Ippokrates wrote: »
VaranisArano wrote: »Ippokrates wrote: »
ZOS got a lot of mixed feedback on Murkmire, especially from new players who came for Summerset, and then were confused about what Murkmire had to do with the elves they'd been adventuring with. That's one reason they are going with their year-long story arcs.
Cultural exploration is great for lore fans, but it's not as marketable to the general audience.
Ippokrates wrote: »
Araneae6537 wrote: »@xtni Do not other chapters/expansions do this? Orsinium especially was focused on story and characters and the culture of the orcs. It was the best chapter that was not a chapter. Vvardenfell and Summerset are full of interesting stories, no?
And Elsweyr I still enjoy the unique feel of the place, both land and culture. The main quest is a whirlwind of things, including dragons, but the other quests were varied I thought.
How did you feel about any of the other chapters? As for Skyrim in particular, personally, I had more than enough of it in, well, Skyrim, so have been glad for lots of additional elements brought in.
Ippokrates wrote: »
Is it tho? If you don't count the BRP farmers, the zone is empty for the most part of the year. It's not even a decent trading hub.
I would love for the expansions to be more about cultures and less about the big main theme. I’m not saying the main theme
Larger Zones please. More nature, less mobs placed ten meters apart always drawing aggro.
VaranisArano wrote: »Ippokrates wrote: »
ZOS got a lot of mixed feedback on Murkmire, especially from new players who came for Summerset, and then were confused about what Murkmire had to do with the elves they'd been adventuring with. That's one reason they are going with their year-long story arcs.
Cultural exploration is great for lore fans, but it's not as marketable to the general audience.
Greasytengu wrote: »I think I get what OP is saying.
In Morrowind, Summerset and even Elswery, the main story was mostly contained to the main story's quests. Smaller towns had their own set of stories well separated from the Zone's main quest. Just because there is a crisis doesn't mean that life just stops for people in Tamriel, these NPCs have their own problems that need fixing.
In Greymoor, Every settlement's quest was tied to the main quest, and it got boring pretty fast. There is no slice of life in 2nd era Skyrim, just Vampire this, Werewolves that, Harrowstorm killed my grannie. That style of zonemaking might fly for the smaller zones, but not for the big addition.
Greasytengu wrote: »I think I get what OP is saying.
In Morrowind, Summerset and even Elswery, the main story was mostly contained to the main story's quests. Smaller towns had their own set of stories well separated from the Zone's main quest. Just because there is a crisis doesn't mean that life just stops for people in Tamriel, these NPCs have their own problems that need fixing.
In Greymoor, Every settlement's quest was tied to the main quest, and it got boring pretty fast. There is no slice of life in 2nd era Skyrim, just Vampire this, Werewolves that, Harrowstorm killed my grannie. That style of zonemaking might fly for the smaller zones, but not for the big addition.
trackdemon5512 wrote: »VaranisArano Amottica Ippokrates
Murkmire was in development hell since the beginning of the game. It was supposed to be the second zone introduced after Craglorn but the poor reception and problems with design held it up for years.
It’s generally accepted that Murkmire was pushed out as a comparatively easy DLC to end the year due to the fact that Argonian assets had long been in place within the game. See the Shadows of the Hist DLC and note that virtually everything used to structurally build Murkmire was already there years prior.
Shifting between zones of different types, even with a connecting story proved problematic. For one it made designing assets difficult as you had multiple styles to be done. It also made missing parts of the connecting story a disjointed affair for those playing for narrative. To understand the full Morrowind storyline you had to play through 2 chapters, 1 zone dlc, all of which were radically different in looks and assets.
xtni the current release schedule is ample enough to keep players engaged without leaving. You can expect 4 content updates a year and due to the storyline/zone focus they’re rather robust. Other games that try for heftier ambitions usually see multiple delays in production and an inconsistent schedule. As such players tend to leave. Destiny is an example of this and so is GTA Online to an extent where players don’t know what or if anything substantial is coming next until it’s revealed. And by that point they’re often playing another game and invested into it like say Borderlands 3 or COD Warfare.
trackdemon5512 wrote: »@VaranisArano @Amottica @Ippokrates
Murkmire was in development hell since the beginning of the game. It was supposed to be the second zone introduced after Craglorn but the poor reception and problems with design held it up for years.It’s generally accepted that Murkmire was pushed out as a comparatively easy DLC to end the year due to the fact that Argonian assets had long been in place within the game. See the Shadows of the Hist DLC and note that virtually everything used to structurally build Murkmire was already there years prior.
Shifting between zones of different types, even with a connecting story proved problematic. For one it made designing assets difficult as you had multiple styles to be done. It also made missing parts of the connecting story a disjointed affair for those playing for narrative. To understand the full Morrowind storyline you had to play through 2 chapters, 1 zone dlc, all of which were radically different in looks and assets.
@xtni the current release schedule is ample enough to keep players engaged without leaving. You can expect 4 content updates a year and due to the storyline/zone focus they’re rather robust. Other games that try for heftier ambitions usually see multiple delays in production and an inconsistent schedule. As such players tend to leave. Destiny is an example of this and so is GTA Online to an extent where players don’t know what or if anything substantial is coming next until it’s revealed. And by that point they’re often playing another game and invested into it like say Borderlands 3 or COD Warfare.
trackdemon5512 wrote: »VaranisArano Amottica Ippokrates
Murkmire was in development hell since the beginning of the game. It was supposed to be the second zone introduced after Craglorn but the poor reception and problems with design held it up for years.It’s generally accepted that Murkmire was pushed out as a comparatively easy DLC to end the year due to the fact that Argonian assets had long been in place within the game. See the Shadows of the Hist DLC and note that virtually everything used to structurally build Murkmire was already there years prior.
Shifting between zones of different types, even with a connecting story proved problematic. For one it made designing assets difficult as you had multiple styles to be done. It also made missing parts of the connecting story a disjointed affair for those playing for narrative. To understand the full Morrowind storyline you had to play through 2 chapters, 1 zone dlc, all of which were radically different in looks and assets.
xtni the current release schedule is ample enough to keep players engaged without leaving. You can expect 4 content updates a year and due to the storyline/zone focus they’re rather robust. Other games that try for heftier ambitions usually see multiple delays in production and an inconsistent schedule. As such players tend to leave. Destiny is an example of this and so is GTA Online to an extent where players don’t know what or if anything substantial is coming next until it’s revealed. And by that point they’re often playing another game and invested into it like say Borderlands 3 or COD Warfare.
What do you mean by development hell?
From what I have been told by people who have been around since the beginning, Zos upended everything shortly after releasing Craglorn by both changing the business model and ceasing adding anything to the game for over a year because they wanted to work on porting the game to consoles. They also explained that the game, and Craglorn, was specifically designed as group content after questing in the initial zones was completed. They said nothing after the initial release was designed for solo play. After Zos started adding content to the game again they said solo questing was a big part of it.
From that, I am guessing the development hell is that things got churned up during that period of time and changed what was planned. Also that the zone would have needed to be reworked for the solo questing.
VaranisArano wrote: »trackdemon5512 wrote: »VaranisArano Amottica Ippokrates
Murkmire was in development hell since the beginning of the game. It was supposed to be the second zone introduced after Craglorn but the poor reception and problems with design held it up for years.It’s generally accepted that Murkmire was pushed out as a comparatively easy DLC to end the year due to the fact that Argonian assets had long been in place within the game. See the Shadows of the Hist DLC and note that virtually everything used to structurally build Murkmire was already there years prior.
Shifting between zones of different types, even with a connecting story proved problematic. For one it made designing assets difficult as you had multiple styles to be done. It also made missing parts of the connecting story a disjointed affair for those playing for narrative. To understand the full Morrowind storyline you had to play through 2 chapters, 1 zone dlc, all of which were radically different in looks and assets.
xtni the current release schedule is ample enough to keep players engaged without leaving. You can expect 4 content updates a year and due to the storyline/zone focus they’re rather robust. Other games that try for heftier ambitions usually see multiple delays in production and an inconsistent schedule. As such players tend to leave. Destiny is an example of this and so is GTA Online to an extent where players don’t know what or if anything substantial is coming next until it’s revealed. And by that point they’re often playing another game and invested into it like say Borderlands 3 or COD Warfare.
What do you mean by development hell?
From what I have been told by people who have been around since the beginning, Zos upended everything shortly after releasing Craglorn by both changing the business model and ceasing adding anything to the game for over a year because they wanted to work on porting the game to consoles. They also explained that the game, and Craglorn, was specifically designed as group content after questing in the initial zones was completed. They said nothing after the initial release was designed for solo play. After Zos started adding content to the game again they said solo questing was a big part of it.
From that, I am guessing the development hell is that things got churned up during that period of time and changed what was planned. Also that the zone would have needed to be reworked for the solo questing.
If I had to guess, it's a reference to how Murkmire was originally intended to be an adventure zone like Craglorn. It would have been another group-oriented zone.
Unfortunately, Craglorn suffered from the pre-One Tamriel game structure in that it took a long time to get to Vet 11 with a group of players you wanted to experience the zone with. The zone was pretty empty. So the idea of following it up with a similar adventure zone Murkmire was scrapped. Even after One Tamriel, we still didn't get adventure zone Murkmire, and the assumption is that Craglorn's reworked model of normal zone with lots of group areas just wasn't as popular as the normal DLCs.
By the time we finally got Murkmire, it had been reworked into a regular zone DLC, not too dissimilar to Clockwork City.