Kanlic said:
You hear these kinds of complaints all the time, but since when has removing complicated mechanics a bad thing? Simplifying a game so that everyone can play doesn't reduce the complexity of such a game, just look at the difference between SC and SCII. Making things user friendly and removing stuff that barely anyone cared for isn't bad in any sense of the word, it is just business smart and good for the customer. You can go on complaining, but if a majority of people like the changes, then your view doesn't really matter.
As for the whole "defend your territory" aspect, that exists in shooters, RTS', RPG's, etc. That was just a mechanic that existed in one MMO that you liked, it isn't present in any other place that comes to mind.
No, the same aspect doesn't exist in those games. Because when you log off, there is nothing there that indicates anything was "yours." Not like a city, a house, or even a stick in the ground with your name on it. You have absolutely no persistence in the world, you're just a savefile on a server somewhere, leaving not even a shadow when you log off.
And that's why they aren't charging subscription fees to play those games.
Seriously, you've allowed the burden of proof to be shifted (underhandedly) away from the developers. Why should they be charging a subscription fee? Server space? Other games have millions of players log on without having to keep massive server farms or charge a sub. I mean, what are you STORING there? Just your character data. Everything else is the same for everyone.
Bandwidth? Sure you have "thousands" logged onto the server at a time, but how many are you really interacting with at any point? Maybe a dozen. Having folks set up dedicated servers with 11 friends solves that right there, like other games do. No need for a massive workload.
The myth of "continuously updated content?" Yeah, lots of games have patches and DLC without charging you BETWEEN these sparse offerings. You pay for the add-ons, and then you play them. You don't have to "mark time" in between waiting for the next big content update... while still paying for this "continuous" content.
The only reason, at the beginning, the charge a regular subscription fee was because your character could own a persistent portion of a virtual world. A plot of land, a house, a city, stocked with decorations and vendors and whatever else your guild/group/etc. decided. And other players would interact with it while you were gone. YOU were creating a continuous stream of content for others, just as they were for you. You weren't just paying for content, you were paying for CONSEQUENCE. You had meaning to the game world, even after your toon logged off.
Games like SW:TOR just charge sub fees because they can get away with it, now that ground has been long broken on that. It's up to them to prove otherwise.
Radoh said:
Alright, here's my two cents on your rather longwinded argument:
You've got it almost completely wrong.
You see I've been keeping up to date on this for quite some time now and though I don't know how other MMOs function in comparison, most of your argument is based off of logical fallicies or misinformation.
If you don't know how other MMOs function, you're hardly qualified to judge "logical fallacies" and misinformation.
1. Your issue with story driven-ness doesn't make sense. I just got off of a Dragon age binge and I got quite a few more then "Nice, Mean, Neutral" I got "Greedy, Power-hungry, Kind, Altruistic, Idealist, Nice, Mean, Selfish, Self-less, Monstrously Evil, and Neutral" And based off the videos I saw involving in-game interactions it will lead more towards Dragon Age then what you are describing here. After all, both are Bioware games.
So you might think... if you understood very little about MMOs vs. single-serving games. Yeah, when you have a closed system (ie, a game with an ending point), you can cram a ton of paths in there. But when you're supposedly going to keep the story running indefinitely, that workload will swell exponentially with each chapter you add to the story. This means either many paths that, while different in name, lead to the same place with very thin differences... or limiting things to 2 or 3 choices, to keep the sustainability of all those branches.
2. As previously mentioned you do choose what he says, sure if you decide you want your character to have communication defects where he says nice things incredibly angrily then you are right, you don't choose how he says it.
You choose dialog from a list... for a character you chose form a tiny list of classes... all of which are based on a very narrow view of each of those classes... It's just one more step away from character CREATION and toward character RENTAL.
3. This is extremely wrong, they tell us you can have a sithish Jedi, a nice guy sith, and any kind of smuggler you please. They've taken an incredible amount of time to make sure you have free rein over how your character acts and why they act that way.
I'm certainly not seeing it. It's marketing speak. "You can have a sithish Jedi," just means that you can choose Jedi as your class, but choose all the "dickhead" dialogue responses... but when it comes to playing your character, you'll still be defending and healing.
4. As previously mentioned amongst others, they are place holders for other players and since they are life-long friends and comrades it should be expected by now that you two are still around each other because you agree with each others morality. This could stretch it a bit too far if mid-game your character changes their ideology but whatever, no game is perfect.
Pets and companions are great things. What's NOT so great is for everyone to have the SAME companion (depending on class). Why not take the STO route, where you can create and customize your companions the way STO did bridge officers (the one very right thing they did with that game)? Why does every smuggler have to be accompanied by "Bowdaar, the Wookiee?"
5. Well what had you expected? In Star Wars the ships they got were based on connections they had/what they were given. Jedi flew Jedi ships, Sith flew Sith Ships, etc. Besides, they only are to act as a forward base when off-world and a place to put your feet up. Would it really matter so much what color paint you had on it?
It's called STAR Wars. Ships, by right, ought to be a pretty major part of that. After all, not EVERYONE is in love with lightsabers (as evidenced by the inclusion of other classes). Why not have two or three "class appropriate" vessels you could choose from? Why not have the same missions, but allow you to direct your ship as you please? What if you want to just fly around and explore the beautiful and expansive scenery in space? These are things that countless other games have already given folks... so there should be compelling reasons to remove those features.
Simply because a game did not properly explain everything it had to offer to everyone does not give you any right to start tearing away at it without properly looking into the issue. That is true for all walks of life and in all discussions, you would do well to learn this before formulating any more arguments against things you know little to nothing about as most people won't be terribly civil about it.
You aren't good at understanding points or arguing. You haven't pointed out a single "logical fallacy" in any of this, though you have committed a few--one of which seems believing "logical fallcy" means "reasoning with which I don't agree." Your last paragraph could be considered a form of
ad hominem, which is a logical fallacy in which the speaker tries to defeat a point by focusing his counterpoint "at the man," instead of at the issue. It's possible that you've heard the phrase "logical fallacy" somewhere, and thought it would lend a certain weighty quality to your post, but you've demonstrated very little grasp on what it means.
And, in case you're wondering, THIS is not an ad hominem, as your choice to engage in a discussion (or rather a poorly-formed reprimand) of my posting style has altered the terms of the discussion such that it's perfectly acceptable for me to follow this line of discussion for as long as you do. It's also not a
tu quoque, in case you were thinking...