Massively-Multiplayer Online Role Playing Games as a genre have been around so long that they have risen, fallen and been reborn multiple times over the decades. The past few years have seen a nostalgic wave of interest in these games. World of Warcraft and RuneScape are the two most prominent examples, but Final Fantasy Online and City of Heroes have had similar cycles as well. This is also case for Star Wars: The Old Republic, the subject of this blog.

Is that a promise or a threat?
The first game I noticed to gain popularity in trying to recapture “good old days” of playing an MMO in all of its grindy, low polygon glory was Old School RuneScape. This trend rose within the World of Warcraft community. Several private servers popped up capped at various stages of WOW’s history, Despite some initial hesitance, Blizzard took notice and eventually launched WOW: Classic, a faithful recreation of “vanilla” Warcraft of 2004.
To say Classic was a hit would be an understatement, I bet even Blizzard’s developers were surprised at its instant popularity. They responded with numerous flavors of seasonal and hardcore servers. Classic‘s restoration of the Warcraft‘s original new player experience is certainly a big part of its success.
In the current “retail” version of WOW, new players discover the game through a generic starting zone. Warcraft players these days take it for granted that WOW begins at End Game. These days player level up so fast that it is impossible to follow to any of the expansions’ stories or characters. And once they get to maximum level, they discover all sorts of group actives, solo dailies and collecting grinds to engage players of all interests. Player’s connections to both the game’s world and story were lost along the way. Leveling to catch up with max-level friends in a mostly barren world became a lonely and confusing process. Despite all of Classic: WOW‘s old fashioned gameplay and jankiness, it responds to players’ real desire to level in a populated world where it really is all about the journey.
SWTOR‘s starting zones and story focus have meant that players old and new have had no problem jumping into new classes and their stories. For players looking for something a little more tricky, SWTOR’s 8.0 Era launches with a new “Venture” system designed to challenge players to level new characters under two sets of rules. The first means to evoke the leveling pace and difficulty of players experienced during the game’s launch in 2011, This level of the Venture is called, not surprisingly, “Classic.” The second mode, “Expert” is meant to be a real challenge to players, more akin to SWTOR’s “Master Mode” Fallen Empire chapters.
You Think You Do But You Don’t
I played World of Warcraft from launch through its Mist of Pandaria expansion. At that point SWTOR had already launched, and I had no interest in maintaining two MMOs. SWTOR’s story was and is superior to WOW’s, and as a casual player, my desire to fully engage with WOW’s endgame raiding was low. I picked SWTOR and didn’t look back. Mostly.

“We’re on a mission from God.”
There are parts of WOW that I loved. I loved melting faces on my Shadow Priest, bear tanking on my Durid. running around with my cats on my Hunter, and I loved the exploration of new zones. When Classic launched I did check it out, but once the rush of nostalgia faded, I found myself in the middle of a night killing mob after mob for quest items with terrible drop rates. I looked ahead and saw more of the same. Beyond that I saw grinding reputations, farming crafting materials, and enduring Molten Core runs. None of that appealed to me.
So Classic wasn’t for me. But when I saw the trailer for WOW: Forever during Blizzcon last month, I was very curious. I wasn’t the only one. I’ve heard from friends old and new that they are planning to check it out. The appeal of a classic Warcraft experience with modern conveniences sounds good to me. Likewise it’d be nice to catch up with the gang and have some new adventures together. It doesn’t hurt that I’ve got a WOW game time card in my desk that has been gathering dust for a few years.
SWTOR has not been immune to player interest in a “classic” experience. SWTOR’s leveling has evolved over the decade and half of the game’s history, but no where near as much as WOW’s. Still, SWTOR’s Asian-Pacific server Shae Vizla was closed to transfers at launch in order to encourage players to create characters there to get a “fresh start” experience without the benefits of our Legacy levels and piles of credits accumulated on our home servers. Regardless, Shae Vizla never hit it big and remains a low population server.
Possession of My Soul
For the forthcoming Masters of the Force expansion, SWTOR is taking a different approach to the “classic” experience. The most obvious thing SWTOR’s Ventures is doing that WOW: Classic and Forever did is not creating an entirely separate game apart from the main retail version. SWTOR players who try a Venture can do so on their home servers with full access to their Legacy perks, friends lists and guilds. I imagine SWTOR’s developers did discuss the possibility of spinning up a server or two dedicated to these game modes, but if they did, it’s likely that they decided it was best to let players for themselves decide where to venture forth.
Thank you to Shintar from Going Commando for sharing this screenshot of the Ventures interface window from the PTS.
Despite the success of WOW:Classic, it’s been interesting to see how segregating the game’s various modes has affected the player base. The “Classic Andys” and “Retail Stans” have distinct and sometimes opposing tastes and preferences. I’ve seen complaints from Classic players that some additions to or changes in Forever. are “too Retail,” like it is somehow a bad thing that Blizzard should use the lessons they’ve learned from a dozen expansions and apply them to Forever. I’m certain Blizzard’s developers have their work cut out for them to make Forever appeal to both audiences.
I think it is wise that SWTOR’s ventures will keep players on their existing servers. First off, there are plenty of aspects of the vanilla SWTOR experience I do not miss. Waiting until level 14 to get Sprint and level 25 for Speeder piloting was a drag. In my day, I walked up hill both ways across Taris. I don’t care to repeat that. Post launch additions to SWTOR such as the Outfitter, Collections, Strongholds, and Legacy perks have dramatically improved the overall experience of the game
To players wanting a more challenging experience, I’d suggest starting the Venture on a server where they have few or no characters. I can say from experience that leveling on Shae Vizla using the rules I created for my “Hardcore Challenge” was more difficult than I expected even without the added difficulty the Ventures are bringing.
SWTOR is a smaller game than WOW, and it can only harm the game’s community to divide the player base across different game modes. Leveling on Shae Vizla was neat, but I missed my guild-mates and friends, and after the buzz of WOW: Classic wore off, I missed the same thing there.
There are other aspects of Masters of the Force that interest me more than the Ventures, but I am curious to check them out once I settle into the new expansion. I’ve been finishing off the Master Mode Fallen Empire Chapters in preparation for the Expert Venture and I’ve mostly enjoyed the challenges they’ve presented, so I’m game to go again!
The End of Bioware
As I finished this post, I learned that Electronic Arts has decided to close Bioware. I don’t think anyone is really surprised by the news, but that makes it no less sad and disappointing. Bioware had its struggles in recent years, but its employees deserved better from their leadership and EA. That the studios and people who made some of the our favorite games are ones who must pay for the billions of dollars in debt from EA’s own purchase is simply heartbreaking.
I don’t know what else I can say but that.

























































