Aren’t you forgetting what the genre was like when WoW was released?
I’m not saying that WoW vanilla can beat SWtOR in this way - but I’m saying that WoW vanilla “got me” - because it was the first MMO that I played more than a few weeks. Oh, I tried ALL of them before WoW (UO, EQ, DAoC, AO, and others) - but WoW was the only one to really grab me for an extended period of time.
Also, at the core, I’m very much a gameplay/mechanics dude - and SWtOR can’t compare to WoW in this way, but that’s also subjective.
I’m talking about the flow of combat and the overall responsiveness of the core gameplay. Something that can’t even be written down in a design document, that takes a tremendous amount of skill/craftsmanship/insight to get right. Blizzard did that, and as far as I’m concerned - WoW is still the most fluid and responsive MMO in terms of controls/UI/combat and so on.
If SWtOR had come out in 2004 - things would be very different, obviously.
For the record, I have much more admiration for the “design” of Ultima Online than that of WoW. Ultima Online is my kind of design, and WoW is my kind of core gameplay.
SWtOR is far superior when it comes to the narrative/lore/story presentation and such - and if they’d combined it with the fluidity of WoW and a similar coherent/masterful art direction, I’d be more likely to still play it.
But even if they did, it would still be too familiar. So, it’s not the game that’s bad - it’s me that’s become incredibly demanding.
For the record, these are the aspects of WoW that impressed me enough to hold my attention:
- Combat system/fluidity/responsiveness
- World aesthetics and diversity (Every area was like stepping into a high production value movie in terms of atmosphere/mood)
- Sound design. Every single location had its own set of sounds, and every single ability was CLEARLY distinct in and out of combat.
- Instance/dungeon design (Before that we had huge empty halls with spawn camping)
- Class diversity (every class was its own and felt completely unique in all ways)
- Talent trees. I hadn’t seen that in an MMO before, and the impact of them grew as you learned more and more about the game.
- The Rogue class. The class was basically written for me.
- UI customisation.
- The combination of a VERY accessible game that eventually became as hardcore as you wanted it to be.
I could write a longer list with SEVERE problems I’ve had with WoW, and especially since TBC and onwards. But that was later on.