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What makes a MMO an MMO and how does SW:TOR stack up in this regard?

STAR WARS: The Old Republic > English > General Discussion
What makes a MMO an MMO and how does SW:TOR stack up in this regard?

Kalfear's Avatar


Kalfear
06.01.2012 , 03:46 PM | #21
Quote: Originally Posted by Bluerodian View Post
One of the things that I do believe makes an MMO is community, something TOR is terribly lacking and the other newer MMOs such as WoW, EQ2, and the like also seem to have done away with.

Community isn't just a mob of disorganized individuals worrying about themselves and no one else, with the occasional raid. Community is a collective of many people with a clear focus. In the original EQ, this was simply for the sake of leveling as you couldn't even get anywhere unless you grouped.
Over time, though, the community emphasis has shifted to that of the singular individual, with games like WoW altering their entire structure over time to accommodate it. Instant gratification has become the norm, and TOR holds to that ideal even more so with a very solo-centric storyline that further separates people from each other.

The problem is that it isn't easily fixed. This is the new reality of online gaming.
Above quoted text is a excellent reply regarding community
In regards to lessening F2P and Preferred restrictions
In GAMING, as in LIFE,
You get what you pay for
No game restriction is so dire that $15.00/month will not eliminate it

Skidrowbro's Avatar


Skidrowbro
06.01.2012 , 03:58 PM | #22
Quote: Originally Posted by Bluerodian View Post
One of the things that I do believe makes an MMO is community, something TOR is terribly lacking and the other newer MMOs such as WoW, EQ2, and the like also seem to have done away with.

Community isn't just a mob of disorganized individuals worrying about themselves and no one else, with the occasional raid. Community is a collective of many people with a clear focus. In the original EQ, this was simply for the sake of leveling as you couldn't even get anywhere unless you grouped. In the olden days of WoW, this was heavily emphasized with PVP matches (Remember Alterac Valley matches that lasted 2 days and were made up of only people on a single server).

In SWG, it was a community with the entire socio-economic structure of the game. Cantinas were places to go for socializing after running spin groups. In that game you could not go anywhere, touch any item, or perform any activity without another player being involved in it somewhere.

Over time, though, the community emphasis has shifted to that of the singular individual, with games like WoW altering their entire structure over time to accommodate it. Instant gratification has become the norm, and TOR holds to that ideal even more so with a very solo-centric storyline that further separates people from each other.

The problem is that it isn't easily fixed. This is the new reality of online gaming.
Excellent read. I noticed the WoW downfall as soon as Activision came into the picture but that's when I noticed, not sure if it was happening prior. I believe that was the wrath era if I'm not mistaken?

Izorii's Avatar


Izorii
06.01.2012 , 03:59 PM | #23
1) Chat. I know its bat **** crazy but chat bubbles mean I know who is talking and saying what and make me feel like I am listening to someone
2) Dialog. If the entire game has voiceovers but when other players say things out side an instance I dont get them speak and have to read I lose interest,
3) Sand Box, I like the idea of theam park games but I need a house, gun racks, decorations, harvesters, player cities, capital ships etc etc not just running the same instance where I have stopped Darth Malgus 30 times but still we keep letting the same guy take over Ilum. I would prefer if the repeatable quests made sence, but of 20 guys at Corellian 500 are spys and we still dont remove them
4) Character creation and species choice. I want to make my hero my way and then play as him. Not play as some standard "hawk" style hero.

All in all TOR is a poor MMO, its a good single player game, Could have been better when I defeat an evil Moff, I dont expect to leave his fortress and find all the the guys I kiled respawned. I expect to return to areas and see the good I have done rather than nothing has changed. But I enjoyed the story and the world.

tloops's Avatar


tloops
06.01.2012 , 04:00 PM | #24
Quote: Originally Posted by thomasgallant View Post
diablo III is an online single player game..considering it is a single player game that requires you to be online at all times in order to play it..

star wars is an mmo since you can play with other people ( the number of people on does not change the fact you can play with a large group) and it also requires you to be online

the differences are clear
you can play diablo 3 with 4 people
TOR...the best single player game on the market

DarkSaberMaster's Avatar


DarkSaberMaster
06.01.2012 , 04:04 PM | #25
Is it an MMO in the straight forward definition of MMO (Massive Multiplayer Online)? Yes it is. Is it an MMO in the sense of what MMO's where originally intended to be (UO, EQ)? Nope. Not in the slightests. The lack of community and the game design to be against it (everything being instanced, soloable and a linear solo story path while leveling), doesn't make it an MMO in the traditional sense in my opinion.
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Skidrowbro's Avatar


Skidrowbro
06.01.2012 , 04:06 PM | #26
Quote: Originally Posted by tloops View Post
you can play diablo 3 with 4 people
Yup, and that's the extent of it. GG, thanks for coming out. Here is a pink ribbon for participating

kirorx's Avatar


kirorx
06.01.2012 , 04:09 PM | #27
Interactive gameplay in a social environment is what makes an mmo

Gear progression, raids, warzones: all that junk is only secondary to a great community. If all we do is log in to do flashpoints with people we have never met or just log in and do warzones then we might as well be playing xbox live. Because the only thing really making these things different is the was running in a circle around fleet.

kirorx's Avatar


kirorx
06.01.2012 , 04:10 PM | #28
Quote: Originally Posted by tloops View Post
you can play diablo 3 with 4 people
sounds like a flashpoint

Skidrowbro's Avatar


Skidrowbro
06.01.2012 , 04:12 PM | #29
Quote: Originally Posted by kirorx View Post
Interactive gameplay in a social environment is what makes an mmo

Gear progression, raids, warzones: all that junk is only secondary to a great community. If all we do is log in to do flashpoints with people we have never met or just log in and do warzones then we might as well be playing xbox live. Because the only thing really making these things different is the was running in a circle around fleet.
And what big game does Activision make?

Hint: That same company is what turned WoW into what it is.

Mannic's Avatar


Mannic
06.01.2012 , 04:48 PM | #30
Quote: Originally Posted by Calerxes View Post
I've read many people say that SW:TOR is not an MMO but an online single player game or a co-op game but I don't really see any reasons as to why it isn't an MMO so I'd like to find out what makes an MMO an MMO for you guys and why SW:TOR is lacking these areas.

I personally don't really see much difference between TOR and say LotRO, EQ2 and WoW especially as its in its infancy and those games have had time to add lots of features that we take granted these days. Now I accept the arguement that even those games I've mentioned don't really stack up compared to older MMO's like Asherons Call, DAOC and EQ but they also were not perfect and really just put players in a world and had them grind their tails off, so I'm a little perplexed by this SW:TOR is not an MMO but I'm always willing to be proved wrong and re-educated.
Why make an MMO and then make the single-player elements 90% of the focus? The SPRPG part of the game marginalizes the whole point of making it an MMO, and the MMO parts of the game will limit how good of a SPRPG the developer can make. Does anyone really think the SP parts of this game wouldn't be way better if BW wasn't making a bastardized MMO-SP hybrid?

When developers started making MMO's it was because they saw the specific advantages that being able to play a game online, with hundreds and thousands of other players, brought to the game. The online part of the game is the whole point of an MMO. Otherwise you might as well just create a SPRPG and attach some type of co-op to it.

It would be like creating a single-player first-person shooter, but putting in MMO-style combat controls. I'm certain there would be some players who just don't get it saying that it's fine. What would elude them would be that the point of a FPS game is that the games feature high twitch. Creating a gimped FPS shooter by attaching an MMO-style combat system to it would be stupid. Creating a gimped MMO by attaching SPRPG-style linearity and storytelling to it is also stupid. You might as well JUST MAKE A SPRPG.

It's like drinking beer with your chocolate cake. You might love the two things seperately, but when you try to mix them they just don't go together. You wouldn't say, "but beer is good. And chocolate cake is good! So let's create a business plan around serving beer with chocolate cake!!"