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 5 of 11)
Caz Dec 13th 2011 1:23PM
I have no intention of playing the Star Wars MMO, but each of these options sound like they would be great in WoW.
I don't personally care about quest text - I like to read and I feel that it engages my imagination more than just having someone talk at me, but more voices would be a good thing - especially from vendors and other non-quest giving NPCs.
I also feel that WoWs cities should, well, SOUND more like cities. The music amps up, but where is the hustle and bustle? I want to feel like I'm in a city and not just a crowded area filled with players. Give me buskers, boys calling out news, the sound of carts and wagons rolling by with creaky wheels, vendors hocking goods as you walk by, barking dogs, music and laughter coming out of taverns.
Out in the open I'd like to hear more wildlife - birds, insects, wind blowing, leaves rustling in the breeze, the braying of animals - and most importantly - waves lapping at the shoreline.
EaterOfBirds Dec 13th 2011 1:24PM
I think its only fair WoW should steal a little ingenuity from other mmos if they work out, as every other mmo is built on a framework WoW has put in place. Even then there have been so many failures that looked really promising at first. Aion anyone?
Ringo Flinthammer Dec 13th 2011 1:42PM
And WoW stole from EQ1 and EQ1 stole from DikuMUD and DikuMUD stole from Zork and everyone stole from Dungeons & Dragons. ;)
Aaron Dec 13th 2011 1:46PM
And D&D tried stealing from Tolkien; halflings were originally called hobbits until the lawyers got involved.
StClair Dec 13th 2011 2:57PM
> XYZZY
Amaxe Dec 13th 2011 3:16PM
A hollow voice says 'Fool.'
Ringo Flinthammer Dec 13th 2011 3:20PM
Gygax actually only put in halflings so the players would shut up, already. He's much more influenced by Fritz Lieber (the Fafhrd and the Grey Mouser stories read like D&D novels decades before D&D was invented), Michael Moorcock (hello, alignment system), Jack Vance (the magic system), Edgar Rice Burroughs and Robert E. Howard.
Take out hobbits, ents and orcs, and you've washed 99 percent of LotR out of D&D.
Andres Dec 13th 2011 6:55PM
And the magic system in D&D was pretty much ripped off of Jack Vance's "Dying Earth" stories.
johnthediver Dec 13th 2011 1:24PM
"More voices in more places"
This is one feature I hear the most complaints about. During the beta, on the general Chanel I saw someone complaining "how do I just get the quest without all this "stupid" story stuff".
It blows my mind that people are complaining that there is too much story in a RPG. I guess it might get a little tedious the 3rd, 4th or 5th time through, but you are playing a RPG for the story...right?
Anyway, love swtor, got my pre-order early access email this morning and cant wait till after work to play some more. But I'm pretty sure I'll still be playing WoW.
Ringo Flinthammer Dec 13th 2011 1:38PM
Because, just like in WoW, the people who view it as an RPG will be outnumbered by everyone else. I'm on a TOR RP server myself, but I have no illusions it'll turn out differently than the WoW RP servers, ultimately.
Oteo Dec 13th 2011 1:47PM
@Ringo swtor-rp.com
The SWTOR roleplaying community was planning on having one "super server" where all roleplayers go, so I was going to try that.
StClair Dec 13th 2011 3:02PM
Because to them, it's not a "role-playing" game, it's just a game. They have their "toon", which is merely a playing piece, like a plastic pawn; and they'll move that piece across the board that is the game world, accumulating gold and xp and phat lewt to make it more powerful and badass, until they reach the level cap or whatever their personal victory condition is. Then they'll move on to the next toon, or the next game...
Ringo Flinthammer Dec 13th 2011 3:30PM
I wonder which server that is, Oteo. My wife and I were assigned to Vrook Lamar, a PVE-RP server.
Kaphik Dec 14th 2011 12:02AM
Lord Adraas, because it had the largest number of pre-made guilds deployed to it.
Gimmlette Dec 13th 2011 1:25PM
The issue I have with having more vocal questing is that I don't always play with my game sounds on. I will often have other music playing while I play WOW. Some people do not play with game sounds on so as not to disturb others with whom they live. Plus, there are deaf people who play WOW. If everything goes to vocal commands, we will miss a chunk of the game. If it were possible, I'd like the option to select "voice quests" over "written quests". Some days, I might want to be told where to go. Some days, reading the quests would be what I want. With voice quests, I would hope something is put in a quest log that I can refer to later. My memory is such that I'd get way out in the boonies and forget what I came out here for without being able to open up my quest log and see "Oh yeah!"
Good article.
Imnick Dec 13th 2011 1:33PM
It is actually possible in WoW to enable game sound effects but disable the music
Boobah Dec 13th 2011 1:38PM
As mentioned up-thread, there is an option to turn subtitles on for even the characters rendered in English.
And you do have a quest log, although rather than it displaying the entire play-by-play the way the WoW quest log does it's pretty much limited to the one or two sentence summary you tend to get at the top of the quest log in WoW.
There are times that the longer, more detailed WoW-style log would be handy, but most of the need to have that is gone when the map points out questing locales.
RogueJedi86 Dec 13th 2011 5:43PM
On the note of forgetting your quest progress, TOR has another convenient thing. Each time you login to a character, the loading screen has a paragraph that sums up your class story so far, just in case you've been away for a while and forgot what you were up to. That's another great underrated feature, though I'm not sure if WoW could copy it, given the non-class-focused questing that just bounces from zone to zone.
Stella Dec 13th 2011 1:25PM
Rather than class focus I wonder if Blizzard might not try quest lines based on armor class (think Shadowmourne). After all WoW has 10 going on 11 classes so the argument about resources is more valid than it would be for TOR.
Roman Dec 13th 2011 1:27PM
Concerning the Custom options:
To be fair, the choices for male body sizes are pretty boring. Granted it's more than you receive in WOW, but it's limited to tiny, less tiny, bulky, and fat dude. And as TOR stands, all of the races are humanoid. So they merely changed around slight facial differences for every race and changed the social ability. At least with WOW the race option was much more of a choice. Hopefully they fix that in the future.