FlopsyPrince wrote: »colossalvoids wrote: »ESO seems to be the most successful MMO nobody talks about.
But when they do, it's usually not favorably. #1 reason I read again and again why people don't play is that the combat looks like crap. All our staunch defenders of animation canceling and fAsT-pAcEd CoMbAt might not be bothered by it, but the general audience is.
Funny enough the only place I hear about "how bad the combat is" are eso forums from same bunch of people over and over again.
I am getting really annoyed now at the number of times I should be attacking on the PC and just end up standing there doing nothing for some reason. Did my staff misfire? That is bad combat.
master_vanargand wrote: »ESO is lacking in advertising.
ESO is not recognized in Japan.
How do you play a game that no one knows?
hcbigdogdoghc wrote: »It is clear that your average skyrim fan is the one and only audience ZOS is trying to attract at the moment. You can see this clearly by the direction the game's heading, braindead easy content with YA fanfic writing is pretty much 99% of what we get now.
And they are willing to sacrifice and screw over PVPers, endgame PVEers, etc to get that audience. Sure, ZOS might throw us a bone or 2 once a year or so, but casual skyrim fans are what the devs want.
But the general TES fanbase still pretends that ESO don't exist, just look at the elder scrolls subreddit (r/elderscrolls). Pretty much zero ESO coverage there.
ESO's not popular with the greater gaming population as well, having practically zero YouTube or twitch presence, etc.
What do you think ESO did wrong? ZOS tried so hard to get that audience.
Considering the huge success of ESO... I think their success comes BECAUSE they decided to focus on one group, which was already the majority of their player base. Rich says that ESO was a failure at launch, not just because of the myriad of problems, but also because the game lacked focus, lacked a true 'identity'. So with One Tamriel, they decided to focus on the players who wanted "Skyrim with friends" as that was the majority of players... and it has become extremely successful because of it.
ESO is an MMO and while sharing lore, is also quite different from traditional ES single player games. Many players don't have the time to invest in an long-lived multi-player game and as for PVP, ESO was never a PVP-focused game... as Matt Firor says, 'internally they consider ESO to be an online RPG with MMO elements'.
As for ESO not being popular with YouTube or Twitch... so what. ESO IS successful... and games that appeal to streamers tend to be very different from ESO. I've played FFXIV and have a love/hate relationship with the game... I loved the quests and storyline, but HATED being forced into group content. I believe that is why ESO is so successful with the player base it has... because they offer great storylines IMO and they can all be done solo. No stress, no drama, just playing the game at your own pace.
Snowstrider wrote: »The formula for their expansions can be summed up to this:
1. Player goes to new zone
2. Player does boring, low efford story for skill points
3. Player gets skill points
4. Player starts getting new mythic
5. Player does the new dungeons
6. Player is bored
I am so sick and tired of the way new expansions are the same, every single time. Just do something different for once jeez. That's why there were 10 people in your new zone and that's why there will be 5 in the next. This game is not bad, it's actually pretty damn good. The problem it has is that it has been stuck in the same place for the last 5 expansions.
Agreed! They really need to come up with something new and fresh with their so called "expansions" which is pretty much the same old design over and over again and brings very little new to the game and little content and size compared to expansions in other MMOs.
Look at zones as imperial city and craglorn they at least brought some new zone design gameplay to the game.
hcbigdogdoghc wrote: »It is clear that your average skyrim fan is the one and only audience ZOS is trying to attract at the moment. You can see this clearly by the direction the game's heading, braindead easy content with YA fanfic writing is pretty much 99% of what we get now.
And they are willing to sacrifice and screw over PVPers, endgame PVEers, etc to get that audience. Sure, ZOS might throw us a bone or 2 once a year or so, but casual skyrim fans are what the devs want.
But the general TES fanbase still pretends that ESO don't exist, just look at the elder scrolls subreddit (r/elderscrolls). Pretty much zero ESO coverage there.
ESO's not popular with the greater gaming population as well, having practically zero YouTube or twitch presence, etc.
What do you think ESO did wrong? ZOS tried so hard to get that audience.
Ilithyania wrote: »WELL SAID. Im glad ESO isnt a endless geargrind. So much to do and colletct, pvp pve etc. etc.
Ilithyania wrote: »hcbigdogdoghc wrote: »It is clear that your average skyrim fan is the one and only audience ZOS is trying to attract at the moment. You can see this clearly by the direction the game's heading, braindead easy content with YA fanfic writing is pretty much 99% of what we get now.
And they are willing to sacrifice and screw over PVPers, endgame PVEers, etc to get that audience. Sure, ZOS might throw us a bone or 2 once a year or so, but casual skyrim fans are what the devs want.
But the general TES fanbase still pretends that ESO don't exist, just look at the elder scrolls subreddit (r/elderscrolls). Pretty much zero ESO coverage there.
ESO's not popular with the greater gaming population as well, having practically zero YouTube or twitch presence, etc.
What do you think ESO did wrong? ZOS tried so hard to get that audience.
Considering the huge success of ESO... I think their success comes BECAUSE they decided to focus on one group, which was already the majority of their player base. Rich says that ESO was a failure at launch, not just because of the myriad of problems, but also because the game lacked focus, lacked a true 'identity'. So with One Tamriel, they decided to focus on the players who wanted "Skyrim with friends" as that was the majority of players... and it has become extremely successful because of it.
ESO is an MMO and while sharing lore, is also quite different from traditional ES single player games. Many players don't have the time to invest in an long-lived multi-player game and as for PVP, ESO was never a PVP-focused game... as Matt Firor says, 'internally they consider ESO to be an online RPG with MMO elements'.
As for ESO not being popular with YouTube or Twitch... so what. ESO IS successful... and games that appeal to streamers tend to be very different from ESO. I've played FFXIV and have a love/hate relationship with the game... I loved the quests and storyline, but HATED being forced into group content. I believe that is why ESO is so successful with the player base it has... because they offer great storylines IMO and they can all be done solo. No stress, no drama, just playing the game at your own pace.
WELL SAID. Im glad ESO isnt a endless geargrind. So much to do and colletct, pvp pve etc. etc.
Snowstrider wrote: »The formula for their expansions can be summed up to this:
1. Player goes to new zone
2. Player does boring, low efford story for skill points
3. Player gets skill points
4. Player starts getting new mythic
5. Player does the new dungeons
6. Player is bored
I am so sick and tired of the way new expansions are the same, every single time. Just do something different for once jeez. That's why there were 10 people in your new zone and that's why there will be 5 in the next. This game is not bad, it's actually pretty damn good. The problem it has is that it has been stuck in the same place for the last 5 expansions.
Agreed! They really need to come up with something new and fresh with their so called "expansions" which is pretty much the same old design over and over again and brings very little new to the game and little content and size compared to expansions in other MMOs.
Look at zones as imperial city and craglorn they at least brought some new zone design gameplay to the game.
Imperial City where a LOT of people never go because of less than fun PvP experiences? Craglorn where a LOT of people didn't go because it was an "adventure zone" that required groups? Imperial City is still not one of the most popular areas. Until Craglorn was revamped to eliminate the "requires a group" aspect, it was mostly people farming nirncrux and selling "omggottaleveltomaxinaminute" carries in Skyreach. Actually, it still is, because that is what people got used to.
Making new zones that aren't popular or fun for a lot of players isn't going to help the game. Craglorn was super popular at release, because nirnhoned traits. Once crafters had those covered, not much reason to bother. Imperial City, PvP zone so still avoided by everyone who dislikes PvP and the associated behavior. My personal opinion, Craglorn and IC aren't the best templates for new content.
Well, when ESO first came out I found it to be rather unappealing I must say; graphically and the physics.
Over time I became hooked, but that first impression almost had me out.
The game was also very buggy in the beginning and also had a fair few cheaters.
It's our producer's first game after all and it's an online game, making it a rather difficult product to maintain and sell.
I think they've given it all they've got and unfortunately I don't think we are a big enough community for them to take a step back and say: 'Ok, we are going to overhaul all the issues in this game and give you a working and stable product'
I agree with OP; They are certainly trying to get those last fans in, but they also might get frustrated with the game too, so..double edged sword when you think about future projects.
To resume: Marketing is a bit ambiguous here and the game is struggling to find an identity..some say it's an MMO (and there are obvious traits that validate this), whilst others and the producer say it's an Online RPG. They have to choose one and rework in this direction, risky sure, but it would probably pay off to get those last fans they desire.
PS: I'm still a firm believer in that 'less is more' - Quality over quantity.
This game's beginning was super rocky because of their original product direction they were amply advised against. I remember being in an AMA with ZOS leadership during beta IIRC and it was staggering how beholden they were to that design. A lot of people told them, and expected, this to be to Skyrim online.
Thankfully, they course corrected and gave us One Tamriel.
And yes, the initial impressions are a bit rough. People've been hammering about the new player experience for years, and for a studio who's always trying to get new players, I don't think they've given as much attention to it as they should. We did get the new tutorial, but I don't feel like it really address the core barriers to getting into the game.
People have to wait an awfully long time to get a sense of a character or build. They then have to wait 60 days before their horse runs at full speed. They then have to juggle all the junk, treasure, crafting materials, sets, surveys, maps, and gods know what else the moment they start the game. It's a lot.
There's a lot of MMO trappings in this game, so I found it disingenuous for them to label it anything but. Millions of people play it online together. There's dungeons and trials, there's guilds. Seems like an MMO to me. Any other label just feels like unnecessary wordplay to me. Meanwhile, explain why two dungeons are $30 to your average player when most other MMOs put them in the yearly expansion. (Sidebar, I love the yearly packages they've introduced to the store)
And like you said, the performance issues are a hinderance to an otherwise deeply rewarding game. Someone gets into the game, sees it through the rocky start, and then deals with frequent performance issues. The whole PS5 situation right now is a great example. A new console just came out and people wanted to see Tamriel but are instead with game-breaking issues. Many people who got the PS5 version have MAJOR issues with it - they can't zone without crashes. I'm one of them. I'm playing this on the PS4 version until that's sorted out. On my PS5.
I'll stay because I love the game, but I simply can't sell any gaming friend on this. It's a shame really. I've tried but for so many it's a hard pass.
BXR_Lonestar wrote: »Honestly, I think ESO does an incredible job of appealing to TES fans while also appealing to the general public at large. I'm a big time TES fan, having played 1000's of hours in TES4 (Oblivion) and TES5 (Skyrim) since Oblivion launched on 360 and one thing that I love about this game is the consistency between the previous games and this games. Locations, lore, and everything else about Tamriel - they've done an incredible job IMO of keeping the game consistent to the extent they are able to. I know they've had to break lore for stuff like racial passives for balancing purposes, but that is because TES games were single player and balance didn't matter, whereas ESO is multi-player and balance is more important.
<snip for not dealing with PvP or endgame PvE>
BXR_Lonestar wrote: »Honestly, I think ESO does an incredible job of appealing to TES fans while also appealing to the general public at large. I'm a big time TES fan, having played 1000's of hours in TES4 (Oblivion) and TES5 (Skyrim) since Oblivion launched on 360 and one thing that I love about this game is the consistency between the previous games and this games. Locations, lore, and everything else about Tamriel - they've done an incredible job IMO of keeping the game consistent to the extent they are able to. I know they've had to break lore for stuff like racial passives for balancing purposes, but that is because TES games were single player and balance didn't matter, whereas ESO is multi-player and balance is more important.
<snip for not dealing with PvP or endgame PvE>
I feel like I have noticed a pattern in responses similar to this one over the years, but I am wary of my confirmation bias.
I feel like I tend to see players who started with Oblivion and (especially) Skyrim being generally happier with the way that ZOS has handled the Single-Player to MMO conversion, and the continuity of Lore, than those who started with Morrowind.
I can't speak to Arena, or Daggerfall, (or Redguard, and Battlespire) as I have yet to play them.
My own experience is that Oblivion (TES4) felt like a simplified Morrowind (TES3), Skyrim (TES5) felt like a simplified Oblivion, and ESO feels like a simplified Skyrim.
I would be very interested in hearing the opinions of people who:
1) started with TES3 and disagree with the progression I outlined.
2) started with TES4 or TES5 and believe that ZOS handled the conversion without abrogating the lore, or simplifying the mechanics of the world*.
[*this means "at all", not "within reasonable bounds for an MMO"]
I came to eso after skyrim hoping for engaging solo content but stayed for pvp, dungeons and trials. Overland in this game offers no challenge, it’s not engaging or rewarding and it’s not even repetitive for most parts. Skyrim has difficulty slider but eso default on novice and to have some solo challenge in this game you can do 2 arenas or solo content intended for groups. I just can’t enjoy the story if everything pose no threat and balanced around new lvl 10 players with mismatched gear and wrong skills.
Skyrim and fallout 4 on highest difficulty was really fun (as long you don’t abuse console commands), required at least some thinking and i could actually immerse myself to the quests. In eso i just read dialog, go to point a, oneshot any enemy on the way, return to read more dialog, go to point b, instakill more mobs and boss, return to npc and claim tiny amount of gold and useless piece of gear.
BXR_Lonestar wrote: »Honestly, I think ESO does an incredible job of appealing to TES fans while also appealing to the general public at large. I'm a big time TES fan, having played 1000's of hours in TES4 (Oblivion) and TES5 (Skyrim) since Oblivion launched on 360 and one thing that I love about this game is the consistency between the previous games and this games. Locations, lore, and everything else about Tamriel - they've done an incredible job IMO of keeping the game consistent to the extent they are able to. I know they've had to break lore for stuff like racial passives for balancing purposes, but that is because TES games were single player and balance didn't matter, whereas ESO is multi-player and balance is more important.
<snip for not dealing with PvP or endgame PvE>
I feel like I have noticed a pattern in responses similar to this one over the years, but I am wary of my confirmation bias.
I feel like I tend to see players who started with Oblivion and (especially) Skyrim being generally happier with the way that ZOS has handled the Single-Player to MMO conversion, and the continuity of Lore, than those who started with Morrowind.
I can't speak to Arena, or Daggerfall, (or Redguard, and Battlespire) as I have yet to play them.
My own experience is that Oblivion (TES4) felt like a simplified Morrowind (TES3), Skyrim (TES5) felt like a simplified Oblivion, and ESO feels like a simplified Skyrim.
I would be very interested in hearing the opinions of people who:
1) started with TES3 and disagree with the progression I outlined.
2) started with TES4 or TES5 and believe that ZOS handled the conversion without abrogating the lore, or simplifying the mechanics of the world*.
[*this means "at all", not "within reasonable bounds for an MMO"]
FlopsyPrince wrote: »colossalvoids wrote: »ESO seems to be the most successful MMO nobody talks about.
But when they do, it's usually not favorably. #1 reason I read again and again why people don't play is that the combat looks like crap. All our staunch defenders of animation canceling and fAsT-pAcEd CoMbAt might not be bothered by it, but the general audience is.
Funny enough the only place I hear about "how bad the combat is" are eso forums from same bunch of people over and over again.
I am getting really annoyed now at the number of times I should be attacking on the PC and just end up standing there doing nothing for some reason. Did my staff misfire? That is bad combat.
Well, when ESO first came out I found it to be rather unappealing I must say; graphically and the physics.
Over time I became hooked, but that first impression almost had me out.
The game was also very buggy in the beginning and also had a fair few cheaters.
It's our producer's first game after all and it's an online game, making it a rather difficult product to maintain and sell.
I think they've given it all they've got and unfortunately I don't think we are a big enough community for them to take a step back and say: 'Ok, we are going to overhaul all the issues in this game and give you a working and stable product'
I agree with OP; They are certainly trying to get those last fans in, but they also might get frustrated with the game too, so..double edged sword when you think about future projects.
To resume: Marketing is a bit ambiguous here and the game is struggling to find an identity..some say it's an MMO (and there are obvious traits that validate this), whilst others and the producer say it's an Online RPG. They have to choose one and rework in this direction, risky sure, but it would probably pay off to get those last fans they desire.
PS: I'm still a firm believer in that 'less is more' - Quality over quantity.
This game's beginning was super rocky because of their original product direction they were amply advised against. I remember being in an AMA with ZOS leadership during beta IIRC and it was staggering how beholden they were to that design. A lot of people told them, and expected, this to be to Skyrim online.
Thankfully, they course corrected and gave us One Tamriel.
And yes, the initial impressions are a bit rough. People've been hammering about the new player experience for years, and for a studio who's always trying to get new players, I don't think they've given as much attention to it as they should. We did get the new tutorial, but I don't feel like it really address the core barriers to getting into the game.
People have to wait an awfully long time to get a sense of a character or build. They then have to wait 60 days before their horse runs at full speed. They then have to juggle all the junk, treasure, crafting materials, sets, surveys, maps, and gods know what else the moment they start the game. It's a lot.
There's a lot of MMO trappings in this game, so I found it disingenuous for them to label it anything but. Millions of people play it online together. There's dungeons and trials, there's guilds. Seems like an MMO to me. Any other label just feels like unnecessary wordplay to me. Meanwhile, explain why two dungeons are $30 to your average player when most other MMOs put them in the yearly expansion. (Sidebar, I love the yearly packages they've introduced to the store)
And like you said, the performance issues are a hinderance to an otherwise deeply rewarding game. Someone gets into the game, sees it through the rocky start, and then deals with frequent performance issues. The whole PS5 situation right now is a great example. A new console just came out and people wanted to see Tamriel but are instead with game-breaking issues. Many people who got the PS5 version have MAJOR issues with it - they can't zone without crashes. I'm one of them. I'm playing this on the PS4 version until that's sorted out. On my PS5.
I'll stay because I love the game, but I simply can't sell any gaming friend on this. It's a shame really. I've tried but for so many it's a hard pass.
My real life friends left the game in year one, I couldn't get them to appreciate it and I think it's the MMO side of the game that showed them the door. I don't mind it myself personally, but I do agree that there are indeed trappings (grind/regrind this now/this skill line can be purchased or you can grind for a week) and I'm not too happy with that direction.
When I first started I enjoyed the team play aspect, the original main quest and some guild quests, the raids, learning PvP, but as we continue down the line I just feel that content has been of lesser quality and bugs aren't being fixed appropriately.
It's a good package in all, but it's too vast and not in touch with half of the community.
You clearly haven't played any of the Korean MMOs out there. Compared to them, ESO's "grind" is tame as a sedated puppy, it basically does not exist. Over there, your gear has a limited lifespan of roughly 4 months, after which it becomes obsolete and your progress is essentially wiped, forcing you to start from scratch. Chances of upgrading your equipment hover between 15 and 30%, cannot be increased in any way and cost exorbitant amounts of gold and materials, latter of which drop in incredibly scarce quantities in endgame dungeons (AND NOWHERE ELSE), or can be purchased via lootboxes from the ingame shop. Dungeons also have limited daily entries, sometimes literally allowing you to do them once a day. If you fail to upgrade a piece of gear it might downgrade, break or disappear, which can be prevented using incredibly weak and overpriced 30% chance scrolls, or the guaranteed ones from the cash shop. Top tier "enhancements" (their version of our glyphs) have a limited duration of 7/30 REAL days, and cost several million per piece.Mumbles_the_Tank wrote: »But …
That’s precisely what it is??
Certainly you’re not outright prohibited from participating in the narrative of new content without the newest gear like some MMOs - but don’t pretend that a substantial part of what we’re being sold on quarterly isn’t a gear grind.
hcbigdogdoghc wrote: »It is clear that your average skyrim fan is the one and only audience ZOS is trying to attract at the moment. You can see this clearly by the direction the game's heading, braindead easy content with YA fanfic writing is pretty much 99% of what we get now.
And they are willing to sacrifice and screw over PVPers, endgame PVEers, etc to get that audience. Sure, ZOS might throw us a bone or 2 once a year or so, but casual skyrim fans are what the devs want.
But the general TES fanbase still pretends that ESO don't exist, just look at the elder scrolls subreddit (r/elderscrolls). Pretty much zero ESO coverage there.
ESO's not popular with the greater gaming population as well, having practically zero YouTube or twitch presence, etc.
What do you think ESO did wrong? ZOS tried so hard to get that audience.