Most obviously, Covid. When you're on a two year, two team development cycle that presumably screwed an awful lot up for both Greymoor and Blackwood. A key member of the narrative team also left around that time to work on other things who presumably had a fairly strong influence on the story side of earlier chapters (which is not to criticise later work -- games aren't written in a vacuum).cyclonus11 wrote: »What happened after Elsweyr that caused such a drop off?
Thieves Guild (Hew's Bane) though this is rather unfair as the early content drops they had a lot more time to develop. It's pretty obvious when you look at them but was also confirmed in the recent podcast. The "year of" format then forced everyone into a production line mode of content creation. Perhaps, after this transitional year, they will be able to do things in this way again.
ESO had a much larger art team the first half of 2014 and a lot of the content that was rolled out the first couple of years was shown in advanced states during Quakecon 2014.
For example:https://www.youtube.com/watch?v=69ABAiQ87qA
https://www.youtube.com/watch?v=bqivTnEteG0
And even more than that!
When ESO was launched, we were promised an aggressive content release schedule of around every 4-6 weeks -- all included with our sub!! But after the bad launch, which resulted in a total refactor of the game and the business model (from sub to b2p to chapters) the content team was cut in half around August 2014 and we only got Craglorn the first year and a half.
Of course, this part of ESO's history isn't one they want to talk about as much!
IMO, it's also why the first few DLC zones had more detail and a fluid, hand-crafted feel compared to what came after. Like the basic ground geometry of zones like Summerset, High Isle, Western Skyrim, etc seem more jagged and generated to me somehow. Northern Elsweyr feels more like one of the early DLC zones though.
16BitForestCat wrote: »Orsinium was never veteran. It was the first PvE DLC made specifically to be battle-leveled so everyone could play regardless of level. Back in 2014, Craglorn had done poorly with players on release because of its difficulty aimed at groups; so many people came to ESO from singleplayer Elder Scrolls titles, where you could also adjust the difficulty. They wanted to keep playing that way. (Or, like me, didn't yet have groups of friends in game to play with and had no luck forming PUG's at the odd hours I could play.)
ZOS decided to look more into battle-leveling options for content after Craglorn's weak showing, and Wrothgar was basically the test for that. The player response to this was so positive that it ended up paving the whole darn way for the One Tamriel game-wide battle-leveling system we're all still on in 2025.
To be honest I was feeling that with Summerset, which without Darien grounding it would have played pretty close to random end of the world nonsense. If there's nothing human in a story to hold on to, there's no reason to care.
spartaxoxo wrote: »To be honest I was feeling that with Summerset, which without Darien grounding it would have played pretty close to random end of the world nonsense. If there's nothing human in a story to hold on to, there's no reason to care.
I think this is something that they seem to have lost.
The Daedric Prince villains are all much more shallow than Rada al-Saran or King Kurog. I'm personally not in the camp that says this is a bad thing.
But if the villain is simply pure evil, then that means others around them have to be more in-depth. There should be greater emphasis on the impact such an evil force brings and the heroes should be complex. The reason that the Daedric War Arc worked better than Ithelia Arc is because of characters like Tundilwen (iykyk), Earl Leythen, and Valsirenn. They gave us something human to ground the story and they were not generic good guys hate evil things. Abnur and Khamira do the same for Elsweyr.
They try to substitute this for a half baked romance in Necrom but it doesn't work. And the Daedric characters remain as inhuman as ever.
@Tariq9898 Thanks for starting this thread. Feedback here would be most appreciated. We will pass this along to the dev team. That way, they are aware of the narrative stories that have resonated with you.
tomofhyrule wrote: »The Year 1 stories: Imperial City, Orsinium, Thieves Guild and Dark Brotherhood.
Those stories are still the best this game has ever had. Sure, I personally could take or leave the TG and DB guilds themselves, but the characters in them are so compelling. And Wrothgar as a whole is still the best Chapter this game has ever done, even though it wasn't a Chapter.
In terms of gameplay, it's hands down whenever we got a new Class in 2017, 2019, and 2023. Being able to make a new character and experience the whole world in a completely different way is great, and I love the level up process and making each of my backstories feel unique. I really hope that I'll get another chance to do that soon...
Finedaible wrote: »
The Drake of Blades was the true hero of Tamriel, and no one will ever know it. I really miss how well-written all those characters were.
NotaDaedraWorshipper wrote: »I'm surprised how many says Greymoor, because what I mostly remember from that story was how annoying the main story was with bad writing. So much repeating dialogue, and how often there was something mysterious and bad happening that was so obvious it hurt. It was Harrowstorms every time, but the npcs where all wHat cOulD it bE. Felt like some angry sportfan screaming at the screen. The Solitude King was yet another obnoxiously obvious bad guy in a long line of them in ESO's writing now.