So with the recent talk about the upcoming change of content and suggestion of a focus on updating existing zones and the ado surrounding "Overland Difficulty", I wanted to muse about the overall design in the game and the detriment that has been caused by "Farm Content"
What do I mean by "Farm Content"? No, I don't mean farming simulators like from the Mists of Pandaria expansion in WoW, nor do I mean something like grinding Hecklers in Anarchy Online for exp.
What I mean by this is systems that push you into doing specific content. Repeatedly. Namely in the form of Daily quests. This underlying system has tremendous impact on overall content and not in a good way.
For a start, we have several main types of content available in the open world areas of the game (AKA "Overland");
- Delves
- Public Dungeons
- Incursions
- World Bosses
Every zone in the game is made up of several of these (With exception to some DLC zones like Hew's Bane that don't have a Public Dungeon) along with a handful of "Quest hub" areas (That normally only have a single quest for some reason).
However, "Farm Content" has a significant impact on all of these. With the end result being massively hamstringed "Content" that has way more potential than is utilized. Why is this? Because each piece of content is designed to be farmed due to Daily quests.
Even in the base game, starting at level 10 you start getting daily quests from the Mages Guild, Fighters Guild and Undaunted to go do specific Public Dungeons, Dolmens and Delves respectively. While every DLC zone has a daily quest for a specific World Boss, Delve and then just any DLC Incursion.
How does the existence of Daily quests impact things?
For the base game, it nullifies any and all actual interesting game design. Public Dungeons literally give you a tutorial pop up saying how dangerous they are and how you need to group up with other players to tackle them. But they're literally harmless. Delves existence seems meaningless because they're just crappier versions of Public Dungeons (Less loot opportunities and no skill point for beating the last boss). Incursions are pathetic at best or actively farmed (For some reason) with little thought, namely in Al'akir.
None of these pieces of content have any actual weight, they're basically nontent rather than content. Anything that might be interesting about them, such as interesting mechanics like traps, notions of thinking about stealthing through to avoid danger, or any impact on the world is null. Why? Because they need to be farmed for dailies. People don't want dailies to be difficult or time consuming, so the content that is required by them needs to be watered down into nothingness.
In DLC content things change. With the requirements now being a World Boss instead of a Public Dungeon and some differences in overall difficulty (World Bosses and Incursions no longer being an absolute joke and being somewhat challenging for 1-3 players... But still being pushovers when zerged through by a bunch of people - Which happens frequently during events that push people into doing this farm content). Now we see the flip side of the poor decision regarding "Farm Content" whereby content is now prohibitively difficult to complete (Since many older DLC zones are pretty quiet) but yet people are still expected to farm the content because that's how rewards are gated (Be they equipment sets for the stickerbook, leads for antiquities, motifs/styles or even companion Rapport)
Meanwhile, we still have a lack of weight to this content. Since it's all revolving around being farmed, thus being readily available it's all just about things just sitting there. Waiting for people to come deal with it.
Now what do I mean by "Weight" in these contexts? Well, good examples can come from other games and their usage of similar types of content;
- Delves - The way in which these are presented in ESO is that they're supposed to be a sort of "Solo Dungeon" type experience, as a contrast to the Public Dungeons. Many Asian MMO's are very well versed in this sort of content. We also see things in ESO like the Main Story quests as well as things like Heists and Black Sacraments that set up "Solo Dungeons" (The latter still falling into the pitfalls of "Farm Content" and being annoying af as a result)
Pushing these more towards being mini-dungeons would vastly increase their overall gameplay value, giving players access to (More) easily clearable instanced content that can have all the bells and whistles of interesting content so long as they're not made to be farmed by daily quests.
- Public Dungeons - These have been around since MMO's began. I have fond memories of early days of MMO's such as in Everquest and Anarchy Online which featured Public Dungeons. Which were exciting places. With groups forming outside of them to try and push to the deepest areas for the best loot, while solo players could try and sneak their way in to specific bosses or simply use them as a place to farm enemies (Back in the days where the primary source of exp was... Just killing stuff)
This sort of thing eventually was phased out in lieu of regular dungeons. Which initially had the same premise. People would form groups outside and then go into the dungeon to clear it. Which removed the things regarding the nature of "Public" dungeons, such as multiple groups competing to have a chance to clear the place for loot, random solo players tagging bosses before a group takes it out to steal all the loot rights (This was still before games like WoW implemented easily identifiable markers that someone else had loot rights and well before the implementation of "Everyone who participates has loot rights/Participation based loot distribution" systems) and of course the infamous "Trains" (People who had aggro running back to the entrance to leave and making all enemies start attacking everyone nearby because there was no leashes to prevent enemies from chasing the entire length of the dungeon)
Though even this iteration of regular dungeons eventually was phased out in lieu of "Dungeon Finder" as a more convenient way of forming groups and accessing the content.
Is there still a place for Public Dungeons, given these evolutions (And the existence of Regular Dungeons and the Dungeon Finder tool?) and the presence of Delves? Perhaps. Though it's really hard to find a place for them to have an actual impact. Since if Delves were made to be the smaller scale mini-dungeons and then you have the actual dungeons as the group content then having Public Dungeons as some sort of kinda mini-dungeon but more group reliant is kind of awkward.
One could consider repurposing them into sprawling quest hubs. Whereby you progress through a substantial storyline throughout this more complex sub area.
- Incursions - When it comes to Incursion type content, it's hard to overlook Rift and its uhhh... Rifts. Both the scope and impact of such were a defining feature of the game and was one of the things that made the game actually interesting.
The first thing to note was that the Rifts in Rift were more than just static events that sat there until someone decided to clear it. Enemies spawned from Rifts would actually start to move out and attack settlements and could even take them over. This of course was a little awkward for someone who just wanted to go questing, but it's nothing a little Rift clearing and town recapturing couldn't solve.
This turned Rifts from being yet another static "Public Quest" event into something that had an actual impact on the zone and provided more content than "I suppose I'll go clear the thing up now I have a quest to do so" or "Lets just run around farming these for exp". A Rift appearing was somewhat exciting and could bring people from all over the zone together to clear it out, not just for the loot/exp it provided but to also stop it from interfering with the zone itself.
In addition to this, there was even "Raid Rifts" which were bigger and more dangerous. Requiring a lot more people to complete. But the upside was that it was Raid content... But public. Meaning that anyone could come to it and eke out some participation and grab some loot (However little) even if the bulk of the work was done by the raid group that prepared for it.
- World Bosses - Much like incursions, there's a pretty good example of an implementation of world bosses. That being Guild Wars 2. Whereby world bosses are much bigger and more threatening. To the point of their activation can create a zone wide event in order to deal with them. Of course one of the issues with GW2's WB's is similar to that of ESO's DLC WB's whereby many zones thinning out the playerbase can leave times where a WB cannot be completed due to not enough players (At least with aforementioned Rifts, most regular Rifts could be cleared by a solo player without much difficulty)
It's possible that these such things would be better implemented as "Raid Rift" type events. Players activate them when they have a team set up to tackle them, but other players can flock to the zone and participate in a large scale event of epic proportions.
These are all examples of how content could be more substantial, if it wasn't all designed to be part of silly Daily quests that you do a bajillion times.