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CHOICE IS AN ILLUSION - not an RPG - MMO on rails

STAR WARS: The Old Republic > English > General Discussion
CHOICE IS AN ILLUSION - not an RPG - MMO on rails

Barathos's Avatar


Barathos
01.10.2012 , 01:35 PM | #41
Quote: Originally Posted by TheHeadCapper View Post
Like them sending an email with what happened to them after? This usually involves closure and is related to what you chose in the quest.
Talking about class quest here, and no, that's not what i'm talking about.

If somebody came to kill me / help me for killing/saving their cousin or SOMETHING, THAT would be nice to see. Or if I didn't help X and helped Y but killed A then it would = this ending.

Not this "Everybody basicly has the same story as everybody else, but you get to make some choices on this planet that will NEVER EVER be felt EVER as you go further along your quest"

krameriffic's Avatar


krameriffic
01.10.2012 , 01:38 PM | #42
Quote: Originally Posted by TheHeadCapper View Post
They matter to me but maybe not to you. That's why we don't all watch the same movie and read the same books, it's a difference of opinion. A blanket statement that this doesn't matter only releates to you and your opinion.

compared to any other MMO in the past, in my opinion this has way more in the way of choices avaiable, changes and consequences.
\
JAX?
But why do they matter to you? Do you have an emotional connection to the 384 House Organa hostages that you just let die? I don't care about them, I've never seen them, I'm not a member of House Organa, I haven't even been on Alderaan long enough to feel their plight or the consequences of the war. Caring about things isn't guaranteed by virtue of some guy telling me that I should care about them. I wanted to kill the evil House Thul Baron who kept taunting me a lot more than I wanted to save the poor captives that I cared nothing about, so I killed him instead. But you know what, doing the evil thing didn't feel evil. It didn't even feel right. I felt nothing at all because I didn't care one iota about anybody involved and I knew my evil choice wouldn't have any negative repercussions.

Do you understand why choices in these sort of games need to have GAMEPLAY CONSEQUENCES? It's to make the player care about things that they don't have the time, resources, or artistic skill to make me care about within the confines of a game. It's not easy to make a player of a game care about clouds of ones and zeroes, but it is easy to make the player care about gameplay consequences. You're fooling yourself if you actually think these decisions matter.

al_giordino's Avatar


al_giordino
01.10.2012 , 01:38 PM | #43
Quote: Originally Posted by TheRealDestian View Post
1. WoW gave you ABSOLUTELY NO CHOICE in any of the quest lines.

2. You can travel to different planets in SWTOR to quest on as many of the leveling areas overlap. Aside from the class quests, you can level where ever you want, however you want. You can PvP your way to 50 if that's what you want to do.

Seriously, you're saying WoW has more freedom? You're insane...
Tell me what exp areas overlap.

Balmorra 15-20
Nar Shadaa 20-24
Tatooine 24-28
Alderaan 28-32

etc

am I missing something?

Hence you must level where the developers say you must level, unless you don't want to level.. Going back to somewhere doesn't help because, while the quests/zone might be "cool", the exp would be pitiful.

You also can't jump ahead - say my level 24 is super powerful, I can't just skip Tatooine to go to Alderaan because all the quests there would be greyed/unavailable.

mcfabulous's Avatar


mcfabulous
01.10.2012 , 01:38 PM | #44
Quote: Originally Posted by Oneirophrenia View Post
I'm not really sure what the OP's point is. Choices (or freedom of choice) is often an illusion in real life as well. The extreme spectrums of ones choices are governed by preset boundries called laws with the rest mostly falling into the limitation imposed by levels of wealth.

You can't choose to kill someone in cold blood or walk out of Nordstroms with a pair of free shoes because it is against the law. You can't choose to impregnate 10 different women because you will be ruined for the rest of your life unless you have the income to pay all of that child support (see NBA players). If you only had 10 dollars in your wallet and had to choose between McDonalds or a 4 star bistro for lunch, the choice is obvious. As for where to go for vacation, with $2000 in your vacation savings account, you can take a nice long trip to Muai or the Bahamas. With $100 spare change in your account, you're either staying home or taking a day trip to your local lake. Frankly, many of the choices offered in RPGs are in some ways more idealistic than those that are offered in real life, no matter how limited it may seem.


the force is strong with this one

Quote: Originally Posted by al_giordino View Post
Tell me what exp areas overlap.

Balmorra 15-20
Nar Shadaa 20-24
Tatooine 24-28
Alderaan 28-32

etc

am I missing something?

Hence you must level where the developers say you must level, unless you don't want to level.. Going back to somewhere doesn't help because, while the quests/zone might be "cool", the exp would be pitiful.
you're stating the map shown levels as if they reflect on reality.
I was in Kaas until 18.
I was in balmorra from 18-26.
Compeltely skipped Nar Shadaa aside from class quest. Did about 40% of tat quests and skipped the rest and somehow made it to 33.

TheRealDestian's Avatar


TheRealDestian
01.10.2012 , 01:39 PM | #45
Quote: Originally Posted by al_giordino View Post
That's why it's painful after a while, because you have to spend 10 minutes running somewhere because that's what you have to do - not because you chose to.
The MMO you're describing is a "sandbox" MMO.

SWTOR is not a sandbox MMO. SWG was a sandbox MMO and it failed.
"Skill" is the only PvP stat anyone should ever need.

Kurnea's Avatar


Kurnea
01.10.2012 , 01:40 PM | #46
Quote: Originally Posted by al_giordino View Post
In Fallout 3 I killed that DJ in the Washington ruins, which then proceeded to mess up the entire story line because he was a necessary character. Now that's freedom of choice. He shouldn't have been rude to me and maybe he'd still be alive. But that ability to forge your own destiny is what attached me to that game and gives it a great memory in my mind. The story was my own, the decision to kill him was my own.

Elder scrolls are much the same - I don't know what you're talking about. You can kill whoever you want in Elder Scrolls, steal from whoever you want... Kill someone and take over their house, or be a bandit hiding out in the woods, or a noble wizard whose friends with the king, CHOICE is the beauty of Elder Scrolls, and on top of that the quests/enemies actually provide a challenge as you proceed.
Oblivion at least had certain characters flagged as non-killable, for the specific purpose of preserving the storyline. Have you tried killing Martin? Doesn't work out unless you specifically mod the game to make him killable.

Fallout 3 also had some unkillable characters, as I'm pretty sure you couldn't kill your dad in that game. Standard Bethesda coding is if the character is essential to the main storyline, they're immortal.

IGsChevy's Avatar


IGsChevy
01.10.2012 , 01:40 PM | #47
Quote: Originally Posted by al_giordino View Post
Elder scrolls are much the same - I don't know what you're talking about. You can kill whoever you want in Elder Scrolls, steal from whoever you want... Kill someone and take over their house, or be a bandit hiding out in the woods, or a noble wizard whose friends with the king, CHOICE is the beauty of Elder Scrolls, and on top of that the quests/enemies actually provide a challenge as you proceed.
Yes you have infinite choice in TES series to steal from whomever you wish and kill whomever you wish. Unless of course that person is a quest giver or somehow decided by the game to be "important." Then they suddenly have the gift of immortality. It's not freedom if you can't kill EVERYONE!!!

EDIT: Damn, someone beat me to it!

Sekhmit's Avatar


Sekhmit
01.10.2012 , 01:42 PM | #48
Quote: Originally Posted by TheRealDestian View Post
The MMO you're describing is a "sandbox" MMO.

SWTOR is not a sandbox MMO. SWG was a sandbox MMO and it failed.
Failed?

Most people who played before NGE would disagree.

In fact, as a sandbox MMO, SWG is the one i would cite as a success. Why? I cant really think of a better sandbox MMO.

Awarkle's Avatar


Awarkle
01.10.2012 , 01:42 PM | #49
The problem with Sandbox mmos is that the average MMO player is basically clueless they want direction they want quantifiable rewards.

most sandbox require you to give yourself the reward and wow basically ruined that for everyone, people want spoon feeding they want gratification even if its purple gear.

I personally prefered the older style mmos Daoc / EQ they were a bit more grinding but gave you more options to do at end game instead of "MUST FARM PURPLES!"

anywho thats my view most mmos are on rails and they will remain so while the developers chase the wow crowd for their money.

JediMasterShake's Avatar


JediMasterShake
01.10.2012 , 01:44 PM | #50
Quote: Originally Posted by Aloro View Post
You can change paths, you know.

You're CHOOSING to stick to one decision, and then saying that all choice has been stripped from you. That's nonsense.

My Jedi Knight started out good, but now he's well on his way to the Dark Side. How did that happen, you ask? I had choices in game that affected the outcomes for my character.

Are these choices meaningful? Sure. They have both narrative and mechanical impacts on the game. Are these choices vastly superior to those offered in other MMOs? Quite obviously, yes. In WoW, or LotRO, or AoC, or WAR... narrative choices don't have mechanical effects, and almost never have meaningful narrative effects either. LotRO's one of the most story-driven MMOs in history, and yet what real narrative choices do players have? Essentially none. Well, at one point, you can decide if a Ranger stays in the Shire, or heads off with the Grey Company. Every single quest in SWTOR gives me that much choice or more.
"You can change paths..."

Oh, so instead of picking every light side option, I can now pick every dark side option? How is that better? You are still striving to be DARK or LIGHT.

But not launching with neutral relics - but really by making the light/dark meter have ANY effect on gear at all, Bioware has influenced story decisions needlessly. It was a horrible game design choice. Period.
Make a fast break, or that'll be the last mistake that <bleep> will make, is what you get for messin' with
Master Shake.