They made my dream game: a modern day KOTOR experience with cooperative play. Moreover, the MMO parts of it are pretty top-notch. There's very little else that I could ask for. I'm in the process of gathering a group of 3 friends together for the questing experience, and the idea of playing through a Bioware story with 3 other people sounds like the most entertaining thing in the world. I think my answer to this question is obvious. Making this game into an MMORPG forced Bioware to remove a lot of the jank from traditional Bioware experiences, remove the invisible walls, create a world large enough for thousands of players to work in... in many ways, the MMO genre has improved what KOTOR3 could have been. It also forced them to create enough content to suffice eight separate stories and two separate factions.
@Sitoxity said:
Guys, take off the Rose Tinted Glasses. The combat in KotOR was dire and honestly, not that far off MMO combat in the first place.
I completely agree with this. KOTOR is one of my favourite games of all time, but most aspects of the "playing" part of the game are janky as fuck. And while you could make the point that there was a technological limitation holding the game back, Bioware's more modern in-the-same-vein experience, Dragon Age: Origins, was still plagued to the teeth with traditional Bioware RPG jank. Like I said above, holding this theoretical KOTOR3 game up to modern MMORPG standards would have done nothing but improved the experience.
@President_Barackbar said:
From everything I've seen and heard about this game, there isn't a single part of it that seems like it needed to be an MMO other than EA salivating at the chance to make way more money than a regular game.
The game has some of the most compelling group content that I've played in an MMORPG. Many of Bioware's design decisions to blend their traditional RPG formula with an open world multiplayer experience have done spectacular things for both their formula and the MMO genre at large. So, I'd argue that your assumptions are very incorrect.
@SamDrugbringer said:
Instead, they took a great Bioware RPG, and wrapped it in what is a pretty decidedly average MMO.
It looks alright, but not amazing. The combat is passable, but it's not as fun as others I could name.. There are a few story fueled instances (Which are amazing, BTW) but also a bunch of "Kill everything in here, loot the boss, go home" ones. The planets are big, but lifelesss, you can't even click on most NPCs, and you have to run forever. I like the crafting system, but for all their talk, you STILL level it up sitting in the capital, because you can't get new recepies except there.
It's just so... average, when you take away the story and cutscenes and dialogue wheel. Basically, the stuff that started in Kotor and was perfected in Mass effect.
Where was it "decided" that this is an average MMORPG experience? Many reviews are coming in nothing short of extremely positive. Is it a traditional hotkey MMO experience? Well, yes. But traditional and average are two entirely different descriptors. If we continue on by your logic, we'd better throw Nintendo off a cliff for not releasing a fresh experience since publishing Metroid Prime. I think the consensus is that Bioware has released the best traditional MMORPG experience since 2004, and I think that is an accomplishment beyond measure.
And to nitpick, the video interview with Daniel Erickson on the site stated that all the non-clickable NPCs are dynamic screen filler. They are not tangible people in the world, rather, they exist to populate specific areas whenever there aren't enough players around. In that respect, their "unclickability" (an incredibly boring, and meaningless criticism) is justified.
@SamDrugbringer said:
I'm not going to focus on the game's flaws. Like I said in my OP, others debate that elsewhere. Instead I'm just going to name things that Kotor had as a single player game that I wish were here.
1. Mods: The obvious one. Tor will eventually let us modify the UI, but playing Kotor I loved what the modding comunity did to the game. For obvious reasons, they can never add weapons to an MMO.
2. Flexible class system: You could play anything from a full Jedi Guardian to a consula rand everything in between. There were even options to play as a Jedi who used blasters! Even in Kotor 2 there was a lot of opportunities for mixing and matching classes. In tor, you pick an AC and stick to it. My abilities are based purely on what class I roll. Necessary for an MMO, not nearly as fun for single player.
3. An ending. Like all MMOs, the story must go on. ToR has no ending. There are some impressive things in the class quests, but none of them are a true ending, because you load back up and get to fight someone next month when they add it in a patch.
1. Mods exist to prolong the existence of a singleplayer experience via community creation. Well it's a good fucking thing that we have official content updates coming out of Bioware non-stop, rather than relying on the patchwork of conflicting design decisions of a inherently uncoordinated modding community.
2. I'd argue that there is far more gameplay variety in how you can build your character in SWTOR. If we broke down each tree/class down into a singular gameplay style, we're left with 24 unique gameplay experiences, which multiply into 48 cosmetically different classes (mirrored on each faction). I'm levelling as a medicine-specced Operative, healing Vector--my melee DPS companion. I've got an entire talent tree to customize my character with, and 24 skills in active button pushing use--not including the 10-15 cooldowns/less frequently used skills that I put on my sidebar. Compared to KOTOR's handful of skills, SWTOR's complexity and variety is astronomically more fleshed out.
3. Except, SWTOR does have an ending. Each class has three separate chapters that come to a close, separated by large jumps in the theoretical timeline. There is a point at which your class's story ends. Judging by some datamined information, it looks as though Bioware will release a chapter of class content per expansion pack--which is no small amount of story. But each of those stories is so significantly separate from the prior one that you could sell SWTOR: Imperial Agent / Agent 2 / Agent 3: More Agenting as three separate boxed releases, and I'd probably pay $20-30 for them.
I guess what I'm getting at is that you must really hate DLC and sequels. Because Bioware has clearly never released DLC or a sequel before--wait, nevermind. That's exactly what their development pipeline calls for. And most of the time, it melds in so fantastically with the experience that it's hard for me not to recommend the entire catalogue of Shepard's DLC side adventures--let alone his sequels.
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