BlackSparrow wrote: »Yep. One of my biggest lamentations about the writing of this game is how little the choices matter. Like, you'd expect the choice at the end of the Betnikh storyline to make a difference, right? Nope... it just dictates which people are ticked off at you later. And it would be so wonderful to have races matter in character interactions... like playing a human in the Dominion, or having a vampire or werewolf on certain storylines. I'd love for your choices to actually lock you out of content, or create new ways to experience the game (such as the Joining the Worm Cult option you mentioned).
But... I can also kinda see why they didn't. Every branch in a video game story is more writing, more coding, more voice acting, more instancing, and more things that can go wrong. It's a massive time investment for something that a lot of players aren't going to see, because many players stick to their mains and only make alts for storage. If they spend that much time and money on something, they want to make sure that most players see it... and the more work it is (aka, the more starkly different the branch), the harder it is to pull off.
This is why single-player RPGs are always going to be better at this. RPGs are focused on creating that experience... the games are specifically designed to make you feel like your choices matter. That's what an RPG is. But an MMO is usually more focused on providing constant content and endgame repeatables that will keep the players occupied for the longterm. What's one story branch going to get you: another hour of playtime while you see that branch? Meanwhile, designing a good endgame repeatable can keep you occupied for months.
So... yeah, I agree with your post, and I'm sad it can't happen... but it's just kinda how life is when you're dealing with big, unwieldy MMOs.
Question also is, why every MMO has to follow the same path? ESO could have been written to please TES folks only but they just had to get the general MMO lot in the mix as well.
Games like EVE for example, are small, granted that, but they exists and are done the right way, pointed to certain demography of players, not just general MMO stuff.
As for choices needing phasing and instancing, not really. One can simply make the illusion of bigger consequence by letting one quests or anothers story and stuff go differently while in quest, afterwards the difference is only what NPC's say to you when you pass. Jusr like they know dont want to talk to you if you are a criminal of enough bounty.
Propably will not happen but its possible to add material afterwards.
If not ZOS content, then they could add a feature similar to what exists in Start trek online and Neverwinter. A system that allow players to create own content. I dont really lmow how one would to this on ESO, but these games show, that this is possible and not to mention, at least in Star Tek Online, the player generated quests are almost always better than what devs come up with.
What exactly is pay to win for top players in EVE?
Other than that, you think too grand, like its either none of the thing or the best possible. Even a choice with shallow consequence is a choice that matters and gives extra flavour and replayability to questing
PS: Many of those failed MMO's have been just plain copies of WOW, other have been ruined by players who want these games to turn in to WOW