Ok, that was a terrible title, but I like it somehow so I'll stick with it.
The developers of Star Wars: The Old Republic have repeatedly touted that it's MMOs "story driven" gameplay will set it apart from all others. Story has indeed been a huge part in many games. World of Warcraft decided to focus on the story of the game with Wrath of the Lich King and had implemented technologies (e.g. phasing) to make the game more immersive. RIFT's dynamic environment does something similar and they have been releasing stories relating to the game's lore - something I wish they had done before the game was released. There is no doubt that the more attached the player is their character(s), the more they would want to spend time playing.
But then, in RIFT and WoW, the story is little more than a diversion from the daily routine. Once the story has 'ended', i.e. finished all the plot quests, it's back to the grind. I barely do any daily quests anymore and queue up for random dungeons only with great hesitation. Then again, it did take me a few years to get to this point in WoW so that's saying something about how the game keeps me engaged. Sadly, I got to this rut in RIFT after only 4 months.
SWTOR, on the other hand, supposedly brings the story at the forefront and is supposed to take a good chunk of time to do. Now this intrigues me in good and bad ways.
First off, I have played Bioware RPGs and the story elements are mostly top-notch. I have rarely played a Bioware RPG where I did not end up immersed as a result of the story. My favourite was Dragon Age: Origins. The story of the game did feel epic and it made up for a number of shortcomings. In the end, it gave my character great depth and I felt proud for his great achievements in the game world (also, he died). I played through a few more times, but none of the other characters felt as epic. If SWTOR has a story element as good as this, I would be extremely happy.
But that brings me to the other side of the coin: stories have an ending. In my Dragon Age: Origins example, the game ended leaving me in awe and amazement at how good a game it was. Even all other playthroughs ended at some point. MMOs in general are not designed to end. When a player reaches max level, the game does make a change, and not always for the better. How will the character's story cope with the grindiness of the end game? If the story is about my Sith Warrior's rise in power and becomes a Darth at level 50, what now? Will the story be to go from system to system to kill x number of Jedi Knights on a daily basis? If there is more to it, how much more can there be until more can be added through patches or an expansion?
As excited as I am with getting my hands on SWTOR (subtle hint to get a beta invite), I have to wonder how the story element can hold up in the long run. MMOs are games to be played over a lengthly amount of time and there has to be something to do when logging on. Will the story provide sufficient longevity so players will keep playing this game over others? Or will the story elements while leveling (which is said to be quite substantial) be enough for players to have such an attachment to their character(s) that they would invest more time in the game even if there is no longer a story to do?
Unfortunately, it is very difficult to answer that question. With the current NDA, there is no more info than what Bioware/EA has released or allowed to be seen. We need to have faith in the force (i.e. Bioware) that they can pull it all off.
I like swtor credits game ,so love me love my dog
ReplyDelete