This was not love at first sight. Never cared for stand-alone games and never enjoyed quest based online games. Been a game developer since '91, an online game player since '84 and I still work for a game dev studio that continues to find an audience for online games that have no quests and no PvE.
Clearly the folks who made this game are learning and learning FAST but this is their first online game so I expected problems. But that's never enjoyable...not for the customer or the developer. But I did fall in love with this game.
1. I stopped viewing it as a made for medium product.
This is not a typical MMO. It's more a MUSH: multi-user shared habitat. No two people can proceed through a scripted narrative at the same pace. Thus when I began playing it as a stand alone adventure game, with folks around to pitch in and help or be helped by occasionally, this is when I began to view it as more than just a different sort of product but as an enjoyable one as well.
2. I refused to participate in the Veteran Rank system.
As a stand alone adventure game, having one character play all three faction stories made no sense to me. So, after hitting VR7 with my first one, I decided to make a character in each faction, play that faction, and quit that character at 50. In short, I decided to get into the prepared narrative and accept my role as silent protagonist.
3. Therefore I rolled a lot of characters and experienced the richness of the class and combat systems. Lots of potential variation here.
Fun Quest Chains
In the main, quest chains in ESO are stories from old westerns. You ride into town, something's wrong because a bad guy and his gang have taken over. You help the citizens fight back and have the big show down with the boss bad guy whom you kill. And, to the cheers of the appreciative town folks, you ride away; your work there is done.
I grew up on this stuff. You even have the drunk sheriff whom you help sober up and face the gang of bad guys, right out of the John Wayne/Howard Hawks western, Rio Bravo.
Great Quest Chains
1. Stopping the Planemeld in Cold Harbor
2.
Best quest chain, I feel, is the planemeld arc in Cold Harbor. It's nicely done in the classic tradition.
You gather together all the characters you've collected along the way for a rather challenging series of varied missions, complete with King Dynar, the last of the Ayleid race whom you've met earlier too in a time travel adventure. He alone senses you are out of place in the reality of that earlier quest and recalls that incident which, for him, was centuries ago, just before the final battle. Nice touch.
Cold Harbor also features those marvelous take a leap moments, either the long plunge into water or this one I like to call Last Ayelid King Airlines.
2. Saving the "Misfit" Apprentice Mages
Alas, I cannot recall the name of this quest. It follows the old western plot of a bad guy taking over a place, but your allies are three awkward student mages with unique abilities that you need to use to win the day. It was charming and featured solutions other than the usual just-kill-stuff.
3. Saving High King Emeric
Each faction has its save the ruler series of quests but King Emeric is the most interesting of the ESO monarchs and saving him involves an intriguing variety of quests.
The Quest Chain That Could Have Been Great
The main story line quest could have been wonderful but it failed for me.
None of those characters interested me, those quests lacked the imagination of many of the others, and were filled with and-now-we're-going-to-try-to-kill-you moments.
And too many moments that felt forced like the one below. Why am I supposed to care about the amazing deeds of long dead warriors in a crypt whom I never encountered in the game. Games are activities, not stories, and you only engage in the story as a result of activity or as direct context for an activity you're engaged in.
PvP
I enjoyed PvP in the beta immensely but less so in the production game. Characters, made mutants by leveling systems born of the need to battle bigger and fiercer AI opponents were deposited into an environment where their opponents were people.
I tried the 5 day below VR Cyrodiil campaign. These weren't well attended so I just went around bushwhacking people, kids mostly looking for something to do while taking a break from DayZ.
And, because you can't turn off XP gain, my characters are quickly faced with two choices: being overmatched in the mutants arena or becoming a mutant and playing mutant PvP.
Looking Forward
Although it is likely that this game will take the course of others and simply keep raising the level cap to please hard core MMO players who will end up leaving anyway, my hope is that it takes the path of the only broadly successful MMO expansion I know of, Ultima Online Renaissance. UO:R was aimed at pleasing multiple audiences, not just veterans, not just the hard core. Unlike other MMO expansions, which are not expansions at all really but extensions, UO:R doubled the player base for the game on an ongoing basis that lasted for nearly 10 years.
If your game is built on quests then have more of them and not just for the top levels. If your game is item based, then have more of them but, again, not just for the upper upper tiers.
Otherwise it will be like a stand alone adventure game in another respect: players will complete it.