Atmos Duality said:
I question whether a game can offer "the best of both worlds" without becoming extremely niche'.
In a multiplayer environment either you cede influence to individual players (MUDs of old do this, and it inevitably ends in griefing), or you take the "Look but don't touch" approach like WoW does with its story.
Bioware is working against established gaming logic in trying to inject personal story into an MMO. I'm unsure whether to applaud their attempt or to shake my head at the futility.
I think games like this
should be more niche. Again, looking at SWG (the easy comparison) dancing was a small niche, but well-loved. Crafting was very robust, though it catered to a minority of the player base. With all the early ins-and-outs of Jedi, that was a whole 'nother niche. I prefer not to think of these as niche features, but rather as features that are
distinctly flavored -- in practice, yes, that narrows their appeal, but to call them "niche" misplaces the intent, I think.
So, while individual aspects of the game were very distinctly flavored, the game allowed for
many, many flavors to coexist. Combat-oriented players could do their thing. Non-combat players could, too. If you weren't into researching the conductivity of the copper you're using to create blaster rifle power handlers, you never had to even know what any of that was. If you didn't want to fight Krayt dragons, you didn't even have to know what planet they were on.
Modern MMOs want mass appeal, but they also only want to cater to one core group of players. That means blander, less distinct flavor throughout each aspect of the game, with many of those aspects being marginalized. You can't be a full-time non-combat player anymore, no matter how much you may want to. You have to be the Hero of the World, and heroes
fight.
Basically, the one-flavor-fits-all way of doing things is the problem I have. It makes design easier, sure (though, I'll note, it hasn't lowered the price one bit). And that makes it easier to fit more story and voice acting in there, because there are far fewer directions in which players can go.
It's the difference between New York City and Smalltown, USA. In New York, everyone can find what they want to do, because the city is home to thousands of niches. There are plenty of people there who don't get along, but they don't really have to -- each has his/her own place to go. Contrast that with some Smalltown place. There's basically one ruling "culture" of the town, and if you're not part of it... Well, you know where the exit is. It creates the
illusion of one vision, and everyone getting along, but really it's just tying everyone into the same bundle and trimming off any fringe that happens to stick out.
And as for the "personal story," to me the whole point is that the story
isn't personal. Not to MY "person," at least. I don't feel I own my character in any sense of the word. I dress how I'm told, I use the voice I'm assigned, the ship that is issued to me, the pre-approved companions that are available, to follow a mildly-branching storyline. And the fact that this heavily-detailed storyline is there means
a lot of time was spent on it... rather than on any features that might allow me a more
personal story.
Nurb said:
For me the experience is "strange" because in KOTOR, you are the "chosen one" who decides the fate of the galaxy, but with it in an MMO setting, you see thousands of other "chosen ones" comically lining up for the "The big mean world boss that everyone is afraid to go after" to respawn so they can have their turn to kill them and move on to the next.
It's like a theme park and everyone is walking around with their own companions for winning the games and getting in line for the next ride behind others with the same prizes and souvenirs
Case in point. When everyone's special, no one's special.