10/3/09 3:14 PM -
The Old Republic: A Paradigm Shift for the MMO Genre? 
by Ryan
, posted October 3rd, 2009 at 3:14 PM
For quite some time, BioWare has maintained a high level of control over the information being released for Star Wars: The Old Republic (commonly abbreviated as TOR). The guys and gals at BioWare Austin, the studio where the game is being developed, have been very careful about just what tidbits of info they release to the general public. But amidst all the secrecy surrounding the game, the last month or so has proven to be very exciting for those keeping a close watch on it. The first break came when BioWare debuted their developer walkthrough at Gamescom. The segment, which comes in at around twenty minutes, showcases the games fast-paced combat, dynamic dialogue system, and gave the general public their first look at the Sith Warrior class. For those not lucky enough to have been in attendance, the entire video (split up into four parts) can be seen here at IGNs YouTube page in all its beautiful HD glory.
 
Needless to say, the video left many rabid gamers attempting to pick their jaws up off the floor; TOR is, after all, being hailed by many as the game which will revolutionize the way we perceive the MMO genre. But can BioWare really pull off what seems to be one of the most ambitious projects in video game history? More importantly, can they cause a stir in the industry similar to the one seen in 2004 when Blizzard released World of Warcraft to massive critical and commercial success? In order to understand how much of an impact TOR could have, its important to consider the current state of the MMO, its history, and how the genre will inevitably evolve over the next few years. To do this, well also have to look at recent trends in video games in general both single-player and multi-player experiences spanning many genres and platforms.

Now, let me put it out there that I believe in giving credit where credit is due. I realize that I may be placing my life at risk for saying this, but Im a fan of World of Warcraft. Love it or hate it, its near impossible to deny the way it has reinvented the MMO scene. With 11 million subscriptions and counting, it has become the undisputed king of MMOs. Prior to WoWs release, however, the online landscape was vastly different from what is today. MMO gaming of the latter part of the 90s and early 2000s was dominated by games like Ultima Online, Lineage, and, of course, Everquest. These titles were perceived as niche, intended for only the most hardcore of the hardcore. A little research seems to suggest that from 1996 to 2004 there was a total of approximately 4 million subscribers across all the major MMOs of the time, as opposed to the 11 million WoW subs we see today. There is also the fact that less than 18 months after its release, the game had reached a milestone of 6 million customers. In other words, in less than a year and a half after its debut, WoW saw more subs than all of the major MMOs from 1996 to 2004 put together to call it an impressive feat is an understatement.

But where did all these new subs come from? Well, as some have so profoundly pointed out, they came from other markets and audiences. Unlike today, there were initially not nearly 11 million paying customers in the entire MMO market, let alone one, single game; reasoning tells us that they had to come from somewhere other than the MMO community. While many were loyal Blizzard devotees and MMO fanatics, quite a few of them were non/casual gamers who were brought in by the boatloads, thanks to Blizzards brilliant and relentless marketing campaign to support the game. I would also assume that a large portion of WoWs customer base consists of console gamers who were previously either intimidated by the idea of an MMO or simply uninterested in it altogether. I have a hunch that this has something to do with the recent trend occurring across the entire market, in which people seem to be becoming more receptive to the idea of the RPG. And that brings me to my next point


Have you noticed what seems to be the disappearance of the traditional RPG? Gone are the days of the SNES and PSX, when traditional, turn-based RPGs like Chrono Trigger, Final Fantasy VII, and Quest 64 ruled supreme (okay, well, maybe not Quest 64). Those kinds of games now seem all but extinct in the western market, but, in spite of this, something fascinating is happening. Many developers are turning their backs on the old ways of doing things in favor of newer, more action-oriented gameplay systems seamlessly integrated with traditional RPG mechanics (progression, leveling up, obtaining loot, etc.) To see this, you need look no further than games like Mass Effect, Fallout 3, The Elder Scrolls IV: Oblivion, and even some first-person shooters, Call of Duty 4 immediately comes to mind.

For those who have been living under a rock, CoD 4 was released in late 2007 and has gone on to garner unparalleled critical praise and sell somewhere around a bazillion copies. The games wildly successful multi-player component utilizes a system of progression and ranking up, similar to many traditional RPGs. This is important because, according to GameStop execs in a recent Gamespot news article, the games sequel, Modern Warfare 2, could potentially be the best-selling game of all time when it drops this November (and trust me, people arent buying it for its single-player campaign).

What does this tell us? Developers are introducing gamers of all sorts to traditional RPG elements, and theyre responding (I might even venture to say that this whole trend was initially a result of WoWs massive commercial success, but Ill leave that up to you) This means that we may very well be on the brink of the next evolution of the video game industry. Never before have people shown so much enthusiasm for MMOs, as well as the sense of progression that hardcore RPG fans are so fond of.


However, while we live in an era in which people are flocking to the chance to interact and communicate with each other in seamless, persistent worlds, traditional single-player narratives are still incredibly popular. If this werent the case, then rich, story-driven experiences such as Bioshock and Metal Gear Solid 4 wouldnt have done nearly as well as they did. Obviously, these kinds of games provide us with something meaningful and immersive that is altogether absent in MMOs. And what might this be, you ask? I propose that this ever-elusive secret ingredient is something so simple that it may have just been overlooked: the element of story. Many would argue that it is impossible to effectively integrate story into a world inhabited by thousands upon thousands of players without giving up the sense of freedom and social cohesion that goes hand-in-hand with a thriving online community; I would argue that there has been no honest attempt to do so.

It is my sincere belief that MMOs are the future, but not the current archetype of the MMO as we think of it. Instead, I presume that a new MMO paradigm will emerge one that uses story to bridge the gap between single-player and multi-player experience. Games of this kind will coalesce these experiences so seamlessly, that at first glance players will not be able to safely say which of these experiences they are taking part in.

Now, let us return our attention to The Old Republic. Im not going to go into excessive detail about the game, as I assume youve done your homework and at least know a fair amount of what its all about (you are, after all, on a TOR fansite). I will, however, give you a brief rundown of a couple of things, which will help set the context for those of you who may not be following the game very closely.

When I think of TOR, one word comes to mind: story (see where Im going with this?). Yes, I realize that doesnt sound like anything special, but again, you have to remember that this is an MMO. And, as mentioned earlier, the one barrier that has separated MMOs from the great single-player experiences of all-time is that of story and everything that it encompasses.

How is story implemented in TOR? Well, for starters, the game will feature what BioWare is referring to as flashpoints. A flashpoint is essentially an instanced mission or quest that a player can complete either alone or in a group. One such flashpoint is shown in the developer walkthrough I mentioned earlier (if you havent seen it, Id recommend checking it out. Theres a link to it near the end of the first paragraph of this article).


The gameplay begins with a Sith and Bounty Hunter entering the main deck of an Imperial ship; it seems that the ships captain has disobeyed an order from a superior and the Sith is sent to relieve him of his command. As the scene unfolds, an interactive dialogue begins. Many of you will recognize this from other BioWare games such as Mass Effect, and, Knights of the Old Republic. Eventually, the player is presented with the choice of either following orders and killing the captain, or showing mercy and sparing his life. Perhaps the most intriguing thing of all is that the subsequent events that unfold will vary depending on what choice the player makes. If the decision is made to kill the captain (as is the case in the walkthrough), the Sith and Bounty Hunter duo must fight their way through the ships halls in an attempt to defend it from Republic soldiers infiltrating its interior from a series of boarding pods. On the other hand, if the captain is spared, his experience allows him to recognize the pods and destroy many of them in route, making it easier for the players to repel the invaders.

Its also important to note that BioWare has made it abundantly clear that they are staying away from the traditional fetch and return quests that have become synonymous with MMOs. Yep, thats right, no more kill 10 rabbits/scorpions/insert the name of any lowly creature you should be able to kill just by stepping on instead of potentially dying when you take on a group of more than two of them before returning to Farmer Joe sort of shenanigans.


I truly believe that BioWare is onto something really special here. The fact that people are embracing MMOs and RPG fundamentals, and that The Old Republic is being developed by an award-winning studio, with a proven track record using the Star Wars license, seems like a recipe for success and awesomeness beyond anyones wildest dreams. In short, I think BioWare is poised to seamlessly blend the multi-player and single-player experience in a seemingly impossible way; we may very well be on the cusp of something never before witnessed in the video game industry.

WoW opened the floodgates; I expect TOR to smash them down.
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22 Comments
Comment by Force Feedback Friday  made on October 16th, 2009 at 7:22pm
[...] The Old Republic: A Paradigm Shift for the MMO Genre Ryan [...]
 
Comment by Merged realities – even made on October 6th, 2009 at 8:45am
[...] 2. If yout interested in having you take part. While talking SWTOR, prolific SWTOR site Darth Hater asks the question: is SWTOR a paradigm shift for the MMO genre? [...]
 
Comment by Raithnor made on October 4th, 2009 at 5:29pm
I think what's happening is the evolution of the single player, not-online game to the multiplayer, online game now that the commonly accepted notion is to have highspeed internet access.

Bioware said that they could make the next eight KOTORs online as opposed to releasing single titles. Also this gets around DRM issues, you don't have to worry about people pirating your DVDs if you need internet access and a centralized server to run the program anyways.

Anygame that has a "virtual enviroment" or a "multiplayer" aspect too it could probably be reimagined as an online game.
 
Comment by Baghwan made on October 4th, 2009 at 5:39pm
Not really true, WoW is prob one of the biggest pirated games played right now, there are heaps of free private servers all being maintained, from ones that follow as close as possible to the official severs to ones that follow hardcore UO rulesets, it's all there.
 
Comment by RogueJedi86 made on October 14th, 2009 at 8:21pm
Those private servers also don't have the hundreds/thousands of players that WoW's servers do. I remember a server where any NPC that gave more than 1 quest at a time wouldn't let you talk to it at all. Private servers have plenty of problems that make them unappealing compared to the real servers.

But the forcing you to use an account to access the game, and having to pay a monthly fee to keep that account active, that is a good system to combat piracy. Either you pay the fee and access the official servers, or you pirate and play on sub-par servers. In that regard, BioWare needs to emphasize the MMO part and show us why we want to be playing with other players(and less obviously, on the official servers and not private servers).
 
Comment by fel made on October 4th, 2009 at 12:09pm
Great article, just great. Read practically everything on the site. Awesome work :)
 
Comment by Avaro made on October 4th, 2009 at 8:44am
Bioware will succed as long as they manage to capture the MMO aspects aswell.
 
Comment by JediCosmin made on October 4th, 2009 at 2:21am
This is a very well written article and indeed makes its point.
If this game can atleast show the players of WoW that there is more to a game than killing 100 pigs for a quest, than that makes me happy.
Ensidia (one of the most hardcore guilds in WoW) recently released an article a few weeks back regarding the development of the new expansion known as Cataclysm. Though i cannot provide a link at this time, one particular segment of the article caught my eye: and that is the fact that Blizzard are working to upgrade their quest quality in order to add more story to it. Many people, including Ensidia themselves, agreed that this may be a very first response to TOR. That is if making the expansion itself wasn't the first.
One other thing i noticed is that people compare TOR way to much to WoW. Some even starting posting questions like : what will happen on the ship when alot of players will be talking to the captain? This particular thing made me /facepalm because they didnt even considered reading about it to know that the flashpoint will be instanced for players.

Well, who knows, TOR may not reach a number of million subscribers within its first periods, but i strongly believe that many others will join us just to experience something new :)
 
Comment by Baghwan made on October 4th, 2009 at 6:21am
This was discussed at Blizzcon panels, general gist of it was that the reason there will be only 5 new levels in Cataclysm is that it takes a very long time to create new quests and get them functioning. By cutting down 5 levels they can focus on higher quality rather then quantity for the expansion, Blizzard are also renowned for taking others ideas and spinning them into WoW, so I don't doubt it's an answer to ToR, and to some regard some of the next gen MMOs FFXIV, GuildWars2, Copernicus are all focusing on story.

Lets be real however, the system Bioware are using to get their story lines across is hardly their own either, cut-scenes were used back in Sunwell, then the very epic quest chain(the 1st time) Wrathgate. Voiced chat with dialog options was used in Conan. Bioware are just stepping up these ideas to the next level for the entire game and more interaction. The only new thing Bioware seem to be doing(that we know), is that different actions result in different consequences, which hopefully change the game, if they aren't just superficial consequences, to what degree, that's yet to be determined.
 
Comment by Spongy made on October 4th, 2009 at 2:19am
This article makes lots of good points. I think story is ultra-important to TOR (or any MMOs) success. TOR will bring it to a whole new level because of it's voice work too, that will make it even more accessible to new MMO gamers.

About them slowly revealing the game, I can see that being as a good strategy because it keeps the constant intrigue w/ the game. It also has me nervous though because i reeeeeeeeaaaaaaaaaallly want space flight ( engines for the ships, painting the ships, decorating the inside of the large ships, taking part in big space battles or dog fights, or just plain exploring the universe. I never got tired of spooling up the engines to jump to lightspeed.
 
DH Team
Comment by Zoidberg made on October 4th, 2009 at 11:55am
I also like the slow reveal of the game, because they are making sure not to disappoint us with false promises by only revealing content that is 100% confirmed, rather than on the drawing boards.
 
Comment by Verses made on October 4th, 2009 at 12:00am
Excellent article. It is interesting to note how the progression elements previously only seen in RPGs are making their way into more genres. Perhaps an interesting criticism of this ploy is that it encourages the user to feel a false sense of accomplishment (see World of Warcraft's Achievements system) while there is less of an onus on the developer to produce content. This is a common complaint of people when it comes to achievement systems and progression systems in general. Note that I, as a player, love World of Warcraft's Achievement system. But for many, it is a superfluous addition to the game.
 
Comment by RogueJedi86 made on October 14th, 2009 at 8:10pm
I love achievements, and their LotRO predecessor the Deeds. Getting a free unique pet for getting 50 pets? It's a self-perpetuating cycle for the casuals who don't raid but instead collect mounts or pets or whatever.
 
Comment by Spongy made on October 4th, 2009 at 2:05am
Personally I don't get the appeal of achievements. I've never gone out of my way to get one on xbox live. in city of heroes they have badges, which are sort of like achievements; but i never went out of my way for those either. Except for a few (called accolades which required several specific badges), which would grant bonuses to your char (endurance, health, etc..). Some were fun to try and get, because they involved story arcs. Others that involved just hunting a mob i found mind numbingly boring.
 
Comment by Zenkei made on October 4th, 2009 at 12:04am
I happen to be one of those players that think that it is a superfluous addition to the game.
 
Comment by snafu made on October 3rd, 2009 at 11:52pm
Another reason why TOR will be super successful...the IP. People are familiar and comfortable with the Star Wars universe, which will attract a large amount of non-gamers wanting to take on an MMO for the first time. You might use SWG as a counterpoint, but as pointed out by Ryan, that game suffered from being released before the explosion of MMOs in popularity (in addition to the fact that the game kinda sucked).
 
Comment by Baghwan made on October 4th, 2009 at 12:39am
Your IP won't mean squat if your game is sub par, consumers have proven this many times over.
 
Comment by Zenkei made on October 4th, 2009 at 12:06am
I think SWG was great until the Combat Upgrade, then the game went quickly down hill. Here is a tip to all game designers, listen to your consumers (just not too much).
 
Comment by RogueJedi86 made on October 14th, 2009 at 6:46pm
The CU was fine for me, the NGE was when the nail hit the coffin. The CU kept the same basic combat and classes and everything; it just made them more standardized. The NGE stripping them down to 9 classes and completely changing the combat system is where it just got silly. But I'm bitter because the Squad Leader Revamp came mere days before the NGE hit and ruined all that we Squad Leaders had eagerly awaited.
 
Comment by Spongy made on October 4th, 2009 at 2:10am
I agree. My best times in any MMO i've ever played (SWG, CoH/CoV, WoW, TR) were in SWG pre-CU. after CU i stuck around a couple months. but as soon as i heard about NGE i bailed. I knew it was going to be a disaster before it even happened. I had conspiracy theories w/ my friends that they were doing it on purpose to try to kill the game because the were losing money or wanted to sell the license or something lol. We just couldn't fathom how they could think it would improve it.
 
Comment by Sephriel made on October 3rd, 2009 at 6:12pm
I agree with Dege, a very well written article. It sums up what I've been trying to tell others about TOR, in the sense that its evolving the standard that WoW made. Thanks for the stimulating read. :D
 
Comment by dege made on October 3rd, 2009 at 4:06pm
Well written article.
I agree with you that BioWare is onto something extraordinary; if they can pull it off, only time can tell.