https://forums.elderscrollsonline.com/en/discussion/357530/few-idea-for-chages-to-make-the-game-great-again-lol#latesthttps://forums.elderscrollsonline.com/en/discussion/357434/how-much-percentage-of-your-playtime-do-you-play-alone-solo-in-eso#latesthttps://forums.elderscrollsonline.com/en/discussion/325165/trait-research-times-need-to-be-toned-down#latesthttps://forums.elderscrollsonline.com/en/discussion/357564/i-have-been-told-there-is-now-a-hard-cap-to-increased-movement-speed-buffs-is-this-true#latest
Those are just a few (recent) discussions from the forum. Nothing out of the ordinary. Some would argue it represents the often claimed 'toxicity' of the ESO forums. I would argue it definitely represents and portraits a division in expectations, thoughts and wishes we have, when it comes to ESO. But most of these are at complete odds, in fact the arguments in these threads, posted by us, are at such complete opposites that it is somewhat baffling. Are we not all playing the same game? Have we not all chosen to purchase, play, and continue playing the same game?
Perhaps we are not.
The reality is that everyone will have slightly diverging opinions about what an MMORPG is. While back in the 90s or even early 2000s, it was very clear and simple what an MMORPG was. Technology and popularity in the genre has expanded this once niche type of game into something much, much larger, and vague. Where the term MMO is still used most of the time as its literal acronym of a massive multiplayer online game , the term RPG has lost much of its early typical definition, some games now claim or are labeled being an RPG because they have some kind of character development options and features, others because they have progression, and others simply because they have some kind of a non linear story. Heck there are even some games labeled as RPGs that have none of that. And there lies the problem. If we can no longer agree on what is an RPG, how can we agree on what an MMORPG is supposed to be, and end up agreeing on what should or shouldn't be in a game. How can the developers?
We end up with progression vs competition vs time investment vs skill vs reward vs economy vs large game world, mixed all together. Pairing up these concepts will be contradictory. So we not only have a divided player base but also have a game attempting to be conceptually at odds with itself. How can you balance a game that wants everyone to be competitive at any level regardless of gear/stats/skills/class anywhere. How do you fit progression or time investment in there. What is progression? What is an RPG?
Popular RPGs, whether on paper or in video games, use to revolve heavily on progression. Rewarding time invested in the game, with power. It is the increase in power, the promise of being able to do more, better, and take on things that you could not originally when starting out, that has hooked a generation (or 2, or even 3) of gamers. Its why D&D became so popular. Its why early MMORPGs became so popular. It got people 'addicted' in a way, to getting more power. This core concept, once upon a time so intricately tied with the definition of what an MMORPG was, is however entirely incompatible with the concept of game-wide competitiveness. It is also incompatible with the leveling field introduced by games like WoW in the early 2000s, that is the
End Game. What folly is 'end game' in a construct based on continuous progression? The End Game promises and end to progression. An end to the 'GRIND'. A promise that any content from now on, you can complete. And that (conceptually) you cannot become stronger. And end to the one concept that drives people to play.
Are competition, are 'end-games' bad? Not at all. Simply contradictory to the entire progression core of older MMORPGs. It could be argued that it would be better to get rid of progression altogether. It would most definitely benefit competition. But what about time vs reward? What keeps people investing time in MMORPGs, when other games offer arguably better competition, take more skill etc... It is again, that shunned progression concept, but also the social aspect. But the social aspect alone is not enough. Players must be rewarded for their time. This generally takes the form of loot, prizes, exp, skills etc... The issue with these rewards, again, is that everything must be kept competitive and with 'end games' all these rewards also cannot become better than 'end game' level, indirectly creating issues for social economy aspect of mmorpgs. Sooner or later, end game rewards saturate any market, there can neither be any truly epic reward that would skew the playing field on a competition stand point, nor can that be any true rarity because anyone at end-game could obtain it.
ESO
I've been playing since Beta. I've seen ESO change a lot. Whether it was good changes or bad ones is entirely a matter of perspective.
When ESO started out, progression was very much a core concept. If you attempted killing something too strong, it would wipe the floor with you. (NPC, other player, slaugtherfish....). You could go out there, play some more, and come back 4 hours, 5 levels, and new gear later, and mop the floor with whatever killed you. You had progressed, were rewarded for your time, but granted, not necessarily for you skill. Slaughterfish would still kill you though. The progression was so much more present that world bosses warned you that you needed to be stronger. Numbers would only help you so much as ALL adds were triple or double diamond. PVP was also much less forgiving, a level 20 would not win vs a lvl 50 no matter what they tried in a 1v1. They may have been able to tip the scales in group battles however. Progression.
Ever since the Beta however, ESO has been moving away from progression. The fast tracking of exp to get people up to CP 160 as fast as possible. The half-fake CP progression system. The removal of any NPC/Zone/Monster level, the scaling. Same types of changes have been seen on many of the other concepts of the game. Now the removal of progression isn't bad, the tip-toeing-insecure way in which it is being removed however is most likely a source of diverging opinions, confusion and forum rage. There are a number of elements in the game I could point out that testify of themselves for this statement, and there are a number of elements , of 'remnants' of an originally core concept that is progression that are still in the game that are in themselves sources of debates; Should they be removed? Should they be modified? Left alone? etc...It is not what I am trying to discuss.
Rather what is or what should be an MMORPG?
To me, at its core an mmorpg is:
Tied to the core concept of early rpgs and mmorpgs. Progression. A promise that no matter what I do, there will be no backtracking. Depending on my skill, I might be able to take on things more difficult than I should, or need to progress more before being able to do things I should already be able to do. But destroying the first mob I ever encountered should always become more and more of an overkill, a testament to my progression.
The world should be large, and contain various different degrees of difficulty, some I can do right away, some I will need to invest time before being able to complete, and some I might be able to get away playing in, with superior skill. At any moment it should be a possibility that I encounter other players, hostile or not, and interact with them.
TLDR: since the idea is to discuss, you should really read at least parts of the above.