Starke said:
Okay, please forgive my ignorance, but, what is "Alliance Syndrome?"
Alliance Syndrome is a term for factional MMO imbalances, usually afflicting the good faction. It's come about in various game reviews and such over the years, for example when "Aion" was coming out, in the "Game Informer Review" they said under one of their pictures "let's hope the angelic faction doesn't suffer from Alliance Syndrome".
It comes from World Of Warcraft where especially early on The Horde had a great number of advantages, the designers liked that faction better and it REALLY showed. This involved simple things like racial abillities, and the Shaman class (compared to the alliance exclusive Paladin class), and other things like the positioning of towns and flight points, to the rate at which certain kinds of loot were aquired. A Horde character starting "fresh" will for example find quests that grant rings a lot earlier than alliance characters will, meaning that they will be able to fill up that equipment slot and have better gear granted stats earlier than Alliance characters will.
You also saw it in PVP battles where you had things like how a druid shapechanged into cat form could walk inside the graphic of a mounted tauren (due to the sheer size of the mount) and cap flags and such. Not to mention the fact that to begin with Undead had the abillity to remove fear (massive PVP abillity) along with Shamans having "earthbind totems" that were a massive advantage for things like flag running.
Right before BC came out Blizzard more or less admitted to the stat imbalances, and said they were going to correct them. However they mostly engaged in some slapdash fixes by allowing both factions to have access to the other one's former exclusive class. They also tinkered around with some of the racials, though The Horde still wound up a bit better off on that side of the spectrum. Not to mention the fact that all of the benefits accrued from the time period of imbalance were still there, nothing was stripped, nor was compensation given to the Alliance. As a result even when things evened out more you still had The Horde leading by quite a bit due to simply having more stuff accumulated.
Or in short "Alliance Syndrome" is when one of the factions is signifigantly, and noticibly gimped compared to the other factions when viewed from an impartial perspective. While many WoW players of course insist that there wasn't any balance issues, it's been common knowlege both among players (comments aside) and the gaming culture/industry for quite a while, and the subject of many jokes.
Warhammer Online is sort of an example because it was pretty obvious leading up to things which side the developers spent more time on, and despite the arguements about 'equivilents' which side wound up having the better abillities in most areas.
In Warcraft there have always been more Alliance players, in part because of the typical fantasy feel, but also because the Horde imbalance was not well known until the game had been out a bit. Still min/maxers (those who care nothing for RP or lore, and just want to dominate the game) have gone Horde, which also contributes to the domination because comparitively less of the real hardcore players go Alliance (far more casual) due to the numbers involved.
For the most part numbers don't matter that much in WoW because battlegrounds are set based on teams with the same number of characters on each side. World PVP didn't really get serious for a long time on the normal servers. Having more alliance players pretty much giving no signifigant advantage.
In Warhammer however the problem was especially irksome because it involved world PVP from the very beginning, and actually gave global benefits based on controlling regions. That meant that Destruction not only having better stats, but more players (due to those stats and people being more Savvy than when WoW came out) lead to problems as well.
If "Old Republic Online" plans to involved world PVP, they are going to need to carefully look at the interest and number turn outs. Ideally they need to balance the stats, however if there are far more bad guys than good, at least when it comes to PVP the good guys are going to need to be a lot beefier to prevent one sided steamrollings.
Things were so bad for so long, and the problems are so integral to the game, on a lot of servers you'll find Alliance can barely ever take and hold "Wintergrasp". Warcraft is broken on such a fundemental level that I honestly don't think it could be fixed... or at least not without chasing off a lot of players who would need to be heavily nerfed.
I'm a bit tired, so sorry if this rambling is unclear and contridictory.
The bottom line is that my major concern with "Old Republic" is that like other MMOs it seems like the bad guys have received far too much attention, and are being promoted too heavily... something we've seen before with other games.
It's not just the canon either, because technically during this time frame The Sith should be about to get so badly wtfpwned that a few thousand years later nobody will even know for sure what a bloody "Sith" was. The Republic not just pimp slapping this fleet despite the initial surprise attack, but also heading off to it's "empire" of Origin and decimating it. If you can't make the Jedi/Republic cool knowing what is supposed to be happening, I think there is a serious problem at work with the design team.
Despite how that might sound I'd like the two sides to be balanced for actual gameplay. The thing is that we aren't even seeing any real equality, either in concept, or in implementation so far.
As far as the Sith seeming cooler in the movies, consider that the movie timeline is the exact opposite story of the one being told in these games. The Star Wars universe works in cycles. Good was dominating, a period of balance is thus destinied to happen, followed by another empire of evil. As such "bringing balance" involves tearing the good guys down, so the good guys have the force being very cloudy, and the bad guys are much stronger because the universe is literally on their side. This is why Papaltine is able to take on multiple Jedi masters, and Darth Maul is able to take down a Jedi Master despite being an apprentice. It's not that Sith are inherantly more powerful, or better fighters, it's all about a prophecy.
This is also integral to the storyline of KoTR 2, and why Kreia wanted to kill The Force (even if the details were sketchy). Ending it, would end the cycle, and give everyone free will. She was neither Jedi OR Sith in her objectives, arguably she was probably one of the more heroic and philanthropic characters in the series if you really pay attention to her motives, even if her techniques were rather brutal.
See, my arguement is that we should not be seeing trailers with Jedi getting plastered, and multiple heroes having to combine forces to fight one Sith. For the purposes of the game it should be pretty well balanced. However if they wanted to be accurate to how things should be "canonwise" , going back to the original "Sith crash ship into Jedi HQ on Corsucant" trailer, despite being outnumbered each Jedi should have been taking down as many Sith as Papaltine did to the Jedi because that's what the universe has decreed is going to happen. We're talking 3-4 Sith going down for each Jedi "storywise". Bioware of all companies has demonstrated it SHOULD know better.
Generally speaking they are creating "Sith Mania" and in a factional game, that is going to create a massive imbalance. "Alliance Syndrome" again afflicting the good guys due to less time being spent on them, the designers liking the bad guys better, and more players gravitating towards the superior/more promoted side.
I want to see the two sides balanced in play, and honestly my big fear is that it's not happening just going by what I've seen.
Sorry about the length, congrats if you (or anyone) read this far. Sorry again if it's unclear or contridictory.