WoW can The Old Republic deal with the 800lb. Gorilla?
by
, 04-07-2011 at 08:54 PM (8332 Views)
Since I put up my first blog in the SWTOR series, the question that has really cropped up, is: “So how close to World of Warcraft is The Old Republic anyhow?” It is inevitable that The Old Republic is going to be compared to World of Warcraft. WoW is simply the benchmark game in the genre that most people have played, and just about everyone knows at least something about.
Detractors are going to look at a game like The Old Republic, and call it “WoW in space.” And one of the co-founders of Bioware, Dr. Greg Zeschuk made a recent comment: “Every MMO that comes out, I play and look at it. And if they break any of the WoW rules, in my book that’s pretty dumb,” at the DICE Summit earlier this year. That comment alone made detractors start complaining about “lightsabers in space”, and might have made some fans cringe a little bit. What Dr. Zeschuk did not say, is what those WoW rules might be. I think those rules are worthy of a little bit of discussion, because they may not be quite what you think they are.
In 2007, then co-studio director Gordon Walton gave a speech at GDC-Austin that outlined twelve lessons of making an MMO in a post WoW environment. Note that 2007 was one year before Bioware announced that they were even in production of The Old Republic. It is my belief that several of those “lessons” are a great basis for this discussion, and a glimpse at what those WoW rules might be. I’m just going to pull four of them for this discussion, but please read the entire article, because there are eight additional lessons that make good points as well. (I’m going to pull the lessons, and the commentary from the Gamsutra article directly)
Originally Posted by Gamastura Article on 2007 GDC Speech by then Bioware-Austin Co-Studio Director Gordon Walton
Again, please read the complete article from Gamasutra for the remaining lessons that Walton talked about.
When I take a hard look at those four lessons, I don’t actually see anything all that bad. What I do see is a critical look at what seems to be important in the genre. As simplistic as the “quality” lesson seems to be, and the addendum that “you only have one chance to make a first impression”, we still have developers release games like Age of Conan and Final Fantasy IV. While Funcom has cleaned up AoC, and Square Enix is in the process of re-working FFIV, do you think both of those companies would like to have a do over with those products? If that’s a lesson from WoW, I think I’ll take it each and every day of the week.
My personal belief is that these are some pretty solid lessons that have been learned, and if that is what Zeschuk was referring to, then we are already starting with a pretty solid foundation. If we take those lessons and build, does it make this game a WoW clone? Absolutely not, it makes Bioware a pretty smart developer who is building a game that should sell an awful lot of boxes out of the gate. (Magic eight ball is broken so I wont guess at retention, although I think it should be fairly solid.)
Supporters and detractors all have their “special causes” like quest presentation, no auto-attack during combat, similar UI, some instanced PvP and focus on loot. To me, many of those are actually moot, because just about all MMO’s share similar features, and if you find something that people like, it would be silly to try to re-invent the wheel. People are going to slip into TOR, and feel very comfortable, and very quickly.
The Old Republic isn’t presenting itself as something it isn’t. It isn’t revolutionizing the genre, it isn’t going to be an MMOFPS, it isn’t going to break ground with a new combat system (like AoC set out to do), but it is taking the absolute best it could find from the current generation, adding its own twist, and making the end result its very own. Look at how they infuse story (a direction Funcom shares with a high focus on story in their upcoming MMO The Secret World, have a look at Creative Director Ragnar Tornquist's Blog) Expect a polished, interesting, and highly addictive experience that very likely will do one other thing that World of Warcraft did in spades: Bring fans to the genre from outside. With an IP this large, and a dedicated following of single player RPG’s, Bioware has the potential for a massive infusion of players into the market, and for everyone who enjoys MMO’s, that’s a good thing.
So how is The Old Republic going to deal with that 800lb gorilla? From where it looks today, pretty darn well.
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