Gemore said:
Eclectic Dreck said:
Therumancer said:
The Bandit said:
wadark said:
mechanixis said:
TheLefty said:
veloper said:
Group reply, due to post volume. Please forgive me for not making these more personalized. Hitting the high points here:
a) When I presented a definition of RPG, I kept it very broad on purpose. It IS about taking ownership of some small portion of the subject IP. For some, that ownership exclusively includes stats and equipment (I view this as a hyper-distilling of the original spirit of RPGs, which simply happened because some RPGS, like D&D, were so packed with rules that some simplification was required. This is the pendulum swinging the other way). For others, it has more to do with developing character-as-character, instead of character-as-trophy-case. This includes look, feel, personality, skills...
MMOs, in particular, were about creating a persistent world in which players could leave a footprint. A lot of modern MMOs have lost that, and TOR is continuing that trend. When you log out, there is basically NO sign that your character was ever there until you log in again. No house, no ship, no nothing. MMOs used to have these features. Taking them away is a step backwards.
b) Nowhere have I said that TOR looks to be a bad game. It looks to be a fine game. It's just that the game it looks to be is a single-player RPG with co-op elements. There are many of those out there, great quality, that do not require a subscription fee. If you are buying someone else's character to play someone else's story, you should only have to pay once. A subscription fee for MMOs used to be like paying "rent" on your little corner of the virtual space (and server real-estate, yes). Now, it's just companies charging it because the population is desensitized to the idea.
The points I made above have been called minor. And they are, when taken separately. Each is a small step backward--the removal of just one bit of freedom that other MMOs (SWG being the comparison I made due to the IP) in the past have provided. Taken as a whole, it represents a pretty big erosion.
Instead of taking the existing features of MMOs and adding to it, BioWare has replaced the features with more limiting features... and they've made their #1 selling point for this MMO an element that can already be found in plenty of pay-once games. This puts the burden of proof on BioWare to explain WHY these freedoms were taken away.
It would be one thing if no games out there had these freedoms. It would be up to us, the consumers, to demonstrate that the ideas are viable and appealing to audiences. But these have been tested and proven in MMOs... and in fact, the only thing that killed SWG was the removal of some of these freedoms by SOE. Instead of asking the question, "Well, why should they include this feature?" it is right to be asking, "Why did BioWare choose to remove it?"
If a major franchise were to suddenly go from 3D gameplay to a 2D platformer, customers would expect some pretty compelling reasons for WHY this was the case. This represents the removal of... well... an entire AXIS from the game world. They'd want to know where it went and why.
c) Regarding "Two choices are better than none," I often find myself disagreeing. When the game provides no prescriptive choices, the character can proceed in any way they want. When you present the character two choices, you are ALSO taking away dozens. Sometimes, it's better to let the character decide how/what they will say things when they accept the mission... it's better than forcing words into their mouths.
When a game decides to step in and "do the work of the imagination," this carries the expectation that the game will provide enough tools to DO THE WORK of the imagination. If you're not going to include more than 3 styles of hat, don't include hats. If you're not going to let character sit down in chairs, don't put them in there. Including a limited number of choices, more often than not, serves only to highlight what's missing.
And yes, they are each small things. You can't choose your own dialogue. You can't choose your own ship. You can't choose your own companion. You can't choose your own type of character (certain races are locked into certain classes). You can't choose where you GO in your ship. All of them small things. Separately.
Together, they just make the game look more and more like a very expensive single-player game.