction between the two realms. As just an example, space is an unforgiving place to be and ships used in combat take significant damage. Players will need to return to planets often for ship maintenance and customization, to heal battle fatigue and to sell their loot from space.
-- Steve Butts
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------
----
---
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