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Hengist

WoW can The Old Republic deal with the 800lb. Gorilla?

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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)



Quote Originally Posted by Gamastura Article on 2007 GDC Speech by then Bioware-Austin Co-Studio Director Gordon Walton

Lesson One
His first point was that although Blizzard were not experts in the genre -- in fact, the company had never shipped an MMO before -- Blizzard learned well from the genre's past. Essentially, Walton posited that taking a critical look at your genre rather than being a fan or having experience developing it is of utmost importance.


Lesson Two

According to Walton, another success of WOW was Blizzard's insistence on keeping system specs low. He railed against developers' addiction to high-powered gaming PCs -- asking the crowd how many replace their rigs every year, every two years, every three. He noted that regular people simply don't replace their boxes that often, and that "there's a lot more real humans than there are us."

As he'd asked for questions during the speech rather than after, someone piped up to ask if the fact that reviewers don't have time to fully appreciate an MMO means that concentrating on graphics -- implying that good press would result -- is the answer. Walton didn't think so.

"This is not about getting some more customers -- this is the opportunity to get lots more. Like 4-10x more. There is maybe one game a year that drives hardware sales... they get a lot of hype, but look at their numbers. How much do they sell?" He also expressed surprise that Blizzard did a Mac version of the game, seeming unsure if the ROI was there. On that front, no conclusions were drawn.

Lesson Three

"Quality counts." This one was interesting because it sounds so obvious, but as Walton pointed out, in the MMO world... it's not quite the case. "What was consistent about every MMO pre-WoW is that they were buggy as sh*t. They were rough. Even if they were fun, they were rough. They all launched with hundreds, if not thousands, of known bugs. Everyone basically ran out of money and launched their games."

He continued, "I think that quality was a true innovation on Blizzard's part. Nobody had done that before at that level of play. Because they did that, their game stood out night and day above everybody else's games. What's the biggest mistake? What everybody did without exception -- shoving it out the door." He admitted that he was guilty of doing the same thing in the past (we can thus infer that BioWare will not in the future.)

A audience member asked if publishers or venture capitalists new to MMOs would recognize the quality factor. Musing on the question, he talked about human nature: "We fool ourselves into doing things that we know are not right because of the current circumstances... human beings tend to think short-term... the future value of the MMO is immense if you don't blow the launch. [If you launch a bad game] you can look at something and go 'I flushed hundreds of millions.'

With "one chance to make a first impression", he posited, "the brand value of an MMO is created within the first week of launch. End of story. You're done the first week... I say a week, but it might even be a day." The implication was clear: get the moneymen on board with the quality equation or suffer. He offered this simple warning: "It's a post-World Of Warcraft world. You better do that."

Lesson Four

One thing that WoW is frequently recognized for is its solo play. Walton's fourth lesson was: support this, because gamers want it. According to Walton, older games that forced players into groups missed the point: "[the] truth is that people soloed every game to the best they could and when they couldn't anymore, they quit. Embracing solo play that was a true innovation for WoW."

It was pointed out that players who hit the level cap are pretty much forced to group in WOW; Walton still felt like the game "feels like it's a level playing field for all people at that level" and thus isn't quite as sinful as it could be. He offered a Blizzard quote on the solo issue -- "We look at soloing as our casual game." Given the weight of the phrase "casual game" in 2007, you can bet the audience was scribbling that one down.

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.


Video of the week: Taral V Flashpoint Play

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Updated 04-07-2011 at 09:02 PM by Hengist

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Comments

  1. Sayda's Avatar
    That was a really good article (and analysis by you)! You can really see how they took those items to heart in the development of SWTOR already: Lesson 10 is basically Bioware's "model" - give players 3 choices; not good, bad, medium, but good, different good, and other good. They've also said they are not making a high end gaming rig game on purpose, and I have to agree wholeheartedly. I would by a new computer system for SWTOR, but many people wouldn't. And I'd be pissed if 2 years into SWTOR I had to buy another one to keep up!

    The point about PvP bodes well too, as I know some people on the official forums (and one or two in ZC) have expressed concern about lack of info about PvP at this point in the game. I think we're in good hands with it.

    Finally, the release quality is so important to me! There is nothing worse, in this post-WoW world than playing an unfinished game. That's why people return to WoW (why I've returned it WoW) - it may not be the best game, but it works, it's still mostly fun, and my friends all agree to play there. In AoC, WAR, Rift, etc you might find one or two people from the "group" who are willing to play there seriously. At least with WoW there is a history and strong base and most importantly a fairly unbuggy game that is second nature to play.

    I'm dropping WOW immediately for SWTOR though, and I bet there is a large percentage of players who have the same opinion. Based on the "quality" from Blizzard these days, my guess is they have a skeleton crew left on WoW and everyone has gone on to Titan.
  2. Hengist's Avatar
    Thanks Mel!

    Not having info or having gaps in existing info is always going to cause apprehension in those of us who follow MMO's. That being said, I totally support Bioware's policy on not doing large scale updates until they are 100% sure of something being in-game. Less than a month ago, at Pax East we were told that companions were not a part of Flashpoints. AT THAT TIME. Bioware had to say something, after all people wanted to know why we could not have companions out during the demo gameplay, but they stressed that anything could change. At the UK event this week, the version of the game that was being played allowed for companions in Flashpoints, counted them as a group member, and was different than what we saw less than 3 weeks earlier.

    If Bioware released a final update and changed things you can bet there would be hordes of upset fans at release. (Look at the release of Age of Conan for an example of how not to launch). I know that people dont care for EA, or feel that the game is getting rushed, but the evidence at hand is that the philosophy of the studio since inception has been the opposite. Whether Gordon Walton is there or not, I like the restraint they've shown, and I think we'll get a great experience, even if we see a lot of things that that are popular in WoW.
  3. Dewley's Avatar
    OK its been a pretty long time since I have played WoW, and I have heard it is really fun still. But I really felt that a couple years ago they really "dumbed" it down to get more people(kids) into the game. This was around the time that about every other commercial was Mr. T or Ozzy talking about WoW. When I got a free month to check it out again I was talked into signing in again and I when I did I just couldn't get back into it. Things I had worked very hard to achieve and spent many hours with big groups to finish where now being completed in very short times with 1 - 3 people. I just couldn't get past that. So for me I hope that they don't try and re-invent the wheel Just give me a wheel that works with the car I loved to drive and has some new special features.
  4. Hengist's Avatar
    I'm not sure how I feel about that subject. I loved the 40 man raids, but getting 40 people together and to raid successfully was not near as much fun (for me) as the revamped 10 and 25 man groups. Smaller groups seemed more intimate, you got to know players better, and they were quicker runs.

    I think TOR is going to be compared to to WoW today, not WoW at release, so it'll have to balance leveling quickly to allow some sort of feeling of accomplishment and making it slow enough to feel challenging.