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While SWTOR didn’t make a giant leap forward for MMOs it does treat us to four innovations that make the game more enjoyable.
Companions
The companion scheme in SWTOR is an innovation. It comes from BioWares’ RPG single player games, and it provides the player with incredible support. First, there are the different roles the companions play; you can have a healer, a damage dealer or a tank with you at all times. Second, the companions not being used can be sent on missions to support your crafting, or to look for presents that improve your relationship with your companions; or, in the case of slicing, to simply make you some cash. These companions do not mitigate the need for grouping with other players to do heroics, instances, and operations. You can fall in love with your companion and even marry them. Way to go BioWare!
Story Archs
While BioWare is not the first MMO to have story lines, they have taken these stories to new heights. Your story develops your character in ways that previously only roleplaying could. These stories make you want to level up alts just to see what their story is. It’s these stories that create the Star Wars feel in the game. Luke had his story, now you have yours.
Non-Player Character Conversations
In stead of presenting us with text boxes to tell our story BioWare brings us the art of conversation with the virtual world. Some people don’t like this and skip right over it, but the immersion that can be had from following the conversations is undeniable. The fact that you can choose how your character responds gives you control over your character’s development and makes your story more interesting.
Crafting
BioWare breaks new ground in the crafting area by removing the need to spend countless hours farming for materials. Your companions can do this for you, for a price, of course, while you continue your game play. I find the crafting to be useful, something I can’t say about a lot of games. I have leveled to 400 armstech, armortech, and biotech. The arms and armor gave me better equipment then what dropped, and often better equipment than the quests rewards. Of course you can’t make end game quality armor, but you can make a suit of armor that provides a good beginning place for the end game. Kudos on the crafting BioWare.
Evolution is a slow process. Some want to see giant leaps in each new MMO that comes out, but it doesn’t work that way. Tiny steps in each new MMO are what we should expect. SWTOR takes some innovative steps that will be copied in future MMOs.
Ahnog
Hokey religions are no replacement for a good blaster at your side.
Comments
"I am not in a server with Gankers...THEY ARE IN A SERVER WITH ME!!!"
I don't really agree on the four 'innovations'.
Alright.. excluding the music, I don't find the game to give a 'Star Wars' feeling. The graphics are.. well.. a personal flavor. But I can't imagine Sith or Jedi running around, doing stupid chores (I mean quests). Or see them running around playing Hutt Ball. And are people not looking for MMO's anymore? Because what you see as 'innovations' I see as features drifting further away from an once amazing genre.
lets not be harsh they did bring us that innovative mechanic known as ............................
Trade Kill Valor Framing
"I am not in a server with Gankers...THEY ARE IN A SERVER WITH ME!!!"
Facepalm!
This is the best thread in the history of threads.
I vote for this thread as president.
Also, TOR blows.
Goats.
Innovations? Youve got to be kidding me. Its fair enough if you like the game, great whatever, and I could almost hazard a guess that its your first MMO, but really these nothing innovating about anything Bioware did. All I hope is that they havent dealt the genre a serious blow by introducing all this shit you refer to as "innovations".
A million hours of scripted voice acting and terribly animated cutscenes an MMO does not make.
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Exactly.
Nothing listed here is innovative.
Taking something from another game and doing it just slightly differently is not innovation...hey, I just made a light switch that instead of flipping it UP to turn it on and DOWN to turn it off...you flip it DOWN to turn it on and UP to turn it off...its INNOVATIVE!
No.
The clapper...now THAT is innovation!
Clap on....clap off...
Seriously though, companions have been in a bunch of MMOs, in STO you could send duty officers off on missions that yielded crafting components, spoken quests and voiced NPCs....first 20 levels of Age of Conan...
There is nothing innovative about SWTOR other than their trying to make to redefine the MMO genre with this single player hybrid...oh wait, Guild Wars did that...and better too!
Gotcha Chief
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I don't know if I'd call any of the ideas truly innovative, but compared to what people are considering innovative these days, I'd definitely consider some of them up there.
For me, the greatest aspect of this game is the storytelling. Bar none, this MMO was able to get me to care about my characters and companions in a way that an MMO hasn't done before or since. Unfortunately, story really only impacts you the first time around.
Second, I thought the different worlds' overall appearance outstanding, The first time I walked into Coruscant, I thought, "wow, now this is what Star Wars should feel like."
I do think there are a lot of great things this game brought to the market. Usually, time is the best appreciator of these things. Lots of people here have a lot of ill-feelings toward this game and the company behind it right now; I think after more time has passed people will be more grateful for what it achieved.
As an example, SWG brought a lot of elements to the table as well. Yet during the majority of its launch, people bickered and complained about its various bugs and shortcomings. Wasn't until the game finally closed down people realized and openly appreciated what it brought to the table.
So what I'm trying to say is the more time goes by since launch, the more clear it will be as to what innovations it really brought to the genre.
The biggest impact I noticed early on was trying to engage in boring text-based quests after I had been spoiled by the rich voice overs this game had.
Yeah, those are all great innovations and turned out to be very fun...
IF your goal is to make solo play the best part of an MMO.
Which really doesn't make sense.
Shouldn't MMOs try to innovate in group play?
Let me say I consider myself to be a Star Wars fan, but I am disappointed with TOR for the very innovations you listed.
Companions
Worst MMO experience I felt due to companions. Players do not need other players and see no need to group or interact. In WoW I would be questing and come upon a group or player and pug with them. In TOR the pace was so fast, that other players rarely responded to general chat or tells. I would waste time in quest hubs begging for other class buffs. In other games buffing other classes was just something you did as you went to the next quest location. I got the general feeling that in TOR that ignoring the other players was the name of the game. Companions were introduced in Diablo 2 to make solo leveling possible. SWG had harvesters and factories to automate crafting. Fallen Earth has a queued afk crafting system. Either of these systems seems more personal than the detached feeling that comes from using companions to craft.
Story Archs
I call them speed bumps. Again the story is more of a single player RPG device and doesn’t mesh well with an MMO. I am a fan of KoTOR 1 & 2 and have them both on my hard drive still. I was not looking for a KoTOR style story in my MMORPG. The fans of stories watched their stories and left. The fans of MMOs got exhausted waiting for the cut scenes to end and left.
Non-Player Character Conversations
See Story Speed Bumps above.
Crafting
The one class set per level felt very limiting to me. The diversity was hidden behind a overly complex and time consuming reverse engineering system. Most players leveled their main/first character without bothering with reverse engineered items. The level sets were distributed over 10 levels, so you get two pieces every two level. This was meant to induce a positive sense of anticipation. Instead it resulted in the negative feeling that comes from dreams when you realise you aren't wearing any pants. Sets should be tightly grouped over 3 to 5 character levels. When you first put on your final piece you shouldn’t be discarding the first pieces you got 8 levels ago, now looking old and worn.
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.
As if it could exist, without being payed for.
F2P means you get what you paid for. Pay nothing, get nothing.
Even telemarketers wouldn't think that.
It costs money to play. Therefore P2W.
Currently Playing: World of Warcraft
But to each their own.. Some people like burgers, some prefer hot dogs.. It doesn't make either good or bad.. However, I would reconsider calling a game good when it can't keep most of those that buy the game around.. How about a nice "C" grade for average..
SW:TOR provided innovative new ways to calculate subscriber numbers. : )