LucasArts: Star Wars 1313 Is a “Linear, Crafted Roller Coaster Ride”

I caught up with Star Wars 1313 Creative Director Dominic Robilliard at E3 earlier today, and and gathered some information about the game‘s combat, setting and technology (full video interview coming soon).

What we knew going into the interview was very little–the game is set on Coruscant, you play as a bounty hunter (character not yet revealed), it’s “mature,” and it’s a third-person action game.

But what sort of a third-person action game? Here’s what Robilliard had to say about how much freedon you have in Star Wars 1313, which he revealed without the necessity of a Force Choke.

Mark Burnham: How much freedom will the player have to roam Coruscant, explore and take quests? Or is it going to be more of a guided experience?

Dominic Robilliard: This version of the game is definitely going to be more along that linear path. It’s more of a crafted roller coaster ride. You’re not going to have much freedom where you go location-wise, but again within those levels you will have more freedom than you might expect.

There you have it. I have to say, it seems like a bit of a shame to have a game set in Coruscant–a dangerous, seedy metropolis full of colorful criminals–and then not be able to freely explore it, take bounty jobs, get into trouble, wander into bars with a chip on your shoulder, etc.

Or am I way off? Let us know in the comments–would Star Wars 1313 be more appealing if it were more of an open-world game?

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6 Comments on LucasArts: Star Wars 1313 Is a “Linear, Crafted Roller Coaster Ride”


On June 7, 2012 at 9:35 am

Sandbox I like for RPGs and this isn’t one. So I say nay.


On June 7, 2012 at 10:23 am

My hopes to free roam in a Fifth Element’s New York have banished yet again.


On June 7, 2012 at 11:21 pm

There’s nothing inherently wrong with a game world not being “open” or sandboxy. Limiting the scope of a game should allow its developers to focus on a high quality environment with loads of detail and fun, varied gameplay. That’s not to say that the interviewee isn’t just blowing smoke to cover a game consisting of a series of hallways punctuated by chest-high walls, but in theory it’s a valid strategy.

Think of Deus Ex: Human Revolution for an example of an essentially linear game with a well-crafted environment to explore and an interesting, well-integrated play experience (outside of the boss fights).

For a narrative-focused universe like Star Wars, I think they could do a lot worse than emulating something like DX:HR.


On June 7, 2012 at 11:41 pm

Sorry Mark, I think youre way off on this one. Lets not kid ourselves here and get one thing perfectly clear. This game is a StarWars version of Uncharted/Tomb Raider. So when you talk about being able to pick up quests and side quests, that tells me you were expecting more of a RPG. If thats the case, then what do you know that youre not telling us? lol

Secondly, “linear” isnt a dirty word, linearity doesnt automatically weaken a game. I could go into a giant speech about how there really is no such thing as a non-linear game, but maybe Ill save that for a Flamewar Friday’s if the topic should ever come up.


On February 24, 2013 at 2:29 pm

LINEAR games are a waste of time, this game could of been awesome if it was an OPEN WORLD sandbox. LINEAR GAMES