ESO is easily one of the most beautiful games I’ve ever played. The aesthetics of Tamriel are spot on and ZOS has created a world that I want to spend my time in. I have yet to visit all the corner of all the lands of the zones that have been opened in Tamriel. Many of the decisions that were made regarding the design of the world couldn’t have been better, many seem curious, others seem outright wrong. Following is a list of enhancements that would remedy some of environmental quirks.
Contents:
- Dynamic Weather Enhancements
- Night Enhancements
- Day/Night Length Adjustment
- Following the Calendar
- The Main Problem
TL/DNR: Synchronized Dynamic Weather that increases view distance by receding fog in nice weather. Darker, more dangerous, more immersive nights. Change day and night to 10 hour days so that 1 Tamriel year can equal 5 Earth months. Implement holidays so holiday items can be added to the Crown Store to pay for this, and other, updates.
Dynamic Weather Enhancements
The weather in Tamriel is wonderful. I equally love to experience storms and bright sunny days. There are, however, a few issues.
- Synchronization of Weather: The weather for one player really should be the weather for all players in the zone. Gone should be the days of playing in a group and one member is experiencing a thunderstorm and another is experiencing a bright and sunny day. Having this simple enhancement would open the game up for some game-changing mechanics such as…
- Time and Weather Dependent Fog: While fog in Tamriel seemed to serve as a means to compensate for technical limitations, I have had my eyes opened by the ESO Launcher/SweetFX programs. Having no fog in the world changes the scope and feel of ESO’s Tamriel in an amazingly positive way. Alik’r desert without fog is gorgeous.
However, not having fog has allowed me to appreciate the fog as a tool for creating environmental tone. Fog really needs to be used to enhance ESO, not just blur out the distance.
- If it is a sunny and bright day, the world should have very little/very distant fog or no fog at all
- If it is storming and raining, the world should have heavier/dense fog.
- Night storms should produce denser fog than day storms.
- If a storm arose during the night, the fog should remain through dawn, creating foggy mornings.
- Overcast shouldn’t necessarily produce fog, but it should be possible.
- A fog slider should be added for players to increase the maximum distance the fog will retreat. This will allow players who experience performance hits to decrease the fog distance to improve performance. For these players, the closest fog distance will be the same as all other players but, as the fog recedes, their fog would recede more slowly than those that have their fog distance set to maximum.
I made an independent thread about this
HERE.
Night Enhancements
To be honest, I had planned to have a section for Day Enhancements but I truly feel the day environments are just about perfect in Tamriel. The appearance of the sun, the movement of the shadows, and the skybox are all wonderfully designed and constructed. There is nothing I could imagine that would make the days of Tamriel better than they are. Well, except for fog removal, as mentioned above.
Opposed to day, night in Tamriel actually leaves quite a bit to be desired. There are a few enhancements that should be made to make the night play significantly different than the day in Tamriel.
- Darker nights: First and foremost, Tamriel needs darker nights, depending on the cloud cover.
- The current night brightness should be the setting for bright nights with clear sparkling skies.
- The darkest the night should be a stormy night with completely covered skies.
- Darkness should vary naturally from the brightness night to the darkest night, dependent on cloud cover.
While it would make sense for the brightness of the night to be effected by the phases of Masser and Secunda, I think it would be too much to ask to have both weather and moon-phase to impact the brightness of the night.
- More dangerous night wilderness: To go along with darker nights, each and every citizen of Tamriel should experience more dangerous nights. Certain beasts, such as wolves, should be more abundant at night and there should be some night-specific creatures such as ghosts. This could be a way to introduce zone wide (or at least area wide) creatures.
Imagine a ghost that appears at night on the shores of Greenshade, we don’t know where, but legend has the ghost walking along the shore. The player can attack the ghost and kill it every night if they wish but then there are books and clues along the shore that gives the player clues as to what happened to the ghost and how to go about laying its soul to rest.
- Towns shut down at night: With the justice system, it would amazing to have NPCs that go home and go to bed. Players, if they so desire, could break into homes and burgle homes and merchant carts throughout the night. To make up for the lack of NPCs in town there could be a heavier guard presence at night. There should be a couple of 24 hour merchants available, such as the Bartender, Outlaw Den’s merchants, Traveling Merchants, and Guild Merchants.
There was a thread that included these types of concepts from @Neizir that can be found HERE.
- Two moon reflection: The fact that there is only one moon reflecting on the surface of the water when there are two moons seems like a gross oversight in the environmental design of ESO, especially considering the careful attention paid to the majority of the rest of the environment.
I made an independent thread about this HERE.
Day/Night Length Adjustment
The total amount of time it should take for one day/night cycle on Nirn should 10 of our hours. this would mean every Earth-day=2.4 Nirn-days. More on why later.
While the difference in length between the day and the night in ESO isn’t exactly unrealistic, ESO includes mechanics for Werewolf and Vampires that could involve more interesting night elements and, when considering the above suggestions for night enhancements, night should offer a completely different level of gameplay.
There are two options of enhancing the day/night cycle.
- Equal Day/Night Lengths: Adjust the length of day and night to be the same length of time, giving equal time for creatures of the day and creatures of the night. This would offer an even “fair for everyone” approach to the length of the day and night.
- Variable Day/Night Lengths: Dynamically adjust the length of the day and night to change over time. At one point the day is longer, then the day and night equals out, then the night is longer than the day. This would also be “fair for everyone” but over a long period of time.
I personally prefer the Variable Day/Night length concept as it would make it so players that have bonuses at night would have a period of time that they have an advantage and a period of time they have a disadvantage. Using this concept, the maximum difference between day and night should be 2 hours. This would allow the maximum different of a 10 hour day to be 4 hours day/ 6 hours night on one end and 6 hours day/4 hours night on the other.
Following the Calendar
Using a 10 hour Tamrielic day we arrive at a 365 day Tamriel year clocking in at just about 5 months. If this were the case, in 10 years we would have 24 Tamriel years pass. This isn’t an unrealistic amount of time to have passed in an MMO’s ‘lifespan’. If ESO turns out to be wildly successful and lasts for 20 years, only 48 years would have passed on Tamriel. Being that ESO takes place in 2E 582 and Tiber Septim wasn’t born until 2E 828, there are over 250 years of the Faction War that can be fought. If each of those years takes 5 months we have 104 earth years before “lore” becomes an issue. Lol.
Within each 5 month year we would see a complete day/night cycle, taking approximately 5 weeks to shift between a Solstice and an Equinox.
- Summer Solstice (6 hours day/4 hours night)
- Fall Equinox (5 hours day/5 hours night)
- Winter Solstice (4 hours day/6 hours night)
- Spring Equinox (5 hours day/5 hours night)
ZOS could decide to have every nirn-day shift in length just a tiny bit (about 1.43 minutes) to be as realistic as possible, or just have the day-light extend/constrict by 24 minutes every week. Either way, the end result would be the same: a variable, dynamic day/night cycle.
Additionally, we could finally have exact day/month of each Tamrielic day in ESO. We could know that the current day is Middas, Second Seed the 14th. Why would THIS be helpful? Well, aside from guild event scheduling and the creation of ESO clocks, it would allow ZOS to incorporate the Tamrelic holidays that so many players are longing for, but in a realistic way that has absolutely no adherence to the Gregorian calendar.
For the 10 hours that is Morning Star the 12th, the people of the Alik’r Desert could offer prayers to Stendaar. Shops could be closed in observance of the holiday and NPCs could be seen praying at the temple and all Redguard players could get a buff on that day.
For the 10 hours that is Frostfall the 13th, also known as the Witches Festival, the Mage’s Guild could offer a ½ off sale, as is tradition. Also, as is tradition, the night of Frostfall the 13th should be filled with an unusual amount of summoned creatures.
Certain festivals could last longer than the day they are on. Just as in our world, people in Tamriel like to Celebrate their favorite holidays for more than just the one day. They could celebrate a holiday an entire week (about 3 days) or even a whole month (about 12 days)! Festivals could be regionalized and they could include sales, contests, and player items could all be part of the festivities. If a player misses their favorite holiday, that’s ok… it’s coming back around in 5 months.
The Main Problem
The main issue with all of these enhancements is quite simply how to pay for the man-hours it would take to make these enhancements? These enhancements would have to lead directly to items that could be purchasable in the Crown Store such as Torch Bundles, Lanterns, and Lantern Oil.
By following the Calendar, ZOS would open up multiple monthly events that could have their own specific Crown Store items. These items could be offered for the one specific month that houses the holiday and not be offered again until the holiday comes around again. These holiday items could be added to regularly and would offer a ‘limited time offer’ dynamic to the Crown Store.
The only aspect of this suggestion that couldn’t be directly monetized is the Dynamic Weather Enhancements. I couldn't come up with a Crown Store item that would be beneficial to the player in different weather conditions as weather is a purely aesthetic mechanic and has no direct impact on gameplay.
Making these changes to ESO would dramatically increase immersion of each and every play session.
Thoughts?