SWTOR vs GW2: piece by piece

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Orks da best

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One thing that is really starting to annoying me on the forums are people that go like:
"swtor is a wow clone, gw 2 is gonna rule!"
"gw 2 is the gonna be the best game ever!"

Wall of text inc:

What annoys me is that people are making their choice on a game before the game is even out, if it's a game that already out go ahead makes your choice, but with a game that's only a few months away, can we please curb this huge amount of swtor hate.

And mostly because I been wanting to do it, I shall compare certain parts of swtor and qw 2 in the following categories: developer, game play, pvp, rgp, and setting. Which should cover most of where the hate for swtor is coming from and love for gw 2.

Developer: this will be short one compared to the others, because I will only cover developer cockiness. Bioware, I love bioware games, kotor, ME 1 and 2, I love them and I will get ME 3 and swtor. The impression I get from is that they want to make a story driven mmorpg. However, Arenanet, I get the impression that they're trying to promise so much, yet not really living up to it, which I will get into later, but if you want to see how cocky they are, watch this.
http://www.guildwars2.com/en/media/videos/#gw2-video-manifesto
Yea... Arenanet is one cocky developer.

Game play: Each game has an advantage the other does not, for swtor, its familiarity will means the veteran mmo players will pick up on game mechanics quickly and so can focus more on the story and less on how to do the combat part of the game. Meanwhile players new to the mmo genre will be able to learn easily since bioware is using combat used in other mmos. Though at face value appears similar to combat like in WoW, but is more interactive, sparks fly, shots make players and foes stumble, hitting someone with the butt of a gun makes a loud crack, the combat is more interactive then in other mmos.

Meanwhile, gw 2 uses combat that would not be out of placed in a hack and slash game, which for mmo in new grounds in combat, but what makes the combat more fun is also a downside. How many mmo veterans play hack and slash games? Meanwhile new players will have trouble figuring out what to do. so despite being better, the combat of gw 2 could make it a small game.

Pvp: A few months ago this would have gone togqw 2 because I had little info on swtor pvp, but since then Bioware has released some more info on pvp in swtor, plus a new mechanic that in my opinion can makes for some serious world pvp.

First off gw 2 pvp, there is three types, structure, server vs servers vs server, and world pvp. world pvp needs no explanation. Arena pvp is comes in two types 3v3 and 5v5, which all players getting to max lvl and having all skills unlocked, while this resets after they are done pvping, I like this because it ensure skill means more than gear, because everyone is wearing the same gear. Finally server vs serves vs server pvp, this is rather unique at first glance, but it has a host of problems, such as people with slow internet, people who don't want to do pvp or be social, two bigger servers ganging up on the smaller one, etc. See while good at first glance, this mode of pvp has a host of balance problems, as I see it.

For swtor pvp, I will mostly cover one thing: guild alliances/ adversaries mechanic. This allows a guild master to select up to three guilds on either side, 3 on their side can be allies, or 3 on the enemy side can be adversaries, this is great, for social as well as pvp aspect, this far surpasses qw 2 server base combat because of one thing: its gives the players choice when they want to pvp and who fight or fight with. It's like giving a kid a box of legos and let him do what he wants rather then qw 2's method of giving him the box and telling what he can and cannot do with it.

an example of this in action:

3 members of a Republic guild head to a planet to farm for mats, do story quests etc. meanwhile an empire guild that is mark by the republic's guild master as an adversaries comes with 5 members to attack the republic guides, shortly after members from the republic guild plus two allied guild head to the planet, while the empire guild comes in force with its own two allied guilds, soon the planet becomes a battleground with massive guild vs guild combat, and it's awesome to play and watch.

Another example of these useful mechanic is let's say the guild master or a rather large guild, has two sub commanders that think the guild should do a few things differently, (how they get new members, training, etc.) but want to be able to called upon the resources of other guilds with ease, like the example above, so the guild master removes them from the guild then they form their own guilds and with guild members who thought like them, meanwhile the guild master of the old guild master marks their guilds as allies. It's a mechanic that useful for both social and combat game play.

Setting: swtor wins this hands down. For two reasons, 1 its star wars, only a few people don't know about star wars, and most that do are arguable looking forward to playing this game, so more people will likely give two cents about swtor more so then gw 2. Secondly gw 2 is generic fantasy steam punk setting with the only new things being the races. I do like how the charr are not savage brutes but are fierce and smart, I like that, but that doesn't stop it from being generic fantasy steam punk game 1,000...

RGP: this is the most important part of a successful rgp, and gw 2 flat out ignores a huge part it: player choice. They promise you can do what you want, when really that choice when you make a character. During character creation. There is one part which is why gw 2 is not a good rgp, this part is selecting how you will always response in dialog options, worst of all, there's only three options, royally, romantically, or aggressively, what no wisecrack? sadistic? aloof? really only three options? I can respect that they did not go with good, evil, grey responses but when you makes this choice that is how this character will talk unless deleted. What if you don't like how you character talk 5-7 hours into the game? or what you want him/her to speak differently? You cannot change the character dialog unless you make a new character, that's gonna really tick off some people. This is also compounded by the speaking sections, this is a speaking section. One character on each side, waving their arms with their mouths barely moving, this isn'y interacting, it's a cut scene, and a poor one at that.

Why am I making a big deal over this? Because Arenanet is not giving the one key part of rpgs, player choice, that is what Bioware is giving in swtor. If you want an rgp got to swtor, if you want combat go to gw 2 it's that simple. Rpgs are not about stat tracking which is in most games nodays, rgps just have more stat tracking than other genres normally. Rgps are separated from the other genres by giving player a choice or how to progress, do I grind? do I blaze though the story? Do I kill the guards? bribe them? seduce them? That's what is the basis for an rpg, and gw2 does not support player game play and moral choice. even the questing is just grouping up what would have been 2-5 quest in any other mmorpg, it's a checklist, not a story quest...

I think I have spent all my ranting energy for now, I may come back to add some more stuff to this post, but we shall see.
 

Cantehman

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So, what exactly is the point of this thread? You clearly like SWTOR and you theorycraft up a wall of text.

Also, I'm pretty sure noone buys an MMORPG for the social aspect of the RPG part. They buy regular RPG's for that.

Guess I'll add a paragraph for the, ahem, discussion value: you do realise that the first Guild Wars had the only MMORPG PvP that was actually worth a damn right? There were actual proper tournaments in place where wads of money could be won whereas Bioware games have just taken some random D&D derivative as it's gameplay.

Edit: Also, you might want to pay attention to that 'judging before it comes out' line you put there, just saying.
 

gostlyfantom

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Why did you bother with "dont judge the games before they come out" when your judging the games before they are released? The setting in GW2 isnt steampunk by the way.
 

Richardplex

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Cantehman said:
Also, I'm pretty sure noone buys an MMORPG for the social aspect of the RPG part. They buy regular RPG's for that.
With all due respect, there is little else you could say that could be further from the truth.
 

AlternatePFG

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Wait, so you're saying people shouldn't make judgements on the games before their release, but you're making your assumptions on the game yourself? If I wanted an RPG, I'd play KOTOR, not SWTOR. If I wanted an MMO, I'd play GW2, as GW2 looks like the more fun MMO, period.

I mean, really, you're going in and saying "You shouldn't make assumptions about a game before it's release" and then, that's exactly what you do in your OP. It's so obvious that you have a bias towards BioWare too. I didn't see anything remotely cocky about the video, they're just trying to sell their game. What monsters.

Edit: And wait a goddamn minute, TOR's combat is better because it's familiar? What bullshit is that?
 

DRes82

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Richardplex said:
Cantehman said:
Also, I'm pretty sure noone buys an MMORPG for the social aspect of the RPG part. They buy regular RPG's for that.
With all due respect, there is little else you could say that could be further from the truth.
I agree with Richard on this. A MMORPG would be utterly boring for me without the social aspect of rpg groups and guilds.

Also, while the OP explains his point in a rather round a bout way, I tend to agree. I've been in SWTOR beta, and without saying too much...I can honestly say I'm very excited about it. There HAS been a lot of people saying "just gonna play GW2, not even going to try SWTOR" You'll be missing out. I think the game will speak for itself when it is released, though.

I'm not very familiar with Guild Wars franchise, though. I'll have to look into it.
 

Seventh Actuality

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Your strawman bullcrap might be more annoying if it wasn't so redundant. SWOTR and GW2 are not in competition in any way shape or form. One is subscription based, the other is a one-time purchase. GW2 has no need to compete for your time or earn your fee over and over in the same way a subscription model works, that's why if it's successful, it won't be at SWOTR or WoW's expense. The only reason for fanboys to get offensive or defensive of either product right now is sheer belligerence.
 

Phas

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Richardplex said:
Cantehman said:
Also, I'm pretty sure noone buys an MMORPG for the social aspect of the RPG part. They buy regular RPG's for that.
With all due respect, there is little else you could say that could be further from the truth.
Yeah, how the heck would you socialize in games like Dragon Age or Oblivion?
 

Smooth Operator

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Don't choose the games until they are out? And yet you so clearly did.
So this is just a GW2 rant because you really like SWTOR... well cool story bro.
 

viranimus

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Nov 20, 2009
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Honestly from what little ive seen of the gameplay, GW2 has its own claim to wow-clone-y-ness-ez?!

Honestly, they both will be good in their own ways. I figure ToR will be more driven by cutscenes, where as GW2 will have the environment tell much of the narrative. ToR with bigger budgets will end up being the bigger of the two, though GW2 will do respectably for itself.
 

Richardplex

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Phas said:
Richardplex said:
Cantehman said:
Also, I'm pretty sure noone buys an MMORPG for the social aspect of the RPG part. They buy regular RPG's for that.
With all due respect, there is little else you could say that could be further from the truth.
Yeah, how the heck would you socialize in games like Dragon Age or Oblivion?
I ran across a Mud Crab the other day. Disgusting little creatures...
 

Qitz

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So for anyone who doesn't want to read all that it basically boils down to "FUCK YEAH STAR WARS! WOOOOT!"

It looks interesting but GW2 or Tera Online is piquing my interest a lot more.
 

Scarim Coral

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Sorry but this seen to be oxymoron (telling us not to judge but judge anyway). Ok granted one of the plus sides to GW2 is the combat since I'm bored of the whole "point and click to fight" which SWTOR is all about that. I have no opinion on PVP since I'm not into that as much. Lastly the whole morals dialogue options is pretty much a trademark trait from Bioware so of course they are the best at that. It would of been expected that Guild Wars 2 similar attempt would be inferior compare to theirs but at least it's not an outright copying it.
 

Cantehman

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Phas said:
Richardplex said:
Cantehman said:
Also, I'm pretty sure noone buys an MMORPG for the social aspect of the RPG part. They buy regular RPG's for that.
With all due respect, there is little else you could say that could be further from the truth.
Yeah, how the heck would you socialize in games like Dragon Age or Oblivion?
So, noone actually reads stuff properly to deduct I was talking about social interaction with NPC's (i.e. multiple dialogue options) that our dearest OP was harping on about? I ought to take notes to properly quote, underline and mark sections I refer to in different colours.

Stay classy people, stay classy.
 

Cantehman

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Phas said:
Richardplex said:
Cantehman said:
Also, I'm pretty sure noone buys an MMORPG for the social aspect of the RPG part. They buy regular RPG's for that.
With all due respect, there is little else you could say that could be further from the truth.
Yeah, how the heck would you socialize in games like Dragon Age or Oblivion?
My mistake, apologies. I've somehow forgotten to properly quote, underline and mark the sections I was referring to in pretty colours so you'd understand I was talking about social interactivity with NPC's (I CAN CHOOSE WHAT I WANT TO SAY TO THIS NPC LOOK AT ME DEVELOPING A PERSONALITY HERPDERP).
 

9thRequiem

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What an extraordinarily unbiased post.
Lets be honest here : You've done a lot of the things you complained about, and a lot of what you've said about GW2 is outright wrong; probably because you're more informed about TOR.
Normally, I'd ignore this type of post - both games have their advantages, and it's up to everyone to pick what they prefer, but since you're so desperate for everyone to suddenly agree with you for some reason, here goes :

Firstly, Arena PvP can be anywhere between 1v1 up to 10v10.
Secondly, you've got a lot of stuff for PvP outside mechanics, but if the actual combat isn't skill-based, it's not contributing.
Thirdly, GW2's WvWvW PvP does have the "guild takes over a fortress, makes decisions on how it's run" that you praised TOR on.
"RGP" : You pick and option from Charm, Dignity and Ferocity at creation. You then choose how you interact between the three, and that influences your character. You can start with Ferocity, then pick enough Charm options to change this.
Fifthly, there's plenty of player choice in your Personal Story. Not as much as TOR, certainly, but there is choice.

There's a lot of what you say that's pure personal opinion. Gameplay, for instance, from what you've said yourself, TOR uses the same tried-and-tested MMO button-pushing. If you're so familiar with it from other sources, chances are pretty good you're bored of it by now (I certainly am). From what your post says, the only thing new about is .. the noises and visual effects I guess?

EDIT : Oooh, +1 to what RT-Medic-with-shotgun said. He is my new hero.
 

EmperorSubcutaneous

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Okay, there's a ton of misinformation in your post.
Orks da best said:
Yea... Arenanet is one cocky developer.
They're not cocky, they want to make the best game they possibly can. This should be the goal of every developer, and they shouldn't be ashamed of saying it. And according to everyone who has played their demos at conventions, they are succeeding fantastically.
Orks da best said:
First off gw 2 pvp, there is three types, structure, server vs servers vs server, and world pvp. world pvp needs no explanation. Arena pvp is comes in two types 3v3 and 5v5, which all players getting to max lvl and having all skills unlocked, while this resets after they are done pvping, I like this because it ensure skill means more than gear, because everyone is wearing the same gear. Finally server vs serves vs server pvp, this is rather unique at first glance, but it has a host of problems, such as people with slow internet, people who don't want to do pvp or be social, two bigger servers ganging up on the smaller one, etc. See while good at first glance, this mode of pvp has a host of balance problems, as I see it.
First of all, there is no world PvP. Only server vs. server and structured. This means you never have to worry about getting ganked, since all PvP takes place in clearly marked areas that you never need to go to unless you want to PvP. Second of all, if you don't want to PvP, you don't have to. Simple as. It's completely optional. And finally, in server vs. server you can start getting into choice and strategy with guilds teaming up to work together, and in structured PvP you can arrange a fight with whoever you want to fight. Guilds can compete against each other this way. As for slow internet connections, they have said that they're working out a way to reduce the intensity of a character's animations the farther away they get from you, so it will never be too hard on your connection.
Orks da best said:
RGP: this is the most important part of a successful rgp, and gw 2 flat out ignores a huge part it: player choice. They promise you can do what you want, when really that choice when you make a character. During character creation. There is one part which is why gw 2 is not a good rgp, this part is selecting how you will always response in dialog options, worst of all, there's only three options, royally, romantically, or aggressively, what no wisecrack? sadistic? aloof? really only three options? I can respect that they did not go with good, evil, grey responses but when you makes this choice that is how this character will talk unless deleted. What if you don't like how you character talk 5-7 hours into the game? or what you want him/her to speak differently? You cannot change the character dialog unless you make a new character, that's gonna really tick off some people.
Completely and utterly false. The choice you make at character creation only determines your initial personality. The game then tracks the dialogue choices you make and changes your character's personality based on the last 100 choices. Yes, I said choices: it will be exactly like a Bioware game in this regard.

For some further clarification, if you choose "charm" at character creation, you will start out at 50% charm, 25% ferocity, and 25% dignity. You can add to your percentages by choosing dialogue options, which changes your personality. You could end up with 100% ferocity, which will make your character's personality "barbaric," or 50% charm and 50% ferocity, which would make it "rogueish," and so on. If you don't like it, you can start choosing different dialogue options.
Orks da best said:
This is also compounded by the speaking sections, this is a speaking section. One character on each side, waving their arms with their mouths barely moving, this isn'y interacting, it's a cut scene, and a poor one at that.
Their cutscene animations are not finished yet, because their dialogue isn't finished being refined yet. Voice acting and animations are always the last things to be hammered out in game development.
Orks da best said:
Rgps are separated from the other genres by giving player a choice or how to progress, do I grind? do I blaze though the story? Do I kill the guards? bribe them? seduce them? That's what is the basis for an rpg, and gw2 does not support player game play and moral choice. even the questing is just grouping up what would have been 2-5 quest in any other mmorpg, it's a checklist, not a story quest...
You can do all of that in GW2. As for questing, you don't need to group up if you don't want to; everything except for dungeons and very large-scale dynamic events are designed to be done either solo or with any number of other people. Events scale up or down in difficulty based on how many people are actively participating.

You can also choose which dynamic events you participate in; you're never forced to do anything. Most importantly, you can choose how you want to participate. If you want to defend the fortress by fighting off enemies directly, you can do that. If you want to defend it by shooting them with a large mounted gun, you can do that. And if you want to defend it by motivating the soldiers, by gathering metal scraps for the forge, by putting out fires, or just by reviving other players, you can do that too. Everything you do to help increases your progress in the event.