Saturday 14 May 2011

Concerns About Star Wars: The Old Republic


Star Wars: The Old Republic, BioWare's upcoming MMO, is in a very interesting situation. As Game Nook explored a couple weeks ago, BioWare's first MMO has many elements that could make it a smash success. But at the same time, ToR has just as many negative features that could cause it to fail miserably. Whichever side is stronger will determine the fate of EA's hefty investment. The main and most troubling concerns are ToR's familiar gameplay and BioWare's inclusion of a fourth MMO pillar: story. The Old Republic's familiar gameplay and heavy emphasis on story could deter both new and veteran MMO players if BioWare doesn't find a healthy balance between the two.


Unfortunately, ToR isn't breaking the mold when it comes to gameplay. Referencing the traditional MMO formula is completely understandable for EA though; it's a familiar, and therefore, low risk platform which to build an MMO. Combined with BioWare's level of polish, ToR will undoubtedly be a solid game overall. But ToR's potential problem isn't BioWare's ability to effectively transplant existing features; the problem is that ToR may be too familiar for experienced MMO players. At this point-in-time, ToR consists of the basic elements that comprise a modern MMO: Questing, PVP, Raiding, the Trinity System, etc. BioWare hasn't added to the preverbal gameplay wheel, which is a little disappointing. Sure the wheel works, but how about trying to make it run better? From a gameplay standpoint, ToR has what every other MMORPG is expected to have. How then, will TOR's sameness entice and entertain players who have experienced all this before? Staying true to the established MMO model, ToR is reluctant to add innovative gameplay elements which may repulse veteran MMO players.


The Old Republic's PR cycle is heavily focused around story; ToR's defining feature. Story plays a big role in The Old Republic, but if too heavily integrated, could quickly distract, constrict, and even bore players. Since nearly every feature is story driven, from quests, raids, flashpoints, and PVP, players will be bombarded with story almost everywhere they go. This will most likely delight RPG gamers, but will it satisfy the multiplayer-focused crowd? Will it satisfy the core demographic of the genre? Accessible, mainstream multiplayer games are usually designed for players to jump into the action as quickly and as easily as possible. So, ToR's heavy reliance on story may obstruct players' desire to experience the core MMO mechanics like PVP, raiding, and other group focused activities. Do players even want a story-driven experience in their MMOs? Or more importantly, does the average MMO player even care about story? If ToR is too focused on telling a great story instead of emphasizing the key MMO aspects, ToR could repel a large portion of the MMO audience.

 Injecting a single-player story into the MMO space has never been done before and I applaud BioWare for trying new things and taking risks. But I struggle to see how a single player component can be successful in a space that's mostly driven by heavy social interaction. The social aspect of MMOs is an incredibly important factor of what makes this genre so unique and successful. It's mind-boggling, then, that ToR is attempting to build a wall between the player and the rest of the player-base. Your own class-specific story, phased areas, the space game, companions characters, and having your own star ship could isolate players from each other. This could further segregate the player-base beyond having the traditional two factions. The result could be a barren, detached world with minimal social connection. Though, to be fair, it has yet to be seen how extensive and intrusive the single player experience will be.


BioWare's adamant use of VO and cut scenes to present their story could interfere with the gaming public's desire for an accessible and quick experience. Blizzard was constantly tweaking WoW to become a smoother, more approachable game. At launch, WoW was not nearly as easy as it is today. Over-time WoW has increased its accessibility by adding tutorials, quest helpers, and lowering the overall difficulty. This expanded WoW's audience because the game was more approachable from a broader range of demographics. But BioWare's use of VO and cut scenes may limit ToR's audience. I question the player's stamina to watch cut scenes for every single quest in the game. I can see individual story moments having VO, but every quest? After the first couple of hours, I doubt players will still be attentively listening to lengthy stories that, in the end, revolve around killing X number of cave rats. I fear that EA and BioWare spent unnecessary amounts of money, effort, and resources for a potentially unwelcome and underused feature.

Star Wars: The Old Republic may end up hurting both its core audiences. ToR's familiar gameplay may frustrate veteran players, its inclusion of story may end up annoying its casual audience, and ToR's addition of lengthy cut scenes may deter both crowds. In the midst of all this bleakness though, The Old Republic may attract a new breed of MMO players that thrive on single player components and cinematic storytelling. Whatever the case, The Old Republic's fate will be decided when it ships later this year.

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