BlackStormX wrote: »Season of the Bug & Performance fixes, I'm up for that one.
Would you mind explaining why? It would be helpful to understand what exactly makes four-DLC-stories a 'better story telling approach' than self-contained stories from start to finish which don't depend on other purchases.Nemesis7884 wrote: »I REALLY like this year long approach - it fits the story telling approach and makes for a better, deeper and richer experience!!
THANK YOU ZOS
Could they not have made a Chapter that includes the story of Elsweyr and Dragonhold if it's so necessary to the plot, and told the entire story of the Khajiit in that? It would have been the same rich and deep story, but contained in a single DLC. Or could they not have had the Elsweyr storyline just end with Elsweyr? We restored peace to the province by vanquishing Euraxia, Khamira's story wraps up nicely, we removed the necromancers' threat, and we prevented the dragons from gaining the powers at the plane of Jode. Was it necessary for the story to add 'oh, but he escaped somehow, and there's more!' at the end so they can write another DLC about Khajiit and dragons?
Why don't we spend the rest of the year following Abnur back to Colovia and finding a resolution to the Empire's and the Tharns' storyline in an Imperial story DLC, or why don't we find new characters and places to explore like Skyrim or some plot with Meridia (who was hinted at in Summerset as well as the Depths of Malatar)?
If ESO had followed this year-long philosophy, we would have had a year with Orsinium and two other Orc DLCs, we would have had a year with Summerset and two more High Elf DLCs. Neither the Thieves Guild, nor the Dark Brotherhood, nor the Wolfhunter dungeons and werewolf updates, nor Murkmire would exist. Don't tell me that ESO would be a better game with those Orc, High Elf and Khajiit year-long stories told, when that would mean losing out on so much more?
Longer doesn't equal better.Nemesis7884 wrote: »longer more intricate story linesWould you mind explaining why? It would be helpful to understand what exactly makes four-DLC-stories a 'better story telling approach' than self-contained stories from start to finish which don't depend on other purchases.Nemesis7884 wrote: »I REALLY like this year long approach - it fits the story telling approach and makes for a better, deeper and richer experience!!
THANK YOU ZOS
Could they not have made a Chapter that includes the story of Elsweyr and Dragonhold if it's so necessary to the plot, and told the entire story of the Khajiit in that? It would have been the same rich and deep story, but contained in a single DLC. Or could they not have had the Elsweyr storyline just end with Elsweyr? We restored peace to the province by vanquishing Euraxia, Khamira's story wraps up nicely, we removed the necromancers' threat, and we prevented the dragons from gaining the powers at the plane of Jode. Was it necessary for the story to add 'oh, but he escaped somehow, and there's more!' at the end so they can write another DLC about Khajiit and dragons?
Why don't we spend the rest of the year following Abnur back to Colovia and finding a resolution to the Empire's and the Tharns' storyline in an Imperial story DLC, or why don't we find new characters and places to explore like Skyrim or some plot with Meridia (who was hinted at in Summerset as well as the Depths of Malatar)?
If ESO had followed this year-long philosophy, we would have had a year with Orsinium and two other Orc DLCs, we would have had a year with Summerset and two more High Elf DLCs. Neither the Thieves Guild, nor the Dark Brotherhood, nor the Wolfhunter dungeons and werewolf updates, nor Murkmire would exist. Don't tell me that ESO would be a better game with those Orc, High Elf and Khajiit year-long stories told, when that would mean losing out on so much more?
recurring characters and their relationships
better build ups and conclusions
deeper character development
the same reason why a tv show can have a deeper story experience vs a movie
Omg that would've been awesome!If they actually dedicated every update in a year to one theme or thing, like Khajiit culture, it could actually be interesting, but they don't. Their new approach combines the worst of both worlds: They still have different themes and events from Elder Scrolls lore, but jumbled together and stretched out over a whole year, instead of focusing on one thing per update and doing it justice. Imagine if they had one update for Khajiit, Necromancers and Dragons each this year.
VaranisArano wrote: »The Year of the Dragon is awful for new players who want to play chronologically.
logarifmik wrote: »LOL! Bad news, guys, your game is "fractured, but whole", and making year-long stories can't fix it. You'll only end up with even more stories without adequate connection to each other anyway. The best decision would be to hold back your greed to reconsider the Vestige story and find some way to make it more consistent.'hodgepodge of stories that didn't really connect to one another.'Agreed. We solo players need story-mode for the dungeons.jainiadral wrote: »Bad newsSolo players don't actually see half of the story because it's gated behind group content. Difficult, mechanic-heavy group content. I'd hoped this approach during Elsweyr was an abberation. To find out ZOS is doubling down on story gating is disapponting, to put it mildly. I don't have an issue necessarily with tying the chapter and zone content together, but shoving group dungeons into the whole process is exclusionary and unfair.
Nemesis7884 wrote: »
1. standard dungeons arent difficult
Perhaps read it then before commenting? I know, what a radical notionWe essentially had 3 zones stories tied together by a lose string and it worked well. Morrowind, Clockwork City, and Summerset. Further, having an overall story expanded allows for a deeper story to be told while not sacrificing the story of the specific zone as we just saw with Elsweyr. The zone I liked the least this past year was the stand alone Murkmire.
Granted, I did not read the entire OP. The start of it said enough. OP claims to be making a case but they failed to get all the evidence so the case is rather void of information.
BlackStormX wrote: »Season of the Bug & Performance fixes, I'm up for that one.
Well, theoretically, I'd agree with that! It's just somehwat alarming that ZOS seems to do exactly that pidgeonholing under the guise of story cohesion. Rich's comment that year-long stories 'lighten the load' on devs also seems to suggest that it's more about rehashing the same culture and style and monsters all year long, rather than developing a diverse set of DLCs around the same theme (as the Daedric Triad story was for example, with Morrowind, CWC and Summerset being quite unique).TLDR; I have no issue with Year Long "Themes" as long as it takes us to many different places & cultures, and avoids pigeonholing one specific culture/setting/Monster all year long.
Well, theoretically, I'd agree with that! It's just somehwat alarming that ZOS seems to do exactly that pidgeonholing under the guise of story cohesion. Rich's comment that year-long stories 'lighten the load' on devs also seems to suggest that it's more about rehashing the same culture and style and monsters all year long, rather than developing a diverse set of DLCs around the same theme (as the Daedric Triad story was for example, with Morrowind, CWC and Summerset being quite unique).TLDR; I have no issue with Year Long "Themes" as long as it takes us to many different places & cultures, and avoids pigeonholing one specific culture/setting/Monster all year long.
Matt also mentioned that making cinematics for that year-long story are great which also reinforces that idea of wanting to milk one culture and location and one set of characters for an entire year, as they did with the Elsweyr cinematic broken into two parts, instead of creating unique cinematics for Morrowind and CWC, or Summerset and Murkmire for example.
MLGProPlayer wrote: »Their former model was a story spanning multiple years
Morrowind > CWC > Summerset were all directly connected and released over a 2-year span. A new player jumping into Summerset would be totally confused. At least now the stories are confined to a single year.
Creating 'better' stories (nothing says that the Season of the Dragon stories are better btw, they're just more interconnected) can be done without recycling 60% of their assets; they did that with the Daedric Triad storyline that still delivered three distinct and stand-in-their-own-right DLCs in Morrowind, CWC and Summerset. Wrathstone is connected to the story, but it involves no dragons and no cats.Totally disagree with the OP's opinion. What you really could demand is to not having starter zones in the new content. Very simple. No need to create a large wall-of-text. (As a sidenote I highly doubt they will create a new starter zone for the Scalebreaker DLC anyways).
Thank you ZOS for this new approach which can create longer and better stories overall.
Creating 'better' stories (nothing says that the Season of the Dragon stories are better btw, they're just more interconnected) can be done without recycling 60% of their assets; they did that with the Daedric Triad storyline that still delivered three distinct and stand-in-their-own-right DLCs in Morrowind, CWC and Summerset. Wrathstone is connected to the story, but it involves no dragons and no cats.Totally disagree with the OP's opinion. What you really could demand is to not having starter zones in the new content. Very simple. No need to create a large wall-of-text. (As a sidenote I highly doubt they will create a new starter zone for the Scalebreaker DLC anyways).
Thank you ZOS for this new approach which can create longer and better stories overall.
And creating longer stories means creating less stories. Sure we spend 9 months on figuring out how to deal with the Dragon threat to Elsweyr, but we miss out on several other stories. ESO would be a far poorer game if we spent 9 months figuring out how to deal with the Orc religious/civil war (without having the Thieves Guild or Dark Brotherhood) or if we spent 9 months staring at High Elves and Sloads (without having theWolfhunter werewolf updates and Murkmire).Dragging out cats and dragons for a year doesn't make it a 'better' story than literally anything else they could have done instead.
Pick your favourite story DLC please. And then imagine that it never got made because your least favourite DLC story got dragged out over a year.Also, where people start the tutorial isn't the point of the post, it's clear you didn't understand any part of that 'wall of text.'
Nemesis7884 wrote: »jainiadral wrote: »Bad newsSolo players don't actually see half of the story because it's gated behind group content. Difficult, mechanic-heavy group content. I'd hoped this approach during Elsweyr was an abberation. To find out ZOS is doubling down on story gating is disapponting, to put it mildly. I don't have an issue necessarily with tying the chapter and zone content together, but shoving group dungeons into the whole process is exclusionary and unfair.
That said, I prefer more varied content and smaller stories. I love kitties, but I am so frigging sick of dragons. Am not looking forward to next year full of whatever they're going to choke me with.
1. standard dungeons arent difficult
2. its an MMO
3. you can always just watch a youtube video for the 2min mostly non essential cut scenes
people really drive their complaining up to the powerlevel 9000 these days...
I REALLY like this year long approach - it fits the story telling approach and makes for a better, deeper and richer experience!!
THANK YOU ZOS
logarifmik wrote: »LOL! Bad news, guys, your game is "fractured, but whole", and making year-long stories can't fix it. You'll only end up with even more stories without adequate connection to each other anyway. The best decision would be to hold back your greed to reconsider the Vestige story and find some way to make it more consistent.'hodgepodge of stories that didn't really connect to one another.'Agreed. We solo players need story-mode for the dungeons.jainiadral wrote: »Bad newsSolo players don't actually see half of the story because it's gated behind group content. Difficult, mechanic-heavy group content. I'd hoped this approach during Elsweyr was an abberation. To find out ZOS is doubling down on story gating is disapponting, to put it mildly. I don't have an issue necessarily with tying the chapter and zone content together, but shoving group dungeons into the whole process is exclusionary and unfair.