This will be long, so if you don't feel like a wall of text, just move along. It's just my own personal take on why this game is going downhill, despite the enormous potential it had.
Edit: and I do mean this as generally constructive criticism, even if some of its a little harsh.
The Market for Games
To me, the problems facing ESO begin with the market the game was released into. Right now the video game market in general is just absolutely saturated. Just pop onto Steam or some other game provider and see how many thousands of titles are available. And while a lot of those titles aren't worth the code they're constructed out of, they still fill the market with an enormous number of really cheap games, some of which are good.
And with all this competition, even top dollar games face enormous pressure. For example, look at the reception for the most recent installment in the Thief series. Here's a game that must have had an enormous development budget, but people expect EVERYTHING out of the game, and when it fails in certain elements, it just gets panned. It's only been out a year, and it's already selling at half it's initial price, and will likely be available in the 5 Dollar bargain bin by next year.
And this is certainly not the only top-tier game to see this kind of depreciation. Honestly, as a consumer, I expect that games are going to drop in price, and I never pay the launch price of a game. I always wait a year or two and pick them up on sale. My point in all of this is that video game buyers now expect to be able to buy really good games really cheap.
The Market for MMO's
If the market for video games in general is saturated, the market for MMO's is even worse. There are literally over a hundred active MMORPG titles on the market. Only about 20% of those titles are pay-to-play. Of the approximately 40 title launched since 2010, only 5 are currently pay-to-play.
Just think about it. There have been roughly 10 MMO's released per year for the last 4 years, and while many of them are second rate, they are still all competing for players to spend money on them, with each other, and with all the other MMO's that are still active. Is it any wonder that most of them tank? And with the existing track record of games launching and then going Free-to-Play, or Freemium, why wouldn't most gamers assume that a title will be F2P within a few years.
So the same market dynamic occurs with MMO's as the rest of video games. Players expect that MMO's will be cheaper if they wait a few years, and with all the games they can already play for cheap, are simply willing to wait.
So my point is that ZOS decision to launch a premium MMO with a stiff upfront cost and a standard monthly fee was an ill-considered decision. While I would argue that from a quality of development standpoint that this game was worth what it cost, that doesn't mean that the video game market could support that cost.
Given that the whole point of an MMO is to try and create a long-term gaming experience, ZOS should have bitten the bullet, offered the game for substantially less upfront cost, and a substantially lower sub, with the hopes of drawing in and keeping more subbers. They should have accepted that to get to WOW like numbers, they were going to have to spend a few years scraping by.
Instead, they made an upfront money grab, and then watched the numbers fall-off really quickly. Which makes me ask the rhetorical question, why bother making it an MMO? Seriously, that development money could have been spent on another TES single-player title, if all you got out of it was a years profits. What's the point of making long-term games for short-term profits?
And if ZOS thought that players would stick around while the games kinks were worked out, they were clearly wrong. This is the other implication of a saturated market.
Investing in Development Time
Simply put, it is not 1999. Or even 2004. Back in the day, when there were relatively few MMORPG's, and players were not yet 'veterans' of the MMO experience, players were willing to stick around through the rough spots. Seriously, EQ could be buggy at launch, because it was pretty much one of the only games in town.
In order to get players to pony up big bucks, and monthly sub fees, MMO's must now be almost perfect at launch. ESO was not. In retrospect, it seems clear now that it could have used another year of development. Would that have cost more? yeah. But given that the game is going B2P after a year, what was the real value of launching prematurely with a P2P model? Seriously, why not offer an extended free-to-play Beta first, with crowd-funding options to generate some cash, and THEN go pay-to-play when you've actually got a working game?
So this, to me, was another mistake, figuring that the traditional MMO model of development would still work in 2014. It didn't. For an MMO like this to work now it needs to be able to instantly grab players and keep them.
The Game Itself
In addition to these problems with the market that ESO was released into, there have always been problems with the game itself. Some of these are problems that are general to all MMO's, and others are particular to ESO.
The Problem of Player's
The first hurdle in making an MMO is, obviously, the players themselves. Honestly, we're a pain in the arse. We're extraordinarily variable in our desires, our play styles, our levels of ability, and our attitudes towards perceived wrongs.
MMO's attempt to build games that are open-world and offer different approaches for different players. But where a single-player game can accomodate many of those differences with the flick of a difficulty slider-bar, an MMO has to aim for the middle ground, and stick to it. In a single-player game, the player will never know that their build was horribly bad, because they have no baseline for comparison with other players. In an MMO, the first time you get wiped by a boss, or owned in PVP, you immediately know that something is wrong.
This means that pleasing everyone is almost impossible. Some will find the content too hard, other's too easy. Some will find the build they like playable, other's will not. ((I remember seeing a Skyrim review from a player who used only Illusion magic to play it. That was possible with Skyrim, albeit difficult. With ESO, it would simply be impossible.)) Some will figure out the ins and outs of the class and skill systems, some won't. More will blame their difficulties on the developer, than will blame their difficulties on themselves.And since the developers are in fact sometimes at fault, this makes picking out the legitimate gripes from the whining extraordinarily difficult.
So building an open-world game in which players face off against both the game and each other is ridiculously hard. And this difficulty makes the central challenge of any MMO boil down to one thing.
Balance
Seriously, balance is always the issue in MMO's. How to balance classes, how to balance builds, how to balance gear, how to balance abilities, how to balance player skill level, how to balance the needs of PVE and PVP, how to balance the grind that makes MMO's into game time investments with players desires for instant gratification, etc, etc.
So every MMO faces this difficulty, but I want to look at specific balance challenges for ESO.
Balancing TES expectations with an MMO
The first major problem for ESO is the background the game comes from. The TES series has been enormously successful and popular, and often, at least to me, for reasons that inherently have to do with it's being a single player game.
I liked that it was open-world, that I could truly go anywhere, anytime, and do stuff. But that relies on the game constantly rescaling itself to the player level, which is impossible in MMO's.
I liked that I could mix and match my abilities any way I liked. But if I found a particular combination that was OP, all I had to do was adjust the difficulty slider up, and there was no-one complaining "ZOMG! Dual-Wield + Light Armor+ Smithing+ Enchanting is OP!!" (And in Skyrim it was.)
And if a build is OP in a single player game, you don't have to worry whether everyone uses it, and the negative impact on play diversity. In MMO's, the whole point is to get groups of players working together to accomplish goals, and that means having distinct roles for those players. So balancing players expectations of being able to mix and match every weapon/armor/spell/ability combination thinkable, with them having distinct roles that contribute to team play becomes a major challenge.
I also liked the action game feel, that I was just swinging my sword, casting my spells on instinct, not staring at a hotbar looking at timers and trying to calculate synergistic effects. But MMO's need playstyle diversity, and that means having more distinct abilities. This is why basically EVERY MMO ever created uses a hotbar system.
Further, the instant gratification of press-key-attack-executes translates into a play advantage for people with quick reflexes and heads-up awareness. Without timers that force you to space out and mix up attacks, it becomes possible to figure out what skill gives you the most offense/defense, and then how to endlessly spam that skill. It speeds up game play AND slows it down. A tank who figures out the best defense system becomes impossible for ten-people to take down, and game-play grinds to a halt. Alternatively, an attacker who figures out the best offense combo becomes able to dispatch everybody, EXCEPT that tank, in the blink of an eye.
And suddenly these things look OP to everyone who hasn't figured them out. So to me, there is a synergy here of particular things that the ESO devs wanted to achieve that sit in tension with one another. How do you build a game where everyone can do everything, and still have distinct class roles? How do you build a game without timers, and not have all of your AVA devolve into spam wars?
Sadly, the answer so far is "You can't." Seriously, even with the coming 1.6 updates it does not appear that ESO has solved these basic problems. Maybe it isn't possible. In any case, it has killed the AVA system, and is one of the essential problems of this game.
Magicka and Stamina
The issue of Magicka and stamina is a particular sub issue in the balancing of the game. It seems clear that the devs never quite meant for them to be directly balanced, but rather indirectly balanced through mixing of builds.
Basically, for an MMO there is a need for some kind of role division, and therefore for classes. However, TES games have always been 'classless', so to speak, so they needed to be invented ESO. Once ZOS invented them, they assumed that player's would gravitate towards playing those roles, and would therefore focus their attention on Class skills, with armor and weapon skills basically being filler.
Towards this end, all Class skills were made magicka based, and weapon skills were thrown into Stamina. However, stamina is also used for dodge roll, CC break, sneaking, sprinting, and blocking. As long as you focus most of your ability use in magicka skills, this works fine, but as soon as you try to use more stamina abilities you find yourself at a disadvantage.
And in building the game this way, ZOS completely misjudged the desire of players to play roles that aren't magic based. Hence, the first issue here is that the focus on Class/Magicka abilities left players who wanted to play weapon attack based builds feeling crippled.
Furthermore, the way classes were balanced in terms of how much stam and magicka they use was also out of whack. This is especially true in the context of AVA. For example, with Sorc's, the need for stam is greatly reduced. The blink ability almost completely eliminates the need for sprinting, dodge rolling, and blocking. Even CC is needed less because you can often get in and out of a fight before your opponent can get a bead on you. So Sorc's can focus all of their attention on magicka, and be extraordinarily effective. They also have many passives that improve their spell and magicka use, and can focus on staves and light armor to boost that even further.
By contrast, Nightblades playing stealth roles were split between using magicka and stamina. On the one hand, most of their most powerful single target attacks are magicka based, but to get close enough to use effectively you need to be sneaking, which eats up stam, and you're probably going to need to roll dodge, block, and cc break to survive once you get in close enough to use them. So NB's were often torn between balancing two different resources, or using bow to stay at range and make stam focus playable, or abandoning stealth altogether to become just another type of magic user.
Basically, the ways that different classes use stamina and magicka created imbalances in the effectiveness of the classes. This was further exacerbated by the functionality of the armors. Since most people are using class based attacks, which mostly cause magic damage, it turns out that light armor, which has high spell resistance as well as boosts to magic use, was actually superior for many more builds than just damage dealers. The net result was the impression that everyone, even tanks, were all running around in robes.
And weapons had the same problem, that some used magic and some stam. Net result: dresses and sticks. And the diversity of play that ZOS had hoped to achieve went right out the window.
Balance and Symmetry
While the re-balance in 1.6 tries to address these issues, so far my read from both play testing and forum surfing is that it fails, especially in its impact on AVA. And I believe that it fails for the simple reason that the use of magicka and stamina remain asymmetrical, and no amount of tweaking that doesn't address this asymmetry will be effective.
As long as the stamina pool is also used for half-a-dozen functions besides abilities, stamina builds that use those functions will always be at a disadvantage.
As long as the vast majority of class abilities are magicka based, focusing on stamina abilities puts you at a disadvantage (with the exception of bow, which is only effective because its the exception)
These issues are not fixed by the re-balancing and Champ system, and in fact for some people are exacerbated by the handful of class ability morphs that are now stam based.
And many issues besides
These major issues in design and balance are just a few of the problems that ESO faces. For AVA, I could probably write an entire dissertation on how these balance issues have interfaced with the world build to make AVA a virtually complete fail. (Don't think it's a fail? This game launched with TEN PvP servers and failed to ever have more than 2 of those at full capacity. And the excess of servers allowed buff camping that affected the entire balance of gameplay for the whole game. The AVA system simply has never worked, and therefore never drawn the number of players that ZOS had apparently hoped for.)
This is not to say that I didn't enjoy AVA in this game. It is to say that like a bad drug, the side affects start to eat at you the longer you use it. And while I had kind of gotten used to the hangovers, I had also figured out some builds that I found passably enjoyable, even if they were a little frustrating.
But many others were not able to stomach the flaws, and 1.6 so far shows me nothing that will bring people back. And I'm guessing its going to introduce all kinds of issues for players who were more focused on PVE play as well.
Concluding thoughts
In short, ESO is game development gamble that has failed to pay off. The evidence of that is in the switch to B2P. While it MIGHT result in a brief flurry of new and returning players, the essential problems with the game are all still there, and that flurry is unlikely to be sustained.
Furthermore, for those of us who have already bought the game, and who could give a darn less about cosmetic gew-gaws (literally, I have yet to even equip a single 'loyalty reward'. I hate pets), there is substantially less to justify staying subbed. Why invest time playing a game build that's a month from obsolescence? And what I'm seeing of 1.6 is uninspiring.
And unless ZOS plans to release $180 worth of DLC's every year, keeping a sub seems like a waste of money. It starts to look more reasonable to just play for free, and buy the DLC's, than have Premium membership. If too many people make that same calculation, it's bad news for development income.
Which is overall a shame. I actually had hopes that this game would make it, which is why I'm still here. And while I question many of the development decisions for this game, I realize that the challenges the developers faced were huge, and I think the biggest blunders are those made by the business managers.
So, ZOS dev's, good fight!
Money people, good luck with yer money grab, and pinning the games failings on the dev's.
Edited by GreyPilgrim on February 2, 2015 4:54AM