A funny thing happened to me this week while playing Star Wars: the Old Republic. My Sith Warrior chick (partner says accusingly, “She looks evil!” but I think he’s just influenced by being in the same room as me while I’m playing) is in the final stages of her class quest now, and I’ve noticed a couple of difficulty ramps in the single player game as I go. But the funny thing is that this week I realised that I was enjoying the single player difficulty, in fact I’m enjoying it far more than WoW.
I may have noted previously that Bioware have done a good job in making the set piece, end of plot arc, boss fights harder than the comparable missions while not being minmaxingly hard (ie. you can beat them if you play carefully even with a randomish build and your choice of companion). But looking back, they have also been teaching you as a player to figure out how to work out a decent rotation (ie. which of your abilities do most damage so you should use them as soon as they come off cooldown, etc), how to use interrupts, using the scenery to help, figuring out how best to handle groups of linked mobs, using your companion to help out, and so on.
For example, I struggle to take on two strong mobs of my level … unless I let my companion pull one while I kill the other and then taunt the spare one back. Even the wimpiest of companions, assuming they’re geared at their level, can tank a mob for awhile on their own. Where there is a strong mob with one or more normal ones, the normals usually do more damage and die faster so it’s best to kill them first. Corner pulls can be used to drag ranged mob out of a room. As an MMO dino, I’m familiar with a lot of these tactics, but I get a kick out of how much more manageable the game becomes when I start using them rather than just piling straight into a fight.
And what’s more, I’m finding that the difficulty supports the storytelling. Not in every case for sure, but the way the single player class quests balance increasing difficulty with increasing story importance has worked really well to draw me in. And in a way that DAO/ DA2 never quite managed (much as I enjoyed them as story games).
I like that as an MMO, players can also choose to level up or bring friends to make the quests easier if they prefer that route. Choices are good. But I think Bioware have hit on some very solid gameplay in the single player quests, still in the MMO mould for sure, but a subtle improvement nonetheless.
Now the interesting thing about single player difficulty is that part of the difficulty is because you’re still learning the game and the class. I’m sure if I played it through again on a new Sith Warrior, I’d find the quests far easier. Partly because I know what’s going to happen in the fights, and partly because I’ve learned how the class handles. So I want to record that NOW on my first ever playthrough, without looking up builds, gear, or rotations and learning as I go I found that the difficulty level was fun and appropriate. I like only having to worry about one companion, as opposed to the party based DAO, it keeps things fluid and dynamic while not having too many NPCs to gear up and worry about at the same time.
I hope that this is something Bioware can build on in future content. I don’t expect single player endgame to be their main focus, but in SWTOR, they may actually have built one of the more solid gameplay engines of any of their games that I have played. So I found it interesting that Tobold wondered today whether the game will be appealing once the stories have run out — it’s a valid thought, and I enjoy the stories, but I think the gameplay has a lot of merit too.