New post time! A small compare and contrast of Star Wars Galaxies and Star Wars The Old Republic. First, a little holiday giggle.
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| Snagged this at: http://www.swtorstrategies.com/2010_12_01_archive.html |
It's not a big secret that I positively adore Star Wars. It was, in fact, largely my first introduction to the world of things geek. I latched onto Star Wars as my only fandom for years until I got older and gained more exposure, primarily in college. So it is safe to say that I have special place in my heart for Star Wars, even if my opinion of Lucas himself waxes and wanes.
I won't lie - I didn't get to play SWG in it's heyday. I stared playing after they released the New Game Enhancements update that 'broke', at least according to popular opinion, the game. I first considered buying it as a way for me to go on dates with my long distance boyfriend (now my Gamer Husband!) without having to drive 3+ hours. That it *was* my favorite geekery and that I could run around as a Twi'lek in gorgeous dresses cinched the deal for me. I bought the special edition so that I could have have my own mini-chicken walker thing - I forget the exact transport model.
My first character was a Twi'lek entertainer. I enjoyed role-playing with her but our guild was primarily PvP so I didn't get a lot of chances to. Not their fault - I went with the same server as my then boyfriend since the whole idea was to use it to stay in touch and do things together. I was still learning what I wanted to do. A little later I made a tailor (also a Twi'lek) on a different server that was geared towards RP and had more fun with that when le bf was busy.
The entertainer character fell to the wayside a bit in favor of a Zabrak smuggler and I discovered the joy of combat in a MMO. Soon SWG had gone from being something I used to have a date night with my far away boyfriend to being something I did for my own entertainment. Of course we still had our date nights and even staged an in-game wedding between our characters. Yeah...we're that kind of sappy. XD
Sadly, my love affair with SWG was to be short-lived. All too soon, they decided to “fix” it again. A new system that was supposed to make entertainers a more playable class just frustrated me. In theory, it was awesome - customized stat buffs that required the entertainer player to actually be at their keyboard and not just AFK dancing. Maybe it was because I was still new to MMOs and game systems that I found it frustrating. Or maybe it was the way that the MMO was structured.
For those who didn't play, one of the big ideas behind SWG was that they would promote community by forcing us to rely on each other. You could only have two characters per server (this was expanded a little bit while I was playing) and most, if not all, crafting required you to use parts made by other professions. In addition to this, there were precious few tutorials. I'm not sure how they got information out to begin with but players were forced to ask each other how to do everything.
In theory, again, this is great. However it does open people up to a lot of cyber-mocking if they are having trouble understanding how to do something simple. Not the most fun thing in the world. It definitely made me always in a hurry to get my characters into a nice, friendly guild, not that this is a bad course of action in any MMO. Just that, as someone who was getting started in MMOs I had to weigh my desire to accomplish any given task vs. how friendly people would be. While I don't really consider this to be a negative thing, it wasn't a beginner friendly MMO - particularly back in the days when a force sensitive character didn't have the option to refuse PvP.
Of course SWG didn't start out with just anyone being force sensitive. You made your character, played through and were pretty much randomly picked to be force sensitive - from my understanding. I came in post-NGE and that changed a lot of things in terms of force sensitive characters. The big thing was that you could decide to be a force sensitive character from the start, nixing all the prestige that came with attaining force sensitive status in SWG. There was also no way, or incentive, to randomly kill the force sensitive characters. While this was good in my book (I'm a team player, not a competition player honestly) it upset a lot of players who liked that style. So I truly believe they shot themselves when they nerfed it.
Now SW:TOR is starting out with being able to select force sensitive characters. To be specific, you can be a Sith, a Sith Inquisitor, a Jedi Knight or a Jedi Consular. I have spent most of my time playing a Sith Inquisitor so far. It really is a testament to the game that I'm actually interested in playing a 'bad' character - all things being the same, my characters are usually at least lawful good and usually a few steps above that. This game just makes it *fun* to be bad!
In particular, I can get into my character's back story in my head. Unlike in SWG where you just showed up at this space station and everything was very much the same regardless of character or class, each class and allegiance has it's own separate intro. For Inquisitor, you are a former slave who has been plucked from bondage to see just how in tune with the force you really are. Interestingly, this is only class where you can play a Twi'lek as part of the Empire. Throughout early gameplay there are plenty of snips about how you are just an alien and your kind can't be taught, etc. It really makes me want to explore what sorts of dialogue you get when you a play Sith bloodline character instead of a Twi'lek or a human.
I can't say I'm surprised by my desire to explore the different combinations of class and species. It is Bioware after all! I'm even a little interested to see what happens with male characters instead of female, from what I've seen peeking over my husband's shoulder.
As far as character customization goes... I think SWG wins - so far anyway. The color palates you could pick from were huge and I find myself annoyed with the cosmetic options in SWTOR - I want to be able to do eyes and mouth separately, that sort of thing. Particularly for Twi'leks - for them make-up and markings are tied together. I can't pick the markings I want and then the make-up. I just have pick which make-up/marking combo they made that I like best and there aren't that many to pick from. Still, that is an easy fix and it wouldn't break any of the game play to add more cosmetic options so I can hope that they will include more options in a patch.
Another thing that Galaxies had that SWTOR doesn't, so far, is a non-com class. I really miss my little entertainer, I really do. It was just fun! I had my own dances mapped out, when I special effects, etc. Granted, I didn't play her as often as my smuggler but I did really appreciate having the option. Plus I had an entire back story in my head about how my smuggler and entertainer worked together. It made me happy. :-)
Where SWTOR does have Galaxies beaten, hands down and all around, is questing. Oh my G-d is questing fun! I remember how we used to mockingly call quest hubs roller coasters. You showed up, grabbed a quest or two that sent you up and down the various landscape, came back and repeated the cycle ten or twenty times until you ran out of quests. And there really weren't enough quests for me - I'm a big quest player, I don't just want to randomly kill stuff. I want to kill stuff for a *purpose*. I want to feel like I'm accomplishing something other than getting a few XP per kill. Protecting a settlement or avenging someone or just recovering a trinket from bandits - I'm not horribly picky as long as I keep getting quests.
The conversations are another great aspect of SW:TOR. When you are talking to an NPC to pick up a quest, turn one in or anything else, you get options. Some options increase your light side points, some increase your dark side. Whenever you pick your selection, you get to hear your character speak and interact with the NPC, including gestures of frustration or flirting. If you are in a group and start a convo with an NPC the rest of the group has the option to join in the conversation or not. If others join in, everyone picks the dialogue option he/she want and the game 'rolls' for them. Everyone sees the winning character speaking. It's interesting and adds a new dynamic to group questing since you could end up with dark or light side points that you didn't want if you turn in a quest as a group. A truly nifty feature of this is that you don't have to physically be at the NPC to turn in a quest *and* interface with the NPC. As long as one member of the group is there, the rest of you can holocall in, which is quite fun in and of itself!
One area that I really can't speak to is space. Galaxies had great space combat, from what I understand. My primary interest in space was decorating my yacht. I just don't like flight combat much and never understood it or got the hang of it in Galaxies. To be honest, I also didn't try very hard since I didn't have much interest in it. I'm coaxing my husband to say a few words on the subject as he was a true space head in Galaxies and flight was one of the things that he was truly looking forward to in SW:TOR. In his own words:
“Comparing space combat in Galaxies and in SWTOR is akin to comparing apples and orangutans – they don’t have anything in common besides being in the Star Wars setting and being in space. The space combat system in SWTOR is reminiscent of the Star Wars Battlefront games – you get a space mission (protect or destroy), you pick the mission you want to go to, and you watch as your ship is mostly flown for you (you can dodge things, but can’t really change the direction of your vessel) while you shoot at other ships and asteroids. Think of it as a roller coaster with guns – you’re on rails making things explode. There’s no free-roaming the galaxy in your ship or looking at cool features of the space landscape – it’s mission-based and very much in the tradition of KOTOR, where you were a gunner on the Ebon Hawk.
Not to put too fine a point on it, I ache for the space combat system in Galaxies, sometimes. Even when SOE had changed everything about the ground game, space was somewhere familiar and comfortable, with minor changes made even through the CU and NGE. I could take up one of any number of vessels I had parked at any number of starports and go cruising, dogfight with Imperials, bandits, Black Sun, Hutt pilots... or just sit and watch nebulae seethe and crackle. I had total control over the gear in my ship and was perpetually tinkering with the configuration to see if I couldn’t get just a little more out of my chassis. In the end, space was the only thing keeping me subscribed to SWG, not the ground game that I’d had to adapt to repeatedly over the five years I played.
I’ll confess that I’d hoped for a successor to SWG’s space system in SWTOR, and that I was disappointed when I found out just how dissimilar the two were, but I at least didn’t go in expecting Bioware to have re-used SOE’s code and just slapped different skins on things. Bioware’s going their own way with SWTOR, playing to their tried-and-true strengths... space combat, from what I’ve seen so far, just doesn’t happen to be among them.”
So that is the opinion of The Gamer Husband! xD
In truth, I'm quite inclined to agree with him. And not just because he looks good taking down starfighters. It was a shame that SW:TOR doesn't have the same options as SWG. It was nice knowing that I could suggest it to friends and say that it had strong space and ground combat, even thought I never got into the former. And it was fun to decorate my ship and run around in his.
That said... I think Bioware is wise to play to their strengths right now. This is their first MMO and I have strong hopes that future patches and expansions will bring us good things. With luck, they will be giving us an expansion with better space and ship features!
In respect for the flyboys and flygals of Galaxies some great interiors of SWG ships:
http://forums.station.sony.com/swg/posts/list.m?topic_id=293413