Ah, but in Guild Wars, no one knew who was NOT skipping the cutscenes as it had to be a unanimous vote.
Here here! The GW2 website already describes, in great detail, how it's dynamic events system works, long before open beta. Now that's either AreanaNet setting themselves up for a spectacular let down or they already have a good enough build of that system that they can confidently tell us about. TOR, by comparison, doesn't tell us much about how it's story works - and frankly doesn't need to - because anyone who's remotely familiar with MMO's already knows how it works.Ken From Chicago said:First, if you're looking for major innovation in MMOs, well GUILD WARS 2 is the answer:
http://www.youtube.com/watch?v=FU1JUwPqzQY
ArenaNet puts it best: "If you love MMOs you'll want to check out Guild Wars 2 and if you hate MMOs you'll *really* want to check out Guild Wars 2."
beniki said:It's not a straight up WoW clone by any means, but it's not a great leap forward for MMOs. We'll have to wait for Guild Wars 2 for that!
Yeah, but no sense getting all "elitist" about it.Ken From Chicago said:First, if you're looking for major innovation in MMOs, well GUILD WARS 2 is the answer:
Yeah but the combat of GW2 looks just as boring as that of TOR, and if that's the case then they just scrap the MMO part make it a single player game with multiplayer elements and save themselves, their studio, and their publisher time and money.Supernova2000 said:Here here! The GW2 website already describes, in great detail, how it's dynamic events system works, long before open beta. Now that's either AreanaNet setting themselves up for a spectacular let down or they already have a good enough build of that system that they can confidently tell us about. TOR, by comparison, doesn't tell us much about how it's story works - and frankly doesn't need to - because anyone who's remotely familiar with MMO's already knows how it works.Ken From Chicago said:First, if you're looking for major innovation in MMOs, well GUILD WARS 2 is the answer:
http://www.youtube.com/watch?v=FU1JUwPqzQY
ArenaNet puts it best: "If you love MMOs you'll want to check out Guild Wars 2 and if you hate MMOs you'll *really* want to check out Guild Wars 2."
By the way, am I the only one who thinks that it looks like an overloading electric pylon at 2:18 in that video?
But they are still the same character. The same voice-actor, same personal drama, same characterization that fleshes them out from a bunch of 1s and 0s to a believable, 4-dimensional, breathing character that Bioware claims to do so well. Seeing a copy of that character--regardless of graphical changes--means there are clones of that character running around, or he/she is somehow capable of being *everywhere* in that galaxy thanks to some magical time-watch Hermoine used to keep up with her classes in "Harry Potter: Prisoner of Azkaban." Which one is more plausible?Sam Kennedy said:To all those complaining about companions being the same. You do realize that their are companion customization items that completely change the look of your companion and their are quite a few of them too. Not to mention each companion has a full set of gear they wear.
The other issue pointed out here is your comparing the companions to the gear on one character to another character. Your right that its lame when you have a level 85 troll decked out in elite gear and another troll wanders by with the same looking gear. But those are objects, intended to be replicated and mass-produced so everyone has a fair chance of getting them. If WoW ever gave the chance where your character could equip FrostMourne, then yeah it would be cool, but then you would see 500 (or more) people carrying the same weapon that the entire back-story of that weapon or how epic it is just becomes as bland as a slurpee in a 7/11.Sam Kennedy said:That being said if what your complaining about is that other ppl have companions walking around with the same name as yours (which it seems that yoou are) then i dont really know what to say, its a freaking name, like i said with gear and companions customizations ive rarely seen 2 companions that look the same. The only times that happens are when you first get a new companion and they are in their stock gear and youve yet to put a companions customization on them yet and that period should be brief, its not too hard to go buy a companions customization or to go buy some new better gear to put on your companion. Also if the name part is really bugging you, just take the companion Name bars off in your interface options.....
Fucking hell I see your point! I've just watched the previews for Vindictus and Blade & Soul and they look a hell of a lot more fun, B&S especially looks like the kind of combat system that TOR bloody well should have! Thanks, I'm just downloading them now.Lex Darko said:The biggest leaps forward in MMO gameplay (specifically combat) are coming from korean games, such as: TERA Online, Vindictus, and Blade and Soul.
TOR and GW2 may tell me a good story but that doesn't mean I will be able to stay awake to hear it.
Hmm is kinda stupid to say this since we're talking about an MMO after all so very short after a launch,so I won't say you are wrong or right on the conclusion,we'll see in a year.Dennis Scimeca said:How The Old Republic Didn't Change MMOs
The Old Republic is great but not groundbreaking.
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My limited experience with SWG provided a rather bland mechanical experience. Granted, by that point the game community was completely dead, and without that you just don't have any real interactions.Dastardly said: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.
Bingo.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.
Yeah. That's the sweeping popular archetype for your average gamer in the US/European markets.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.
Unfortunately, the nature of this problem goes even deeper into the economics of the MMO gaming market. From a design point, Bioware is trying to shoot for a game that offers an MMO-experience that can compete with WoW (and the WoW-clone market) in terms of both content and population.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.
Aye, it's canned KOTOR story. As you said before, it's probably worth a single play through.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.
And when nobody's special, nobody cares. Hence, why most MMORPGs don't even attempt to let the players in on the story. But just to sit back and watch.Case in point. When everyone's special, no one's special.
Sadly, you got to play SWG after NGE. The game was a whole lot different before the that. Before that is was all player driven, it stem from games like Ultima Online, where there were no real quests, just a huge sandbox and some bits of story, the players made up the rest which was the norm at the time.Atmos Duality said:My limited experience with SWG provided a rather bland mechanical experience. Granted, by that point the game community was completely dead, and without that you just don't have any real interactions.Dastardly said: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.
I recall someone calling it "Star Wars-Second Life", and that description seems to have stuck with me.
Bingo.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.
The MMO genre is forever cursed with the burden of Fixed Costs.
Development (depending on who you go to) is a variable cost. Deployment and marketing is a variable cost.
But servers, bandwidth and the maintainence thereof? Fixed cost. And one that absolutely cannot be neglected if you want your MMO to be a success.
And it's because of that added cost that these MMOs aim for wider market appeal (at least in the US and Europian markets; Asia is a whole different beast).
Yeah. That's the sweeping popular archetype for your average gamer in the US/European markets.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.
Unfortunately, the nature of this problem goes even deeper into the economics of the MMO gaming market. From a design point, Bioware is trying to shoot for a game that offers an MMO-experience that can compete with WoW (and the WoW-clone market) in terms of both content and population.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.
Looking at it a bit more broadly, the primary audience isn't the old Star Wars Galaxies demographic, but the new parents holding down employment who don't want to spend effort making their own stories, or the guys who loved the KOTOR games. And all the curious middlings included.
Star Wars Galaxies worked as it did for in part because at the time of release, it was the ONLY Star Wars MMO in town. Around the same time however, WoW came along and rolled up the *entire* MMORPG market.
And something happened. Something terrifying: Executives saw for the first time how an MMO *can* achieve mass-market appeal. Everyone and their dad can play WoW, so the goal shifted to creating that bland game you described, by designing the game to appeal to both the "WoW demographic" and to Star Wars fans, instead of just Star Wars fans (as Galaxies did).
But to ensure financial stability for the project, it appears that Bioware opted to roll out their old proven method of success, which is where the KOTOR stories come from.
And now, we have this bizarre mish-mash of specific market appeals all globbed together.
Aye, it's canned KOTOR story. As you said before, it's probably worth a single play through.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.
Though compared to your average MMO, it's sadly much more story than you're likely to ever find.
And when nobody's special, nobody cares. Hence, why most MMORPGs don't even attempt to let the players in on the story. But just to sit back and watch.Case in point. When everyone's special, no one's special.
Hence, why I find it difficult to believe that a game allows for both can be anything other than niche'.
Star Wars Galaxies is an oddity, and because of many factors (WoW chief among them) it remained niche'. And "Niche'" becomes increasingly taboo to the executives who fund these games each year.
Well the combat in Vindictus (Free-to-Play), for example, is real-time; one click, one attack and you can grab an opponent and punch his lights out or slam them into the nearest wall, even pick up random debris and throw it at them. Granted, my enthusiasm was premature and having played it, I realise it's nothing I haven't seen before and I wouldn't call it "innovative" by any means, especially since every other aspect is as run-of-the-mill as you can get but it does have the right idea with it's combat system, an example that we in the west would do well to follow.Acrisius said:However, here is my question:
What do you mean, more specifically, about those korean games being the leaps forward for MMO's? What makes you say that? I'm genuinely curious.
GW2 is much more action-base then TOR is. GW2 has active dodging, combinging spells with other classes, using environment to your advantage, able to revive in combat (all classes can revive), no holy trinity.Lex Darko said:Yeah but the combat of GW2 looks just as boring as that of TOR, and if that's the case then they just scrap the MMO part make it a single player game with multiplayer elements and save themselves, their studio, and their publisher time and money.Supernova2000 said:Here here! The GW2 website already describes, in great detail, how it's dynamic events system works, long before open beta. Now that's either AreanaNet setting themselves up for a spectacular let down or they already have a good enough build of that system that they can confidently tell us about. TOR, by comparison, doesn't tell us much about how it's story works - and frankly doesn't need to - because anyone who's remotely familiar with MMO's already knows how it works.Ken From Chicago said:First, if you're looking for major innovation in MMOs, well GUILD WARS 2 is the answer:
http://www.youtube.com/watch?v=FU1JUwPqzQY
ArenaNet puts it best: "If you love MMOs you'll want to check out Guild Wars 2 and if you hate MMOs you'll *really* want to check out Guild Wars 2."
By the way, am I the only one who thinks that it looks like an overloading electric pylon at 2:18 in that video?
The biggest leaps forward in MMO gameplay (specifically combat) are coming from korean games, such as: TERA Online, Vindictus, and Blade and Soul.
TOR and GW2 may tell me a good story but that doesn't mean I will be able to stay awake to hear it.