Mandalorian-themed gaming community for Star Wars: The Old Republic
April 3, 2010 by blur

Too much story can actually hurt your experience

I’ve written virtually since day one on the TOR forums about how an increased focus on storyline will bite into the immersion of TOR as an MMO, which is what it purports to be.

And I was reminded of that again today when my wife (who is a total gamer girl and a BioWare fan), walked into my study and said, “So there are romances in TOR, right? Like other BioWare games?”

I looked up, “Yep, that’s what they say.”

“OK,” she said, “So let’s say I have a party member my character falls in love with called ‘Eric’. Am I seriously going to go down to the cantina for downtime with our guildies in the future and half of the girls will also be there, hanging out with ‘their’ Eric, too?”

I rolled the idea around in my head, based on everything I have read, to date.

“Yep,” I finally concluded. “I guess so.”

She screwed up her nose at me.

“Yuck,” she said. “That works in single player games, but not MMOs.” And then she walked away.

In truth, I have to agree with my wife. If this is how the result of our storylines will pan out when we are hanging out with our guildmates (who might have done exactly the same storyline if playing the same class), I would find such a scenario pretty darn immersion-breaking myself — and yet another reason why I think focusing too heavily on a storyline for each class (no matter what options it holds), can actually hurt your experience overall.

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October 6, 2009 by blur

Will the slots fit the storylines?

It’s common in MMOs to not be able to create a character of every class. There might be a dozen classes, for example, but you only have six character slots, or something. I’m sure everyone’s come across the concept before.

So, onto TOR… if the theory is that we’ll want to play each class, in order to enjoy each unique storyline, will there be enough character slots to fit every class?

I suppose if we are locked to one faction per server, and there are only four to six classes per faction, we’ll be OK. After all, four to six character slots is the norm in MMOs, anyway.

But if we can play both factions on the same server, or here’s a lower number of character slots, is it possible that we will have to spread our classes across multiple servers… if we want to play all the storylines, that is? (I know there are people who really don’t want to play multiple storylines). What do you guys think? Any thoughts?

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May 16, 2009 by blur

Why the fourth pillar fails

This is a topic that’s been thought about, sometimes half-heartedly suggested and, in a few cases, some people have elected to jump out of step with the majority and call it for what it is. Now it’s my turn. With the release of a new video, I have less enthusiasm for TOR than at any time in its development thus far.

Why? What got up my nose this time? Was it when the guy on the video said, “Everyone wants a lightsaber…”, a comment even more obnoxious than the classic, “Everyone wants to be a hero…” from the TOR launch? Nope. As eye-rolling as that moment was, that wasn’t it. Let me cut to the chase.

All this fourth pillar stuff… all this separate-storyline-for-each-class stuff… it’s all great. OK, let me get that on the table. It’s great. It’s content that will probably be really well-written and have some twists and turns and will tell us a great story, “just like it says on the box”, but with one (rather large) condition:

If you’re playing a single player game.

See, I don’t know about you guys, but I CANNOT get excited about being betrayed by my bounty hunting partner if, for example, it happens to EVERY SINGLE BOUNTY HUNTER ON THE SERVER. That’s why this kind of thing is freaking AWESOME in a single player game, but absolutely rubbish in an MMO.

To be honest, I think modern MMOs have it the wrong way around. The best MMOs have MINIMAL structured storyline. I’m not talking sandbox here — let’s get that clear — but a kind of vague storyline so that 100 people could play the game completely differently, and it still feels “right” and “believable”.

With TOR, meanwhile, the information presented thus far suggests that as a bounty hunter, for example, you will pretty much play the same storyline as every other bounty hunter, with the exception of hitting some “big moments” in the story, where you might go one way or the other. Big deal.

Thus far, with no explanation of how the fourth pillar actually works in an MMO, I’m getting more and more depressed about TOR by the day. Let me say it again: the TOR storyline and overall concept sounds like it will make a great single player game… but it’s not shaping up as an MMO.

I look forward to being proven wrong but, thus far, I think this fourth pillar concept is a mistake in MMO development. It’s just cheesy in the extreme for people to play through, essentially, the same class-based storyline. And sure, you might say that most MMOs have a quest line that “everyone” does, so isn’t that cheesy too? But BioWare is making such a big noise about how this “fourth pillar” is genuinely different, and something to really get excited about. Thus far, however, I just can’t see how I can get genuinely excited about doing exactly what all my friends do.

That’s not how a “personal” story works. Because, without wanting to state the obvious, it’s not “personal”.

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January 28, 2009 by blur

How linear is linear?

I think we’d be in broad agreement that, for TOR to tell us a class-based story, it will need to be fairly linear.

But the question begs: How linear is… well, linear?

For example: Can I log in, get the starting quest — which is linear — and then totally ignore it, and just wander off somewhere else, like I’m playing Oblivion or Fallout3?

Or do I have to follow that linear storyline for a set number of levels? For example, the way the linear intro to Age of Conan would take your character to Level 20?

Or will the game try and take me through a very, very, very linear storyline until the level cap?

Obviously, I have no idea, and neither do you. But what would you LIKE to see happen?

(Personally, I’d like it to be like Oblivion and Fallout3, but I get the feeling that sort of gameplay won’t be on the cards at all…)

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January 3, 2009 by blur

You want a story? You’d better like instances too…

Think of playing through a storyline in an RPG — it might be a BioWare title, or it might be something else. It really doesn’t matter for the purpose of this exercise.

Now think of how that game world is all about you. I mean, you are the star of the story, aren’t you? The game is crafted all around you.

BioWare claims it is bringing this kind of storytelling to MMOs. OK, and despite my natural inclination to doubt, let’s run with that idea for a moment.

Riddle me this… how on earth will people be able to have that single-player experience with 100s and 1000s of other players running around the same server, with at least some of them seeking to do exactly the same thing, because they are playing the same class storyline?

I think there’s only one way it’s possible: instances. I just can’t see how we won’t have to endure a fair amount of instancing, so that everyone can play through their requisite storyline without being disrupted or flat-out prevented by others to achieve their goal…

Quite seriously, I don’t think a lot of the people who approve of bringing storyline to MMOs have really twigged onto that, yet.

Agree? Disagree? Why?

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November 11, 2008 by blur

TOR = “no more KOTOR”? I don’t think so!

Is it just me, or are all these people complaining about KOTOR now being “lost for all time” blind to the fact that TOR has been set 100s of years into the future of KOTOR precisely so BioWare, or a partner, can go back there in the future and make more games?

I really can’t get my head around this concept that TOR = no more KOTOR. If anything, to my way of thinking, the time setting for TOR points to the fact that there WILL be more KOTOR games in the future. The series is far from over. Your thoughts?

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