@altairre: The big problem with Old Republic was the fact that the majority of their sidequests felt like filler narrative that you had to do along the way to your next meaty story mission. The Secret World has a pretty strong main story, but the most impressive thing is that a lot of the side narratives are just as good if not better than that main mission. Moreover, the game is very loosely structured. There are no levels per se, sidequest givers are marked on the map, and you can only take one primary sidequest at a time: effectively removing the extremely linear-feeling 'quest hub' flow. What this amounts to is something more akin to a GTA game: you see mission markers on the map that activate lengthy stories/adventures in this fleshed out world, you become wholly pulled into them, and then you're done with that node.
And I'm not really sure what you're talking about with Dragon Age: Origins. I was mostly referencing it for the clunky combat. The Secret World feels similar, but also mixes in some really abstract CCG/deck building mechanics into the skill system (like the original Guild Wars, I guess). Like Dragon Age: Origins, the joy comes from seeing these characters, seeing these stories, and building your character; but unlike Dragon Age: Origins, the game does not have the tactical party management. It relies more on you building your skill deck, combining skills in creative ways, and executing again and again on efficient combat rotations with your creative deck concoction. There are entire 10-hour stretches where you can become reliant on a particular setup without any variation until the game's difficulty forces you to reevaluate (or sheer creative experimentation); these stretches would be fine if executing on those rotations was fun, but it tends not to be.
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