When ESO first launched, and indeed up until today, many of the first cities to be designed and explored by players were 'cookie cutter' per say; the cities design was as if a set of buildings were crafted before hand, and then copied and pasted within. There was hardly any variety in what one sees in a city such as Daggerfall; all the buildings look the same, and the NPCs blend with one another. One of the pinnacles of the TES franchise is the ability to find and explore these fantastic cities and experience the depth of culture within, and it seemed that the earliest designed zones and cities had not yet found the atmosphere that makes ESO part of TES.
Over the past six months or so however, we've been given proof of the growth of the artists, zone designers, and all others involved in crafting a new zone, city and culture for a DLC. Imperial City, when it first came out, seemed halfway out of the dark. The design and level of the city itself along with the sewer system was the most advanced and massive to date when it came out, and every scene was one that was unique, but also familiar. What true depth in culture and content the Imperial City lacked, the next city Orsinium prospered in. Orsinium was a city among a zone that had found an avenue to tell fulfilling stories, and give a glimpse at a culture not often recounted in the game. In essence, Imperial City was proof that the design team could craft a massive city, and Orsinium was proof that ZOS is able to tell narrowly focused, but in depth stories with it.With Abah's Landing, the pattern has continued once more, and the steps fall in place taking up the lessons learned through Imperial City and Orsinium to craft a massive city with a focus on the storytelling of the Thieves Guild.
Once again, however, we see something new provided with this city: we have been given the culture of a city without the need for a quest to spell it out; the city has shown, rather than told, about the vital aspects of its personality through its streets, the garb, the buildings, and its people. Abah's Landing is a truly Redguard city, but it is more than that, just walking through the streets allows one to see the melting pot that the city is, and how its inhabitants fit into it. There are separate districts, and unique architecture wherever one looks. There are few cookie cutter buildings, and even if they are numerous, they are melded in nonetheless to craft a believable city with believable inhabitants. In fact, when I was walking through it, I could think of few better designed Cities in TES to date (including single player games) that included so much variety and uniqueness in how it presents itself. In short, great job to all teams involved at ZOS!
I would characterize the growth of the teams at ZOS to be straying away from the easy paths of the average MMO, of crafting by copying and pasting with a shell to take up the players space, to following the paths of the TES game that involve a massive amount of thought and detail into every corner and aspect of a location.
A TES city and Zone must be many things,
- It must contain quality variety to architecture and provide a feel of a massive city/zone without even needing said places to actually be massive (though it does help).
- It must be able to tell a specific narrative in great detail that immerses the players into a story.
- It must be able to provide a glimpse into the culture and atmosphere of a place without even needing to say a word (what a place acts like, and why it stands out).
- It must be able to provide a glimpse into the beliefs, the bigotry, and the religions as well as their importance (what a place believes in, and why it stands out).
- It must be contain a variety of hidden features, and secrets only for the character to discover, whether it is quests, objects, or anything else (what a place is hiding, and how hidden it truly is).
- It must contain a variety of objectives and things for someone to do (all the things that one can do within a place).
- It must contain a variety of choice in how actions are carried out, or on decisions that impact others (how one can use their character to mold the city rather than the city to mold the character).
- It must contain many perspectives within an area, and for conflicts of interest to occur (for the city and its inhabitants not to be one sided).
That is simply my list of what is required to craft the best city for TES. At launch, I would say that none of the above were fulfilled in a quality fashion in any one city, however right now I can say this: Abah's Landing has taken the lessons of the past and acknowledged 1 & 2 to a full extent, and 3 to a great extent. As ZOS continues to progress and grow, I hope they continue to provide quality content to their players, and continue to fulfill more of the above objectives. The teams have gone quite far, and I applaud them. There is much further to go, and I am eager to see what the future entails.
(By the way, I would characterize the TES game Morrowind of having been able to Provide 2, 3, 4, 5, 7, and 8, and so many of the ways ZOS can improve is to continue to move forward, while acknowledging what each TES game did best.)
What do you, as a community, think has been done best with this new DLC & city?