1. Starting with a lightsaber
When SWG first started, becoming a member of the Jedi / Sith was a hard thing. There was no way you could instantly pick up a lightsaber, go out in to the deserts and slaughter the first group of sand people you come across.
Given the amount of schtick Bioware caught for
not doing this in K1, it'll probably be a starting option, or remarkably easy. This game is about the cash and nothing else.
You had to work through various professions, unlock secret puzzles, meditate and then find a hidden trainer which then unlocked the first force sensitive profession.
You had to work through various professions, unlock secret puzzles, meditate and then find a hidden trainer which then unlocked the first force sensitive profession.
LOL, not in a Bioware game you don't!
2.Sith Vs Jedi = Imperial vs Rebel?
When SWG was released it touted the highly anticipated Imperial vs Jedi combat. It never worked, nothing ever changed! I can only hope and pray that the political landscape and those who play in the Jedi vs Sith battles will make a difference in the game.
Given the storyline and Biowhore's record, don't bet on it.
3. Player owned cities and buildings
I have to admit to loving this aspect of SWG, it game you a sense of ownership and a place to store the millions of items you tended to collect over your galactic travels. In fact in the new star wars game, if there isn't a place / ship / room in an apartment building you cannot claim as your own i'll be a little disappointed.
At best, imagine it like this feature in Fable. i.e., totally peripheral and meaningless, but an amusing credit-sink.
4.Choice...
In SWG the game play was so linear and the missions were so go here, do this and report back. That any choices you made in the game seemed to only relate to the color of your skin / race and clothing you wanted to wear on that particular day.
Yeah, Bioware like linear plots and Fedex-style quests. It saves having to actually expend much effort.
Even then the game forced you to wear certain items, if you didn't the next time you encountered a bug three feet from the walls of a major city or at worst on your very own doorstep you were going to have a bad day and end up awaking in a clone vat facility.
Less likely to be a problem, although given that they have a mixed and increasingly bad record with bugs...
5.Classes
SWG took classes in much the same way as a Obsessive Compulsive would sort jellybeans. Originally SWG had more professions (38) Starting professions than any other game around at the time, this doesn't count any of the advanced professions which included the Force Sensitive lists.
At the time myself and a few friends couldn't understand why Marksman someone who had a pistol needed to learn an entire new tree to get a rifle certification. We were simply awestruck with the complexity and yet the game seemed to balance one skill over another.
Then Sony decided to modify the game, going from these 38 professions and cutting the game down to 9 professions. 2 of which were in the Advanced Listings
Played NWN?
6. Will Bioware learn from the mistakes of Sony, or are they simply having their turn at the wheel?
This really is the million dollar question, God i hope not.
SWG was a good idea, but for the few good points the game had it was woefully designed and the developers didn't seem to have any understanding of the history and status of Star Wars
Given Biowhore's record, they probably view these weaknesses as good things, or simply will unthinkingly include them.
Bioware on the other hand have made good role play games for years, KOTOR being one of the best star wars games ever to be made. I hope that they put as much detail, effort and listen to what experienced MMORPG players have to say otherwise I think the game may indeed suck .
Anyways I would love to hear people's experiences in SWG or hopes for the new Star Wars game, hopefully in a year we can look back on this thread and say 'It didn't suck'
KotOR was good, but far from the best Star Wars game ever made - its sequel has to rank above it as a story-centred RPG, and for an SW game more generally I'd say the playing-field is much less black-and-white - I recently reinstalled Battlefront, and it's a lot of fun, and not mentioning stuff like X-Wing or Rogue Squadron will probably get you lynched by the more hardcore SW gamer.
Personally, I'm expecting it to be awful, but I'm angry that they wouldn't make an SPRPG KotOR III, and won't play it, regardless. I also don't relish the idea of enjoying the Star Wars universe while being constantly harrassed and killed by DarthAwsum1101!!11 every three minutes, but that may just be me.
Ashbax said:
I mean, KOTOR 1 and 2 were very successful and getting lightsabers in them took days of playing.
Actually, you can finish Taris in K1 in about 2 hours, minimum. Getting your lightsaber in KotOR II is more varied, and your number is more accurate for that, though.
Flying-Emu said:
So long as they have player-owned ships and space combat.
Given that they won't put mounted combat into Dragon Age on the grounds, effectively, that it's too much work, it seems unlikely they'll then include space combat in TOR, unless it's similar to the gunfights in KotOR I.