How did we get to the point that an online multiplayer game feels less alive than a single-player sandbox world? Like many of you, the past couple of months have been spent in Skyrim and SWTOR. A decade ago, Elder Scrolls games were large, empty spaces. They had many actionable items but still - the NPCs you encountered were rather quiet and mindless. You were the only person alive. But the genre of open-world RPGs has gradually added more and more life-like elements. Fallout 3 was an eye-opener for me. And now Skyrim, with conversing people, merchants on a budget, reputations. I've spent much time in that game just living there, poking around, taking a nap, getting up, seeing what's in that cave, knowing it was all there for someone to find and hey - why not me? That world feels much more alive than those games did 10 years ago.
Meanwhile, MMORPGs have made a turn for the hearse. SWTOR somehow feels dead. Rather than explore everything, you get specific quest lines. You're on rails. You're instanced away from others. They still haven't solved the ancient problem with MMOGs - quests that don't actually change the world. SWTOR adds cutscenes and narrative for each quest, but eventually you pattern-match to it and realize that you're doing the same thing every time: Running out, killing 8 rats, interacting with four boxes, and bringing back the jewel. Over and over and over.
You can't just run where you want in SWTOR. They actually have a region map clearly showing that area A is over here and area B is over there; they exist on the same planet; they are within running distance of one another; yet when you try to hoof it from A to B, you hit an 'exhaustion zone' that will kill you. You're forced to get on the rails and ride there.
SWTOR has managed to do something very weird to its markets. Players don't do crafting, rather, you have a crew to do it. Sending the crew on crafting missions involves a simple click. Player labor input is minimal. Naturally, as a result, the net monetary proceeds from doing crafting are near zero (labor theory of value works here - zero labor input implies zero profit on sales of things labor produces). So the market feels dead.
Grouping and social activities are no better than other games, and perhaps worse. Warhammer and Rift made advances in terms of allowing legitimate peripheral participation; you saw some people beating down an instance, you auto-joined it. Not in SWTOR - you have to do the LFG holler, and I noticed that as I advanced in levels, there were fewer and fewer of those calls going out.
So, once again, there are parts of the experience that you can only get if you either bring friends into the world or work hard to make friends there. This makes for unpleasant surprises, like WoW's questline capstones, where you would solo 95% of the storyline only to find that you had to team up for the last part. Does that make sense? Either make it a solo game, where solo players can do everything. Or, make it a multiplayer game from the start, so there are social norms under which everyone feels completely normal meeting strangers and playing with them. With systems like WoW's and SWTOR's, you solo along as the path of least resistance until, YOU have to be the one who breaks silence and asks for help. Remember EQ? You'd wander into a zone and immediately shout "34 Cleric lfg." That's how everybody played. In today's MMOGs, somehow it's become like the junior high dance - everyone standing around against the wall, nobody dancing.
On top of this there was some serious design weirdness in my particular class (Scoundrel). Why they made the stealth class a healer, I'll never know. It seemed that difficulty was poorly balanced - you'd destroy everything easily and then suddenly would come a quest that was impossible. Talent tree for Scoundrel was odd - you got all these punching skills (Punching? Really? In a world with lasers?) and yet, I found my DPS was better when I ignored all my talent tree talents, sat back in cover, and shot.
SWTOR's big innovation was the addition of thousands of filmed cutscenes to the game. As in Mass Effect, you're watching a movie and playing some game during the breaks. If you love Star Wars, this does let you immerse yourself in the Star Wars universe. And this is an important, critical goal; I remember Raph saying this was his main goal in designing SWG: Let people live in the Star Wars Universe. Thing is, I don't love Star Wars all that much, and I don't really like watching movies. As I wander the latest version of that galaxy, I don't feel the world responding to my touch. It's got a hard-plastic feel. And somehow, Skyrim does not.