Anon. E. Moose wrote:I'm still playing through TOR for the story of each class and collecting codex entries for background universe information.
Granted, 97% of quests are the same, but it's the class quests I'm playing through, messing with ls/ds options, companion quests etc etc.
Sure in essence it's a WoW clone and the "same" as every other "simple" MMO as you put it Tas, but I'm not playing it expecting some revolutionary experience, I'm playing it for the simple fact I'm a die-hard Star Wars fan and the KoTOR nostalgia and I will continue to subscribe and play until the new content they continue to bring out doesn't satisfy me.
The Rakghoul event the original article points out is a perfect example. It was totally out of left field and left people stunned with what was going on. Travelling to Tatooine to investigate the outbreak felt downright cool, to investigate the crashed ship, taking part in the new daily they brought out each day of the event filling in the gaps about what happened, fighting the new "infected" world bosses, filling out new codex entries, I found it extremely cool. Of course the DNA sample farming killed the event a little but without farming I was still able to buy three of the green-black crystals, a number of companion customisation kits and the Rakling vanity pet.
My point is, they're continuing to bring out new story elements and PvP isn't the be all and end all of every MMO. Yes it's an integral part and I agree, PvP is abysmal in TOR but it's the world I'm interested in.
A valid point, and for the first few months this will likely keep a sizeable population of the game.
The trouble is that the population then will finish consuming them.
Once that's done, their interest will rapidly burn out and when that happens... well, game over.
So they have to add new contents in to maintain interest, which is the same thing WoW did, add new content in every say 6 months or so.
But a new trouble then shows up, the players in this day are now becoming more and more accustomed to the system and pace (since it's the same old system really and by now they're perfectly familiar on how to approach it efficiently), and they chew up the new contents the dev throw in so fast that it's basically a sink hole.
The players are pulverizing the content through at a pace the dev simply can't keep up with, so what's the standard WoW solution? Throw MORE DEV resources into making new content which is what Bioware and EA is doing as well.
This however simply will not last, the players get more and more and MORE efficient by every passing day at chewing the new contents, while it gets less and less profitable to funnel resources keeping the interest of the players while reducing player bleed rate (as they lose interest and look for a new game).
Hence why PvP is vital, a robust and extensive PvP is much more resistant at being chewed up by the players because the players themselves actually provide part of the content itself.
This means that maintaining player interest on the PvP contents can be done with smaller team and resources that doesn't keep growing like a cancer in time and scale, and thus much more stable and reliable.