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This article is directed at SW people-in-the-know, or Gamebreaker watchers.
Gamebreaker had an interesting portion with Larry, in which stuff was said at GDC (via James Ohlen) to indicate that the high pricetag of SWTOR was not because of voiceovers, but because EA had to deal with the game engine which was unsupportive of multiplayer activity from the start. I can find references to the event where Ohlen references EA's purchase of Hero's engine as "untested"; thats common knowledge, so no need to bring that up again (Google search will direct you). But OK (http://raidwarning.com/bioware-creative-director-details-swtor-development-issues/)
Stuff was said to indicate that even just a year before release, SWTOR was incapable of being played in a massive environment (more than 6-10 players even). Tweaks were made to allow the bare minimum .. which I think speaks volumes to the horrid performance the graphics engine delivers. It was tweaked further later.
I skipped to that section of the episode, for your consideration (It's a building conversation, so watch for a few mins):
Gamebreaker: Star Wars: The Republic, episode 131
I'm curious as to what Larry was speaking of, about the severe limitations of SWTOR just a year prior to release. Does anyone have a link to the 6-10 player cap?
Also, if anyone has a transcript of GDC 2013 with James Ohlen, that would also be helpful. I could not find one, or a complete video.
I'm not looking to focus on how the engine was procured, but rather what needed to be done to make it somewhat playable.
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Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.