If we think about the maps in past TES, we will remember it as a realistic world where you could go where you want and do what you want. And we will remember the hundreds of visits to every town after several different quests sending you there. This made the character feel more like he was in a real place, and not just on some one way treadmill to Cyrodil.
The problem with zones is the realization that after you finish one and move on, that zone no longer has any purpose. It's a lower level and has nothing left to do. This is a huge change from what TES is supposed to be and it is the biggest cause of the game becoming worthless after you finish everything. What kept Oblivion and Skyrim alive was not the addition of more difficult quests, but instead a series of immersive quests that lead your character all around the world to places they had passed through before. This allowed you to look at the fabulous views of these locations, from the tops of mountains to the bottom of some sewer that you just want to get out of alive.
After completing Glenumbra, I feel like it is a shame I will never really have to travel through that map again. It was such a beautiful map, and I expect the zones ahead to be just as beautiful, but feel like the exact same thing will happen to all of them. A one way treadmill through every land, and then you never come back. The problem obviously has to do with the ridiculous leveling gimmick that MMO's use to suck people in.
In TES, the game was about immersing yourself in the world and living a story. In this MMO, the focus is not about the story, but more about reaching some high level so you can go to Cyrodil and fight against real players. Of course we could go before we beat everything, but who really wants to be handicapped in a fight? And that's the gimmick that keeps you pushing forward on the treadmill. The MMO genre has focused more on this gimmick than on the story, which is inevitably why so many MMO fans have jumped from one to the next while TES fans have played the same game over and over.
Story is much more important than leveling. It is clear that the focus of the new zones will be to add new veteran content, so players who reached the end of the line can push forward on that one way treadmill, but I believe this is a huge mistake. Role playing games are not successful because of treadmills, they are successful because of storyline. And in an MMO, that story involves a group. I should not have to reach some ridiculously high level cap to play quests with other people. I should be able to go to any part of the world and play any quest available.
How would this be possible? The answer is obvious. If we look at public dungeons and Cyrodil, they simply solve this by scaling everything to level 50. I think this should be how the entire map is scaled. No matter how far you go, or what you unlock, every area should be scaled to the same difficulty. This not only will allow you to go back and help friends with old quests without being bored, but it sets up the possibility for new quests in old zones.
Maybe I don't know too much about MMO's, but I did play both Oblivion and Skyrim for over a thousand hours each, and I know that neither of those games felt like a pointless treadmill. Please give your thoughts on this topic.
Edited by SFBryan18 on June 27, 2014 8:09PM