Storytelling
I'm on record as agreeing with Yahtzee--Bioware doesn't get points for good writing anymore. I might be convinced to make an exception this time for their sheer audacity to not only insist that story is a necessary and missing part of modern MMOs, but to also bet the bank on it. Given that almost no one bothers to read the text in most quest pop-ups, this can't have been an easy sell. I think it works out OK for the most part barring some interface issues, and I think they've done a good job of weaving a tale worth watching. I'm especially appreciative of how they've taken many of the same elements and woven them together across classes--pretty cool. Their story implementation is, like most things, a double-edged sword and we'll revisit this topic in a later post.
Voiceovers
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Reasonably Meets Expectations
Like it has for the last bajillion Internet Years(TM), WoW sets the standard for what we expect on the whole for an MMO. SW:TOR does a pretty good job of meeting these, if in an extremely unpolished way. I thought Rift did a tremendously better job of this and I will probably still hold that up as the gold standard of launches until The Industry(TM)(R)(esq) proves me wrong. SW:TOR meets expectations, I suppose, if you're old and crotchety like I am and don't really expect much. You've got a crafting system which we'll delve into in the next section, your typical healer/tank/dps trinity, and a UI that most of the time delivers what you need even if it does so without any gusto or panache.
A New Take on Crafting
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What I like about this system is that it takes away one of the worst things about crafting: not being able to adventure while you're doing so. I can be out in the field sending my companions off to make a cool thing which is then delivered to my inventory when it's completed. That's pretty useful. It's still gated on time but, generally speaking, it's not all that difficult to keep crafting levels up with your adventuring levels so long as you're not completely broke. It's all still gated on time, but I'm not forced to watch the (very slow) bar move like a lot of games. I like that.
Stylized Characters
Love it or hate it, WoW is very stylized which has worked tremendously in their favor. SW:TOR too is stylized though I suspect for different reasons. You can, if you're patient, come up with some very attractive characters and that's time well-spent because you'll see a lot of yourself in cutscenes. I wouldn't mind having some reasonable hairstyles (44 choices and nothing really that great) and maybe more than four body types, but I can see why they might have done that. The downside is that a lot of the characters look a lot a like. It's weird seeing your doppleganger in any game (Rift for all of its good points was terrible for this), but it's especially glaring when not only do they look the same, but they also sound the same in an up-close cutscene delivering some of the dialog.
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...And That's Kind of It
I like that they tried different stuff--I really do, but I also think that they could have done much, much better with a nine digit budget. This goes doubly so considering how many of my former MMO-vet co-workers worked on that project.