Maps and mapmaking are the subject of the latest developer blog at the official site of Star Wars: The Old Republic. Check out the intro below from Principal Lead Systems Designer Damion Schubert, but then make sure to click here for the full read.
"As our game testers play The Old Republic™ and we track their characters, they produce a lot of data - on everything from how long it takes them to move across a planet, to where they stop and look at the scenery. We bundle all this data together into what we call ‘metrics’.
Our design team loves metrics.
We love them because when designing a game, it’s one thing to say how things should be, but it’s quite another to see how things actually are. When we see metrics, we see exactly how the game is being played in pure numerical form. Getting this level of insight into what you’ve designed is often vindicating, invigorating and sometimes even humbling. Of course it can also be panic-inducing at times, too!
Let me give you an example. Some time ago, resident metrics enthusiast (and Lead Combat Designer) Georg Zoeller posed a simple question to the design team: “Which part of the user interface is opened more than any other when playing Star Wars™: The Old Republic™?” It was a simple question, but the answer wasn’t any of the UI parts you might expect: not our character sheet, inventory or the Crew Skills window. No, the winner was the World Map. And it won easily - by more than an order of magnitude. Let me tell you why."