» Sun May 13, 2012 1:49 pm
I'll chime in my two cents, for what it's worth (probably about a half-penny with the exchange rate nowadays...)
I've levelled two characters to 50 back-to-back now, on different servers, and while they were essentially the same storyline and quests it actually didn't grind as much as I'd feared, and each playthough felt unique in its own way (even though I picked the same class both times, Jedi Knight.) There's only ever one storyline per planet that's necessary to advance the central plot, so if you don't like a particular planet you can usually skip most of the missions and make up the difference in XP by doing warzones, flying space missions, or running flashpoints. Both times I ended up doing all the side-quests anyway, and I hit 50 well before the last planet. I really have to give TOR credit here: WoW always felt very grindy when it came to quests, positively dire when it came to drops, and absolutely assinine about sending you back and forth across enormous swathes of land to get the next quest stages in an obvious attempt at padding; TOR, on the other hand, manages to keep its quest spread quite close in, with a minimum of downtime as you move from place to place (except a few long-winded areas) and any "kill X number of creatures" quests are usually only a bonus to complete as you cut your way to your real objective, rather than being the objective itself.
To cut a long explanation shorter: TOR is a clone of WoW but with upgraded mechanics, and mixed with the gameplay of KOTOR. Force leaping into battle, ordering your companion's abilities, the dueling animations - all that's missing from the classic KOTOR style is the ability to pause the action (which clearly wouldn't work online) and as a result TOR feels like a true spiritual successor. I've been pulled along more by the curiosity of the next plot than just trying to hammer my way to the top - as trite as it is to say, it's a game where the journey is its own reward, and it does a great job of making you feel like the hero in a larger story. It's undermined somewhat by the fact that there are thousands of players all having the same epic adventure as you (although the same could be said of KOTOR, really) but it's essentially a huge single-player game with massive potential for multiplayer camaraderie. Taking on a 4-man dungeon with a scratch group of 3 players, barely scraping through by the skin of your teeth, is a rewarding experience even without the loot and XP.
As a multiplayer game, your enjoyment is proportionate to the amount of socialising you do, and by far the most fun I've had has been with groups, either doing a quick pick-up dash through a dungeon or a multi-hour RP marathon in a Nar Shadaa cantina. It's also what made each of my playthroughs so unique: the players you meet on the way, the scraqes you get into, even the run of luck you have with loot drops - at the end of it all you really feel like you've had an adventure specific to your character (at least, that's how I've felt both times.)
I'll close out with some of the things I wish they would improve, in all fairness: the socialising and grouping tools are basic and functional, but could be a lot better; the players make do with what they have, but there's definite room for refinement. It's clear this is still an MMO in its infancy, far from the years of careful balancing and polish that the likes of WoW have now. TOR has managed to sidestep most of the typical MMO landmines at launch, but not all areas have seen a universal degree of development. Also, the number of bugs, while not game-ending for me, sometimes borders on frustration. I've had to reset quests a couple times to complete them, though so far haven't had any outright stoppages. Ultimately I had more problems with games like STALKER, and that was a brilliant experience despite all the flaws - as such, I find it easy to look past TOR's shortcoming for the time being, provided they are addressed in due course.