I can honestly tell that the story and map contents are getting worse each year
1. Story wise, the story has become so predictable that it is no longer interesting (the Greymoor story especially, dare I say it's to the point of sickening). The year long structure makes it even worse as we can even tell what happens at each story zone (the entire zone is doomed->find second boss in chapter->kill second boss in chapter->big boss got away->big boss get defeated in story dlc)
2. Map wise, we are seeing less and less actual playable content (and ZOS is using giant camp and reach clans etc to fill up the space but they actually don't have any actual contents). The delves design is boring (no way to compare with say the summerset ones). This is the result of a fixed structure and streamlined approach to new contents, it's like rolling out chicken legs for KFC.
Fata1moose wrote: »I like it it gives the developers an easier workflow given artists aren’t having to produce as many assets in a given year. Anything that can relieve crunch is good.
The one thing I do miss is smaller scale story arcs, because of the yearlong plot they’re naturally encouraged to do more grandiose things but I’d love some lower stakes plot lines and some more Dark Brotherhood/Thieves guild content.
I can honestly tell that the story and map contents are getting worse each year
1. Story wise, the story has become so predictable that it is no longer interesting (the Greymoor story especially, dare I say it's to the point of sickening). The year long structure makes it even worse as we can even tell what happens at each story zone (the entire zone is doomed->find second boss in chapter->kill second boss in chapter->big boss got away->big boss get defeated in story dlc)
3. dungeon dlcs could be about anything...and now they have to "fit in' the chapter story, which more often than not doesn't' make sense story-wise
Talking about the inclusion of the dungeons in the story is also bittersweet from the standpoint of the solo players - you always have the feeling that you are missing part of that big year-long story (and the way it looks so far, the companions will not help either).
I can honestly tell that the story and map contents are getting worse each year
1. Story wise, the story has become so predictable that it is no longer interesting (the Greymoor story especially, dare I say it's to the point of sickening). The year long structure makes it even worse as we can even tell what happens at each story zone (the entire zone is doomed->find second boss in chapter->kill second boss in chapter->big boss got away->big boss get defeated in story dlc)
2. Map wise, we are seeing less and less actual playable content (and ZOS is using giant camp and reach clans etc to fill up the space but they actually don't have any actual contents). The delves design is boring (no way to compare with say the summerset ones). This is the result of a fixed structure and streamlined approach to new contents, it's like rolling out chicken legs for KFC.
3. dungeon dlcs could be about anything...and now they have to "fit in' the chapter story, which more often than not doesn't' make sense story-wise
The Triad arc (Morrowind->Clockwork->Summerset) was the peak of ESO story, and Murkmire was a nice breather with a single zone adventure (like the old days guild ones), but it start to go downhill from there with the year long story
If I am to summarize this "year long story" trend, it's going to be "lazy". ZOS seems to think this structure can provide the most "stable" enconomy and the task quota is easier to manage, but it is really hurting the gameplay