So because SW:ToR is an MMO, it has an excuse not to have deep story driven quests that have an actual impact on the game? That because it's not single player, it's allowed to replace that experience with a bunch of arbitrary quests and still somehow be called good?Yeah, those are called single player games.
I don't buy it.
Unique to each player? No. Unique to the story of each class? Why not? Maybe if the story line started at level one and progressed from a class point of view, the player would feel more important in the grand scheme of things. You know, make the player feel like the story actually has some purpose to them as they level. And not just a bunch of meaningless quests designed to sink your time into leveling.I would find it pretty difficult to provide unique story driven quests to every player in the game, but maybe that's just me.
My opinion isn't meant to be preachy or the final word. It's meant to illustrate the differences between questing in a traditional single player RPG and in an MMORPG, begging the question of why MMOs don't have more traditional quests and what about grinding on generic and bland quests could possibly be fun? Being able to skip every single quest between level 10 and 50, without seeing a noticable difference, is a problem. It means that the questing really has no value in regards to the story, much less giving your character a reason to progress through it.
If the story isn't about him, what's the point, exactly?