5 things WoW could learn from Star Wars: The Old Republic

AoE looting, redux
AoE corpse looting is the new hotness, and it's here to stay. The fact that Blizzard has not found a way to even make AoE looting an option in WoW yet goes beyond my capacity to understand. Rift made the concept part of the mainstream, and The Old Republic is solidifying the feature as a Day One expectation.
In both of these games, players can choose to loot all corpses in an area around them at once instead of having to click on each corpse individually. Not only is this a great quality-of-life change for players, since less clicking is usually a good thing, but it also helps many players with disabilities who have trouble finding that one corpse under a hundred.
More voices in more places
One of The Old Republic's selling points (and a strong one at that) is the huge amount of voice and dialogue work that went into creating a living, breathing world for players to experience. Quest text is out, and quest voiceovers are in. Instead of reading about killing 10 boars, someone will actually tell me to do it!
All kidding aside, The Old Republic's Bioware-chat and dialogue pulled me into the game, and I listened to everything. World of Warcraft should not abandon all text and swap to a fully voiced model. No, sir. In fact, I appreciate the relative quiet that can come with WoW. Rather, WoW should implement more voice over work in more places. Let me give you an example.
Some of the most enjoyable moments of my beta experience with The Old Republic was during Huttball PvP matches. Huttball is a PvP battleground where two teams, the Frog-dogs and the Rotworms, go head to head in a team death match while trying to bring a ball into the other team's goal. During each match, there is an announcer casting each move that each team makes, even going into a commercial break during parts of the game. You'll know what's happening during the fight just by listening to the announcer.
Blizzard can put more voices in more places without making the whole game work on just voiceovers. Much like when players wanted more cutscenes like The Wrathgate, Blizzard began to work its own machinima into raid events and endgame cinematics. In the future, Blizzard could roll more voice work into aspects of the game that might benefit from it.
Active combat and player-controlled resources
The point of active combat is essentially moot because of the announcement and implementation of the monk and some changes to warriors coming later, but it deserves a mention. Before World of Warcraft, the general understanding of an MMO class was you had an auto-attack and abilities that drew from a single power supply, usually mana. Players would have to manage their mana in order to successfully defeat encounters while not going out of mana and becoming essentially useless.
The Old Republic is getting rid of the auto-attack on every class and replacing it with abilities that must be activated to do damage or recoup resources. For instance, a Jedi Knight character has attacks that build their resource Focus and attacks that use Focus. Think of it as a warrior in WoW who builds rage with some attacks and spends rage with others.For WoW, this system makes its debut in the monk, which uses new resources. With the monk you are always pressing a button, making decisions on how to gain and then spend your resources on attacks and abilities. While it's kind of hard to explain in words, it works phenomenally well when you sit down and play it, as I have done with the monk at BlizzCon 2011 and multiple characters in The Old Republic.
More player customization
With the introduction of transmogrification, players have more options than ever for picking what their characters can wear in and out of combat and cities. While transmog has revolutionized our gear and outfits, we are still bound to the same skins and face options from seven years ago. Some characters, such as goblins, worgen, draenei, and blood elves, have the fortune of coming about later and benefiting from more options, but tauren, orcs, humans, and night elves especially have fewer options that still hold up to today's standards of customization.
The Old Republic has four body types and sliders that change everything from eyes to hair to complexion. While I don't expect WoW to do all of these things without an engine update, there are still many skins available to some races that might work for added customization. Red-skinned Maghar orcs, the taunka, or different races of trolls spring to mind. With more customization comes a greater connection to the character. Star Wars lets you make pretty much any humanoid character you could want, boasting four body types that turn even the same settings on one character into a totally different experience on another. I just want my updated models.
Classes that matter
When Blizzard said that it was getting rid of class-specific quests, I was a little taken aback. While I understand the cost, development, and nature of designing specific content for every class in the game, it makes me sad that my choice of class doesn't impact the game as much as it could. When I had learned that rogues in vanilla WoW got that cool quest where they had to use all of their abilities to get to the top of that tower, I rolled a rogue to try it.
The Old Republic has built each class as a game in and of itself. Your class determines not only your playstyle but also your game experience. The replayability of The Old Republic's classes is at a better place because of the uniqueness that each classes' story brings to the overarching story.
World of Warcraft's classes are part of the larger story, where set pieces and characters are involved in some great conflict and you interact with them. At the end of all things, moments before the second great cataclysm that threatens to destroy everything we know, Alexstrasza commands me to fight at my peak to interrupt the Destroyer and save our world. I feel like I'm part of the epic moment -- but I am not the one, ironically, immortalized. Thrall, Garrosh, Varian, Jaina, and the others are the ones the story remembers, versus the Jedi Knight who helped bring down an Empire or the Imperial Agent who brought democracy to its knees. My class in WoW is part of a larger and grander story, whereas my class in The Old Republic is the story.
Again, I'm not saying Blizzard should turn WoW on its head and make it just like The Old Republic. I do, however, want my class to be a more important part of the storyline. Sure, it's a ton of work, but the payoff for players is amazing. Rogues are currently engaged in an awesome story for their legendary daggers dealing with the Black Dragonflight and having a great time with it. Even if the rogue isn't in a dedicated raid group, the first few steps are available to all rogues. Imagine if each class had a cool quest like that that didn't necessarily end with legendaries but with a cool payoff moment for your class. Warriors get a mission to bring down Deathwing and be a personal bodyguard for the Aspects and Thrall. Priests are tasked with purifying a magical relic in the Destroyer's flames. Warlocks have to banish a demon using the power that is released after Deathwing's final breaths. You get what I mean.
World of Warcraft is tenacious. What brings about WoW's unprecedented tenacity is its willingness to change and adapt. At the end of the day, we as consumers and players win because we get the best of all worlds -- cool concepts, well-done games, and compelling content. WoW is already learning from a lot of these things, as evidenced by the forward-thinking Mists of Pandaria. I know that I'm excited.
What can The Old Republic learn from WoW?
And now, for a quick reversal, one thing that The Old Republic can learn from WoW and it has to do right now, no questions asked: dual spec.
Filed under: Analysis / Opinion
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Reader Comments (Page 3 of 11)
Angus Dec 13th 2011 2:25PM
Suzaku: because engineers can't have nice things. They are the Shaman of the profession world.
vocenoctum Dec 13th 2011 3:17PM
It's odd, really, but when I tried Rift I didn't like the AE looting, but in TOR it works for me.
Partly because looting in TOR just has a different feel, and I think WoW could adopt their whole model. Each monster with loot has a little colored beacon. The color tells you the highest grade loot therein. Yellow beacon has quest item, blue has vendor junk, et cetera. If there's no loot on Ye Monster, then it doesn't have a beacon and isn't lootable.
No need to loot 15 monsters in a pile, when some of them have nothing. Loot once, done.
llcjay2003 Dec 13th 2011 4:00PM
I've been playing DCUO and it has AoE looting. It works great because the items basically have 4 or so models before you loot them, distinguished by color/rarity. You just hit the "R" key and the loot comes to you. Soooo much easier and faster.
Wellsee Dec 13th 2011 1:13PM
You are so right about dual spec! I'm having tons of trouble choosing a class (and advanced spec to chose) because it is permanent. The only way to try the other spec is to re-roll and re-level. Bah.
One thing I'm really looking forward to in SW is smaller group sizes (4 and 8, right?) and the ability to fill holes in groups with companions. My guild in warcraft has never been able to reliably field 10 players to raid so we've mostly missed out on that experience. (Thank you LFR!) This added flexibility really appeals to us.
Kadzeroth Dec 13th 2011 1:18PM
Dual-spec wouldn't solve that problem. You CAN change your spec for a fee at a skill vendor. You cannot, however, change your Advanced Class. That shouldn't change. The Advanced Class is really your class. A Sith Sorcerer is like a priest while a Sith Assassin is like a rogue, they can be specced for different roles, but to change between Assassin and Sorcerer would be over the top IMO.
Dual Specs on the other hand, I would go for that in a heart beat (though having played a heal-specced sorcerer in the beta, not having it doesn't make that much of a difference, that's just one spec though).
Wellsee Dec 13th 2011 1:26PM
Oh, that makes sense. I didn't get past level 8 in the beta. So much to still learn!
Kadzeroth Dec 13th 2011 1:36PM
Yeah, pre-level 10 it's more learning the basics, once you hit level 10 you get to really start playing your class.
vocenoctum Dec 13th 2011 3:29PM
To use an example, imagine your class was Fighter, then when you hit level 10 you could become either a Death Knight or Warrior. Your Warrior can then pick a spec of prot, fury or arms.
You pick Trooper, then at level 10 you can become a Commando or Vanguard. Once you pick Commando you can become Combat Medic, Gunner or Assault Specialist.
Currently you can respec your Commando into any of the three specs with a fee, just like before dualspec in WoW. They have already said they're adding dual spec later on in a patch, so hopefully it won't be too long off. You'll always be a commando though.
DarkWalker Dec 13th 2011 3:59PM
@Kadzeroth
At the same time, I'm only getting into TOR if/when the game adds a way for me to have a tank/healer character, be it though allowing AC switching, by tweaking one or more ACs to be able to do both roles, whatever.
The day I discovered about AC locking in TOR was the day I decided to not play the game anymore.
Tolkfan Dec 13th 2011 1:14PM
Yup, everything that's in a "bubble" should be voiced. Those cutscenes would look a lot less silly. Maybe a short summary of the quest, but not the whole damned description. I don't really want to wait (or skip through) a wholetalk sequence just to get my 16th "kill 20 sith-boars" quest.
The quest descriptions in WoW aren't translatable into voice anyway. Many of them contain descriptions of actions that the npc does ("Hello there, traveler" *farts in your face*) or even the thoughts of the player himself (many of the auto-aquired quests).
What SWTOR could learn from WoW is that some games just don't work with a cartoony art style. Warcraft does. Star Wars doesn't.
Boobah Dec 13th 2011 1:32PM
The quest bits in SWTOR aren't just voices in your head. Your character, your companion, and the NPCs all move and act throughout the scene; you don't need to read about a character farting when you can just listen to it.
Admittedly, a little of the immersion goes away as you notice that everybody has the same mannerisms... and that you've seen most of those motions they run through while speaking in Mass Effect and Dragon Age. But it rarely hits uncanny valley territory for me.
DarkWalker Dec 13th 2011 4:42PM
The one game where I really like the voice-overs for quest text is DCUO, but mostly due to their aims.
DCUO voice-overs deliver the "long" quest text over the character's communicator, while he is already en route to the quest place. Instead of forcing the player to waste time reading the text or waiting for the voice-over to play through, it's used to let the player be on his way as fast as possible and still bet the full quest "text".
I don't care much for voice-overs otherwise. I'm the kind of person that prefers books to movies. In most games I turn subtitles on, read the text without paying attention to the voice-over, and skip the rest of the voice-over as soon as I finish reading the subtitle; more story delivered in less time.
K.B. Dec 13th 2011 1:14PM
Why can't I loot all my mail at once. I think you can do it with the phone app, why not in game?
srshupe Dec 13th 2011 1:24PM
You can, with addons. I use Postal and love it.
Ringo Flinthammer Dec 13th 2011 1:34PM
Postal is an add-on that is long overdue for being brought into the core UI.
Pazazu Dec 13th 2011 1:47PM
Another lightweight addon that does this is MailGet.
Stephen Dec 13th 2011 1:15PM
more voice acting? sure I can dig, but where going to get into a room one day where Chris Metzen is congratulating Chris Metzen on how well he Defeated Chris Metzen
matt Dec 13th 2011 6:38PM
Okay, that made me lol.
zpg006 Dec 13th 2011 1:15PM
Less voices for me. I can read much faster than I can listen to someone else and I don't need voice acting to pull me into a story. I think the opening dialog to Culling of Old Stratholme is a perfect example of how the overall MMO experience feels about voice acting in a group setting. Good the first time, much less so the second time.
Active Combat? Most of the classes have some form of active resource generation/management. Holy Power, combo points, Runic Power and heck even focus falls into this category for me. The downside of an auto-attackless class is that not all gamers are twitch gamers.
Classes that matter should really be called "I want to be the hero, not an agent of the official lore hero."
Caylynn Dec 13th 2011 1:26PM
I agree with your comment re: twitch gamers. I'm not great with anything that requires a lot of fast reaction times (so no, I don't PvP). WoW is great because there are classes I can play that don't rely on a secondary resource system or on lightning-fast reflexes.
I'm actually worried that spriests are getting a secondary resource to manage in MoP with the shadow orbs. Other than the RNG about when you get your first one, I like how they work just fine now. I'm not looking forward to having another resource to manage, because I don't have super-fast reflexes.