

These games usually impose some restrictions on free players and try to sell them items in-game or convince them to upgrade to a subscription. Between the annoying grind and the recycled content - another one of those annoying MMORPG tropes - the game's single player content ended up being even less fun than a normal single player game, never mind the subscription fee to keep replaying it.įaced with hefty costs to recoup, and dwindling subscription numbers, BioWare did what everyone else does with a failing MMORPG: alter the game to be free-to-play (F2P), which lets players download and log in to the game without buying it or paying a subscription. Surprise, surprise most of the people who paid for the game didn't continue subscribing after playing through the story once or twice.

SWTOR's "end-game" was anemic at best, especially compared to the well-received storyline content.

Design elements that players suffer through in order to get to the parts of the game they really enjoy: the coveted "end-game." However, BioWare spent most of its money on single player story content, wrapped up in all the worst time-sink tropes that pervade the MMORPG genre. When BioWare created Star Wars: The Old Republic, the developer intended for it to be a huge blockbuster MMORPG, with millions of subscribers dutifully paying their fees for years and years.
