Let me start off by saying that I do like SWTOR (at least more than any of the other new MMORPGs out there); and I plan on playing it for awhile. I'd give the game a 8.7 out of 10.
So what do I mean by a theme park? I mean game developers, like Bioware and Blizzard, are less interested in crafting virtual worlds and more interested in creating an experience where players can log on, press a button that automatically groups them up with strangers that they'll probably never talk to again, which then teleports them to some destination (a dungeon, battleground, etc.). Granted, the dungeon finder system hasn't found its way to SWTOR yet, but I'm betting it will eventually (and at least part of the community is asking for it). Further, questing in these theme parks constitutes mindlessly following quest indicators followed by reward collection, followed by using quick travel. Rinse and repeat until you're level capped. To make matters worse, when you die in these theme parks, practically nothing happens. In SWTOR, you lose a bit of durability and are given the option to respawn right where you died!
Before I move on, I'll just list some of the ways that the MMORPG genre has improved in an effort to appear less negative: better graphics, better sound, better UIs, smoother controls, less downtime, and less skill/group role overlap between classes. And in the case of SWTOR, voiced dialogue and conversation options.
That being said, I can't believe how far the MMORPG genre has fallen since Everquest (EQ).
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The thing that bothers me the most about the newer MMORPGs like SWTOR is the abuse of quick travel, quest indicators, instancing, and matchmaking (dungeon fingers, battlegrounds, etc.), as well as the lenient penalties for dying.
Instancing: Back during the golden age of MMORPGs, there was no such thing as "running dungeons," at least not in the way that MMORPG players do now. Running a dungeon in, Everquest for instance, meant running to a dungeon that was actually part of the static world (noninstanced), and then traversing the dungeon--exploring the dungeon--with a group. And while this went on, you'd more than likely run into other adventurers, who may or may not interact with your group in a negative or positive way. I think this is way more interesting than your group being cut off from the rest of the server population and in-game world by being teleported inside an instance of a dungeon. It's almost as though you and your group had fallen asleep and the dungeon is just a dream.
Instancing is especially a problem in SWTOR because of the way the world was constructed. It almost feels like you're on a train or rollercoaster. There are too many invisible barriers and areas that exist to prevent players from leaving a linear predetermined path. The instancing just adds to the claustrophobic and dead (you don't run across enough players) feeling.
Death penalty: Maybe my view on this subject is skewed from playing too much Diablo II Hardcore and Everquest, but I've always liked a good meaty death penalty. Otherwise, what's the point? Playing a MMORPG with a lenient death penalty is like playing a NES game with Game Genie. Some people may like that (I know my brother enjoyed cheating in NES games), but I don't. Good death penalties make rewards and progression all the sweeter. I'm not saying newer MMORPGs like SWTOR should adopt a permanent death system or anything that crazy, but I do think the penalty for dying should sting a little more than mere durability loss. SWTOR is out already, so I don't expect Bioware to change the penalty for dying. But they could create servers with alternate rule sets. Just a thought.
Quick travel: There's nothing wrong with quick travel per se. But there needs to be some restraint. Too much quick travel makes the world feel small and meaningless. Meaningless in that it is treated as merely an obstacle to your next quest rather than a journey. Personally, I'd like to go back to how EQ did things: having to run or ride to your destination! But I'm probably in the minority in this respect--so I'll just say I don't think players should have the option of teleporting to any discovered hub on their local map every 30 minutes. An easy fix for this would be to just increase the cool down for quick travel (the fleet pass is fine).
Quest indicators: Like the quick travel system, I think this is being abused. It's to the point where 90% of the time you don't even have to read (or listen to) quest text. All you need to do is bring up your map and follow the giant pulsating dots and circles (KILL 5 MONKEYS). I think this sort of thing contributes to the mindlessness of current MMORPGs.
Match making: By match making I mean any button that you can press that will automatically group you up with other players, and then teleport you to some destination. I see this as contra to some of the things that MMORPGs are supposed to be about; namely, community and adventuring. Fortunately, Bioware has decided to leave dungeon finder out of the game, for now. Unfortunately, I think it will inevitably make its way into the game in the future.
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I anticipate a tsunami of WoW fanboys and MMORPGs noobs that will try to set me straight by propagating the lie that WoW is popular because it has a lenient death penalty, dungeon finder, instanced dungeons, and quest indicators. That's wrong.
WoW didn't have any of the above when it was first released save for a lenient death penalty and instanced dungeons. The rest came later.
The reason why WoW is popular is because:
1. It was developed by a popular company.
2. WoW is based on a popular universe.
3. WoW was released during a time when EQ was in its decline, when people were fed up with SOE's antics.
4. Good controls and UI.
WoW is really just a dumbed down version of EQ with better graphics, UI, and controls.
Comments
Yawn, I don't know why people expected a sandbox experience out of themepark and have the gawl to complain that the game doesn't have the sandbox experience that they (for some reason) hoped for. The fact is, the game was never intended for you, so Bioware or any other themepark developer could care less about your qualms with the game. So the next time you try out an MMO, first find out if it's a themepark or sandbox.
As for me, I could care less what you have to say about SW:TOR. Guild Wars 2 for Life Biatches! (^_^)
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SW:TOR doesn't have either of those things. It may be in trouble.
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I'm guessing you're being sarcastic...
Regardless, I don't think SW:TOR is in trouble. I think it will compete very well with WoW.
Friendly suggestion: Stick to the topic please.
Thanks.
¯\_(ツ)_/¯
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Themepark MMO: (and I think it's been stated before) A game that provides Content to the player, not Tools for the player to use.
Virtual World (i.e Sandbox) MMO: (again I believe it's been stated before) A Game that provides Tools for the player to use, not Content for the player to experience.
Your title would lead those who read it to believe that you obviously didn't know that Bioware was making a Themepark MMO set in the Star Wars Universe around the time of their KOTOR franchise. Upon reading your post, I have come to the conclusion that instead, while you may be enjoying the game, you wish it were a Sandbox (ala SWG) style game. It was never implied by Bioware that this would be the case, nor as far as I know was it implied that it could even become the case at a later date.
Your replies to those that responded to your post about said title have only fueled the fire that will most likely be headed your way. All I can say is, I'm glad you are enjoying the game, I'm sorry it's not more like SWG or some other Sandbox MMO, but it has been known to all, that it was never going to be.