How The Old Republic Didn't Change MMOs
The Old Republic is great but not groundbreaking.
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The Old Republic is great but not groundbreaking.
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This is something I've often experienced in multiplayer games. Even in traditional MMOs like WoW this can be an issue if one player wants to read quest text and the rest don't care for them. In Guild Wars I remember players often asked the rest to skip the cutscenes, making it hard to immerse oneself in the story. I wonder how SW:TOR handles this, it probably becomes more of an issue when the game is older and some of the players know the storylines.One problem with multi-player games is narrative tends to be ignored or easily shattered due to the social aspect. Yahtzee pointed this out in his "Fear 3" review where the game tries telling a story to the *players*, but they would rather joke or develop strategies for the next level. Also, when you look at narrative in social media like movies, people get *very* annoyed when there is a group in the theater that is either laughing too loud, has crying children, or has their cell phone ringing while watching a great moment in the film (As Moviebob pointed out).
BioWare makes fantastic single-player games.Dennis Scimeca said:How The Old Republic Didn't Change MMOs
The Old Republic is great but not groundbreaking.
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I'm going to disagree here a bit on the grounds of "Looks good on paper, doesn't actually happen much in practice."Dastardly said:In my opinion, MMOs were never supposed to be the place for developers to tell a story. They were supposed to be worlds. Toolkits. A way for players to tell their own stories. And when you have thousands of these characters interacting, larger stories will emerge.
That's how a world works, including the real one. No one is writing a central narrative, except perhaps in hindsight.
Yes. And, as I said, we tend to measure our "success" by how much power we have to change the boring/unpleasant stuff. A game should offer us tons of that power. This game does not.Atmos Duality said:Not to rain on your parade here, but an overwhelming majority of the "stories" of the everyday world are either intensely boring or unpleasant. Sadly, that's how the real world works.
Yes, they are different. They are also valid. Some players prefer that kind of "story," while others prefer in-character interaction. An MMO should be a toolkit that allows either to thrive. This one offers neither -- the mechanics don't support steady in-character experience, and the out-of-character experience is very limited.In terms of MMORPGs: Outside of sparsely populated RP-servers, NOBODY is telling stories of "character"; instead, they're bitching about gameplay balance/PvP, bragging about their gear, or talking about their latest "raid".
Those aren't stories of character, but stories of mechanical interaction. They're quite different.
It stays like this pretty much throughout. The only places that make other players feel 'necessary' are because of difficulty -- you need more lightsabers or blasters on this target to make its health go down. Multiplayer consistently shoves you out of the story and into the meta-game.In terms of gameplay, my limited experience with TOR suggests that it's "KOTOR-Online", but with needless grind tacked on. It's surprisingly single-player-centric for an MMO, though that could just be limited to the early levels; I'm guessing here.
Most of my guildmates have pretty much agreed that in SWTOR, you are playing two characters: the one that follows Bioware's story, and the one that you actually RP with other people. There really isn't any other way to look at it if you actually role play. Not everyone can be playing the new recruit of an elite republic military unit after all. So it's pretty simple for me. I solo my story content and then save the RP for open world and flashpoints.Dastardly said:First, on the BioWare story angle -- a good story has structure and direction. A great story leads to such an ending that, while still shocking and surprising, still feels as if it's the only true ending that could have been reached (That is to say, hindsight makes the ending feel even more authentic, because it's clear it didn't happen by accident). Offering choice is not a death-sentence for good stories, but it does require that the possibilities be limited.
Voice-acting every cutscene further limits choices, because now each option requires additional resources. (Side effect: You are now telling the player what his/her character sounds like. This isn't Mass Effect, where we're borrowing "a Shepard." This is supposed to be our character.)
The inclusion of story-heavy, voice-acted companion characters introduces still more limitation. When you see the same three guys everywhere you go, the world feels smaller. And your companion, to whom you're supposed to be attached, feels less special. You're supposed to feel like Han Solo, smuggling around with your Wookiee companion... but so is every smuggler.
As a quick aside, space combat being "on the rails" may make each encounter more cinematic... but it adds additional limitation to a player's self-determination.
All of these elements can make for a fantastic story, because the "author" remains in control of all the parts and pieces. Unfortunately, it causes the game to feel much less like a living, breathing world and more like a museum -- you can look, but you can't touch, and you have to stay with the guide. You're not creating a character, you're renting one someone already made.
You could argue the same thing for most MMOs for reasons unrelated to story. To get the most out of an MMO, it is important to play with people you know(even if only online) and are comfortable with. Try habitually grouping with people you don't know or trust in Eve Online and see how long it takes you to get scammed, ambushed, or otherwise betrayed.The justification? Massively multiplayer. So we're back to that point. A story, full of choices and consequences, can work in a group setting. A small, fixed group in which the participants know each other and have, at least in part, agreed on a common playstyle.
In an MMO, not everyone has that small, fixed group. And even within a guild/faction/etc., you might not always have the same game time as your preferred groupmates. That means constantly tossing in random (or at least untested) people. Different people, different styles. This one strives for immersion, this one adores the meta-game, this one just wants to level so he can go PvP...
That doesn't seem like a good way to approach those situations for two reason. First, because if you are actually role playing, you don't need to consult with others to know what your character would do/say. That's why there is a random roll instead of a popular vote. Second, the game gives you a limited amount of time to respond, so discussion about what choice to make would quickly become moot.Every time a choice comes up, or a dramatic moment, everyone has to stop a moment and reconcile their views with those of the others before play can continue. Players have to stop playing, and instead talk out and agree upon how they're going to play. It becomes like watching a movie with the Director's Commentary on -- it can be incredibly enjoyable for some, but for many it interrupts the story.
And at that point, you are pointedly ignoring the rest of the game. Of course you are in a small group when engaging in content designed for small groups. Was that not obvious? Other MMOs have such content too. How did RP communities ever get by when some of the content requires you to group together and shut out the rest of the world? By doing other stuff too. Having a narrative for limited content does not prevent people from acting beyond that limited content.The answer? Stick with one small group of players, with whom you game consistently. Well... now it's not very "massive," is it? It's yet another limitation in player freedom, as a result of the story being paramount. It's no longer a massive, living world full of characters, but an interactive lobby in which thousands of players happen to be reading the same story out of separate books.
I'll not comment on your views as to what the nature of an MMO should be, since that's all subjective anyway, but if you think you have less player agency in SWTOR than in the majority of mainstream MMOs(with some exceptions like Eve), then I think you may need to reevaluate. When is the last time in WoW that anyone has actually gotten to decide whether or not a quest related NPC lived? For that matter, when is the last time that you got to make any decisions at all within a WoW quest?In my opinion, MMOs were never supposed to be the place for developers to tell a story. They were supposed to be worlds. Toolkits. A way for players to tell their own stories. And when you have thousands of these characters interacting, larger stories will emerge.
That's how a world works, including the real one. No one is writing a central narrative, except perhaps in hindsight. Day to day, it's just billions of individual stories interacting in unpredictable ways. And in the real world, we tend to measure our own "success" by the amount of power we have to change the direction of our narrative.
Why, then, would any MMO create a world in which the player has even less of that power?
This was Star Wars Galaxies. And I know there's a bunch of hardcore types who loved roleplaying a total schlub who was just some random powerless dude in the Star Wars universe. But most of the 'stories' were /dance -> /tip, because when you rely on other players to make your content when they can't even generate real in-game content they usually disappoint. I far prefer Old Republic's approach even if it's an awkward fit.Dastardly said:In my opinion, MMOs were never supposed to be the place for developers to tell a story. They were supposed to be worlds. Toolkits. A way for players to tell their own stories. And when you have thousands of these characters interacting, larger stories will emerge.
Star Wars Galaxies was, at first, a big step in the right direction for MMOs. You could choose who you wanted to be. You could be a salesman or a bounty hunter or a dancer or a ranger. You could be a starfighter pilot, or just an asteroid miner. You could decorate your house however you saw fit with any in-game item, even using them to create other items (like curtains made out of skirts, etc.). The game supported your choices.oldtaku said:This was Star Wars Galaxies. And I know there's a bunch of hardcore types who loved roleplaying a total schlub who was just some random powerless dude in the Star Wars universe. But most of the 'stories' were /dance -> /tip, because when you rely on other players to make your content when they can't even generate real in-game content they usually disappoint. I far prefer Old Republic's approach even if it's an awkward fit.Dastardly said:In my opinion, MMOs were never supposed to be the place for developers to tell a story. They were supposed to be worlds. Toolkits. A way for players to tell their own stories. And when you have thousands of these characters interacting, larger stories will emerge.
Now you might find the EQII dungeon creation system interesting, though that has severe limits right now.