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Why are all the planets so linear?

STAR WARS: The Old Republic > English > General Discussion
Why are all the planets so linear?

Edzew's Avatar


Edzew
12.09.2012 , 08:21 AM | #71
umm all those links are talking about questing and story... we are talking about the map and worlds.

ill agree the story lines in wow was liner BUT if you wanted to get off the path and run to the left you could and you could continue to do so for a long time, you could explore and see all kinds of things. you cant do that in this game. that is what we are talking about in this thread.

Quote: Originally Posted by Asturias View Post
LoL, thanks for posting and I believe this right here sheds some light on the stupidity of the forum Trolls that SWTOR has acquired.
yea it shows yall don't read what people are posting. you see one word and jump to conclusions


Quote: Originally Posted by Revanchis View Post
It's not a singleplayer game. I love Bioware's singleplayer games, this game however feels very much like an MMO. If making it less linear and cutting the story is what would make it fit for MMO culture you might as well not make it a Bioware game.

I'll never understand why the **** anyone would come to a Bioware game and expect there to be little to no story. Stories are what they do. They are the masters of weaving intricate tales. This game has made so many concessions for it's ******** MMO aspects you can see it clear in the design.
umm this for me so far feels nothing like an MMO...at all!! I havnt had to interact with a single person so far. I dont think anyone has said anything about cutting the story, BUT i have said in other threads that the stories have sucked so far and that the voice acting is atrocious so if stories are what Bioware dos best then *** mate?? why/how did they fail so horribly with this game?? (im talking about their stories right here)

Quote: Originally Posted by Revanchis View Post
Do you really want huge and empty maps? Why would that appeal to you? I find these maps to be much too big already. There's so much tedious walking between objectives. It justs makes for more tedious content with respawning mobs.
well in SWG we had player cities and it was amazing!!! you also had points of interest. in wow you had nifty lil things to find and if you were a hunter you had rare pets to collect. for explorers its all about nifty lil things like a statue of some great worrier that is tucked away in the side of a cliff that no one would normally see or finding a rare pet in an isolated lil grove. some people don't really care about power leveling and getting to the top level as fast as you can, some people like to deviate from the path and see what else the world has to offer.

Quote: Originally Posted by Tsillah View Post
You yourself opened that door by explaining that you are disenchanted by the game as a whole. That already is deviating from the thread, thereby making the thread about "yet another reason why this game is bad". You cannot blame him for not sticking to your perception of what this thread is about, if you yourself do not stick to it in your comments.

Now, in my view you can't really compare a single element like this without considering the bigger picture of the game. If the game was more sandbox it would have consequences on other parts of the game. Therefore to simply compare a single element of a game as you propose is rather a futile exercise, because without its context and connections to other elements of the game, this comparison means nothing.

It's like comparing an electric car with a car with a combustion engine and complaining that the combustion engine uses engine oil and they should stop using it because electric cars don't need it either. It just doesn't make sense as a discussion.

Yes the game is linear. It's that type of game. It probably does have to do with the engine and focus on story telling, but for stories the game needs to be more linear because a story goes somewhere. It's already written. You don't buy a book and complain why you have to read it from start to finish following the page numbers. Stories and linear go together. Simple as that.
i have no clue what this person is saying...its not making any since at all to me B^( from what i can tell they are saying that since this game is story based it has to go somewhere and that somewhere is a strait line.. so im asking this....... WHY?? why must i follow a line?? why cant i deviate from the path?? how would that hurt the story??

Edzew's Avatar


Edzew
12.09.2012 , 08:34 AM | #72
Quote: Originally Posted by Scathe View Post
See, in my opinion, and keep in mind, it's just my opinion, this is what got the game in trouble in the first place. Staff lay offs and firings ended up getting rid of most of the development team that worked on this game, and most of the customer service that were talking with the player base. And in return, EA had to hire new people from other projects, that notably didn't go well, to bring in their own designs and now we are given the cluster-**** that we have today.

The firing of the staff was a knee jerk reaction that ended up putting the game in a bad position since now over half of the original staff of Bioware is gone, hell, even the founders jumped ship. And without them, and the original design team of the game, TOR has started to steadily fall down hill. I honestly think if they had kept the original team and not thrown around the layoff hammer the game would be in much better shape. I mean when you really think about it, it's easy to fire people, but then once they are gone you start looking for others to come in and take their place, and those other people have a totally different idea for where they want to take the game.

In a way i kinda agree with ya... i think they fired the wrong people, the people they should have fired were the ones responsible for telling the developers what to do and what not to do..i hope the person that decided to not have any non human playable races got fired first!!! then the person who decided to make the planets small and linear and basically a hallways... then the person who approved the voiceacting then the voice actors B^P i almost hate the voice acting more than not being able to deviate from the path. i say they should get rid of the higher ups that are making these stupid stupid decisions and keep the peeons that are just doing what the dumb dumbs are telling them to do.


Quote: Originally Posted by mokkh View Post
From my experience: WoW, Rift, and LOTRO, are exactly the same. Exactly. the. same. People don't call this a wow knock-off for no reason. Sure there may be some "open" zones in those three games (like there are in this one) but the whole reason why people have been and are reluctant to play more than one character is because you are constantly treading the same ground. There is more to explore here than people give this game credit for but because they aren't prompted to explore, they just assume that nothing is there. Truthfully, there are no benefits to exploration in this or any of the games you mentioned either (oh yay I got a tabard with a globe on it!) so the entire argument is moot to begin with. Are there numerous bottleneck choke points? Yes. Is that all that exists? Not by a long shot. It's just like the common misconception that all leveling experiences are the same, I have 8 50s and each one has leveled up differently, there have been minor points of overlap because I chose to do so and of course the starting/capital planets but other than that the experience was not replicated at all.

What I don't understand is that if those other games were so enthralling and great you wouldn't be here to complain about this one.
i have a toon for every class and have played a little of every class.. the reason i haven't continued to play every class much further than a few levels is due to the boring storyline and the fact that i cant deviate from the path set infront of me..and also the horrible voice acting gets old and very annoying very fast!!!

the only other MMO that did this (having a very linear map) was the Planet Kashyyyk in SWG but i understand why they did it for that planet

Rhinzual's Avatar


Rhinzual
12.09.2012 , 08:51 AM | #73
Quote: Originally Posted by Master-Nala View Post
Please name one game that allows you to explore every area you can see. Honestly, I would like to try it because exploring is one of my favorite activities. Artificial walls have existed in every MMO I've played and there have been a lot.
Dark Souls is pretty close. That big tree you see in the Firelink Shrine is a place you can visit. You can even go down it (The Great Hollow) and come out to Ash Lake, look straight ahead and see so many trees of the same size. You can look up (while underground) and see clouds in the sky. Later in Tomb of the Giants, you can find a spot where you'll see the top of The Great Hollow and look down to see those exact same clouds and yes, The Great Hollow is that frigging big. That's just one example from that game.

I could say Morrowind too because hey, you really could go anywhere you saw, it was a real sandbox game. Saints Row: The Third counts too. The first three Breath of Fire games, etc.

Angedechu's Avatar


Angedechu
12.09.2012 , 09:45 AM | #74
Ok, let's compare apples with apples. The initial zones of two MMORPG.

The first one will be TOR.

The second one will be ''that certain game''

Starting zones of TOR.
Tython
Ord Mantell
Korriban
Nal Hutta

Starting zones of ''that certain game'' (never played Horde in ''that certain game'')
Elwynn Forrest-Westfall
Teldrassil-Darkshore
Dun Morogh-Loch Modan
Azuremethyst Isle-Bloodmist Isle

Tython : a relatively open valley for the most part, but the mountains to the West are very corridor-like
Ord Mantell : several wide areas, but a lot of indoor fight (by definition very unopen) and a lot of very thight areas on the coast
Korriban : Horribly unopen IMO, altough very atmospheric.To be honest, most of it is fighting is in tombs
Nal Hutta : the swamp is quite open.

Elwynn-Westfall : with the exception of a small lake to the North, perfectly open
Teldrassil Darkshore : Darkshore is a bit hard to navigate at time because of ti's North South flow, altough it was adressed in CATA.
Dun Morogh-Loch Modan : The lake was a navigation obstacle, but changed in CATA. Ironically, despite being mountains, only an handful of mountain paths.
Azure-Blood : some mountains with dubious paths, and one annoying final zone, quite open now.

Angedechu's Avatar


Angedechu
12.09.2012 , 09:53 AM | #75
Also, people, I would like to point out an anoying thing.

Whatever the way you think about it, WOW is much less linear than TOR.

In TOR, you are basically forced to go on every single planet, and in the same order despite permutations

In WOW, leveling in dungeons is quite possible. AND there is at the very least a choice of zones to go. If you start from the scratch, you can level on Kalimdor or Azeroth. You can perfectly well do Elwynn then Westfall, or Elwynn then Redridge. The only instance of a zone you are positively forced to do are starting zones in BC and MOP. And even there, after those zones, you have choise (Zangar or Terrokar ?) (Four Winds or Kassarang ?)

Having the choice between two zones make a game LOOKs way less linear.

RazielHex's Avatar


RazielHex
12.09.2012 , 10:04 AM | #76
Quote: Originally Posted by Mawduce View Post
You never played Warhammer Online then. WAAAAY more linear.
Yes and no, because there were asynchronous paths of advancement in the story.

Angedechu's Avatar


Angedechu
12.09.2012 , 10:08 AM | #77
Quote: Originally Posted by RazielHex View Post
Yes and no, because there were asynchronous paths of advancement in the story.
Exactly. Even a spaceship corridor game become less linear when you can CHOOSE the corridors.

RazielHex's Avatar


RazielHex
12.09.2012 , 10:16 AM | #78
Quote: Originally Posted by Angedechu View Post
Exactly. Even a spaceship corridor game become less linear when you can CHOOSE the corridors.
But that's the thing. It wasn't personalized, and most of the players didn't care about what happened. A majority rarely quested outside of T1. I finished both the Empire and the Da'wi (every single chapter, every single quest), and I can say up and down the streets in how compelling Mythic wrote it (especially in Chapter 3 High Pass/Talabecland) but no one will sympathize. It wasn't the draw of the game.

Yeah, there's no asynchronous paths of advancement here, but that allows there to be a threaded class story that is personalized to the player. Asynchronous leveling opportunities mean people skip content. They miss out. The relative speed of leveling up is already high enough that this is already an issue.

Kleryk's Avatar


Kleryk
12.09.2012 , 10:25 AM | #79
Quote: Originally Posted by sstanks View Post
but you realize that the flying mounts have destroyed WoW. The developers have even said that as it allows players to bypass massive amounts of content.
Quote: Originally Posted by RazielHex View Post
Which took 6 years to do post-launch.
Cool. You replied to my post without at least trying to understand it. I did not say flying mounts in Azeroth were a good thing. I did NOT say that it had them at launch. I did -NOT- say that I want them in TOR either.

If you read the comment I quoted, or the previous one(it was a part of conversation with Nala), you would've noticed that she asked about MMO that lets you fly to anywhere you want and I answered with WoW as an example. I do not play WoW. I do not like it and Blizz makes me hate it even more ever since WotLK's endgame with every next idea that rapes the WarCraft lore.

I don't want to be rude, but please, read the whole post before commenting on it, so you don't end up in same situation next time.
At least I have chicken.

asbalana's Avatar


asbalana
12.09.2012 , 10:47 AM | #80
Quote: Originally Posted by Angedechu View Post
Ok, let's compare apples with apples. The initial zones of two MMORPG.

The first one will be TOR.

The second one will be ''that certain game''

Starting zones of TOR.
Tython
Ord Mantell
Korriban
Nal Hutta

Starting zones of ''that certain game'' (never played Horde in ''that certain game'')
Elwynn Forrest-Westfall
Teldrassil-Darkshore
Dun Morogh-Loch Modan
Azuremethyst Isle-Bloodmist Isle

Tython : a relatively open valley for the most part, but the mountains to the West are very corridor-like
Ord Mantell : several wide areas, but a lot of indoor fight (by definition very unopen) and a lot of very thight areas on the coast
Korriban : Horribly unopen IMO, altough very atmospheric.To be honest, most of it is fighting is in tombs
Nal Hutta : the swamp is quite open.

Elwynn-Westfall : with the exception of a small lake to the North, perfectly open
Teldrassil Darkshore : Darkshore is a bit hard to navigate at time because of ti's North South flow, altough it was adressed in CATA.
Dun Morogh-Loch Modan : The lake was a navigation obstacle, but changed in CATA. Ironically, despite being mountains, only an handful of mountain paths.
Azure-Blood : some mountains with dubious paths, and one annoying final zone, quite open now.
To anyone who has played both games the difference is clear and stark. The "other game" offers exploration, free (to a high degree) roaming to gather mats, player choice of path to approach quests as well as multiple possible quest areas to level, day / night cycles, weather, multitudes of critters that move about, and so on.

The freedom is a key element in the game experience and makes replayablity much greater.