Thread: Video Games Star Wars: The Old Republic
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Old 06-03-2009, 01:49 PM   #47
NewChief NewChief is offline
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Quote:
Originally Posted by keg in kc View Post
They all get repetitive, because every character is essentially just doing the same thing over and over, using different class mechanics.

The idea of making story a pillar of the game could feasibly be very interesting, particularly if different classes proceed in different ways.

The thing that I wonder is how interested hardcore mmo gamers will be in that story element, and in the cinematic presentation and voiceover. Because generally they don't even bother to read quest text, and I've known tons of people over the years that think quests in general are just a pain in the ass, and all they do is grind, pvp and raid.

I'm fairly hardcore myself, but I'm really looking forward to something in a game that goes beyond just killing the same things over and over for xp, loot or gear...
I'd really like to see a MMORPG that captures the complex storylines that I've seen in the text-based RPGs (Muds). A game I played and staffed on (www.armageddon.org) had incredible story arcs in a persistent game world. Many of these story arcs were inspired by player actions, but some were decided on staff side. One example: the game is set up around two warring cities, Allanak and Tuluk. Through ingame actions and play, Allanak invaded and occupied Tuluk for about 3 real-life years (50 or so ingame years). Tuluk then became an occupied city-state with an active rebellious underground engaged in terrorist and guerrilla warfare against the occupying army from Allanak. Other Tuluki became Allanak sympathizers, betraying their city-state. Opened up a completely cool and interesting political side of gameplay that made classes and coded powers/skills much less important than one's ability to inspire, organize, and lead.
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