I don't think ESO has much care about lore and mythology since we got frosty druids and their pet bears along with Vvardenfell of all places.
Also while on the topic of mechanics and mythology, or mechanic vs skill-fantasy, "poopfist" is bad myth even if it was good mechanically. It looks pathetic and it plays pathetically too. I am at least glad "stam whip" didn't end up happening and the variable scaling was the best possible option, because that would have been just as bad imo.
I don't think ESO has much care about lore and mythology since we got frosty druids and their pet bears along with Vvardenfell of all places.
Well, after Skyrim and the MMO evolution it was a mistake to go for classes.
I main a warden and outside of powerplay a warden and any other class is able to play as lore friendly as possible. My hope is to see a conjuration skill tree in 2022 to close some of the sanity gaps. Or even a 2nd skill tree that allows me to turn the ranged stam fly bleed and debuff funtion into something slightly lore friendly.
Without creating stamina morphs of class skills stamina build would be virtually pointless in much of the game because they would be limited to the weapon lines. That is the sound logic behind such changes.
Well, after Skyrim and the MMO evolution it was a mistake to go for classes.
Supreme_Atromancer wrote: »Without creating stamina morphs of class skills stamina build would be virtually pointless in much of the game because they would be limited to the weapon lines. That is the sound logic behind such changes.
Yes, its a response for mechanics needs that are done in almost complete ignorance of the mythology. Do you believe that good solutions to mechanical needs, and a mythological rationing that fits with core elder scrolls archetypes and playstyles must necessarily be mutually exclusive?
Perhaps the increasing homogenization of martial and magickal specs can allow us to move on from "stam morphs". There really isn't much choice in the system when all of your morph choices end up being "magicka or stamina?" But with hybrid builds becoming increasingly more viable we might reach a point where flipping a switch to only martial weapon skills having stamina costs again and everything else returning to be magicka based would be possible.
I would be in favor of that, but I doubt that this is where we are headed, so I am watching the balance decisions with great worry.
Also while on the topic of mechanics and mythology, or mechanic vs skill-fantasy, "poopfist" is bad myth even if it was good mechanically. It looks pathetic and it plays pathetically too. I am at least glad "stam whip" didn't end up happening and the variable scaling was the best possible option, because that would have been just as bad imo.
Besides Zenimax owning the only mythology that matters which means they can change it, this works well for mechanics. It works well for keeping stamina viable for playing pretty much all aspects of the game vs being related to merely "fun" builds.
I cannot imagine a game that gives half the builds more skill lines useful for doing damage while restricting useful and viable access to as many skills for the other half of the builds.
I understand your reasoning for the displeasure but I think there are more important aspects to gameplay than previous mythology.
Well, after Skyrim and the MMO evolution it was a mistake to go for classes.
I main a warden and outside of powerplay a warden and any other class is able to play as lore friendly as possible. My hope is to see a conjuration skill tree in 2022 to close some of the sanity gaps. Or even a 2nd skill tree that allows me to turn the ranged stam fly bleed and debuff funtion into something slightly more lore friendly.
They also create a friction, where in order to allow spell-swords, things like swords providing spell damage has to happen. Either that or, in a manner antithetical to a game titled "Elder Scrolls", non-"pure" builds such as Spell-swords, Bards, Witch-hunters, etc. cannot exist with the same viability.
I don't think ESO has much care about lore and mythology since we got frosty druids and their pet bears along with Vvardenfell of all places.
The Bear would not be an issue if they actually expanded on the skin system for the Bear,
they could have made so much money selling different skins/animals options for the Bear so then players could better customize their character
I've said it before, and I expect I'll say it again in the future, and I'll say it here as well: ZOS doesn't consider internal consistency of the lore to be an integral part of the Elder Scrolls franchise. Neither does Bethesda. They never have, they never will.
They are not in the business of creating a believable and consistent fantasy worlds. They are in the business of selling games and merchandise associated with their IPs. As such, every game is it's own thing with its own specific needs and considerations. They happily retcon anything and almost everything, if they think it makes the latest iteration of the IP sell more products.
This has happened before, this will happen again in the future. When Elder Scroll 6 finally trudges along, it will change ton of stuff to fit its needs, just like Skyrim and Oblivion did in their time, and just as ESO is doing right now.
The fact of the matter is, that the majority of their customers don't care all that deeply about lore and internal narrative consistency. They are here for the spectacle and the entertainment, and the fun of venturing forth into a realm on adventure and excitement.
Sure, some things are considered part of "product identity", and are things that will never change. Like the fact that there are no traditional Dwarves in TES, and that the Dwemer are extinct and vanished under mysterious circumstances. That will never change, for then it will no longer be the same IP. If they ever do bring the Dwemer back, that is the moment of jumping the shark for the IP, and its time to move on.
The same is true for Bethesda Fallout. It makes no sense for Fallout 3 and 4 to have Supermutants. But they are part of the core product identity, so they get showed in. Forcibly if necessary. The same is true for the Brotherhood of Steel. It just wouldn't feel like a Fallout game without them, so they get crammed in too. Even in 76, which made no frigging sense.
For Elder Scrolls you get similar "must be in every game" things too. Often to the point of becoming utterly predictable and flanderised versions of their original incarnation. Like having Sheogorath screaming about cheese. At this point it's like the main defining aspect of Sheggy. Shame really.
Sure, they pay lip service to established things when it suits them, but if something that was previously thought as canon doesn't fit the needs of the current game, then out it goes and a glorious retcon awaits.
Look at Dark Brotherhood and how it has fared over the years. If you haven't seen this interview you really should - there is a point at 1:50 that really drives the point home on how the devs in charge of these things regard established lore.
That's just the way they work. And you know what - I'm fine with that. It took me a bit of time to realize that and then accept it. I used to be really big on lore of fantasy worlds, but then I realized that it doesn't really matter. These worlds come and go and eventually I forget most of the fiddly details anyway. What matters is the stories I myself experience, and the lore I create around my character myself.
Besides, the people behind the series change anyway, and with them the ideas they add to it. So nothing is ever really set in stone. As longs as each game is still recognizably Elder Scrolly, one can build their own headcanon from the bits and bobs they like, to create their own interpretation on how it all fits together, and have each game be it's own and unique fresh thing, with its own quirks and lore to explore.
ESO is clearly a more high fantasy take on the IP than Skyrim. That one was pretty low fantasy iteration and leered towards the grimdark end of the spectrum, without really going full barbarian. I think I liked the fairly traditional medieval fantasy feel of Oblivion the most, felt Skyrim was bit too low key for me, while ESO is a bit too much. Especially with all the laser-ponies romping about.
As an MMO though, a market that is used to laser-pony-rainbow-armor spectacle of over the top cosmetics, a more flamboyant and spectacular take was the natural fit for it. It's not as out there as some other MMOs, but it is in quite stark contrast to Skyrim. And it extends beyond cosmetics, to the FX and animations used for combat. ESO fights are falshy, and over the top.
You know in Skyrim (as long as you don't abuse the utterly broken and horrid mechanics of the system), facing a group of 3 or 4 bandits was a tough fight (at least in early and mid game), and a critical hit from a two handed weapon could one shot you in an instant. In ESO though... Well, you plow through 20 bandits without breaking a sweat and putting on a more flamboyant light show than 70s disco. Just think how many thousands, probably tens of thousands, of people your characters have killed in ESO. It's actually pretty hilarious if you think about it. A town has like maybe 100 npcs total and is considered a major metropolis. A simple brigand cave has 50 bandits for you to murder. And they constantly re-spawn, so you get to murder them multiple times if you tarry in the delve. But it is what works for an MMO, so you try not to think about it too much.
And for that reason, for it being an MMO, ESO has an utterly different mechanical core from other Elder Scroll games. The main line of games share some amount of general similarity between their mechanics, but ESO is just completely different. It is like Redguard in that regard - it's a system that was aimed for a game of a different genre, with different requirements and priorities. For ESO, they wanted to have the trinity as a key aspect of the gameplay, they wanted to have clear cut and distinct classes - a stable design choice for MMOs at that time.
They did color most of it in Elder Scroll flavored stuff, but clearly the main priority was to come up with a mechanical system fitting for an MMO. Fitting with the lore of TES series was a distant second. And if some stuff didn't fit TES lore, but they still thought it was cool, then they just made up new stuff. Like the Dragion Knight.
The end results don't always make sense, and distinctions and divisions between the skill trees are arbitrary from lore perceptive, but as long as they season the resulting mess with Elder Scroll terms, most people will accept it as sufficiently Elder Scrolly.
The whole thing veered of towards a totally different mechanic style the moment they decided to go with classes. The single most important and crucial aspect of all Elder Scroll mechanical systems, was the fact that they were essentially classless. Sure, the earlier games had those since they were an artifact of classic RPG designs, but they never really meant all that much. And the powerplay move, thanks to the pre-Skyrim archaic leveling system, was to pick or design a class based around skills you did not intend to use as your primary skills. In the end, regardless what path you took, you could master them all anyway. So all class ever was, was a starting point for your journey. More of a - "What were you prior to the story of the game?"", rather than "How are you going to be doing stuff in the game?"
But that sort of design did not fit with what they thought an MMO was supposed to look like. You needed specific roles on the team, and clearly defined classes and skills. It's not really true as such, you don't need all that for an MMO, but that was the general philosophy on MMO design back when early plans for ESO were drafted. Thus the game got predefined classes with specific strengths and weaknesses, and everything else had to fit that model, regardless of how well it suited TES lore.
I think the aborted Spellcrafting was the closest ESO has ever been to a main line TES game. But I can see why they whacked it in its infancy. It just didn't fit the mechanical needs of an MMO. At least the sort of MMO they decided to set up back in 2007 when development of ESO began. While product identity was important for ESO, it could be supplied by surface level call backs to other games. The rest was dependent on the needs of the game. ESO was set up as a class based action MMO, and if lore got in the way of its needs, then it was the lore that got booted out of the door.
I think that a more traditional TES type set up would've worked just as well for ESO. You could've retained most of the mechanical structure of ESO as it is today, but instead of classes we'd have the schools of magicks as the primary skills trees for abilities. Weapons could just give you passive modifiers on how your attacks translated. Like a melee weapon woudl've had flaming blade ability from destruction, while the same skill would've lauvched a fire arrow if used with a staff. Stamina could've been reserved for break frees, jumping, dodging and sprinting - no need to have "green magic" in addition to the more traditional "blue magic." Add in some defensive based on armor that alter the way break frees and dodgign works, and maybe some guild skills that taught special "spells." Round it up with a bunch of crafting and world interaction skills like speech and the various rogue skills and you'd have a pretty nifty system.
I suppose the classical argument against that, was the idea that everyone would've gravitated towards a single META build (kinda like what stealth archers are in Skyrim), but I think there would've been a fair number of popular build types, since not all players are into stealth archery, or whatever its equivalent would've been in a classless ESO.
As a side note - I actually had a playthrough in Skyrim, where I essentially played an ESO styled Warden with animal companions and ice magic and shroom powers. I had to make bunch of custom content and modify some mods I found on Nexus to make it work, but it was fun and gave me a totally different feel for the game. It all started from the idea of being a ranger type with summoned animal companions and no access to restoration school. I often place such artificial roleplay restrictions on my characters to force me to come up with unique ways of doing stuff. (Instead of, you know, going the way of the stealth archer.) With no healing, and a mod that made potions lot less OP, I soon realized that I had to create alternate ways to heal myself, and ended up borrowing bunch of warden mechanics and spells from ESO. In the end, it fit pretty well into Skyrim, both mechanically and thematically.
Supreme_Atromancer wrote: »I've said it before, and I expect I'll say it again in the future, and I'll say it here as well: ZOS doesn't consider internal consistency of the lore to be an integral part of the Elder Scrolls franchise. Neither does Bethesda. They never have, they never will.
They are not in the business of creating a believable and consistent fantasy worlds. They are in the business of selling games and merchandise associated with their IPs. As such, every game is it's own thing with its own specific needs and considerations. They happily retcon anything and almost everything, if they think it makes the latest iteration of the IP sell more products.
This has happened before, this will happen again in the future. When Elder Scroll 6 finally trudges along, it will change ton of stuff to fit its needs, just like Skyrim and Oblivion did in their time, and just as ESO is doing right now.
The fact of the matter is, that the majority of their customers don't care all that deeply about lore and internal narrative consistency. They are here for the spectacle and the entertainment, and the fun of venturing forth into a realm on adventure and excitement.
Sure, some things are considered part of "product identity", and are things that will never change. Like the fact that there are no traditional Dwarves in TES, and that the Dwemer are extinct and vanished under mysterious circumstances. That will never change, for then it will no longer be the same IP. If they ever do bring the Dwemer back, that is the moment of jumping the shark for the IP, and its time to move on.
The same is true for Bethesda Fallout. It makes no sense for Fallout 3 and 4 to have Supermutants. But they are part of the core product identity, so they get showed in. Forcibly if necessary. The same is true for the Brotherhood of Steel. It just wouldn't feel like a Fallout game without them, so they get crammed in too. Even in 76, which made no frigging sense.
For Elder Scrolls you get similar "must be in every game" things too. Often to the point of becoming utterly predictable and flanderised versions of their original incarnation. Like having Sheogorath screaming about cheese. At this point it's like the main defining aspect of Sheggy. Shame really.
Sure, they pay lip service to established things when it suits them, but if something that was previously thought as canon doesn't fit the needs of the current game, then out it goes and a glorious retcon awaits.
Look at Dark Brotherhood and how it has fared over the years. If you haven't seen this interview you really should - there is a point at 1:50 that really drives the point home on how the devs in charge of these things regard established lore.
That's just the way they work. And you know what - I'm fine with that. It took me a bit of time to realize that and then accept it. I used to be really big on lore of fantasy worlds, but then I realized that it doesn't really matter. These worlds come and go and eventually I forget most of the fiddly details anyway. What matters is the stories I myself experience, and the lore I create around my character myself.
Besides, the people behind the series change anyway, and with them the ideas they add to it. So nothing is ever really set in stone. As longs as each game is still recognizably Elder Scrolly, one can build their own headcanon from the bits and bobs they like, to create their own interpretation on how it all fits together, and have each game be it's own and unique fresh thing, with its own quirks and lore to explore.
ESO is clearly a more high fantasy take on the IP than Skyrim. That one was pretty low fantasy iteration and leered towards the grimdark end of the spectrum, without really going full barbarian. I think I liked the fairly traditional medieval fantasy feel of Oblivion the most, felt Skyrim was bit too low key for me, while ESO is a bit too much. Especially with all the laser-ponies romping about.
As an MMO though, a market that is used to laser-pony-rainbow-armor spectacle of over the top cosmetics, a more flamboyant and spectacular take was the natural fit for it. It's not as out there as some other MMOs, but it is in quite stark contrast to Skyrim. And it extends beyond cosmetics, to the FX and animations used for combat. ESO fights are falshy, and over the top.
You know in Skyrim (as long as you don't abuse the utterly broken and horrid mechanics of the system), facing a group of 3 or 4 bandits was a tough fight (at least in early and mid game), and a critical hit from a two handed weapon could one shot you in an instant. In ESO though... Well, you plow through 20 bandits without breaking a sweat and putting on a more flamboyant light show than 70s disco. Just think how many thousands, probably tens of thousands, of people your characters have killed in ESO. It's actually pretty hilarious if you think about it. A town has like maybe 100 npcs total and is considered a major metropolis. A simple brigand cave has 50 bandits for you to murder. And they constantly re-spawn, so you get to murder them multiple times if you tarry in the delve. But it is what works for an MMO, so you try not to think about it too much.
And for that reason, for it being an MMO, ESO has an utterly different mechanical core from other Elder Scroll games. The main line of games share some amount of general similarity between their mechanics, but ESO is just completely different. It is like Redguard in that regard - it's a system that was aimed for a game of a different genre, with different requirements and priorities. For ESO, they wanted to have the trinity as a key aspect of the gameplay, they wanted to have clear cut and distinct classes - a stable design choice for MMOs at that time.
They did color most of it in Elder Scroll flavored stuff, but clearly the main priority was to come up with a mechanical system fitting for an MMO. Fitting with the lore of TES series was a distant second. And if some stuff didn't fit TES lore, but they still thought it was cool, then they just made up new stuff. Like the Dragion Knight.
The end results don't always make sense, and distinctions and divisions between the skill trees are arbitrary from lore perceptive, but as long as they season the resulting mess with Elder Scroll terms, most people will accept it as sufficiently Elder Scrolly.
The whole thing veered of towards a totally different mechanic style the moment they decided to go with classes. The single most important and crucial aspect of all Elder Scroll mechanical systems, was the fact that they were essentially classless. Sure, the earlier games had those since they were an artifact of classic RPG designs, but they never really meant all that much. And the powerplay move, thanks to the pre-Skyrim archaic leveling system, was to pick or design a class based around skills you did not intend to use as your primary skills. In the end, regardless what path you took, you could master them all anyway. So all class ever was, was a starting point for your journey. More of a - "What were you prior to the story of the game?"", rather than "How are you going to be doing stuff in the game?"
But that sort of design did not fit with what they thought an MMO was supposed to look like. You needed specific roles on the team, and clearly defined classes and skills. It's not really true as such, you don't need all that for an MMO, but that was the general philosophy on MMO design back when early plans for ESO were drafted. Thus the game got predefined classes with specific strengths and weaknesses, and everything else had to fit that model, regardless of how well it suited TES lore.
I think the aborted Spellcrafting was the closest ESO has ever been to a main line TES game. But I can see why they whacked it in its infancy. It just didn't fit the mechanical needs of an MMO. At least the sort of MMO they decided to set up back in 2007 when development of ESO began. While product identity was important for ESO, it could be supplied by surface level call backs to other games. The rest was dependent on the needs of the game. ESO was set up as a class based action MMO, and if lore got in the way of its needs, then it was the lore that got booted out of the door.
I think that a more traditional TES type set up would've worked just as well for ESO. You could've retained most of the mechanical structure of ESO as it is today, but instead of classes we'd have the schools of magicks as the primary skills trees for abilities. Weapons could just give you passive modifiers on how your attacks translated. Like a melee weapon woudl've had flaming blade ability from destruction, while the same skill would've lauvched a fire arrow if used with a staff. Stamina could've been reserved for break frees, jumping, dodging and sprinting - no need to have "green magic" in addition to the more traditional "blue magic." Add in some defensive based on armor that alter the way break frees and dodgign works, and maybe some guild skills that taught special "spells." Round it up with a bunch of crafting and world interaction skills like speech and the various rogue skills and you'd have a pretty nifty system.
I suppose the classical argument against that, was the idea that everyone would've gravitated towards a single META build (kinda like what stealth archers are in Skyrim), but I think there would've been a fair number of popular build types, since not all players are into stealth archery, or whatever its equivalent would've been in a classless ESO.
As a side note - I actually had a playthrough in Skyrim, where I essentially played an ESO styled Warden with animal companions and ice magic and shroom powers. I had to make bunch of custom content and modify some mods I found on Nexus to make it work, but it was fun and gave me a totally different feel for the game. It all started from the idea of being a ranger type with summoned animal companions and no access to restoration school. I often place such artificial roleplay restrictions on my characters to force me to come up with unique ways of doing stuff. (Instead of, you know, going the way of the stealth archer.) With no healing, and a mod that made potions lot less OP, I soon realized that I had to create alternate ways to heal myself, and ended up borrowing bunch of warden mechanics and spells from ESO. In the end, it fit pretty well into Skyrim, both mechanically and thematically.
@Hymzir
I appreciate the more worldly point of view on the issue, but I do still think its important to be able to express the elements of the game we find important. The hardcore, entrenched, MMO types have certainly taken advantage of multiple fora to express what they find important for ZOS to get right, and in doing so have shaped the direction of the game going forward. It is my opinion that a lot of that stuff has been changed at the expense of authentic Elder Scrolls elements because it is seen as the path of lesser resistance.
To what degree is that going to be satisfying for someone who has been sold the idea of an authentic Elder Scrolls experience? How many people can't quite put their finger on, or articulate what it is about ESO that is lacking, and never bother to give feedback and just drop off? What element of the people are telling others on fora where they AREN'T going to get overwhelmed by people telling them their views are irrelevant or not important because its an MMO, that ESO is not worth investing in because it doesn't do a good job of the Elder Scrolls experience?
The Elder Scrolls stuff is the important part of it. It was at launch. It was when it almost failed because the developers didn't realise it, and were forced to turn 180 degrees in their philosophy, and it still is today. You can say that its not important to them to get it right because once they've acquired permission to use the IP they just need to make money off of the MMO folk with shiny, explodey mounts, but I'd argue that its history is strong evidence that this is not the case at all. The narrative the developers themselves employ is that the game almost failed because they didn't know what they wanted to be, and making it an Elder Scrolls game was the right choice. That's HUGE evidence that beyond what you read on these forums, beyond what you think you know about the community, it isn't necessarily a good reflection of success, nor a great argument against expressing what we find important.
The developers aren't omniscient entities who always make the greatest decisions for the game they're developing. They have weak points, and will make mistakes. Again, the history is evidence of that. I don't buy that they don't care about the franchise beyond what they can milk it for. I think there are areas that they can improve on, some of which would have relatively low risk of dramatic upset to present meta. I don't buy that the hardcore MMO crowd are the only important consideration in how they develop their game, I just think that through their volume, they are over-represented. I don't think that getting the lore and the feel right aren't important to a huge amount of people, and I do believe that ESO is missing some amount of people who would otherwise potentially love the game, who have dismissed it for its shortcomings. I think that the more they gain insight into what their particularly partisan community wants, the better they can do things in the future, especially if they understand why certain directions they've taken aren't satisfying.
At the end of the day, you can have a mechanical framework for a new MMO and it doesn't really stand out because it has no soul and no identity. Tapping into a property with an already installed fanbase obviously netted them a reason for people to care about the game, at large. The mechanics, and even the vision behind them have been quite transient. No one in the Elder Scrolls community is arguing that it Redguard's mechanics were its legacy to the franchise, and in 10 years no one is going to be talking about stamsorcs. Its the Elder Scrolls stuff that's important.