Or: How
The Old Republic Engaged a Cynic
Or^2:
How Bioware Put the RPG Back into MMORPG
Or^3:
Star Wars: The Old Republic Review
Okay, first of all, a quick foreword to this - this is the longest non-fiction piece I've ever written. So...y'know...go with it.
I'll come out of the cupboard for a moment to admit that I don't get MMOs really. Yeah, the likes of World of Warcraft, Age of Conan, and EVE Online are all incredible pieces of software – with EVE in particular getting my seal of approval thanks to its outrageously deep economic system – but I've never really seen the appeal.
I get bored of – well, not bored;I'm
done with – a game
usually after around two or three months, with intermittent periods
of intense attention paid to the latest triple-A shooter release.
It's around this time that I feel I've received my money's worth back
from the developer, that they've fulfilled their end of the contract
by providing me with a world or scenario that I can get caught up in.
With MMOs, they are intrinsically
designed as time sinks – and skip this part if you're familiar with
these kinds of games, as the following statement may contain some
uncomfortable truths. Everything is deliberately protracted, from the
occasionally ludicrous distances that you have to make your avatar
travel just to receive a quest reward, to the sheer logistical
nightmare that is organising groups to tackle the high-level areas
(or raiding, to the WoW enthusiast), it takes time to
get literally anywhere.
Content that might be in the first
four hours or so of an ordinary RPG is stretched out over the course
of days of gameplay,
not just hours. Requirement
after requirement piles up, and constant rewards are dangled in front
of you should you meet them. Just one more hour, and
you can have that awesome sword! There's some psychoanalytical angle
here regarding Skinner boxes and operant conditioning, but Google –
and in particular, a little webshow called Extra Credits; look it up
– explains it in far more detail then I ever could.
There are inherent strengths of the
MMO, though. The key is the second M – multiplayer. I'm a fan of
multiplayer – in particular, cooperative multiplayer.
There's something about shared effort to tackle a challenge that is a
lot more satisfying than breezing through it on your own. After all,
human beings are social creatures – so I'm told... - and we like
working together to accomplish things. MMOs have this down pat, of
course – nuturing an atmosphere of cooperative competion as guilds,
coorporations and factions fight it out for dominance.
Tangentially, a key facet of gaming
– and yes, I'm including all forms, not just video games - is that
the medium itself is an inherently ingenious method of storytelling.
Having someone progress a story through their own decisions? No other
medium asks so much of the person experiencing it, and this is one of
the many reasons that gaming maintains a constant presence in my
life. I find the method of story-telling fascinating, to the extent
that I'm willing to forgive a game technical flaws – though not
that many, Fallout 3 –
difficulty frustrations and flat gameplay in favour of a well-told
story.
My favourite game of all time, at
present? Red Dead Redemption. One of the buggiest games released last
year. Flying cowboys, horses in walls, weird physics – it didn't
matter. I adored every moment that I spent as John Marston. The
quirky characters, the wonderfully epic plot and the earthy,
endearing tone with which it was told. I would liken it to being told
a tall tale by a weathered old gent, sat next to a campfire,
strumming a few melancholy chords on a battered guitar as the heavens
seem to listen in. It was genuinely magical.
Conversely, you can have among the
most meticulously detailed and well-crafted stories currently being
told, along with gameplay so
deep there's entire encyclopedias dedicated to delving its crevaces;
but if you fail to tell it in an engaging manner, it becomes more
like a poorly taught history class. You sit there, getting battered
by facts, figures, politics, plot points and a whole host of other
nonsense that you don't really care about. You're just there because
you need a decent grade.
This is where the protracted nature
of MMOs comes to bite them in the backside – you cannot
tell an engaging story through
the medium of dialogue pop-ups. Not when the time between these
pop-ups is being excessively padded with lengthy walks, irritating
minor enemies that bite at your heels and long waits attempting to
cobble together something resembling an effective four-man team.
Ask me what the story of World of Warcraft is, and I genuinely
couldn't tell you. Something about the Horde coming out from
somewhere, and the Alliance being none too happy about that. But the
fine details? I have no idea. And I played that game for three
months. I ended up on autopilot, not even registering the flavour
text as I accept quests. Where do I go? What do I kill? Do I need
help? Those were the three things that mattered. Everything else was
just so much hot air.
Now, ask me what the story of The Old Republic is – and yes, we're
finally getting to the point of this article. Well done for getting
this far!
To date - and this is just
for one of
my characters – I (or Jayk, as I have dubbed him) has...
(I promise, I won't go into too much detail!)
…landed on a planet called Ord Mantell with a cargo-hold full of
munitions. Before I could deliver my cargo, I had my ship stolen, and
in an attempt to locate quite where it'd gone, I found myself
embroiled in the local conflict between the authorities and a
separatist movement. Admid the chaos, I teamed up with another
smuggler named Corso Riggs, who proved invaluable in a fight, and
also had connections to the criminal underworld. Through him, I met a
kingpin, and in exchange for using his information network to track
down the thief who stole my ship, Skavak, I provided my services as a
gun for hire.
Whilst out doing these errands, I saved a few orphans and the lone
doctor protecting them from the anarchy, I gathered some valuable
intelligence for a Republic spy, saved at least three different lives
and generally made a bit of a name for myself as a man who can get
things done.
After a few intense gunbattles, - and declaring myself a 'Scoundrel'
- I chased Skavak to the city-planet Coruscant. Through the
connections I'd made – and again, in exchange for a few favours
which saw me fighting for my life against the notorious Black Sun
criminal organisation - I finally was able to waylay Skavak whilst he
was attempting to make a deal with some Imperial spies. Defeating
them, Skavak escapes by the skin of his teeth, and has the cheek to
contact me with threats of 'hunting me down'.
My ship now firmly back in my possession – and my protocol droid
C2-N2 dithering at every possible moment - I've got an entire galaxy
to explore. And there's a strange woman in my cargo hold. I
should probably go ask her what she's doing there...
The point is, I know what's going
on. My character has a story. My characters have never had stories
when I play MMOs. Yeah, I pick their race, their gender, and I
control them for a bit, during which they forge some kind of
loose-knit, jumbled narrative. But they don't have actual character
traits.
My smuggler does. Yes, other
smugglers will have the same major plot-points. But no experience
will be identical – what I've described above is but the prologue
of my story, and what makes it
special is that I, the gamer, have written my own flavour text. The
minor story beats that connect the major ones are my decisions, and
that makes this particular story, the story of Jayk, mine.
This appeals to the very heart of my gaming fascination, and this is
in no small part due to Bioware's mastery of video games as a medium
for story-telling. There is no one aside from perhaps Rockstar who does it as
consistently brilliantly as they do – even their recent misfire,
Dragon Age II, was rarely criticised for being poorly told; instead,
criticisms were focused on the stripped down nature of the gameplay, and
the relatively limited scope of the setting.
I am not going to stand here and claim that Bioware have
revolutionised the genre. The MMO is still standing on ground
unbroken – the same tediums that plague WoW and EVE abound in The
Old Republic.
What Bioware have done,
though, is provide us with their take on the genre, by adding the
single flourish of an entirely player-driven, constantly evolving and
changing narrative. But not just that – every single
character that you can speak to
has a voice, has an opinion, has an intriguing quirk. I could go on
about the great script, the fantastic voice work or the wonderful way
that the individual stories of players magically intertwine through wonderfully staged 'flashpoints', and how Bioware have done for
story what CCP did for player-driven economy with EVE. But I'm going
to skip ahead ever so slightly to the very crux of the matter, as
I've been yammering on for a bit now.
It reminds me of old times. I know, I know, it's ridiculous for
someone in his very late early twenties to refer to any times as old
times, but go with me. When I was a slightly awkward social pariah of
a teenager, I had a few refuges from an insistent world. One was
video games, but the other was tabletop roleplaying games.
Playing The Old Republic feels
like I'm back there – only I'm
privileged enough to have one of my idols, my heroes, serving as the
story-teller. Particularly, and this really is the entire point of
this article, when I'm playing with my wonderful friends Al and
Nathaniel.
They were two of the folk whom socially debased themselves enough to
partake in Dungeons and Dragons, the D20 Modern RPG and the Star Wars
Roleplaying Game, and so there's of course the 'nostalgia' value to
that, but there's also more to it.
When you play with friends, the game very cleverly involves all
players in any given conversation with a non-player character. You're all there – each with
your own unique character and perspective, and a deeply embedded
(thanks to the prologue) idea of who your character is. Then it
throws some chaos into the mix – randomly determining who, of the
players involved, gets to actually speak and control the
conversation.
Initially, you'd think this would create conflict, but it's a subtle
mechanic that works incredibly well. You receive points and bonuses
as if you answered with your own response – so ultimately, you
can't be forced to accept perceived penalties if you don't want
to - but the physical nature of the story plays on the whims of a random dice roll.
To wit, I was playing with
Nathaniel. I've got my mildly gung-ho smuggler on the go, and Nat is
controlling a Jedi named Kai-Lai. We're doing a story-driven scenario
– one of the above mentioned 'flashpoints' - whereby we must defend
a ship from an attacking Imperial cruiser. Now, after all is said and
done, and we've had a bit of a laugh at my smuggler's cocky attitude
juxtaposed against the wall of tranquility and compassion that is the Jedi, eventually it comes the point where we're to be rewarded.
Now, being a cocky smuggler, I initially headed for the 'About bloody
time' option. But then I paused, and realised that I didn't want to
look bad in front of the Jedi. I mused a moment on why I was doing this - realising that points must be given
to Bioware for actually making me give two hoots about what path my
Smuggler follows, even if it'll only matter to me personally.
Regaining control of my senses, and subsequently the mouse, I clicked the option that, to paraphrase, would've said 'That's very nice of
you. Thank you!'.
Only to be foiled. The game rolled the dice, and Kai-Lai won with an
impressive 135 to my measly 17. 'There is no need for a reward,' she
said serenely, 'service to the Republic and her people is reward
enough.' Then some nonsense about giving it to someone who deserves
it more. Only I'm not listening.
Because my smuggler really wanted those credits. He's got speeder
bikes to buy! Caught up in this tidal wave of character-based angst,
we proceeded to have a relatively long conversation where I wasn't
certain if we were in character or out of character. Essentially...
I want my money!!!!
Of course, I'm kidding really – I'm not actually going to full-on
demand the money from Nat. Instead, we've generated a memorable
moment that we can reference in future story beats. And in truth,
that's probably how I would've written the scene, were I tasked with
it.
But what gets me is how true a roleplaying moment that was. Nathaniel
could've easily stuck to the mindset of previous MMOs - 'I must have
my reward', which I had only adhered to because my character's
dialogue options, coupled with my predisposition towards Han
Solo-esque bravado, had inclined me to do so.
There're three moments there that prove how true a roleplaying
experience The Old Republic is. My rethinking of my dialogue choice
based solely on an ultimately inconsequential detail; Kai-Lai's
adherence to the Jedi moral code; and finally my reaction to it.
Without even realising it, and for no in-game benefit – only me and
Nathaniel will ever care about those decisions and that turn of the
dice – we both found ourselves roleplaying our characters properly.
It was as if we were fifteen again, huddled around those forever
multiplying rulebooks, grinning with satisfaction as we played
through a particularly satisfying set piece that we had sculpted
ourselves. It was genuinely magical.
Yes, there are occasional moments where the immersion is broken.
There's an attempt to prevent characters of the same class – and
thus, similar back-stories – from mingling in their personal
quests, which goes a long way to encouraging you to team up with
players of other classes, which in turn results in a fuller
experience. But the fact that it's a multiplayer game means that
every so often you'll see another smuggler who's got the same
companion and equipment as you, and the prologue occasionally feels a
little crowded in this regard. But it's not game-breaking – and
given the circumstances a mere smudge on the gemstone.
From the get-go, Bioware throw you into an entirely different state
of mind to most MMOs. You have a story. Yes, other players will have
a similar story – but it's given extra meaning and weight not just
by the fantastic, player-driven story-telling, but by the friends and
even strangers that you experience it with.
This is why, in my opinion, The Old Republic – for all its
conformity to genre tropes gameplay-wise – is still a complete
triumph. It doesn't revolutionise anything, nor is it the most
technically adept of the current line-up of MMOs. What it is is
entirely engaging – eight unique character stories, masterfully
intertwined with an over-arching plot of grand galactic conflict.
Industry take heed – story-telling this brilliant isn't solely
confined to single player. This is the bar – let's set about
meeting it.
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