Actually talking about the game…
I know it’s been a while (but I also know that no one reads this blog!), but my ISP has been giving me problems. It took a few days, but we seem to be back online and doin’ fine.
Something to note: in order to facilitate a “new” experience with this MMO, I have decided that I will not read any news, spoilers, patch notes, etc about the game until I have familiarized myself with it. What this means for me is that I get my wish and every aspect of the game–good or bad–is new to me. Everything is unexpected because I haven’t allowed myself to see what to expect. What this means for any reader of this blog (and I don’t believe those exist yet) is that most of the info here is not new to you if you’ve been reading anything about the game. Or playing it for a while. Again, I didn’t want to start another resource of news, tips, datacron locations, et al. I started this as a way for me to chronicle my discoveries of a new MMO, since I’ve only explored one other before.
First of all, the acted, narrative quests are extremely interesting to me. WoW does give narrative elements to its quests–phrases like “Mankrik’s Wife” and “Van Cleef” have meaning to a player who has followed the quests and the lore. And those stories are great, by the way! I’m not trying to take away from them. It’s just that the narrative element of the game is not what hooked me onto WoW. I was hooked when I could play with others. That was it. I was terrible at First Person Shooters, couldn’t hang with Real Time Strategy, and wasn’t a fan of online poker, so playing a game with other people was such a novel concept that I had to try it, and loved it. But the story that’s presented in game–which, again, can be great–is not actually a huge part of the player experience like it is in SWTOR. The WoW, you have to put in extra effort to experience the story (you have to read the lore part of the quest). In SWTOR, you have to put extra effort into not experiencing the story (by hitting the spacebar to skip). This is something that more traditional or single-player RPGs do well, and I was pleasantly surprised to see it in an MMO.
I also think that the combination of classes at the advanced level is interesting. I’m a fan of having choices be extremely consequential. This does not happen in WoW–you can change your character’s sex, name, server, XP status, and/or spec almost on-the-fly. All choices can, with a little gold or US$, be changed. SWTOR might end up letting us change appearance or names, but it certainly doesn’t cater well to people who want to change combat roles. For example, my little Sith Inquisitor chose to go sorcerer. He will never, ever, ever get to tank because he did not choose to go Juggernaut. And he can’t. It’s permanent (for now, anyway). There is even a warning from the trainer that the player should be careful because the decision matters and it is irreversible.
So, I thought that this combination of rigid class structure and immersive gameplay could actually bite back with some negative consequences. For example, if I wanted to try my hand at tanking, and I really wanted to try that doulble-bladed light saber (which is enough incentive for me, by the way, because I’m shallow and immature). I’d have to roll at least 10 more levels of Inquisitor before there could be any branch off. I’m unsure, since I have yet to try a Juggernaut, but it’s a possibility. Because the entire game is phased, all Inquisitors go through the same phases for the same quests. I mean, you could pick different options, I guess, but it’d be replay. When my Imperial Agent got to Dromund Kaas, though, I was pleasantly surprised at how different his story was–his actual quests were different, even when he had quest objectives that were exactly the same as my Inquisitor’s. I was making all new choices and experiencing a whole different feel for the Empire on that character even while being on the same planet and interacting with some of the same people.
If I compare this to WoW, I’d have to say that there are plusses and minuses. First of all, in WoW, if you’re in a certain zone, you’ll be doing the exact same quests that everyone else in that zone does. There is no deviation. These quests can be very simple and boring–”We’ve got too many boars in the area. Kill 10.”–to very involved– but all players experience the same thing. But, not all players go through all zones. The WoW world is so much bigger than SWTOR’s, and that means that you have a choice of questing zones to bring your level 20 to level 25. In SWTOR, though, all 25s are in the same zone. So, if I were playing WoW and I had a feral druid who was pve and pvp specced, and I didn’t want to mess with him, but I wanted to roll a moonkin, then I could just roll a different species. Same faction, same guild, but a different experience lore-wise. This is currently not possible in TOR. But the other side of that is that if I wanted another Night Elf, no matter what class, then I’d be doing the exact same quests that my druid did. No change there.
I gotta say that TOR’s method wins for me because I was absolutely amazed that my Agent was seeing so much different content throughout a familiar quest hub. And that’s really what it boils down to–my Agent wasn’t seeing new environments or enemies, but he was seeing a completely different story. And stories are what do it for me. If storied gameplay is what you’re after, TOR is the better choice by far.



