Played SWTOR during one of those free weekend events.
Enjoyed the setting and story a little bit. Still Bioware style if not up to the usual Bioware quality.
If its F2P then I can certainly see myself playing all eight single player story campaign.
My question is :
For those who played both WoW and SWTOR.
What is the big thing that makes WoW so much better ?
What do people mean when they say end-game content ? Please be elaborate in your description / story.
I simply am having difficulties trying to understand why people play WoW day in, day out, happily pay 15 bucks per month for the privilege.
The only MMO I played for any significant length of time was Guild Wars. Bought the collectors edition and I thought it worth every penny of it.
Here goes my attempt to explain it best I can.
World of Warcraft was released still in the early days of MMOs being created (2004ish). At release like many MMOs it was bug ridden a bit, but it prevailed to be fun to players because of it already having a strong story / lore to pull from with Warcrafts 1-3.
When the game was first out:
Leveling: Much like the few previous MMOs, in which leveling was almost endless (Looking at you Asheron's Call - Max level 126 would take years for some) leveling in Warcraft actually took a while. So hitting level 60 was actually a pretty big feat to celebrate. Also since gear required you to group play and gold wasn't easy to obtain, you had to rely on other people and guilds to get through things, like buying a mount. It took enough gold that at max level you had to actually work at making gold for that 100% speed mount, yet it felt like a huge achievement when completed as an individual and sometimes as a group. Making the game much more social, therefore getting you into groups/friends/guilds to form a bond with other people, and not just play by one-self. When more players started to join because of how often people talked about this game; blizzard slowly reduced the difficulty so more people could experience everything that was WoW. Which would bring more players and keep the cycle continueing (Because re-upping the difficulty now would haev a backlash on its playerbase)
The World: Overall, except for the dungeon instances everything was basically open. So world PvP (especially in first 2 years) was a massive part of the game. Southshore wars were commonplace, where 1 member of a faction would gank someone on the other faction, and before you knew it 30+ v 30+ was going on. And no rewards were even needed to entice people to do this as it was fun huge battles were taking place, and felt like a war again in the "world of Warcraft". It never felt empty, even though sometimes you wouldn't run into another player of either faction for a while. ***Also some of it I believe is my theory: bright colors has an effect on the brain to enjoy something more and want more of it, while darker and bleaker colors gives more of a depressed / why bother feeling (WoW had bright colors, TOR had dull/bleaker colors)
Difficulty: At the beginning the game was difficult, you could barely get the gear needed for your level, no heirlooms, not many people willing to run you through some dungeons, even though beyond level 40 dungeons weren't exactly run throughable. Raids took many many months to complete, and took the ability to have/find 40 semi-intelligent people to complete it. So after all was said and done, it felt like you actually achieved something. And as many more people started to join, they slowly reduced the difficulty of the game to bring in more people and so on. Also at the start of Burning Crusade expansion. Heroic dungeons and a few bosses in the 25man raids were ridiculously difficult. So banging on your head for weeks or even months to take down a boss nicknamed "The guild killer", feels like an achievement worth everything in the world. Has anyone actually listened in on vent-like programs of the people who get their first kills on these hugly difficult things? A guilds first KT kill in Temptest Keep, after 2 months of attempting him, the vent I listened to EXPLODED with excitement, happiness and cheerfulness for over 5 minutes. Never once have I heard the same thing from bosses currently in Warcraft or new MMOs. (And I am sure some people who stick with WoW still hope they will run into mroe content like this, although that is not the path they are going)
The "ooo" factor: Some parts of World of Warcraft I will NEVER forget. Unlike TOR and other MMOS (I literally cant remember much except what my character looks like on ToR, and I havent played in just a few weeks. I remember a huge thing in WoW from years ago).
-Who doesn't remember their first time in Zul Ferak. (S/p?) Climbing those stairs, feeling like it was an effort to get this far to free the people at the top for a quest that required it. Celebrate we saved them, turn around to leave only to find a MASS ARMY of trolls spawning at the bottom getting ready to come at us. I can personally tell you my eyes got big and I think I held my breath a second because I was thinking what trouble did we run into... Finally finding a way to survive, feeling like we just smacked the Troll army a big one, we talk to the people we rescued to hopfully have a reward. However to find them Betrey us!? This was inconceivable!
-Or who doesn't remember their first time entering something more than a 5 man dungeon (whether it was a 10 man Strat/scholo, or a 20man raid or a 40 man raid) it just felt so much more. Like you were only a small cog in a large machine. And if you didn't do your part, could severly impact the rest of the "machine"
The internet factor - Since the MMO genre was still learning to walk upright, many people never even realized such a genre existed. So forums and a lot of 3rd party sites didn't have much to communicate on these games. So when you started to play WoW, unless you befriended people who told you stuff in the game, you may miss a lot of events or things to do to make the game easier, it made one feel like they HAD to immerse into the game to funnly enjoy it. However look at now? I can hop on google, type 3 words and within 2 minutes find out everything I need to do to create a character on any MMO, and how to play it and where the best quests are and the fastest way to level. This info was out there, but much rarer to find at the start of WoW. Sure, WoW is the same way now, but I still connect the way I felt from those first 2 years to now. Sure I don't play it anymore, but There was a good 5-6 years worth played on that.
Age factor - When MMOs first came out, there were no where near as many computer game players. Consoles were all the rage for teens and under playing them. So with Warcraft/Everquest/Asheron's call etc. The playerbase had more (though how much more can be argued) maturity. People you ran across in the world either became enemies or friends. It felt like a lot more people were looking out for others and not just themselves or being a troll and talking like a 13yr old gansta pimp from Tampa Bay. However, since WoW seemed a little bit "cartoony" slowly teens and younger that parents allowed them to play did. Eventually, this would lead to many more younger players getting into the MMO world. Which now as can be seen, it is rather difficult to find any maturity on any MMO.
Take what I said as you will, these are just my guesses or how I see why WoW succeeded. And as people have said, it is more on the time it was released, and what was involved in the game then the actual game itself. However, if WoW wasn't released and since no MMO would have seen multi-million population success, would any other big named companies have attempted an MMO?
SO in conclusion, World of Warcraft defined the MMO market, and has both helped and hindered the chances of success at the level it found for any MMO to follow. We will probably never see such population numbers again for any game.
Edit: I am so not an english major, just looking over this quickly and I see many mistakes in sentence structure, grammar and spelling...