Star Wars: the Old Republic Launches
Today marks the official launch of Star Wars: the Old Republic, a new MMOG from BioWare, EA, and LucasArts. The game's population has been building throughout the week as players who pre-ordered were granted early access, but now the gates have been thrown open to everyone. By using the Star Wars universe and a 'story-driven' approach to MMO gameplay, BioWare hopes to draw in a new group of players who don't typically consider themselves MMO gamers. Since the game is still largely unexplored, comprehensive reviews have yet to be written, but Shack News has a write-up about the early game. An article at Eurogamer discusses whether this sort of game launch marks the end of an era for the MMOG industry — the game's budget is estimated to be as high as $100 million, and it relies on a traditional subscription model when many games are making the switch to free-to-play.
Its going to be too full of Star Wars fans. I learned my lesson from the Sony Star Wars MMO.
"Have you ever thought about just turning off the TV, sitting down with your kids, and hitting them?"
However, I'd still rather have just bought KoTOR III through X.
Insert self-referential sig here.
Subscriptions or other revenue generating methods have been traditional since games went multi-player past the point where a server in some guys basement was sufficient. Costs money to run these games, so they cost money to play.
"Have you ever thought about just turning off the TV, sitting down with your kids, and hitting them?"
Played the beta. WoW Improved with lightsabers. Same old borefest. Yes, I know there are companions and mass effect style conversations. Things are slightly different and improved. Yay. Stop pretending it's this awesome new MMO experience. It's not.
You see, I'd love to be playing this, but at 60 for the game and 15 a month, that's just too rich for my tastes.
I think the game itself should be free and downloadable, then charge a monthly fee for the online access. I'm going to wait for the cost of the game to come down :(
But damn, it's so tempting to buy ...
Things update and the game keeps progressing. In the past you would play the game and beat it and thats it. Wait for a sequel and buy that one. With so many millions paying monthly you have extended content that is not possible otherwise
http://saveie6.com/
The title doesn't really fit....
My suggestions:
- Return of the Grind
- A new quest
- The sleep deprivation strikes back
Yours, Martin
Yeah I am not a huge fan of Subscription based games but yet I spend money on an Xbox live account. I guess it all depends on how good the game is depends on if I buy a subscription. WoW was defiantly worth it and so was Everquest.
http://www.thetechnologygeek.org
And fully voiced quest interactions with very good writing.
I personally burned out on WoW a good while back. Several months before Cataclysm came out I quit playing. When it came out I resubed and leveled one character from 80 to 85, but then quit again shortly thereafter. I've tried many of the free-to-play games, Rift, EVE Online, and many others in the meantime. Nothing grabbed my attention.
I got early access to SWTOR 5 days ago and have already played at least 15 hours and can't wait to knock off work so I can play again.
I can honestly say that I see myself leveling at least 1 character of every class to max just to see the quest chains. Its that good.
"People who think they know everything are very annoying to those of us who do."-Mark Twain
It really just would not have worked out very well.
the game's budget is estimated to be as high as $100 million
What in the world could they have possibly spent that on? I'm struggling to figure it out. Even if 3/4 went to marketing and executive bonuses, that would still be a rather large sum of money.
"Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
Seriously? It's "Largely unexplored"? I was in beta for half a year and that was short compared to some. I had about half a dozen max level characters during that time and I've done quests that don't even exist in the current build (because they were removed with often unfixable bugs effecting players). Plenty of people who were in beta longer then me even have certainly explored SW:ToR pretty darn thoroughly. I think 'game reviewers' are the only ones who haven't played more than a single beta weekend and so haven't explored it much at all. Plenty of players have been there and done that repeatedly.
we are all invisible unless we choose otherwise
I've played beta. I won't be rushing out to buy this. As a previous poster said, it's WoW with Blasters/Light Sabers.
What a waste of Bioware talent and a Star Wars License. They would've been much better off using the Mass Effect 2 combat system as a basis. Instead, it's no different than the hundreds of WoW like clones out there ... EA wanted this game to cut into WoW... The sad thing is they will succeed because there are millions of people out there willing to play WoW with a Star Wars skin on it.
I'm disappointed to say the least. I anticipated much more from Bioware. If the game mechanics were anywhere near the quality of the cut scenes, I wouldn't be posting this. There seems to be very few gaming companies ready to break any molds in the MMORPG realm. EVE Online is one of few, and that game came out in 2003.
Hopefully I'm wrong, and my beta impression was due to limited time in the game. But I fear it's what it is, and what could've been a game I would be playing for years is one I'm just going to pass over.
Which is why Guild Wars will never have a sequel.
Oh, wait...
"This is wow with light sabers"
No it is not.
Disclaimer: I have not played the game yet, and my opinion is based on reviews and people who have played the beta.
World of Warcraft is based on a fantasy world where you can participate in it as time goes by. SWTOR is a world based on YOU. You are the center of attention and the choices you make constantly change the quest tree and storyline. For example you can play single player and the game will be different than if you play in groups according to www.arstechnica.com.
Another difference is your companion system is very advanced. At level 15 you have your own personal robotic servant too kind of like 3cpo who can help you do your profession gathering, and even your companion can go to the auction house for you and sell things while you are at work. The companions can eventually leave if you have enough dark side points or if you are an ass to them. They can even fill in for a raid while you wait for more players. They are much more than actual pets.
In essence Wow has more atmosphere and story with much richer environments that seem more realistic (sun, moon, nightime, weather, weeds moving in wind etc) while STWOR is an interactive movie with you as a star where there are no saves and the story keeps changing and so the quests. You can have 2 of the same jedi or sith, and depending on lightside or darkside points you will have different quests. Add that to playing ina guild and you will have 2 more different quest, gear, and talents.
http://saveie6.com/
Lots of other "big" titles that launched recently have since gone free-to-play. Star Wars Online and DC Universe Online are recent examples. I give SWTOR a year (more than the average due to the Star Wars name) before they start letting people in free. They might not call it "F2P" but at the very least they'll have playable trial accounts that expose 75% of the game.
Skip Franklin
It's always darkest just before it goes pitch black. -- despair.com
I've had access since last Tuesday. I'm currently at level 24 (out of 50) and so far the story has been enjoyable. It does not feel like a grind, in fact most missions to kill x # of creatures are just bonus quests that you can easily skip.
The game is not revolutionary and they did take most of the best features from WoW. I really enjoy it.
Right now the only thing negative I have to say about the game is the artifcial cap they put on every server. Almost every server had a 20+ minute queue to log in during peak hours last week. My brother said he had to wait 10 minutes at 10am this morning to log in. If I have to wait more than a couple minutes I will be raising hell.
"Action without philosophy is a lethal weapon; philosophy without action is worthless."
WoW is DAoC with a slightly dumbed down interface and a more vibrant and comical palette. So what was your point again?
A story-driven MMO...this could be a "neverending story" that actually lives up to it's name!
"When information is power, privacy is freedom" - Jah-Wren Ryel
Dont forget the quest chains are always different depending on your choices and lightside vs darkside points. Infact there are lightside and darkside quests too and then they change again if you group a lot with your guild.
You can have 4 sith inquisitors and will have a completely different story line for each one with dark/light and solo and group alts. Cool stuff
http://saveie6.com/
Waiting queues on all early-access servers, up to 1:15 on the German servers at this time despite grand announcements that this will not happen to them. They are also claiming that they increased server capacities today, which, as far as I can tell was either by an insignificant amount or an outright lie.
I predict that this will either kill Bioware or at least bring them to the brink.
Most ACs are not even worth the keystrokes to insult them. Be generically insulted by this and ignored otherwise.
What a load of crap, as someone that played in 2 of the betas for SWTOR and is in the game now as an imperial agent, "Wow with light sabers and laser guns" is actually a perfect description. The game is much richer in story with a lot more effort put into the quest dialogue and story but apart from that it is a skinned version of wow. It is a nice change but even as a star wars fan I don't think this game will last as the "just another wow clone" syndrome will hit this game hard within a few months.
Guild Wars is probably the most underrated MMO in history. Way better story and graphics than WoW, it was free to play from the beginning, and moving a character between servers was as easy as a drop-down menu (allowing you to easily play with friends on different servers, something that should have been standard on all MMO's a long time ago). And yet it never got the attention it really deserved.
SJW: Someone who has run out of real oppression, and has to fake it.
I agree %100. I was in the last beta weekend and logged 10 hours playing to level 15. WoW with lightsabers and blasters and speeders instead of flying horses. Want to know why this game is an epic fail? There is no free space flight. It's all scripted combat on rails. DUMB. The name of the game is called STAR WARS... yet your ability to have a war amidst the stars on your own terms does not exist. I canceled my pre-order shortly after the beta weekend. Will wait for the first expansion that adds free space flight.
With 20/20 vision and their nose pressed against the screen - as an adult I can apparently get lost - their interface is composed of a font so tiny that I can't read most of it which is a bit of a problem even though quests are spoken, you still need to read stuff... this is where the kids butt in and say you can adjust the chat font size - and I have to compose myself and point out, ITS THE WHOLE DAMN INTERFACE - tooltips, skill trees, subtitles, their 'codex' (and no, you can't just change resolution, they make sure to scale it so it remains at the same visual size regardless of actual resolution)
You'd think in this day and age the technology to adjust font size wouldn't be totally unheard of? Apparently Biowares programmers feel this is to abstract a concept, or perhaps they only want kids to enter their hallowed halls. The rest can bugger of back to WoW.
Well ok then.
If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
So not only didn't you try swtor, you didn't try wow either, eh?
"World of Warcraft is based on a fantasy world where you can participate in it as time goes by. SWTOR is a world based on YOU. "
So is Wow - yes, if you stay away for long enough (and we are talking real world years) yes there will be progression without but (and so presumably here will in swtor) but the whole point is that YOU the player get to meet all the leaders, all the leadersin the world get to know you and your name.
In swtor you are NOT going to meet Vader, or Skywalker, Princess Leia or hang out with Yoda.
If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
Which is why Guild Wars will never have a sequel. Oh, wait...
At the rate they're developing GW2, I tend to believe your first statement.
After my BF3 experience, with the game launched early to compete with MW3, I would never
buy another EA game again. Horrible cheating, crashing, clunky origin interface.
Time to starve the beast. Don't buy the games and make ea vanish as it should have ages ago.
"Disclaimer: I have not played the game yet, and my opinion is based on reviews and people who have played the beta."
You should have stopped commenting right there. I was in Beta as well as started my early access on the 13th. While the voice acting is amazing and top notch graphics it is exactly like every other MMO out right now. Except they didn't put in a real LFG tool yet, though they have a PVP queue, and they don't have phasing like in WoW.
Honestly if this game didn't have STAR WARS in the name no one would care.
Ave Molech Setting
I've been playing (or, rather waiting in fucking queues) since last thursday, and yes, it's quite a lot like WoW. The colors on items are the same, at least the first 10 levels of soloing are the same.
But.
The NPC interactions are a lot more fun, quite Mass Effect-like. I don't know if there's a rep system yet as you only get dark/light side interaction points, but this would play particularly nicely into a faction rep system as well. Plus, you could have light/dark faction issues, where if you're light-side and walk into a dark-side bar you are immediately gonna have issues..
This game is basically KOTOR: the MMO, which is what a lot of people (including myself) have wanted for quite awhile.
Now all they have to do is FIX THE FUCKING QUEUES and/or have free toon transfers from higher pop to lower pop, until things have calmed down and they've fully geared up.
""World of Warcraft is based on a fantasy world where you can participate in it as time goes by. SWTOR is a world based on YOU. "
So is Wow
"
No it is not. The Lich King will die whether your guild kills him or someone elses. Deathwing comes next. Wars start whether you fight in them or not. You just have the option to participate if you want. If you kick ass it wont change things.
In SWTOR the storyline is tightly integrated with your actions and in Wow you get maybe a chain of quests that unlocks if you are friendly with a certain group of people. The quests lines, gear, and story line are radically different depending on your choices in what becomes almost like a new game. The designers mentioned that was the goal if you look at their interviews.
SWTOR I am sure will have their leaders as well.
http://saveie6.com/
WoW and EVE are the ONLY two MMO's I know of that bothered to make a mac client of their game. I honestly can't think of a single other MMO that is dual platformed.
But who cares? Unless you have an old non-intel Apple system (in which case the system requirements wouldn't work for this game most likely) you just install Win 7 on a second partition or hard drive and play the game on your mac that way. Stop trying to complain about something that isn't an issue anymore.
Ave Molech Setting
I disagree. It is not WoW with lightsabers. It is Everquest 2 with lightsabers.
GW1 sold around 7million copies and is now a major franchise. A few things it didn't bring to the table was a persistent, instanced world and large (20+) player 'raiding'. Both of these have been addressed in the sequel that just entered beta testing... and still with no monthly fee.
SW:TOR bring the RPG back to MMORPG. But I think GW2 has the chance to be truly revolutionary -- it destroys the 'holy trinity' model, no monthly fee, and the graphics and gameplay look to be a substantial improvement over the current generation of 'hotkey' MMOs.
John Maynard Keynes: "When the facts change, I change my mind. What do you do?"
I have only heard bad things about Origin compared to Steam, how is the experience with Origin?
Humor must not professedly teach and it must not professedly preach, but it must do both if it would live forever. -Mark
Also Blizzard would be completely out of business, sc1-2, d1-3, wc1-3 have always been free online. I don't get WOW, mmorpgs are great, eq2 rocked, but I seriously think for what your getting as a game, it lacks substance and is extremely extremely repetitive.
Guild wars is anything but "recent", undermining your argument severely.
I just got to level 10 and am looking for the advanced class trainers. The game so far is pretty decent, the game play is good, the interface is nice, the combat system doesn't make me nuts like their last one did. It's pretty polished and worth a good look. It will keep you home for the holidays and off the streets and roads.
Take the Red Pill.
I do wonder how people reconcile the fact that it's an MMO with no monthly fee with their belief that such fees are required.
"It won't have any players" will probably be the party line.
Or is Everquest - the game that spawned most MMO's (3d first person perspective) as we see them or perhaps UO. Or is it a MUD with a gui instead of command line and text which directly spawned EQ. Or is it Adventure with everything that has come after it along with lightsabers and blasters Lets take it back to the physical RPG with dice and manuals.
WOW was not 9/11 - it didn't change everything.
EVE made a linux client for a while too. It was pretty bad and the windows version played better under WINE but at least they tried.
I think one of the long term players from beta who is a friend of mine put it best.
"I played the entire early part with my friend. We share start point for our characters, so we can "watch" each other's plot lines. So I walk with the quest giver NPC, and he says "Now that we're finally alone..." and my friend's character is right next to me. Jarring".
The best question was "so if this truly is MY story, why are there twenty guys who look just like me talking to the same NPCs and doing the same quests?"
Fact is, you just can't make a good, immersive story about a "hero that stands above the crowd" in an MMO. You have to be one of the masses, and by extension, not really a hero that stands above others. When MMO's pretend it's not so, like TOR and some of the new/remade zones in WoW, it looks silly and breaks immersion in a very bad way.
Difference is, WoW doesn't hype it up as a major selling point. TOR does, and while it works for people who are experiences with MMOs and don't really expect anything truly new, just an improvement, those who actually do expect something new end up sorely disappointed. Which is what happens to people who believe that TOR is not WoW with lightsabers. Because in the end, under all the extra fluff, there's still going to be twenty guys who have a story largely identical to yours right next to you reminding you that you're not the "hero that stands above the crowd" that game tries to make you believe you are.
So is it a wow with light sabers and Neverwinter Nights 2 quests?
MUDs preceded MMOs. They were also by and large F2P.
http://en.wikipedia.org/wiki/MUD
I just think that they assume that it is crappy or lacking in some way if it is free. If it is *not* lacking in some way, my hats off to them, because if anything, a server farm is an ongoing cost that needs to be planned for. Subscription fees seem the most straightforward way of doing it.
Honestly, I have never played GW, and I only really played WoW because I had friends who did. And the only reason I am considering SW:TOR is because I know people who are playing it. I don't think cost is really a motivating factor for most MMO players, unless it is excessive.
While TOR "will sure have their leaders", they will not have the big names. Because they don't have the permission to change the canon story.
That's the beauty of owning your own IP. You can do whatever you want with it.You want to have your heroes directly interact with the most important characters of the universe, and actually help them? No problem! You want to feel that your very actions are actually changing the course of the main story? No problem! You want to have your players relive the epic end battle of warcraft 3, where you mounted a desperate defense against endless waves of demons? No problem!
Now try to do the same with the Star Wars. Lucasarts will shoot your suggestions down as fast as you can make them, no matter how good they would be for the game. Because the real story of Star Wars will always be that of the six movies. And you'll never get to mess with those. Lucasarts will simply not let you. And that is a very real problem.
I think people (management) are finally starting to realize that they can charge $1 for a stupid hat that doesn't effect game play and people will buy it...
Compared to a lot of MMOs that I've seen, WoW did have a lot of polish to it. Also, I think that a lot of things that mean a lot to a committed MMO player don't mean as much to people who have never played MMOs. And I'd say that as their player base has become more familiar with MMOs, WoW has continued to add content and some functionality.
I got bored with WoW... twice. At this point it has been years since I have played and I'll never be back. But when it was good, it was good. It just got old.
Actually, as someone who's been there for a week or so now, I can tell you that you can hardly tell. I haven't run into much nerdiness about anything movie-related. If anything, it comes across more like a bunch of KOTOR fans, plus the occasional (and frankly expected) "OMG IT'S WOW WITH GUNS!!!111eleventeen" trolling.
A polar bear is a cartesian bear after a coordinate transform.
> There is no free space flight. I've been waiting since X-wing Alliance for a new Star Wars game that allowed that.
There is no free space flight. It's all scripted combat on rails. DUMB.
WHAT
That was the single best thing about SWG. How could they fuck THAT up?
I never finished the original GW before the expansions and such came out. But it was a very different game at that time from WoW or most any other MMO.
For starters there was no real difference in characters, other than classes. Everyone of the same class essentially got the same equipment, there were some cosmetic differences and very minor stat differences, but you weren't going to find an upgrade to whatever you had anywhere.
The game was entirely instanced, even the hubs were instanced. This isn't entirely negative as it means that everyone is on the same server. The downside is that if you don't join a group you won't be seeing anyone else in the game world outside of hubs, which kind of ruins the idea of playing in a MMO for me.
I played as a Warrior/Monk or maybe it was Monk/Warrior. That meant that I filled two of the 3 trinity spots for much of the game but it didn't eliminate the efficacy of the trinity effect in the game.
One of the things that I did really like about the game was the companion system that meant you could make your own solo group for when you didn't want to deal with other people to progress. The dual class aspect was interesting and fun. The story telling was interesting and well done, though I would have liked to have seen more than one path to progress along. I liked that the game wold was all one big server, although I would have liked the zones to be less hallway like and allow more groups of players than just one group per instance.
Despite it's shortfalls I'm actually tempted now to go and see if I can play it still, although I wouldn't have any of the expansions.
Also as someone who actually plays it, I think it's inexact. It's like calling Skyrim "Fallout 3 with swords."
The only similarity to WOW is that both are games in the same genre. So, yes, certain mechanics are going to be shared between the two, by necessity. Some because frankly, they're part of the whole MMO premise, and some because we have a decade and a half of figuring out what players like and what players don't like. In a new game you want more of the former and less of the latter.
And it's not even a bad thing. We had an attempt at ignoring everything that other MMOs showed that works or doesn't work. It was called Tabula Rasa. Yeah, Lord British thought he's so great that he can simply wipe the slate of everything that had been learned in a decade of MMOs and reinvent everything his way. It wasn't much fun to play for most people who've tried it and it bombed badly.
And really, most of that stuff isn't even particularly specific to WoW. As someone who's played half a dozen MMOs before, I don't see why I should reduce a whole genre to one game. It's called MMO, not "WoW clone". You could just as accurately say it's Everquest 2 with lightsabers, or City Of Heroes with lightsabers, or, really, whatever.
The classes for example are not really clones of WoW, suprisingly enough. The companions mechanic is also not very WoW. Actually branching available quests based on what you did before (e.g., alignment) is also not very closely mirroring any WoW mechanic I can think of. Having a choice of how you want to end a quest is also not very WoW-like. Etc. The point is that it's different enough to feel different and interesting, and in the end that's all that matters.
As for what happens in a few months, meh, nothing is for ever. I bought a game, not entered a marriage and made a kid, you know? If it stops being fun to play in a few months, for whatever reason, I'll move on then. And hey, at that point I will have got a couple of months of fun. Am I right?
A polar bear is a cartesian bear after a coordinate transform.
Tell that to people still playing GTA: San Andreas mods, Oblivion mods, etc.. not all content has to be generated professionally. Some game developers still seem to care more about fans enjoying the game than they do about sucking up all the money they can. Though it also has the benefit that people will definitely buy your next game simply because it's such great value for money if it has the support of an established modding community.
which is totally what she said
Deluxe version still available of course!
And to think my attitude to EA had mellowed in recent years...
I actually think this a good thing though. In contrast, LoTRO did take place concurrent with the canon story and that ended up giving it a very disneyland feel, because you always knew where it was going.
TODO: Something witty here...
I guess i got bored of eq2 cause of the repetitiveness, WOW was much more of the same when I tried it. To me a well executed elder scrolls mmorpg sounds epic.
I think you're missing the point a bit. In WoW, you are playing out the main story. It's not over, like it is with Star Wars, where the third movie essentially ends the main story. In WoW, the main story is ongoing, progressing along with the game.
Well, yes. Guild Wars wasn't designed to be an MMORPG (the creators initially referred to it as a CORPG -- "cooperative (or competitive) online RPG"). Everyone mistook it for and insisted upon calling it an MMO anyhow, and eventually they stopped attempting to correct people. But yes, in terms of gameplay, it was all instanced -- they basically took the "chat rooms" of Diablo II Battle.net realms and moved them in-game into cities, but it was otherwise like D2 realm play -- you left the city and were in your own instance of the zone with only your teammates, and possibly a few enemy teams if it was PvP. There was no persistent world. At the end of the day, it was no more an MMO than Diablo II Battle.net realms had been an MMO, because that was the model they were basing it on. It should be noted that they released just shortly after WoW. They had no idea just how popular the MMO market was going to become, and thus it's understandable why they weren't planning on making one to begin with. GW2 is basically their attempt to take their ideas and making an actual MMO out of them -- it's probably what GW would have been if they'd realized an MMO was the way to go.
As for the trinity effect, the gameplay in GW won over every similar game I've tried precisely because there were no tanking per se. It was pretty much impossible for one character to draw everyone's aggro (there are no "aggro" skills in the game), nor any characters suited to the role of simply soaking damage while everyone else dishes it out safely. Tanking in that sense simply doesn't exist in the game. They still had and needed healers, but short of body blocking there was no real way to keep creeps off the "squishies" -- the usual tactic for protecting healers and caster was to block and try to delay enemies reaching them, and when that inevitably failed, to simply quickly kill whatever was attacking them. It did help that Warriors had the highest consistent DPS, rather than the lowest as in the case in games where proper tanking exists, and as such could usually hold an enemy's attention once they got it, but since all battles were basically group on group, that wasn't of huge value.
"Convictions are more dangerous enemies of truth than lies."
Sounds pretty much what is in "WoW" 4.x or Cataclysm. This is why I keep scratching my head when people say "TOR is completely different than WoW". Finding out who blew up the horde ship in "WoW" really doesn't appear to have big or critical impact than finding out who stole the ship in "TOR". Its great lore but actually clumsy play mechanics limited in a MMO engine.
The thing I think "TOR" gets wrong and "WoW" gets right about quests is that although you can refine the presentation its still a quest limited in the MMO structure. Lore is important but doing voice over to a "FedEx" quest (NPC wants you deliver X to NpcA) is nice but it turns out that beyond the first play through, many really don't care. So many players over value lore in quests when they instead want to play through the quest as fast as possible. No matter how many choices or cinematics or voice overs inserted, its still a "FedEx" quest. "WoW" goes to great lengths to make quest objectives clear and easy for anyone to understand independent of context (new player first character, old player 10th character) instead of trying to dress it up. Is that what "TOR" does instead? I am not sure that is entirely re-playable though when you are forced to watch the same scene unfold for the nth time because everyone voted for the popular option.
They also cost almost nothing to set up and run where you had even a moderate internet connection.
Honestly if this game didn't have STAR WARS in the name no one would care.
Interestingly enough, that's the main reason I don't. I'd love a good sci-fi MMO, but it would have to be either original or based on a good and interesting sci-fi universe. I'd love a Babylon 5 MMO, I'm sure. Maybe Dune? That might be cool. Instead we get crap based on Star Trek, or even worse, Star Wars, the worst schlock ever foisted upon the public whose only redeeming value was as eye-candy. (Seriously, just watch the movies with the volume off -- you can appreciate the eye-candy without being inflicted by the absurd story and cringe-worthy dialog.)
"Convictions are more dangerous enemies of truth than lies."
SWTOR has 8 distinct storylines from levels 1-50, and this doesn't count the light/dark choices available. While you happen to be on the same planet and in the same area as another player, your purpose for being there is completely different. This is completely revolutionary to MMO gaming. Traditionally you hop from city to city simply to obtain that 1 extra level and move on. In SWTOR your character is participating in a story to save the world, and has a distinct purpose for being there. This results in a level of attachment to your character, other NPC characters, and the world as a whole not seen in other MMOs.
I guarantee most players will level 1-50 with different classes simply to experience the other storylines. The writing in this game surpasses most Hollywood movies nowadays.
Have you played the game? Quest chains are not always different at all, there are some slight changes but really the story is pretty much the same. lightside darkside are really no different to reputation gains etc in wow. The influence it has on your questing is extremely small and whoever told you that you can have 4 siths inquistors with completely different story lines was telling you lies. I can only assume you haven';t played the game as if you had there is no way you would have written that.
9/11 wasn't 9/11 either. Nothing changes anything. Individuals struggle for freedom, government and capital struggle for power and control of resources, and in the background the minstrels and play-writes do their best to ease our way through the crap.
I for one welcome our new Lightsaber EQ clone masters, I hope they add in better sex scenes next time.
-GiH
Mod parent Underrated. This is classic slashdot, "-1: Disagree"
50,000 characters used to live here.
In swtor you are NOT going to meet Vader, or Skywalker, Princess Leia or hang out with Yoda.
You're spot on about that. Because the game is set well before the events in any of the Star Wars movie. It's called "The Old Republic" for a reason. I have played WoW, Eve, Rift and was part of the Beta for SW:ToR. For me, one of the major differences was the Bioware feel the game had. It was engrossing. You felt a part of it. Hell, you got quests by talking to people, not by being spoken at by people. I just want a release date for Australia.
Some are very well done. D&D Online is an example of one very well done. So you basically have three choices on how to play:
1) Totally free. In this case, you have access only to a very limited subset of the content. There are many "premium" modules that you can't go in. Someone can give you a one time pass (that they have to buy) to get you in to them once if they want.
2) Subscription. In this case, you pay $15/month and get access to everything. The whole game is unlocked to you so long as you pay the monthly fee. You also get a stock of "points" each month for things in their online store, which are things like vanity clothes or the like, or things like passes for F2P players to get in to premium modules.
3) Purchasing points. In this case, you buy a stock of points to the store for a price, and you can use them to buy access to modules you like. Once a module is purchased, you can play it forever, no more fees.
Works real well. When I played it, I subscribed. $15/month is fine for me for a game I like. My friend who plays it does the points pack thing. He doesn't like monthly fees. He realizes he spends almost as much on points, but he likes it better that way.
There are some "booster" type items you can buy in the store, but nothing major. You can get some better starting weapons, some potions that make you get more experience, and so on, but nothing that makes you stronger end game or any of that thing.
So when done right, it can be a valid way of doing things. However yes, it can also be done in a very greedy fashion.
Actually MMOs have been around since Nevercrack and Evercrack dude, its just Warcrack is the most famous but now here comes Starcrack!
Personally i never did get the whole MMO thing, let me loose in Just Cause II or HL 2 and hand me a large weapon and i'm a happy camper but frankly my oldest says the new Star Wars is a blast. he's been playing it for like a month now, first as a beta player and then we got him the full shebang for Xmas so he could get in early and he's just having a ball. His main character is a bounty hunter so he isn't aligned to one side or another, whatever the hell that means, but as long as he is having fun that's what matters.
Still to me nothing can measure up to getting into my Monster truck in just Cause II and running over villagers, "up on the sidewalk bonk bonk bonk" as the bodies go flying, or using my jetpack to pop out the sky like batman and whiz some old lady that smarted off to me off the side of a mountain. its the little things you see, you just got to take the time and enjoy the senseless death.
But if going on "quests" and fulfilling "objectives" instead of slaughtering entire towns is what makes you happy? Well it does look nice and seems to play well even on wifi, and the sounds do sound like the movies. Personally I don't see how he can want to go 'pew pew" at bad guys with a blaster when he could be in JCII strapping remote charges onto passersby and watching them scream as they run down the street while you decide when to set them off, but hey, its Xmas and if it makes the little guy happy who am i to argue?
ACs don't waste your time replying, your posts are never seen by me.
Err... early MUDs tended to cost a lot to set up, but were run as curiosity projects as universities. I also remember MUDs that did charge for access, such as Avalon (still in existence: http://www.avalon-rpg.com/ ), although many came with other services, for example Terris ( http://www.legendsofterris.com/ ) came with OnLive in the UK, then went to AOL, before becoming independent.
Charging $59.99 for a game which then relies on a $14.99/month subscription model.
The greed of EA is beyond the pale. This is probably the one game with a chance to dethrone WoW, and if they do, they're looking at making over $100 million a month and they want to jack the base price up $10 in that scenario?
Bioware has gone so far down hill.
I just don't know why they ever allowed themselves to be bought. They were one of the good guys and completely sold out.
Most of the early MUDs ran as processes on university servers used for other things, used up very little system resources, and the software was almost inevitably open source. Since they tended to run on unused server resources that otherwise would not be used, yes, they usually did not cost a lot to set up.
Okay, I brace yourself not to laugh, but I've gone back to the MUD FAQ...
"Because of their size and their constant computational activities, servers can be extremely CPU-intensive and can even be crippling to any other work done on that computer. Even if they're not CPU-intensive, most MUDs can take up a fair amount of disk space - anywhere from 10 to 90 megs, which could impact the other users on the machine. Do not ever run a MUD server on a machine illicitly or without express permission from the person responsible for the machine. Many universities and companies have strict policies about that sort of behavior which you don't want to cross. "
- http://www.mudconnect.com/mudfaq/mudfaq-p2.html#q9
The point being, when MUDs were the main form of multiplayer online gaming, they were not trivial in hardware requirements.
And yes, I'm sure your mouse does have more storage than that these days...
The best question was "so if this truly is MY story, why are there twenty guys who look just like me talking to the same NPCs and doing the same quests?"
You sure your friend actually played it? Because in the important (particularly class-related) quests, you are in a private instanced area for all NPC interactions. So, there aren't twenty guys talking to the same NPCs doing the same quests -- or at least, there are, but you can't see them any more than you can when playing a single player RPG.
From reading your other comments and seeing you haven't played the game and are basing all your information on what must be some seriously biased/fanboi based reviews I would suggest you stop posting and actually go try the game. It really is no different to wow and no the story is not done in some amazingly new way that is completely different to wow, it is done the same way, it is better and richer in story apart from that there is really minimal differences. Instead of refusing to believe myself and others that have played it and are still playing it I really suggest you try it for yourself, it is a good game, just not particularly revolutionary from anything that has come before it in the MMO space.
No, the crafting/resource system was the best thing. And they didn't import that either.
Except DAOC was (and IS even in its current state) a far better game than WOW. Its just that its a bit harder and more involved. WOW is designed to be easy to play, with less challenges.
"The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
Yes it costs money to buy the game itself - which gives the developer incentive to make expansions. Yes, it costs money each month to play the game, but given the amount of time you can play it in a month - and which many players will play it in a month - its a very cost effective form of entertainment. If I buy this game - and I am still on the fence, although I liked it in beta - I will likely play it rather casually, say 5-10 hours a week. Thats 20-40 hours a month, so thats between $0.75 and $0.375 an hour. Put another way, I could spend the same money on a few coffees at Starbucks over the course of that month, and get far less entertainment value out of it.
MMOs are pretty decent value for the money, and by paying the subscription fees you ensure they have the money to maintain the servers, pay the developers and artists, writers etc a wage to generate new content and new expansions etc.
"The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
Star Craft MMO FTW!
According to the accounts, it costs $2 per player per month to run WoW. With the box price covering the cost of development, that's $13 of pure gravy. And most of the content is single-player or instanced anyway.
You will pay, one way or another. If you pay a subscription fee, the developers will work to ensure the game is balanced and fun for as many as possible. If you don't pay a fee because its a F2P game, then the developers will work to ensure that you need to buy certain items, advancements, zone access etc from the company store, or you will not enjoy the game as much because its not as balanced.
Either way the companies running these games plan on hoovering your wallet in some form. F2P is the result of dropping subscription rates and a desire to get money by some means or another. Generally it signifies a game that is dying. LOTRO is the only exception I can think of that has done it well.
Game companies run MMOs to make as much money as possible. When they don't, and can't salvage a dying title, they close it without any thought to the game's players - see SWG and SOE/LA.
"The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
(posting in part to break moderation - I clicked Underrated, it got modded Overrated. WTF, slashdot?)
But while I'm here - I've played the game as far as Coruscant. I think the dialogue is pretty damn good actually - yes, many (but not all) of the dialogue choices are superficial, but if it's good enough to help me imagine that they're important, does it really matter?
What actually broke my suspension of disbelief - hard - was all the identical "companions" upon reaching the first space area after leaving the starting planet. They've presented this story of a unique NPC teaming up with you, when you walk out of a shuttle and a dozen identical copies of him run past you following other players.
(and yes, you can customise his gear, but the other dozen+ players all still had the stock gear - blam, SoD blown away)
It's also not the "F2P" model he's talking about, where they give you the game and limited access, then sell you power ups, more zones, etc...
Although I fear the possibility of ANet going that direction (at least the latter part) with GW2 when the initial surge of interest starts to fade and they need the cash injection. They've already broken the seal on selling "power" with PC mercenary slots, so when things slow down are we going to get another EotN crapfest and RMT +XP potions like Age of Conan?
Hope not, but...
Cheap to setup? moderate internet connection? MUD's were running around long before the internet was commonly available with even low baud rate modems and they cost a lot in computer resources to run. They were commonly snuck onto university systems and were a hideous waste of space and resources,.
Would you say a KOTOR fan will definitely like TOR, even if they've never played an actual MMO?
the worst thing lucasfilm does is let people expand its universe, then years later, retcon the shit out of it. for me, boba fett's back story will always be the jaster mareel one, not the lame prince of the clones bullshit.
...
I've reached level 29 now after some relatively hard core sessions with only 2 days EGA. But I'm starting to see the variation as I have 3 of the full 5 companions available to each class now. So some people have droids, some have various alien races and some have human females/males. It does start to change as peoples preferences change.
From a story point of view, you could certainly play 2 of a class but you could do that with the 2 variations via the advanced classes that are available as your primary story is based on the initial 4 choice selection. That means you could play a Sith Juggernaut as a goody two-shoes and then a Sith Marauder as an evil bastard. The choices really do affect the quests in a way I've never experienced before in an MMO and I love that.
A completionist alt-lover may get through all the variations, but for me, 1-2 classes is all I ever bother with as I focus on one normally but I want to experience some of the differences, just the way every quest giver addresses Sith differently to bounty hunters or imperial agents is a lovely touch.
It's only a label.
Bioware have stated explicitly (in the description of RP servers) that there will be zero RP enforcement of names or behaviour.
So there's nothing to stop people, as they already are, running around with names like EliteLightSabreDood.
There are no RP servers.
Bad analogies are like waxing a monkey with a rainbow.
Not really. Because I couldn't have played it with my wife.
And actually I quite like the social aspect of grouping up with a bunch of strangers now and then.
For me SWTOR has got the balance right- lots of solo play, but with a society around me, and enough multi-player content that I can dip into it when (and if) I want to.
Bad analogies are like waxing a monkey with a rainbow.
You're mistake is that you're looking at dual-specs, which are a solution to a basic flaw in WoW that some specs are really hard to solo (holy healing priest for example).
If a game doesn't have that flaw then it doesn't need the fix either. I'm playing a jedi sage (dps-healer, specced as healer) and I can easily solo and during the Flashpoints I spend most of my time dps-ing as it's only really on the bosses that I need to heal.
Which is great!
And does mean I dont have to worry about kludges like WoW's dual-speccing. I can dps and heal from the one spec.
Bad analogies are like waxing a monkey with a rainbow.
Why are you looking at me? I didn't steal your ship, I don't steal and anyway, I killed that guy so you can't be him. Unless you are a force ghost. Eat flame thrower!
(Bounty Hunter quest line)
The game is WoW with light sabers... YES! That is like saying your girlfriend is like a supermodel japanese school girl with red hair and green eyes with super model friends she insists on inviting over for the night AND day. Where is the bad?
Oh yeah, she keeps begging me to stop playing swtor and join her and her friends in what she calls a horizontal dance. As if!
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
This is a very interesting point. It doesn't make sense to have the player in a MMO be *the* central character. It would be far less jarring if NPCs in MMOs treated the player as "just one more face in the crowd". It should be up to the player as to whether or not he wants to make a name for himself and become a hero, or stay in the sidelines and do his own thing.
I guess for this sort of gameplay to actually work well, we'll have to wait for the next generation of MMOs (or perhaps the one after that) where the gameworld is dynamic and players will be able to generate content in the game. That's the point when MMOs will truly shine.
Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
Worth noting that WoW's world has been dynamic since 3.0. It helps the problem a bit by making it appear that your actions in fact influence the world. In WoW, you can for example do a few quests in a small allied base as a part of effort to build up, and after a while, base will enter a next phase and grow. Essentially it means that there are different versions of the base in the same place, and your questing progress determines which one you get to access.
It still doesn't remove the "there's ten other guys doing the same thing" issue though, but in most cases that doesn't matter because quests themselves are often structured as either "adventurer, you're doing a small part in large scheme", or quests lead to hot-join events where you are asked to "go join an event" and the event happens in intervals, and your joining of said event doesn't really impact it. You can make it faster by helping, or you can just stand next to characters and watch. The event will occur in spite of your participation, which on other hand is quite immersive in terms of "this is a functional, living world with or without you", but also removes the possibility of being a central hero. You get to interact with central heroes, and often help them, but you never are one.
When WoW/Blizzard said it was!
nuff said!
My disclaimer: I started playing yesterday and only have hit level 6. But I'm loving it. It may not last forever (the love part), but it brings me back to when I first played KOTOR the single player game. It's VERY MUCH like that. And I really like that. What really hit me like a ton of bricks was how much I actually started caring about the story just from watching the opening movie and then the movie that starts up as you play your first character. I felt I was watching a movie that I cared about the characters on the screen (even though it was just a freaking movie). And then when that scene ended, I realized I now wanted to be part of that fight that was taking place, and then boom, I was. THAT alone is exactly what so many MMORPG players have wanted for years. I remember a sense of this when I first started playing Tabula Rasa (caring about the world from watching the opening movie), but then the game became a simple grind, but that was mainly because the developers seemed to stop caring more than they had done something wrong. My other disclaimer: I play WOW all the time, and I still will. There's nothing that says I can't enjoy two games at the same time.
Sarbonn's blog: http://www.sarbonn.com/blog
The game is MUCH richer in story with a LOT MORE EFFORT put into the quest dialogue and story
You shot your own post in the foot. It's exactly the same except for the parts where it's better? I see.
I played the TOR beta a few weeks ago. KOTOR started you out as a hero of the republic in the mist of a battle between the two most powerful people in the galaxy, with the fate of the entire universe resting in your hands. The game literally starts with a bang; huge explosions are the first thing you see, before you are instructed that the ship you are on is about to explode, and are directed to the escape pods. There is an immediate sense of urgency, tons of action, and memorable characters. I was hooked from the first line of dialog.
TOR starts out with 20 min of loadscreens and prerendered CGI cutscenes featuring an endless stream of unnamed forgettable characters and overused cliches. Ninja jedi, pirate sith and cowboy bounty hunters. Then they let you create your character.
There are 4 classes for each side, and 4 races each class can choose. Each race has male and female, 4 body types, 6 heads, an extremely limited slider for eye colour and skin colour, and the option to chose between a few different tattoos and accessories. All of which are incredibly ugly. I wanted to be a twilek bounty hunter, but that combination is not available so right off the bat I had to make a choice between playing a class I didn't want, or a race I didn't want. After 10 min of exploring all the different choices I settled on the least ugly of my options, a cyborg bounty hunter. Who turns out has nothing to do with any of the people shown in the opening cutscene. Instead you start out as a low level nobody, working for some other low level nobody, doing something that happens every year.
The star wars scroll informs us that the main story line centers on an event known as the great hunt, which is the space bounty hunter equivalent to the super bowl. Every year all the bounty hunters get together and hunt stuff. Not exactly the most exciting plotline, but whatever, lets get to the blasting people, right? Not quite. Pan camera to landing spaceship. Exit my bumbling teen character, who makes his way through a bustling starport to the bounty hunters office, I guess.
After 15 min of meaningless dialog with wooden characters and exploring the starting area I get my first mission. I have to rescue a someones brother from a gang. So I head out and on my way I run into someone who has another quest for me. So I stop, and converse with the fellow, and convince him to allow me to assist him in his great task. The task of course, is to kill 0/6 mobs.
So I head out into the street and down an ally towards where my quest indicator is leading me. I see a group of thugs standing idle in front of the door I am supposed to go into. So this is it, I draw my blaster and like Han Solo, I shoot first! 45 min into the game I kill my first mob. Gunned down in cold blood, from beyond its agro radius. It respawns almost immediately, so I kill it 5 more times. Quest complete! I level up. Then I run through the door convince the gang members inside to free person I was sent to rescue. I head back, killing a few more people on the way. I turn in the quest, I level up.
I am totally bored at this point, and decide that bounty hunter may have not been the best choice. So I reroll, and try another character. Sith inquisitor, twilek. Maybe this will be more interesting? It is not. It is the exact same quests, but in a different setting. Instead of a city and gang members, its a sith temple and slugs.
Typical conversation...
Questgiver: So are you the new guy?
Option1 : Yes, I am here to help!(+1 lightside)
Option2 : I guess I am.
Option3 : Yes, and if you cross me I'll kill you.(+1 darkside)
Questgiver: Well I just hope you good enough for my quest.
Option1 : Yes, I am up to the task!(+1 lightside)
Option2 : I guess I am.
Option3 : Yes, I am. And if you cross me I'll kill you.(+1 darkside)
All the ingame cutscenes suffer from horrible pop-in, and have a global chat overlay. If you are going to break immersion why even have the cutscene to begin with? The h
Dungeon Tactics : Free Open Source SRPG
GW2 will have microtransactions but the plan seems to be to have them be as unnecessary as possible. It's "F2P" after the initial purchase, but we'll have to wait and see if they make it Pay2Win or not. I don't have enough experience with GW1 to know how they managed it in the past but I'd imagine that it wasn't to the extent of most other F2P MMOs.
In swtor you are NOT going to meet Vader, or Skywalker, Princess Leia or hang out with Yoda.
Actually makes sense, since it is The Old Republic i.e. thousands of years before the events described in the movies.
This is a UDP joke, I don't care if you get it or not...
I was MUDding back in the day (early 90's) and I remember being able to run MUD servers on desktops of the time at like 4-5% CPU usage. The hardest resource at the time was an actual internet connection with higher bandwidth than dial-up, so yes, technically that did require some resources but for the MUD admin themselves if they had an on-campus machine at a university they were fine.
Are yes of course, because it is completely impossible for 2 companies to implement the same thing where one is better than the other. The point is the game play is the same, while the story is richer. the lack of innovation int he game I think will kill it in the long run, like it has every other recent MMO that has gone for more of the same rather than trying to innovate.
That's not really what is meant by "dynamic". A dynamic game world is one in which individual players can globally and permanently affect the objective environment. That is, the things they change are experienced by everyone in a single, objective gamespace.
What WoW does is just "phasing", which effectively acts as adding more maps that are nearly identical to old ones, and players who are out of phase can't interact with one another.
Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
Your claim is stretching the wording at best, because the world is perceived by YOU when you play it, not by other players. Therefore when world changes around you as a result of your actions, the world is dynamic. There is no way to "travel back in time" and go to previous phase - once you have done necessary requirements, you enter the next phase and are in it permanently - as far as your character is concerned, the world has been irreversibly changed by your actions.
Hence, dynamic world.
FYI, in case it interests anyone, I'd like to state that I finally got Final Fantasy XI working perfectly in Wine. I did it on Mac OS 10.7, having purchased the entire collection for about $20 (including one free month) on Steam. So I'm playing my first MMORPG. http://appdb.winehq.org/objectManager.php?sClass=version&iId=2739