Alternative title: How ESO is intentionally designed to keep you playing despite the consequences in your real life.
Do not reply unless you went through the entire postSKINNER BOX
Remember the "Skinner Box" experiment on operant conditioning?
"A hungry rat is placed inside into a small box, commonly known as a Skinner Box. The box was completely empty, aside from a small lever, a light and a small food box. If the rat pulled the lever, a small food pellet would be released into the box as a reward.
After a few minutes of sitting still, the rat would begin exploring the box. After a while the rat would accidentally pull down the lever and a food pellet would be released. After the fifth or sixth time pulling down the lever the rat would learn to pull the lever whenever it was hungry.
Then Skinner decided to change up the experiment. Using pigeons this time he had it peck a button in the middle of the box. Instead of dropping in a food pellet every time the button was pushed, he would instead drop in a food pellet at random.
Skinner was suprised by the results of this modified experiment. Instead of casually pulling the lever like the rat did in the previous experiment, the pigeon began pushing the button much more than before.
In fact, Skinner noted that the pigeon would continue pecking the button long after he had stopped handing out the rewards. He called this a
Variable Ratio." [1]
Similar to the lever in the box, the variable ratio in MMORPG keeps the player "pulling the lever". ALL MMORPG's will use a variable ratio reward system in one way or another. In ESO, we get the random rare drops(nirncrux, aetherial dust, cipher) from collecting nodes. You get that little dopamine rush: oh, will I get heartwood from this node? No? Maybe the next one! Or: will I get that lead drop from this chest, or this mob? As a result, players will sit in front of their screens pulling that digital lever in the hope of that digital food pellet for hours upon hours.
A side note:
these variable ratio reward mechanics are the exact same model used on slot machines.
THE MULTI-LEVER SKINNER BOX
MMORPG as an advanced version of Skinner Box
MMORPG's use a far more advanced Skinner Box than the original experiments in 1948.
The box that MMO's put you in have multiple levers that all work on different schedules to ensure the player sticks around for as long as possible.
A
fixed ratio reward schedule is simple: A certain number of actions is required to obtain a reward. You always get a certain amount of exp killing the mobs and collecting nodes. It's a small drip of rewards on the micro-scale that allows users to see consistent progress.
All MMORPG's have a fixed ratio reward schedule of some kind. Generally it's repetitive and BORING. Players invented their own term for this kind of gameplay: "GRINDING". It may take years to max out a character based on the fixed ratio reward. [2]
With the implementation of cp2.0, the soft cap has raised a lot for players to do content they used to be able to do at cp810. ZOS realized that at cp810, the lever in the box is no longer working, so the players are no longer eager to pull the lever. Hence, they raised cp cap to put the players back on that grinding wheel.
A
fixed interval reward schedule lever only appears at certain times. It alleviates the boredom of grinding for a short while. Players will have a break from their normal fixed ratio grind to attend an event, such as the Jester's Festival or Anniversary event. This type of reward schedule encourages players to put the game into their real-life schedules. I know some players have spent extra playtime during these events to get the rewards. The inspiration system and daily rewards also belong to this category. If you don't log in regularly, you lose tons of in-game items and experience.

Missed a day? Well, no reward for you!
The
variable ratio reward schedule, as mentioned above, is the essential component of MMORPG's Skinner Box. Other than the rare drops, they're also often used in the damage system in games. There is always a chance of inflicting a Critical Hit which does far more damage than usual. Again, these critical hits happen on a variable ratio. This ratio can be improved with the player's stats and gear, but it's still a random occurrence. These in-game rewards give players a hit of the brain chemical dopamine. This is the same brain chemical released when GAMBLING and also highly addictive.[3]
Similar to crit chance, the variable ratio reward system is also embedded in sets that have a proc chance. Just take a random look at sets in ESO, and you'll get the picture:

All of these sets are aimed at keeping you pulling the lever
Lastly, the
variable interval reward schedule is more of an icing on the cake. The reward boxes that you'll get from events contain different items, some worth a ton of in-game currency, and others are worthless. You only get these reward boxes during events, so naturally, your expectation will be high. As a result, the players are more eager to pull the lever with this kind of reward fixed in mind.
Maybe I'll be as lucky as him if I keep opening boxes!
COMPETITION
THE HIGHER LEVELS HAVE SIMPLY SPENT MORE TIME PULLING THE LEVERS IN THEIR BOX THAN THE LOWER PLAYERS.
A “competition," by its very nature, is what psychologists call an “extrinsic incentive." Extrinsic simply means that the motivation to adopt a behavior or decision is sourced externally rather than internally. [4]. Before cp2.0, most players already at cp810 are not motivated to level up furthermore because it won't show up on the group roster. A player who's at cp2000 will be treated no differently from a player at cp810. However, after cp2.0, the cp810 player will be considered to have less power and experience than the cp2000 player because, well, it's human nature to be competitive. When the fixed reward schedule lever stopped working, ZOS manually added more levels for the players to compare and compete with each other. The players are merely lab rats, after all.
The opposite of extrinsic is what we call “intrinsic” motivation. When we are intrinsically motivated to do something we do it not because of an external reward, but simply because we are personally convinced that it is the right thing to do. [5]. When a player is at cp cap, they will be intrinsically motivated to do things that they enjoy. (e.g. questing with friends, role-playing, etc.). However, when an extrinsic incentive presents itself, it competes with intrinsic motivations for priority. As shown in this
research, engagement-contingent and completion-contingent rewards significantly undermined self-reported interest. In other words, a cp cap of 3600 (extrinsic incentive) undermines the players' enjoyability of things they'd like to do in the game. (Here I assume that no one likes grinding).
In real life, competition can certainly be a positive thing for one's self-development. We admire people who have reached higher achievement than us so that we could be a better version of ourselves. However, the truth is, the overwhelming majority of ESO is usually based on
WHO HAS SPENT THE MOST HOURS PLAYING IT. You'll unquestionably acquire better PvE skills if you practice on a dummy for hours at a time. As for PvP, it's essentially the same due to the lack of a ladder system. Your BG MMR will be higher than others as long as you're playing. Although there're some skills involved in PvP activity, for the majority of the game each player is inside their own box pulling the levers as fast as they can.

Reality of MMORPG
ADDICTION
Moving on to a more pressing issue: MMORPG addiction, or in this case, ESO addiction.
Addiction to an MMORPG is often dismissed by the community. However, I don't understand why the majority of people hold that attitude because this issue is more prevalent than you could imagine. Every aspect of MMORPG is
intentionally designed to get you addicted. It is possible to play moderately, as it's possible to gamble without getting addicted to it. Nonetheless, gambling addicts still exist, and so are MMORPG addicts. The fact that it's not your case doesn't mean it's not a serious issue awaiting to be addressed.

Addiction
People don't live inside MMO's. They live in the real world. Progression inside the game essentially amounts to nothing in the player's real life.
You, as a consumer, are basically renting ZOS's product. Take a look at TOS:
ZeniMax does not guarantee that any Services will be accessible or available at all times, in all countries and/or all geographic locations, at any given time, or that ZeniMax will continue to offer any particular Services for any particular length of time. Except as prohibited by applicable law and subject to the Statutory Obligations (as defined in Section 1), ZeniMax reserves the right to change and update Content without notice to You. ZeniMax also reserves the right to refuse Your request(s) to acquire Content, and to limit or block any request to acquire Content, including, but not limited to, Downloadable Content and Game Mods, for any reason.
All of your in-game progression will be lost when ZOS pulls the plug whenever they'd like. ESO offers you an illusion that it's a lively world that is similar to reality. But no, ZeniMax is basically God in this virtual world of theirs. "ZeniMax may patch, update, or modify a Service at any time with or without notice to You. Notwithstanding the foregoing, ZeniMax has no obligation to make available any patches, updates, or modifications or correct any errors or defects in the Services." Unlike in the real world, you can talk and complain to "God" in this virtual universe, and that gives you some sense of control that you don't have in real life.
But people don't live inside MMO. I remember reading a post saying that they don't farm gears in-game, and the only farming that they do is attending to their little garden. I wholeheartedly agree with them, whoever it might be. Your plants will not suddenly disappear one day. But all of your in-game progression eventually will go "poof" one day.
I know I'll get a lot of hate comments in this thread. But I think you're not a lab rat, and you deserve to know that ESO is intentionally designed to keep you playing despite the consequences in your real life. Everyone has the right to freedom of thought, conscience and religion. The "God" of the virtual world that you love so much is malicious; they're doing everything they can to imprison you there, forever, pulling levers, competing with your fellow "rats".
Source:
[1][2][3] "ADDICTION - HOW MMORPG'S TURN YOU INTO A LAB RAT".
https://www.mediavsreality.com/mediavsreality/2018/6/26/addiction-how-mmorpgs-turn-you-into-a-lab-rat
[4][5]"The Psychology of Competition".
https://www.psychologytoday.com/ca/blog/socially-relevant/201506/the-psychology-competition
Edit: typographical error