5 lessons other MMOs should learn from Star Wars: The Old Republic

Jayhenningsen
Friday, February 17, 2012

Full disclosure: EA gave me a digital copy of Star Wars: The Old Republic and 30 additional days of game time.


Make the character the focus

Instead of tossing a handful of profession-specific quests into the ocean of generic fetch and kill tasks that every player on a particular faction must drudge through, Star Wars: The Old Republic provides a lengthy and involved storyline for each class that stretches over the entire level range of that character. While some of these are admittedly better than others, they do succeed in making you feel like you are the focus of the game instead of just a bit player. It's almost like playing through eight more sequels to Star Wars: Knights of the Old Republic.

Jedi Shadow

If that alone isn't enough to convince you, these long class quests also can have very different story-based outcomes at certain points based on choices you make throughout the process. In at least one instance, you can also have a companion character end up with a completely different personality based on some of the choices you make before recruiting her.

 

SWTOR Gear

Better gear customization

While some games give you things like gem slots and appearance tabs, SW:TOR allows you to build your gear from scratch, using just about any graphic you like. First, you find an orange (this color on the name denotes that it's customizable) item of the appropriate tier that gives you the look you want. Then, you add armoring, mods, and enhancements to it until you have the exact mixture of statistics you want.

The level and quality of the add-ons (and not the base equipment) determines the armor and stat bonuses of the equipment, so if you find something you really like early on, you can wear it through most if the game if you choose by continually upgrading the components you apply to it.


Companion characters done right

Some MMOs have tried to add mercenaries or other tag-alongs in after the fact (and with varying amounts of success), but The Old Republic gives you this at release and does it better. Not only does each class get a diverse combination of races, personalities, and backgrounds, but you also get a mixture of combat roles that allow you to tackle different situations. If you're playing a tank, you may want a healer to accompany you. Sometimes you need to kill something fast, so you'll summon a damage dealer.

Even when you're playing solo, you're never alone, and towards the end of the game, you'll have your choice of several that you can swap out whenever you want. As a bonus, you can always send your active companion away to sell all the low-quality items you're carrying. It only takes one minute, and is a life (and money) saver when your inventory is full and you're two levels deep in the opposing faction's stronghold.

Scoundrel with Wookiee Companion

Your crew members also have independent affection ratings with you, and you can cultivate relationships (sometimes even romantic ones) with them. Each one has a different set of behaviors and gifts that they either like or don't like, and they can also present unique dialog options (or interrupt with comments) if they are present during certain parts of the story.


Crew MissionCrafting is not a timesink anymore

I absolutely love that I never have to stop questing and killing to craft items or gather resources. Since only one companion can fight alongside you at any time, you might as well find something for the others to do. SW:TOR allows you to send these inactive companions to gather raw materials or craft items.

Resource-gathering tasks do cost you a small amount of credits (in-game currency), but no longer must you spend your valuable gaming time trying to make your own items while standing in the middle of an action-free capital city. Now you just need to give them orders, wait for the timer to count down (while you're busy cleaving foes with your lightsaber), and the resources or finished goods just show up in your inventory no matter where you are.


Proper pacing of the content and leveling speed

One thing that I've never had to do while playing Star Wars: The Old Republic is grind for experience or money. BioWare has done an excellent job of pacing the content of the game. If you complete all of the quests on a given planet, not only will you experience a linked and cohesive plotline for that particular area, but you'll also be at the appropriate level to tackle the next zone. I never felt like I had to interrupt the flow of either my character's or tje game's story because I wasn't strong enough for the next area.

I've also always had enough money to purchase my new abilities (including the expensive speeder piloting skills) even after I foolishly spent money on low-level gear early on in my first character. Money (or lack thereof) was never an impediment like it was in many other MMOs.

SWTOR Space Battle

If you decide that you've played through the Republic or the Empire's storylines enough, you can also choose to level your character through player versus player (PVP) action, space combat (flying your ship) missions, or repeatable flashpoints (dungeon-like instances.)

 
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Comments (4)
5211_100857553261324_100000112393199_12455_5449490_n
February 17, 2012

 

Just a few counterpoints. 
 
1. Story-  While I will agree a couple of the roles have much more compelling storylines, the others feel devoid of life in comparison, making the choice to sink time into creating something that is NOT a Sith Warrior rather silly, which is something you shouldn't be doing.  When considering a new player, who is unaware that a few of the storylines are, in actuality, complete snore-fests, what precedent does that set?  They abandon the game thinking that this is, in fact, what the entire game is like.  Equal time should have been spent making the other choices much more, for the lack of better terminology, epic; the disparity between choices is somewhat staggering.  I was disappointed that such a promising feature had such mixed results.
 
3. Companions- I find this to be rather counterproductive in an MMO environment, which is where this game certainly falls short.  Playing with yourself is fun and all, but at the core of the game we have a system that encourages solo play, taking the (M)assively (M)ultiplayer and setting it neatly in the background.  A severe majority of the game is spent solo, something I could get from, say, Skyrim, for a one-time $60 installment and not get charged monthly for it.  Which is saying nothing about the modding community... 
 
4.  Professions- I could see casual gamers enjoying this, but the fact of the matter is, a profession is supposed to take time.  It is supposed to be a time sink.  When you're done with your progression and have nothing else to do, professions are a metagame where you can make a meaningful contribution to your server's free market and, most importantly, actually have to spend some time doing something else other than slicing things up, especially when you're out of things to slice.  I may groan at gathering materials, but there is a reason that I'm being made to do this in other games, and that is to print Blizzard more money. 
 
Republic has definitely streamlined what it perceives to be shortfalls of other MMO games, but I feel it has a lot to learn from its predecessors about what being an MMO is all about.  PvP is uninspired to the point of whole teams actually stacking up to take turns killing themselves, player interaction is minimalistic, and black and white story nudges can't take away from the ultimate reality that the game needs a bit more soul, and needs its core components to mature a bit more before it can be taken seriously as a competitor in the MMO market. 
 
Which is fine.  The game's still in its infancy; it has plenty of time to grow into something more people want to invest in.  And if you like playing with yourself and being led by the hand from start to finish with minimal objectives to stand in your way, Old Republic's probably going to suit you just fine.  There's plenty of WoW-esque fun to be had, at the expense of feeling less... massive.
 
I honestly think I would have enjoyed this game much more offline.
Jayhenningsen
February 17, 2012

Heh, my primary character happened to be a Sith Warrior. I'm still in various stages of playing others to the end.

With the companions here's my thing: I like the flexibility of completing normal missions that are a few levels higher than me without resorting to asking for help. I also like the possibility of doing some of the 2+ content by myself through careful gameplay once I learn how my class works. It's not that I don't want to play with other people, but it's nice that I'm not forced to if I don't want to (for most of the content).

I like using crafting as another means of keeping my characters and companions well-geared as I level. I generally don't wait until the endgame to level up crafting skills, so SW: TOR works better for me in this respect.

The funny thing is, I mostly agree with you about the MMO aspects. The other article I was considering writing was "Why SW:TOR would be better as an offline game (or games)."

Shoe_headshot_-_square
February 17, 2012

EIGHT Knights of the Old Republic sequels?? I may have to try this one out. I've been trying to avoid MMOs almost my whole life, only dabbling in Galaxies and Auto Assault (which was horrendous).

5211_100857553261324_100000112393199_12455_5449490_n
February 17, 2012

It seems to me if you enjoyed KOTOR at all... and honestly, if you don't find yourself too enamored with MMOs in general, TOR would be a pretty good entry into the genre, and something you could enjoy.  As to whether it's worth $60 plus fifteen a month, that's speculative and depends on how quickly you can clear the content you wish to play through.  Could be worth it.

Just keep in mind it's more WoW than it is KOTOR.

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