The revealing of Star Wars: The Old Republic's final two classes has incited much discussion amongst the community and inside my own brain. On one hand, lots of people are happy to have more Sith and Jedi classes to choose from. However, on the other hand, some people are disappointed in the lack of creative and unexpected class options.
In all reality, BioWare probably made the right choice, but let's look at the view of both sides for the sake of argument and to have a little fun.
First, let's start with the argument that the Sith Inquisitor and Jedi Consular are lacking in creativity and that an opportunity was missed. Indeed, you could argue that something other than two more force user classes should have been chosen because, well, it's a little uninspired. Although, I'm not really sure what other class archetypes would've been worth pursuing in their stead.
A pet class may be on some of your minds, and that's perfectly reasonable -- except that every Star Wars: The Old Republic class has pets. Companions pretty much ruled out pets to begin with, which is why I never really expected that kind of class to happen. So now we're left with some kind of engineering class that deploys turrets or gadgets of some variety. That's kind of like a pet class, though, and really just doesn't sound fun unless you're able to controls robots... hm.
I did think some kind of martial artist was potentially in the wings. In fact, a kung-fu space hero seemed like a pretty cool concept. It does deviate from the heroic archetypes BioWare has stuck closely to so far, however.
And maybe that's the problem. Maybe sticking so close to these core classes is creating a game that doesn't really offer anything to non-jedi players and the hardest of hardcore Star Wars fans. Sure, BioWare is catering to people who want to be like Han Solo or Boba Fett, but what about beyond that?
The risk with adding two additional Jedi and Sith classes is that there won't be enough variety. SWTOR only has four classes per side (but really it's only four total, as they mirror each other to a good degree) so there's a finite degree of difference we're going to see from player to player. How many Bounty Hunters and Jedi do I play with before they all start looking alike?
Of course, on the other hand, maybe these are all the classes SWTOR really needs at launch.
The opposing side of the argument is that, "Hey, these classes are pretty awesome!" While it's true that extra Jedi and Sith classes mean more players running around with lightsabers, it also means more variety between each force wielder you encounter. Is this new guy "Palpagreen" a Sith Warrior or Inquistor and what build?
Sticking to their strength is a smart move, as it allows BioWare to evoke a maximum amount of nostalgia. This is after all the KOTOR MMO we're dealing with and the Consular was very much a part of that game. Let's not forget, however, that we're dealing with a different beast altogether here. That is to say, as a support class the new Consular is going to fill a vital group role that just about every MMO requires: healer.
Does that mean SWTOR won't be any different than your typical sword 'n board MMO? Well, yeah I guess there's a small chance. The game was going to have at least a few things in common with other MMOs in the industry. Sure, it would've been nice if the class structure deviated from the well-trodden MMO archetype path, but there's already plenty about the game that's different from the norm. Plus, there's likely so much more we don't know.
Thankfully, there are always expansions. Since class stories are such a core aspects of what makes SWTOR tick, a new expansion is likely to at least bring in some new classes, too. And it's entirely possible that these class picks are "safe" for that very reason: expansions. Whether it's a matter of budget, time or design issues the fact of the matter is that creating fun classes is quite the challenging task. I've no doubt that much hair pulling has already occurred over these first ten classes already, let alone for future -- less "safe" -- additions to the game.
Reader Comments (25)
Posted: Nov 30th 2009 7:04PM Wisdomandlore said
Without knowing more about class specialization, it's impossible to tell if there's enough variety. If this is anything like traditional Bioware games, each of the classes could easily become 3-4 subclasses.
Reply
Posted: Nov 30th 2009 7:24PM Valentina said
Given what BioWare does with the classes in their games, each class will probably be highly customizable, and like the person above me said, could easily become 3-4 subclasses.
I like the idea of the consular and the inquisitor, they are going to be my 2 primary characters.
Reply
I like the idea of the consular and the inquisitor, they are going to be my 2 primary characters.
Posted: Nov 30th 2009 8:01PM darthinfamous said
Its been stated by Bioware that each class will have 2 paths (trees) that it can follow
Reply
Posted: Nov 30th 2009 7:48PM Lethality said
You just like starting arguments don't ya Horner?
They've stated companion's aren't going to function like MMO pets. In that, they aren't going to make up a portion of your own character's abilities (where an MMO pet class, the pet would be a large part of the class)
There are only 4 classes per side (just as a side note) not 5.
I would love to see an Engineering pet class (deploying droids and other tech/gadgetry) and a Teras Kasi artist - a martial artist, unarmed class....
Ahh what could have been.
Reply
They've stated companion's aren't going to function like MMO pets. In that, they aren't going to make up a portion of your own character's abilities (where an MMO pet class, the pet would be a large part of the class)
There are only 4 classes per side (just as a side note) not 5.
I would love to see an Engineering pet class (deploying droids and other tech/gadgetry) and a Teras Kasi artist - a martial artist, unarmed class....
Ahh what could have been.
Posted: Nov 30th 2009 10:56PM (Unverified) said
Yes, four. Five was a sleep-induced mistake. :)
Reply
Posted: Nov 30th 2009 8:04PM (Unverified) said
There may be a limit of classes... but they are promising very distinct storylines. The replayability may be in the story if what they promise is delivered
True there may be limited playability in class aspects... but truth be told, how much difference is it to playing a lock, then a mage, then a shadow priest, then a balance druid.... they all casters.
Even with the standard MMO you have 4 main archetypes anyway... tank, healer, melee, range. No more, no less, just variety. (lesser archetypes/varieties are pet controllers, crowd controllers)
Just depends on how much of the design will be compromised to push the games rollout and balance imo.
Reply
True there may be limited playability in class aspects... but truth be told, how much difference is it to playing a lock, then a mage, then a shadow priest, then a balance druid.... they all casters.
Even with the standard MMO you have 4 main archetypes anyway... tank, healer, melee, range. No more, no less, just variety. (lesser archetypes/varieties are pet controllers, crowd controllers)
Just depends on how much of the design will be compromised to push the games rollout and balance imo.
Posted: Nov 30th 2009 8:12PM Loki1 said
There's a good chance this game is going to be just another clone of WoW, or at least a clone of its subgenre if people don't like to name WoW as it didn't invent the elements and blahblah all that fluff...
If that's true I see no reason to play it, because it's going to be stuff I already played in the past, im not in the habit of doing something i've already done, i wanna try new experiences everyday. And i know that some people are happy with it, they accept to pay again for a game they already paid for.
Obviously I hope im wrong and there's a feeble hope this game is going to feel fresh, but chances are this one will be a "WoW with meaningless ethical choices".
or a "WoW with Han solos", if you will.
Now I ask a question to the dear readers, the mature ones, those that don't answer questions with another question.
First try to see any MMO title artfully divided in unique elements and recycled elements(coming from established games of the past... won't name which, not of concern)
Gentlemen, what do you deem this percentage will approximately be regarding SWTOR?
Reply
If that's true I see no reason to play it, because it's going to be stuff I already played in the past, im not in the habit of doing something i've already done, i wanna try new experiences everyday. And i know that some people are happy with it, they accept to pay again for a game they already paid for.
Obviously I hope im wrong and there's a feeble hope this game is going to feel fresh, but chances are this one will be a "WoW with meaningless ethical choices".
or a "WoW with Han solos", if you will.
Now I ask a question to the dear readers, the mature ones, those that don't answer questions with another question.
First try to see any MMO title artfully divided in unique elements and recycled elements(coming from established games of the past... won't name which, not of concern)
Gentlemen, what do you deem this percentage will approximately be regarding SWTOR?
Posted: Dec 1st 2009 9:44AM Gel214th said
The percentage of elements we've seen before?
Probably 90%.
Do you think the current market allows for more deviation than that?
If what SWTOR does is successful, then someone else will incorporate THOSE successful changes and then you may reach a 80% deviation from the previous norm...etc.
Reply
Probably 90%.
Do you think the current market allows for more deviation than that?
If what SWTOR does is successful, then someone else will incorporate THOSE successful changes and then you may reach a 80% deviation from the previous norm...etc.
Posted: Nov 30th 2009 8:30PM (Unverified) said
Lok1 first WoW is a EQ clone. Now SWTOR will break the EQ mold that a lot of MMOs have been following (Including WoW) the whole Middle Ages fantasy roles. SWTOR will be nothing like WoW although there will be similiar elements which all MMOs have.
To respond to the article itself, I like the fact there are 4 force users. It spreads the population out a lot. Now instead of the Republic faction being 60% Jedi Knights it will be 30% Jedi Knights and 30% Jedi Consulars. It won't make one class overcrowded and overpopulation. The move was excellent.
Reply
To respond to the article itself, I like the fact there are 4 force users. It spreads the population out a lot. Now instead of the Republic faction being 60% Jedi Knights it will be 30% Jedi Knights and 30% Jedi Consulars. It won't make one class overcrowded and overpopulation. The move was excellent.
Posted: Nov 30th 2009 10:10PM (Unverified) said
The fantasy medival roles are only dressing for the game mechanics. Locating a game in a sci-fi setting doesn't mean its going to break the dikumud mold.
Reply
Posted: Dec 1st 2009 12:12PM Seare said
Kole and others like you, wake up!! If you look at most of the major innovations of the last 2 centuries, you will find that the inventor/creator took an already good, established idea and improved on it. The telegraph, telephone, and computer are three perfect examples. Expecting Bioware or any other company to invent something that has never been done before and ignore all past successes in the MMO business is just unrealistic. "We live in a real world, come back to it" -Padme (sorry couldn't resist).
Reply
Posted: Nov 30th 2009 8:42PM (Unverified) said
Bioware learned from the mistake of Star Wars Galaxies: people identify Star Wars most readily with Jedis and prohibiting them from taking on that role, even in a sandbox MMO, will lead to frustration.
Personally I'll be playing the Trooper (or whatever is the paradigm ranged DPS) first before I dabble with any of the force using classes. Regarding class breakdown, Bioware has set themselves the heady goal of making the non-force classes sufficiently compelling. Looking forward to see if they can pull it off.
Reply
Personally I'll be playing the Trooper (or whatever is the paradigm ranged DPS) first before I dabble with any of the force using classes. Regarding class breakdown, Bioware has set themselves the heady goal of making the non-force classes sufficiently compelling. Looking forward to see if they can pull it off.
Posted: Nov 30th 2009 9:27PM Ingrod said
WoW have the same quest content for all the classes, divided in three storylines for three races per faction.
SWTOR will have a different storyline for every class, divided in almost two storyline paths inside the same class.
WoW class specialization is talent tree based.
SWTOR class specialization is storyline based, choose a different path in your class storyline lead to a different specialization.
Also moral choices in quests can have an effect in character progresion, and different companions can lead to different playability styles (fight with a companion tank is not the same to fight with a companion ranged DPS or healer)
The differences with WoW in PvE quests structure are really radicals. No other MMO to date have a similar structure.
Two force user classe by faction is not a lack of creativity issue, Im sure that both jedi or sith classe will have greatly divergent storylines and playability, inclusive their grafical aspect is clearly different in the few images published. In example the Consul history can be more about politics and conspirations, but the Knight history more about action and battles, the first can have a companion padawan, the second can have a smuggler or a trooper.
For me currently the most interesting classes are Smugglers and Imperial Agents, but I like the force user classes too. Also is pretty clear that the game will have group content, the pressence of support classes make sure that.
Reply
SWTOR will have a different storyline for every class, divided in almost two storyline paths inside the same class.
WoW class specialization is talent tree based.
SWTOR class specialization is storyline based, choose a different path in your class storyline lead to a different specialization.
Also moral choices in quests can have an effect in character progresion, and different companions can lead to different playability styles (fight with a companion tank is not the same to fight with a companion ranged DPS or healer)
The differences with WoW in PvE quests structure are really radicals. No other MMO to date have a similar structure.
Two force user classe by faction is not a lack of creativity issue, Im sure that both jedi or sith classe will have greatly divergent storylines and playability, inclusive their grafical aspect is clearly different in the few images published. In example the Consul history can be more about politics and conspirations, but the Knight history more about action and battles, the first can have a companion padawan, the second can have a smuggler or a trooper.
For me currently the most interesting classes are Smugglers and Imperial Agents, but I like the force user classes too. Also is pretty clear that the game will have group content, the pressence of support classes make sure that.
Posted: Nov 30th 2009 9:40PM (Unverified) said
The issue with the Force classes was that it was looking very likely that far too many people would gravitate towards playing Jedi/Sith supermen. I was figuring that at least 60-70% of the player population would be saber-wielders. Now it's basically a lock that the game is going to be absolutely dominated by dudes in robes waving around glow sticks.
The new classes didn't add anything really different or interesting to the table -
they just totally watered down all the novelty of the other Force classes and put the game in danger of being even more monotone.
I think the choices were really counter-productive and uninspired. Alot of the other ideas out there (Karate Guy, Monkeywrench Dude, Field Medic) were actually worse, but that doesn't mean they could've added 2 different new & interesting classes. Especially considering that there is no true pet class for players who enjoy that niche.
I thought a Gangster class styled after Jabba would've been funny as hell... his pets could've included Weequay and Gamorrean bodyguards, a Majordomo, a dancer in a Slave Leia Bikini and a monkey-lizard that he found amusing.
Reply
The new classes didn't add anything really different or interesting to the table -
they just totally watered down all the novelty of the other Force classes and put the game in danger of being even more monotone.
I think the choices were really counter-productive and uninspired. Alot of the other ideas out there (Karate Guy, Monkeywrench Dude, Field Medic) were actually worse, but that doesn't mean they could've added 2 different new & interesting classes. Especially considering that there is no true pet class for players who enjoy that niche.
I thought a Gangster class styled after Jabba would've been funny as hell... his pets could've included Weequay and Gamorrean bodyguards, a Majordomo, a dancer in a Slave Leia Bikini and a monkey-lizard that he found amusing.
Posted: Nov 30th 2009 10:42PM Hambone Hamlet said
Anyone know what is so special about Dec 3rd, seems like alot of sites will be releasing more TOR news that day, well at least Darth Hater not sure about Massively.
Reply
Posted: Dec 1st 2009 1:13AM (Unverified) said
I think ground combat in a Star Trek MMO should be as common as it was in Next Gen.
Reply
Posted: Dec 1st 2009 2:26AM (Unverified) said
I'm still a little uneasy with this being the only 4 classes at launch. I was really looking forward to seeing a Sith trooper class like a commando or marine. Also I was hoping for a non-force using healing class for both republic and sith, something like a combat medic.
I'm still very much looking forward to this game and moving my guild from the horrible WoW to a real game.
Reply
I'm still very much looking forward to this game and moving my guild from the horrible WoW to a real game.
Sorry, you must be logged in to leave a comment.
Featured Stories
The most popular posts
in the last 7 days
- EA reveals SWTOR subscription and sales numbers, beats financial predictions [Updated] 183 comments
- 'RIFT Lite' announced, makes first 20 levels free to all [Updated] 87 comments
- The Daily Grind: What's the highest sub fee you'd pay? 84 comments
- Subscriber numbers lead to a new hope for Electronic Arts stock 74 comments
- TERA pre-orders available, closed beta access included 67 comments









