Star Wars offers a setting with incredible chances at strong storytelling and it's for this reason I've been watching closely for any hints at the story elements in Star Wars: The Old Republic. This recent developer blog on the driving forces behind the Sith Inquisitor's tale really dug its claws into my mind.
Before now, I'd always assumed most choice elements within the story of any given class would be mostly binary. That was the easiest solution for BioWare, who has created quite the challenge for themselves with the premise of a full singleplayer storyline experience for each class within the game.
You see, before, I'd only really given thought to the difficulties of eight separate classes each having a couple possible plots. Now that presumption has changed, because in that developer diary on the Sith Inquisitor, writer Rebecca Harwick delivers a provocative revelation: you've got three choices.
Rebecca says it best here: "The Sith Inquisitor is about the individual at odds with the community, and whether to ultimately embrace that community, transform it, or act in defiance of it." Now, for me, that brings up a lot of questions. The biggest and most prominent of all these inquiries floating through my frontal lobe is how all the little in-between stories connect the beginning to the end. That leads into other questions about how it all starts and how it all ends.
We know how it starts -- if you don't, definitely read the developer blog by Rebecca. We also know the why behind the how, or in other words the Sith Inquisitor's motive. The big question arrives beyond the tutorial and starting area where "The Journey" takes over and Star Wars: The Old Republic is truly tested.
For me, an MMO isn't about any one feature. It's not about end-game or how in-depth the PvP experience goes. It's kind of like a car in that those pieces can -- and usually are -- immensely important, but ultimately it's about how enjoyable the ride feels. You can tell me a car's really pretty to look at but ultimately that doesn't make or break it for me. Story is more than looks, though. If I were to say what element of this metaphorical car story represents in MMOs, it'd have to be the ever-sought after fuel replacement.
In this genre, a game with actual worthwhile and meaningful story is going to kill. When I think on my myriad of past MMO experiences I always like to consider where the journey was at its best and where it began to fall apart. Generally, a journey begins strong and tapers off somewhere. It'll usually go one of two ways for me -- I muscle through the unsavory levels and get to the good stuff or I give up.
Sadly, when I think back to every MMO experience in my past I cannot think of a single game where I never felt like I was "Sticking in there!" at least once in a while. That just seems to be part and parcel of the whole deal, right? Well, maybe not.
Let's get back to the journey in SWTOR. If you like the Star Wars universe (and let's be honest, a lot of us love it) then you're probably going to be smitten with the game well past the tutorial and far into the end-game zones. That's only normal for the most hardcore of fans but countless other people require more, even if they consider themselves a fan. That's where the interactive story is really going to assist the game. Plus, it's all voiced, so hopefully people won't be tempted to skip everything. It's also got choice, so you'll at least want to know what's happening. Really, as long as there's plenty of quality story in SWTOR, the game could nullify the sense of grind and pull far more players through the entirety of its level than is typically seen in the industry. I really hope they share metrics on that, but I doubt it.
Whether or not story rises to define this game is for the future. Right now, lots of its pieces are looking pretty good. The depth of this game's story continues to surprise me, too. So long as BioWare doesn't just toss us some meaningful story between every few levels I sense great things in SWTOR's future. Great things indeed.
Reader Comments (31)
Posted: Feb 8th 2010 8:02PM Renko said
Can story supplant grind? I hope so.
Posted: Feb 8th 2010 8:10PM wjowski said
"I want innovation in MMOs but not *that* kind!"
Posted: Feb 8th 2010 11:51PM Stormwaltz said
@RogueJedi86:
WoW was in development for 4-5 years (Blizzard is very good at keeping its secrets, I can't find a reliable number). WoW is story "lite," with a variety of endgame grinds.
CCP was founded in 1997 to make EVE, which shipped 6 years later with no in-game story at all. CCP announced the White Wolf World of Darkness MMG in 2006, which means it's been in development for 4 years now.
Sigil was founded in 2002, and shipped Vanguard almost 5 years later. Razorwax was reformed into Adventurine in 2001, and Darkfall shipped about 7 years later. ArenaNet was founded in 2000, and shipped the original Guild Wars box 5 years later. Cryptic was founded in 2000, and shipped CoH after 4 years.
TL;DR -- My point is that MMORPGs are so complex, and require so much content, that even one that *isn't* focused on story takes at least 4 years to build. People have tried to cut corners and reduce dev time. While the results can be fun in the short term, those titles have (thus far) hemorrhaged players in the long run.
In the specific case of SWToR, I'm also concerned about the voiceover. I've worked on games with voiceover. Few things consume as much money, time, and hard drive space (and by extension download "weight") as VO. VO will limit their ability to add content in a timely fashion once the game ships.
@interitus:
I know that some people play DA and ME over and over again. But those games have about 50 and 20 hours (respectively) of "first play-through" gameplay. After the first play-through, people tend to accelerate their passage through the parts of the game they've already seen.
I'm routinely stunned by messages through Xfire telling me how long someone's played MMG "X." A casual scroll through the activity report for my guild shows me someone who's played a total of 800 hours of GW, 2500 hours of LotRO, and 3000 hours(!) of Warhammer Online. DAO is an fantastic game, but I'm not convinced that many people could play it through 16-60 times and still enjoy it.
WoW was in development for 4-5 years (Blizzard is very good at keeping its secrets, I can't find a reliable number). WoW is story "lite," with a variety of endgame grinds.
CCP was founded in 1997 to make EVE, which shipped 6 years later with no in-game story at all. CCP announced the White Wolf World of Darkness MMG in 2006, which means it's been in development for 4 years now.
Sigil was founded in 2002, and shipped Vanguard almost 5 years later. Razorwax was reformed into Adventurine in 2001, and Darkfall shipped about 7 years later. ArenaNet was founded in 2000, and shipped the original Guild Wars box 5 years later. Cryptic was founded in 2000, and shipped CoH after 4 years.
TL;DR -- My point is that MMORPGs are so complex, and require so much content, that even one that *isn't* focused on story takes at least 4 years to build. People have tried to cut corners and reduce dev time. While the results can be fun in the short term, those titles have (thus far) hemorrhaged players in the long run.
In the specific case of SWToR, I'm also concerned about the voiceover. I've worked on games with voiceover. Few things consume as much money, time, and hard drive space (and by extension download "weight") as VO. VO will limit their ability to add content in a timely fashion once the game ships.
@interitus:
I know that some people play DA and ME over and over again. But those games have about 50 and 20 hours (respectively) of "first play-through" gameplay. After the first play-through, people tend to accelerate their passage through the parts of the game they've already seen.
I'm routinely stunned by messages through Xfire telling me how long someone's played MMG "X." A casual scroll through the activity report for my guild shows me someone who's played a total of 800 hours of GW, 2500 hours of LotRO, and 3000 hours(!) of Warhammer Online. DAO is an fantastic game, but I'm not convinced that many people could play it through 16-60 times and still enjoy it.
Posted: Feb 9th 2010 12:33AM Stormwaltz said
Oh; another thing I should have mentioned.
Just because a game is focused on story doesn't mean it won't have grind. For example, there's the mineral collection minigame in ME2. You have to grind to collect the resources to purchase upgrades, many of which are necessary to reach the end of the story without heavily loss of life.
Just because a game is focused on story doesn't mean it won't have grind. For example, there's the mineral collection minigame in ME2. You have to grind to collect the resources to purchase upgrades, many of which are necessary to reach the end of the story without heavily loss of life.
Posted: Feb 9th 2010 7:18AM (Unverified) said
It's obviously too early to even glimpse at what BioWare can do to usurp the grind. However, if anyone can do it with story it's them.
In a broader sense, I don't see any reason why any company can have you with your story move along an ark while simultaneously following red herrings, side missions and other bits of flavor that are off the beaten path. A space setting is perfect for this as you can just spawn a planet to satisfy the need for new land.
I think the WoW Themepark model is dead. That's not to say WoW is dead, just new games of that model. New games, at least the ones with potential, seem to be sandbox free-for-alls. I think that's a good thing.
In a broader sense, I don't see any reason why any company can have you with your story move along an ark while simultaneously following red herrings, side missions and other bits of flavor that are off the beaten path. A space setting is perfect for this as you can just spawn a planet to satisfy the need for new land.
I think the WoW Themepark model is dead. That's not to say WoW is dead, just new games of that model. New games, at least the ones with potential, seem to be sandbox free-for-alls. I think that's a good thing.
Posted: Feb 9th 2010 9:51AM (Unverified) said
Sorry about the doublepost, can't figure out how to delete my other one. I couldn't figure out how to get my comment to go where I wanted it to. Not a fan of nested comments.
@RogueJedi86
You're still talking about an MMO. MMO development takes 5-6 years *minimum*. WoW's development cycle approached 10 years, which is one of the big reasons it's the elephant in the room anytime MMO discussion came up. MMOs take much, much longer to make than other games, generally speaking.
@RogueJedi86
You're still talking about an MMO. MMO development takes 5-6 years *minimum*. WoW's development cycle approached 10 years, which is one of the big reasons it's the elephant in the room anytime MMO discussion came up. MMOs take much, much longer to make than other games, generally speaking.
Posted: Feb 9th 2010 10:08AM (Unverified) said
(http://en.wikipedia.org/wiki/World_of_warcraft#Development)
Not sure where you're getting those extra five years of dev time from.
(http://www.bioware.com/bioware_info/press_releases/2006_03_15_Austin/)
The BioWare Austin studio was officially announced in March 2006. That puts SWTOR (assuming an early 2011 release) at the same development time as WoW, if not slightly longer. Also, considering BioWare brought on something like 12 writers before any other developers, I'd say there's a strong chance the game will have a whole lot of story.
It remains to be seen how good it all turns out, of course.
Reply
Not sure where you're getting those extra five years of dev time from.
(http://www.bioware.com/bioware_info/press_releases/2006_03_15_Austin/)
The BioWare Austin studio was officially announced in March 2006. That puts SWTOR (assuming an early 2011 release) at the same development time as WoW, if not slightly longer. Also, considering BioWare brought on something like 12 writers before any other developers, I'd say there's a strong chance the game will have a whole lot of story.
It remains to be seen how good it all turns out, of course.
Posted: Feb 9th 2010 11:54PM Marz said
I think the Idea of choices in storyline is great if it led to real consequences.
For instance if you are playing a Jedi character and some of the choices lead you toward the dark side of the force; If this Storyline allows you to become a Dark Jedi and switch sides to the sith, then I think choices in story would be a good thing.
For instance if you are playing a Jedi character and some of the choices lead you toward the dark side of the force; If this Storyline allows you to become a Dark Jedi and switch sides to the sith, then I think choices in story would be a good thing.
Posted: Feb 9th 2010 3:56PM (Unverified) said
Oh, Bioware's got more writers than anyone in the biz, from what I've heard about their hiring.
Also, as pertains to development cycle, there are quite a few interviews with people talking about ideas starting as early as Ultima Online's release, and Warcraft 3 (development started in 1999) has a pretty obvious WoW prototype built into it, one that's got quite a bit of work put into it.
Ten years may have been a bit of an exaggeration on my part, but WoW still had a longer development life than nearly any other MMO released-- SWToR is the first game in recent memory to have a similar length of development, and it's worth noting that WoW is not really considered to have a "story-focus".
We'll see if Bioware can develop content at a rate commensurate with what it needs to live up while also keeping a heavy story focus. That content is extremely time-consuming comparatively speaking, and takes as much time or less for players to complete than more grind-oriented content. I don't think it's impossible, but it's certainly a hefty undertaking.
Also, as pertains to development cycle, there are quite a few interviews with people talking about ideas starting as early as Ultima Online's release, and Warcraft 3 (development started in 1999) has a pretty obvious WoW prototype built into it, one that's got quite a bit of work put into it.
Ten years may have been a bit of an exaggeration on my part, but WoW still had a longer development life than nearly any other MMO released-- SWToR is the first game in recent memory to have a similar length of development, and it's worth noting that WoW is not really considered to have a "story-focus".
We'll see if Bioware can develop content at a rate commensurate with what it needs to live up while also keeping a heavy story focus. That content is extremely time-consuming comparatively speaking, and takes as much time or less for players to complete than more grind-oriented content. I don't think it's impossible, but it's certainly a hefty undertaking.
Posted: Feb 9th 2010 4:18PM (Unverified) said
The development cycle for an MMO is never over until the game shuts down.
As for SWTOR, if Bioware wants to succeed beyond the initial fanboi rush (me included), they have to release a game as polished as WoW is TODAY and not as good as WoW when it released.
WoW, love it or hate it, has raised the bar and the expectations of all gamers. If any new game doesn't meet the standard of WoW today, it will take a hit. Some players will stick around through the initial issues but many more won't.
As for SWTOR, if Bioware wants to succeed beyond the initial fanboi rush (me included), they have to release a game as polished as WoW is TODAY and not as good as WoW when it released.
WoW, love it or hate it, has raised the bar and the expectations of all gamers. If any new game doesn't meet the standard of WoW today, it will take a hit. Some players will stick around through the initial issues but many more won't.
Posted: Feb 10th 2010 6:36AM Seffrid said
Anyone who knows anything at all about MMOs knows that SW:TOR is getting a lot more hype than most new MMOs, and at an earlier stage given that we're still at least a year off it being launched. It's nothing to do with E3 and trade shows, it's to do with sites like this one constantly promoting it to a wide audience and a whole range of forums hosting discussions - all of which is fine but we need to remember that no-one has seen the game running yet (outside of trailers) let alone played it.
Personally I hate grindfest MMOs, which is why I don't play the Korean F2P grindfests. I'm not currently playing a grind fest MMO so can't return to one I'm afraid! I play storyline and quest based MMOs, and enjoy them enormously. The only concern I have expressed about them relates to those who prefer to group (which doesn't include me) and who find as with the example I gave that they can be very difficult to get groups in because everyone is at a different stage of each quest.
Personally I hate grindfest MMOs, which is why I don't play the Korean F2P grindfests. I'm not currently playing a grind fest MMO so can't return to one I'm afraid! I play storyline and quest based MMOs, and enjoy them enormously. The only concern I have expressed about them relates to those who prefer to group (which doesn't include me) and who find as with the example I gave that they can be very difficult to get groups in because everyone is at a different stage of each quest.







