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 4 of 11)
emberdione Dec 13th 2011 1:32PM
This this this.
It's why I hate watching videos too. I can read sooooo much faster than you can talk dude, just show me a diagram and give me bullet points and let's go. I hate having to stand around and wait for characters to just yammer at each other. (Hour of Twilight anyone?)
I also agree with you on the twitch thing. I am very unsure of the monk, but I got to play it at BlizzCon and it wasn't nearly as bad as I expected. I reserve my judgement until I get to play one for reals, but honestly, I can't see liking it any more than my rogue.
Ringo Flinthammer Dec 13th 2011 1:37PM
Given that most of the dialogues in the early levels of TOR just don't matter -- other than, I guess, as a way to farm light/dark points -- I think the appeal of the quest dialogues is going to drop way down over time.
In Bioware's single-player MMOs, the conversations are much more meaningful, and I think people are bringing their memories of that to TOR, when most of the dialogues are just slower versions of WoW's quest pop-ups.
That said, I agree with the article: WoW's move toward more voiced content has been a good thing, so long as they caption it all -- I still don't understand why they removed the captions for /joke and /flirt dialogues back in alpha. (Put it on a toggle, so people who don't want to see it don't get spammed.)
loop_not_defined Dec 13th 2011 3:13PM
I'll admit, I've yelled at Thrall a couple of times in HoT. >_>
llcjay2003 Dec 13th 2011 4:19PM
"Classes that matter should really be called 'I want to be the hero, not an agent of the official lore hero.'"
It pisses me off when I kill whatever boss and in the lore it was _______ who did it. Mother@#$%er, that wasn't YOUR Shadowbolt that melted Arthas' face!!!
It's like writing something and then some assclown takes credit and gets all the rewards. Looking at you, Maiev. Sitting there on your happy ass while we fight Illidan, then you come in and kill steal. Vultures...
Ice Dec 14th 2011 10:14AM
This is pretty common argument against SWTOR and voice acting a like.
However while swtor might have similar lengths on the starting intros of the instances there is major difference.
YOU are part of it. YOU can potentially change whole layout of instance and get different boss (im assuming they have shared loot with other possible bosses) and change the story of the instance.
When you are part of the experience it becomes so much more fun so you dont even realise you just spend 2 minutes of cutscenes.
Besides you can skip the talking with spacebar. Its MUCH more immersive than sitting on instance waiting 2 minutes for "oh noes they are zombies lets kill them" where you cant do anything about.
Lets take example how it could've go in wow setting swtor style. Keep in mind that this is example and same type of rules apply as I said above..you can skip these if you wish to.
You arrive to start of instance and talk to Elite guard of Arthas asking you to not go further as you are potential infected. Lets say this man is further away from the group of people arthas leads..
*One member tries to talk things over with the guard and that they have just arrived etc. Guard agrees to this and lets you thro. Guard might even (pretend to) help you on first boss.
*One member is impatient and shady and tries to bribe the guard to let them pass. Guard might agree to this and you could get consciences later on in the instance by calling you out.
*One member is impatient and thinks the guard might be risking the operation. This member decides to kill the man and hide hes body on the bushes. Later on the guard might be turned into undead boss instead of getting boss X..
You arrive at gates of stratholme and talk to arthas.
Arthas says the city must be cleansed with light and that is the only way of doing so.
*One member in your party agrees and wants a lot of "gold and fame" to which Arthas could potentially reply "You shall have all the fame of lordearon by your side soldier"
*One member is disgusted by the fact and tries to convice Arthas to stop this and is agreeing with luther that its madness. To which Arthas could order you to do as he says as prince and future king.
*One member is total mercenary and agrees to kill any threat even if they are alive or undead. To which Arthas responds differently..like "I will deal with the infected you slay the undead".
btw the way system works in TOR in group convos members pick their choice and they roll who gets to answer with that answer.
I know thats not the best example but my point and TL;DR is that when YOU are part of the cutscenes and you can affect the dialogue and the story it becomes much much more enjoyable.
loli.gigis Dec 13th 2011 1:16PM
When I hear about the old class quests to do things like get totems and such it makes me sad that they don't have them now! I would have loved to do those quests, it would have felt like I was actually pushing my character to learn instead of just randomly gaining a skill.
Drakkenfyre Dec 13th 2011 1:33PM
Every Shaman who played then remembers the Water Totem quest.
"Hey, go halfway round the world, find a location in the middle of nowhere, fight a pack of NPC's, fight a group of water elementals a few levels above your's, bring me back a purified water, and I'll make your Water Totem for you."
Then the hilarious Air Totem quest, after the pain in the ass Water Totem quest, it seemed to go easy on you.
"Hey, yeah, here's your Air Totem."
Gimmlette Dec 13th 2011 1:35PM
The hunter class quest was a chance for us to be hunters BUT, it was one of the most agonizing things I ever did. Blizzard has learned from those and created quests that are engaging. I started by having to bring 3 pristine elk horns to a furblog in Azshara. I met Azuregos for the very first time in doing this. The drop rate on those horns was something akin to 1%. You spent hours killing elks. I know a number of hunters who dropped the chain because it was mindless busy work.
Give me a reason for what I'm about to do. "I'm going to turn you into a hunter by having you kill stuff" is not a reason. I'm rather envious of the rogue class now.
Marcblack Dec 13th 2011 1:56PM
Class quests just made you feel like you had to prove you deserved to play that class. Period.
Hal Dec 13th 2011 2:00PM
It feels, in Cata, like the epic solo-nature of the class-specific quests was relegated to legendary status. While these aren't for everyone, they were quests (which likely took a lot of resources to bring in) that required someone to know their class inside and out and play up their various advantages.
This is something that I'm missing these days. I did the old epic mount quest for paladins back in the day, and while I wouldn't replicate that in the current era of WoW questing, the idea of a long quest chain that made YOU feel like the center of the story was very enjoyable. It's hard to get that with the current quests, because while phasing and storytelling puts us right in the action, repeating that again on a stable of alts sort of kills it.
Bronwyn Dec 13th 2011 2:33PM
The old class quests had wildly varying difficulties and were usually more of a pain in the ass than they were worth, in my opinion.
I would be fine with them bringing back class quests that were more epic than the current "Go into this dungeon and we'll give you a level-appropriate weapon for your time" things that are available now, but I don't want the old ones back.
"Class quests just made you feel like you had to prove you deserved to play that class. Period."
Yeah, um, I shouldn't have to play a long-ass annoying quest to "prove" that I "deserve" to play a given class. The days where games are punishing grindfests need to be put far behind us. Not all gamers get off on that stuff anymore- and that's a good thing. I get that there are a lot of long-time MMO players that started with EQ and have played since Vanilla and who think a good game tests the limits of your endurance but there are far more people who just want to have fun with a moderate challenge and not have to feel like crap because a quest is too hard for them to do.
Maybe I'm extra sensitive to this because I play with people who are not typical gamers- older, slow reaction time, and one of our guildies is legally blind as well- but I remember suffering through some of those old quests with them and it just did not make the game fun. They can play their classes just fine. They shouldn't have to do a bunch of stupid, grindy crap to "prove" it.
StClair Dec 13th 2011 2:56PM
@Bronwyn: Exactly. I miss and want class quests, but not THOSE class quests so much.
Kunikenwad! Dec 13th 2011 3:00PM
@Drakkenfyre
The Water Totem quest was a right of passage. It weeded out the unworthy from the shaman community.
32 zone changes
5 continent hops
1 insane quest
I did it 7 times on 7 shaman and loved (loathed) every bit of it.
Xanas Dec 13th 2011 4:30PM
I wish they'd bring in more quests like the first few quests for the rogue part one legendary dagger. It really tested your abilities as a class. I had to sneak around guards using my wits and all of my abilities and then do the same to kill a boss. Probably one of the most fun and most challenging quests I have ever done in WoW, loved every minute of it.
byronius_prime Dec 14th 2011 1:39AM
Hopefully if class quests return, they won't be like the Paladin's mount quest; it was horrible finding the mats for it (if I recall correctly the charger even required Arcanite Bars, jeez). Especially since people don't necessarily have the gold to buy everything of the AH at a moment's notice, at that time in their game.
Mork Dec 15th 2011 4:15AM
Yeah...a lot of nostalgia here but not a lot of fact when it comes to those old quests. Anyone that remembers the old druid seal form quest, and how the item you needed to loot was placed in fatigued waters. You're right outside of town, that you just teleported to, and now you have to loot something. Problem is it was tricky to manage to loot it and get back to safety without dying from fatigue. It wasn't fun, and it didn't teach you anything it was just infuriating.
Secondly, any old school locks that want to talk about the good ole days, don't forget the joys of running through arathi highlands when you were a good 5-10 levels lower then every mob there just to go learn your new pet. Running from Undercity, all the way to the wetlands on foot, while trying to dodge any mob, didn't teach you how to be a better warlock, it just tested your patience.
There's examples like that for every single class that had these quests, warriors with their whirlwind weapon, paladins/locks with mount quests, etc etc. They were not fun, and while they may have made you feel somewhat special, truth is, everyone of that class did them, cause they had to.
*okay, there was a paladin I ran into once that had never done the quest to learn ressurection, but I'd like to think he was just unique in his stupidity.
Teresa Dec 13th 2011 1:19PM
As someone with carpel tunnel, I fell in love with aoe looting in Rift. Since Im farming something in WoW, all I can think of is "Why cant we have this feature already?!"
And having quests fully voiced greatly improves gameplay for me. I remember playing ES:Oblivion and being blown away at the full voice acting, and the amazing quests that referred to my character as I made progression in improving the world. Rather than in wow Im greeted with a generic, "Hello [Human] [Paladin]. Go collect me 20 rhino hooves like so many before you have." I thought the actual fighting was weak, but these more than made up for it.
Im not knocking WoW, just wishing some of these were introduced to the game. Even if its just quality of life things like aoe looting.
Noyou Dec 13th 2011 2:15PM
I used to get pain in my wrist and index finger/knuckle until I switched to a trackball. This means I will never be a pro at PvP but I will gladly take that over incessant pain. :) I do a lot of farming/skinning with no ill effects whatsoever.
beaglesan Dec 13th 2011 1:20PM
As great as the cutscenes are, there's a problem. I did the smuggler and the trooper on beta, in that order, and it was boring as hell going through the non-class specific quest cutscenes, even with the skip feature, the second time around. I also have to wonder about the amount of time those 8 different storylines are going to add to the patch/expansion cycle of this game.
srshupe Dec 13th 2011 1:22PM
It seemed to me that Cata already did the voice acting thing. There's voice acting all over the place, most notably in that quest to put Thrall back together. It's nowhere near the level of SW:TOR, I'm sure, but the game has changed a lot on that front. And that change was probably in response to SW:TOR, as that's something that's presumably easy for them to add.
Some play-by-play in pvp would be pretty nice, though.
Agreed on the other points. Especially group looting!