NOTE: This is not a priority. This is something I would like to see 2-3 years down the line that ZOS could work on in the background while they focus on New content & Performance updates.
Base game content looks drastically lacking in comparison to DLC for two reasons.
1.
Computer limitations; While the game was released about 5 years ago, it was being developed just after Oblivion released. ESO was dealing with different operating systems, such as Windows 7, during its development and the player base had lower quality hardware as well.
2.
Inconsistent art direction; ESO had a different art direction in its earlier years in comparison to today. Back in 2014 ESO had a noticeable overly simple and “cartoon” aesthetic - sometimes with unfocused & unfinished concept art that exaggerated proportions in Gear, Architecture, and Landscape. That direction was altogether abandoned when it came to future installments. Expansion Zones take realism and detail into account. This is VERY noticeable when comparing Vanilla Dark Elf zones - Stonefall & Deshaan - to Vvardenfel
There are four major reasons that the Vanilla content needs a rework- The game is moving to New Generation consoles. Meaning that it is no longer held back by old software & hardware.
- Some of the races are never going to get a zone focused expansion. Races such as Bretons & Wood Elves are not going to get an expansion because Daggerfall and Valenwood already have zones. Meaning that we are are stuck with an outdated version that doesn't live up to the lore. ZOS could take what they learned and apply it to old zones.
- Apply the "Recreate" Philosophy to places like Morrowind and Skyrim. If ZOS is going to take the time & effort to meticulously recreate a zone from the single player games as we have seen with places such as; Gold Coast, Vvardenfel, and now Western Skyrim than that design philosophy should be applied to the vanilla game as well.
- Eventually ZOS is going to have to direct players to the vanilla game for clear story direction. While the Chapters & DLCs look fantastic, the game revolves around the base content, so after the player is done with the expansion they are going to have to go to vanilla eventually. As time passes the story of ESO will get longer and more complicated and many players are already seeking to start at the base game in order to understand what is going on. I am sure that the developers would like their old content to leave just as good of an impression as their new content.
Skyrim Solitude
TES: V - Solitude
ESO Greymoor
ZONES
In what ways do Vanilla zones need a rework?
Although this style was thankfully dropped we can still see echoes of this design in the vanilla base game.
The gradual change is to make Elder Scrolls Online to look more like Elder Scrolls Offline
Skyrim
Eastmarch
The Windhelm we have in ESO would be more visually captivating if it used the Windhelm design we see in Skyrim. The in-game explanation would be that the Nords are rebuilding their city from the old plans drawn up by their ancestors.
Windhelm Comparison
ESO Windhelm front gateSkyrim Windhelm front gate
The Rift
Vanilla ESO Skyrim
TES: V - The Rift Landscape
Morrowind
In terms of landscape both zones just need the same - thought, effort, & detail as Vvardenfel. The rocks needs to be redone as does the flora placement design.
Deshaan & Stonfalls vs Vvardenfel
Base Game
Vvardenfel
Concerning Mournhold I am not saying completely change the city - but update the some of the Architecture along with the Textures and Flora. Mournhold is known as the "City of Light and Gems" it should be on par with Vivec City & Clockwork City.
In-game lore explanation? Almalexia is renovating her city particularly her Palace. Make it so it is less dark and stands out among the rest of the buildings
ESO Mournhold
TES III: Mournhold
Like what was originally intended to be in the game. Early look at ESO shows a Silver/White Tribunal Temple
Valenwood
In my opinion Valenwood is one of the regions with the most need of a review. (EDIT: Along with other places such as most DC zones) The overall problem with the Valenwood zones is that none of them are particularly distinct from one another (
save for maybe Reaper's March) and can feel generic. Most of Valenwood feels like a large open space with trees & flora that are few and far between. Which doesn't feel right for a place like Greenshade which is supposed to be
"A Jungle at it's most Primeval". The simple thing to do would be to edit the vegetation and make the zones feel more alive.
Shots of Valenwood zones
However if ZOS wanted to completely re-design the zone...
Do you want to know why Selene's Web is one of my favorite dungeons? It is one of my favorites because it actually feels like I am in Valenwood - sure it has an atmosphere of Selene's influence but it still feels like I am in an actual Valenwood forest.
Imagine if Grahtwood or Greenshade took after its design as a multi layered zone - with an atmosphere of a Forest that is Vast & Ancient.
At first the forest maybe doesn't seem large but as you venture you find that you can literally drop down to the very bottom roots of the forest as well as spiraling branches that takes players to the upper regions of the trees
With Networks of tunnels in the open world, vertical landscape exploration design where players could go literally deeper into the forest - all with no loading screens - that could make the zone a fun place to explore with the new "Antiquities" system of Greymoor
If ZOS needs financial insensitive to do this they could remodel the already existing zone as a free update
and make the 2-3 levels below ground as DLC
Shots of Selene's Web
The Concept art for Valenwood was the most ambitious and the least utilized. Imagine these pictures as the levels that players descend in the forest. From the bright leaves and blooming flowers to the dark gnarled roots covered in muck with all manner of creature hiding down there.
Alik'r Desert
Main thing that needs improvement is the Rock models & textures
Alik'r Desert & Architecture
Hew's Bane
MOTIFS
Vanilla Motifs are outdated in that they have poor textures & meshes and don't change for the Beast races.
Newly released styles have High details, high quality textures, and will change depending the race wearing it.
The vanilla motifs need an update. Redguard and Orcs received one over four years ago. The other races such as Nords, Dunmer, and Altmer could all use an update as well.
Polished Redguard & Orc
Vanilla Armor
DLC Armor
MODELS
Player models could use an update.
Noticeable Polygons could be smoothed out and Textures could be improved.
For the standard model - the Face has high textures but the rest of the body is lacking them which can be a problem for player customization as it makes some options like scars or burns look blurry.
Other Examples:
Creatures
Certain creatures like summonable Daedra have outdated textures & meshes. Someone was able to get a good shot of their recent pet Cliff Strider with the Clannfear
The Player Werewolf model is outdated which became easy to see when compared to the textures & detail of the hulking werewolf model
Argonians
Vanilla Skins vs Crown store items
Argonian Crown store hair styles have more detail & higher textures than vanilla ones available in character creation.
Argonian Vanilla Hair styles
Argonian Crown store hair styles
Closing statement
That was a sample of areas in the base game that I think could use a visual improvement and specifically what aspects.
I would like to re-iterate that this is not a priority right now but it is something that I think ZOS should look at if they are not already working on it.
If you read the whole thing then thanks for taking the time.
If you have any feedback or thoughts on what of vanilla you think needs to be improved then feel free to discuss below
I'm curious on what you guy thought about the Valenwood idea