How BioWare Built Enough Content to Fill The Old Republic

georgzoeller

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 more. He talks about the lessons the team of devs have learned from these experiences and at the end also gives some info on how to get started with the topic of your own game.

If you want to see this blast-from-the-past talk that is still interesting today, you can do so for free at the GDC Vault.

Lisa Clark

Lisa has been an avid gamer since she was old enough to hold her first controller and a game writer for more than a decade. A child of the Nintendo generation, she believes they just don’t make games like they used to but sometimes, they make them even better! While consoles will always be her first love, Lisa spends most of her gaming time on the PC these days- on MMOs and first-person shooters in particular.