[This is a long post encompassing years of Elder Scrolls Online perspectives. Spoiler tags were included to help segment the post.]
I needed to understand why I was losing interest in ESO and feeling worse to login and play than if I just ignored the game. I started compiling a list of things that were making me feel a certain way: regretful, overwhelmed, skeptical, hopeless, and frustrated. I realize I might not be alone in how I'm feeling, so I started this thread to see whom all this might help by shining a light on these particular topics.
My history is that I've played ESO since beta, having before played WoW and Runescape for a number of years alongside trying other MMOs and console games. I currently play ESO about 2-5 hours per day. I've been active with events, arenas, dungeon trifectas, normal trials (veteran is intimidating to me because of how meta-expected they are, but I know I could do it), battlegrounds, Imperial City, and Cyrodiil's PvE portion because I hate the PvP lag. I craft, do dailies, collect things, fill my stickerbook, and do a little bit of housing, all solo and often with others.
What I've noticed is the same sets of activities and approaches for several years now. The following content proves damaging to my own and I think others' mindset when interacting with the game.
CATEGORY ONE: What Is Expected Of Us, FOMO, Carrot-Stick Incentives, and Grinds (because they are inherently not fun). Or, ESO: The Collection Simulator.1) Dailies Per Character - There are 2 sets of dailies in every Story DLC and chapter (12 total locations for 24 quests), 7 Crafting Writs, 2 Dark Brotherhood and 2 Thieves Guild dailies, 6 Imperial City and 20+ Cyrodiil dailies, daily dungeon and daily battleground, 3 pledges, prologue daily quests, Fighters and Mages Guilds daily quests, and Craglorn daily quests.
Did I miss some? I stopped counting after it reached 70+. No one is expected to do each of these in one day. But the fact that so many exist in a horizontal progression environment means that they are always relevant and, as long as you don't participate, you are missing out on x relevant thing. The RNG component to motifs in daily coffers is trivialized by being able to buy/sell them, but RNG on Antiquity Leads means players participate with no known conclusion to their pursuit--and you must complete THAT SPECIFIC set of dailies. Crafting Writs provide so much gold (4.6k per character) that it pays for itself to invest in additional character slots (18 total) to do these each day. Add on a second account (for the low base game cost of <$10), also at max character limit (36 total with both accounts), and the monthly gold haul is well over 4.5mil gold BEFORE vendoring and selling writs/materials/maps (likely to double that amount after sales). It takes some planning to reach such a return and the fact that players resort to such means shows the addictive nature of daily crafting writs and the inordinate amount of effort spent on such a wealth-defining activity. There are more Daily Quests accessible than the feasibility to keep track of them. So few are intrinsically enjoyable, yet they are pumped out each quarter as acceptable content for players.
2) Weekly Quests - One weekly quest for each trial (currently 10) for extra, purely RNG gear and motif drop.
Weekly quests provide a lot of breathing room to participate on a consistent basis. I like that. But when you take into account how long these trial runs might take, that there are 10 that can be done each week, and the RNG attached to the reward coffers, it equates to an unrealistic expectation of playtime. The coffers don't even exclusively reward weapons/jewelry--the slowest-to-acquire pieces--adding yet another disappointing roulette feature to collection. Why aren't these more rewarding and curated? If trials won't be done for the sheer fun of it, then repeatable quests aren't the answer to sustaining group activities. I'd still rather things be weekly than daily. Only then can players be more free to pursue other activities in the game, revitalizing player-barren places. But trials, especially ones that have existed since the game's launch, need a face-lift or a new, changing component if they wish to be things we enjoy doing for more than the stickerbook. Speaking of that...
3) Collect Almost 500 Armor Sets - This includes Overland, Dungeon, Trial, Arena, PvP, Anquities, and Crafted. (The priority of these sets always favors the newest content to drive sales for in-game power. Read: Pay-For-Advantage. Great...)
The ever-growing armor set selection. A truly momentous task to acquire these for "convenience" as long as you then farm the transmute crystals (of few sources and even less distribution) to reconstruct them. The numbers of armor sets released each year is out of control. Update 33 will see a gain of 14 sets. The High Isle chapter will add more. The dungeon DLC after that will add 8. And the story DLC will add more still. Right now, it would take 30+ runs of a single dungeon to collect its stickerbook portion. Hardmode might half that, but it's still a lot of the exact same thing to inch your want to completion. Every 3 months, you will be compelled to acquire the newest sets if you wish to stay relevant in power and utility, all while dismissing everything that came before. Break this cycle and cut the amount of armor sets released in half or more. Instead, have each new dungeon contain 1 set but also reward players with Hero Tokens to purchase bags from Set Vendors for any dungeon just like in PvP. Completed Normal Dungeons would reward 1 Token, Veteran 2, and Hardmode 3. Bags would cost 2 tokens for a random curated piece or specific gear could be purchased for 3 (armor), 4 (weapon/jewelry), or 5 (monster helm) in your trait choice. Always found in purple, but still reconstructed in blue. Yes, this means people that can't complete veteran dungeon can now earn monster helm sets. You're welcome! Just like how Pokemon had to start dropping its in-game roster count, ESO will have the same engorged, impossible-to-balance fate with armor sets unless it does something about it. We are overwhelmed, drowning in armor sets. Refresh, renew, and reuse!
4) Endeavors - 3 daily, 1 weekly.
Another thing to compel players to log in. A way to earn Crown Crate items, yes, but given that a large amount of players really enjoy the aesthetics of Radiant Apex Mounts (can you blame them?), it'll take 6+ months of DAILY engagement to get one--and that time will increase as Endeavors offer less and less (which they have been). Let's do some math: If you earn $15/hr, it'll take you 10 hours at your job to buy 21,000 crowns ($149.99). Spend those crowns on at least 60 crown crates. If you get 1 radiant apex (highly likely, but sadly RNG still exists here), it will have taken you 10 hours to get it--either 1 or 2 days of work. Alternatively, if it took just 7 hours a week to complete each daily endeavor and the weekly one, for 26 weeks (6 months), it would take you 182 hours to get 1 radiant apex. It's free, but that's a 10hr commitment versus 182hrs of bottlenecked commitment. Aron Ralston was trapped with a boulder on his arm for over 5 days (127 hours) and he was rewarded with life. It'll take you far longer than that just to get a nice collection of pixels and unique sound effects. That's a ridiculous grind for the other options either being luck, real-life wealth, irresponsibility, or gambling addiction. Endeavors could even be argued as an addictive activity themselves! Oh, what healthy choices we have.
5) Daily Login Rewards - each day of a month.
Stop. We have so many reasons to login each day: Endeavors, Dailies, Login Rewards, new motif drops, random dungeon/bg. This excessive harassment to play ESO is crippling to its integrity and quality of content. The only reason for a daily login reward is for players to see the "What's on sale" pop-up. That is fine. But then remove so many other pleas of daily engagement because with how many things I'm supposed to get to, I'm not wanting to do any now. You want my attention every day? What is this? Social media? If the game had numerous and differing entertainment options that were inherently fun (that is, without the need of a direct reward), appealing to a variety of interests, I wouldn't need to be reminded to log in. I simply would.
CONCLUSION: While it is up to the player to decide how to spend their day, the game's offering of content influences that decision by directly or indirectly penalizing players that don't engage in as much content as possible. In a world of shrinking free time, ESO instills regret by us choosing to engage in this incentive over that one, lest we burn out on everything every day. I acknowledge that most of these dailies and collections have a shelf life of use. E.G. Once you collect all armor sets, motif pieces, or no longer have a use for Cyrodiil Merits, you really don't need to participate in them anymore... until updates/changes, transmute crystal needs, or events drag you back in, giving no other choice than to repeat the same boring things you've done plenty of times already. No one enjoys spending time every day doing Crafting Writs on each character just to feel like they can afford participating in the marketplace. Daily Quests have become the norm in MMOs and I don't understand why. Are players so wayward that we need a literal chore to remind us why we want to play? If dailies are a way to succeed, why does success have to be this monotonous? (Let's not forget that every daily quest is also tied to something that can be sold...) Isn't this no different than clocking into a job? Where is the intrinsic fun? If ESO uses daily quests to spread population and give relevancy to otherwise underappreciated areas, it needs a better system than this drudgery. If areas of the game cannot hold interest on their own, that is the main problem. No one likes the daily; they are content with what it gives them. Repeatable quests do not exist to fix inherently flawed game design and collection grinds show a desperation to retain players instead of entertaining them enough to want to stay.
CATEGORY TWO: Random Number Generator. Frustration of Control and Lack of Meaningful Rewards.1) Curated Drops - The Elder Scrolls Online initially gained my full support for curated drops. It was like the developers knew what it was like to be a player and sought to really give us a reward for every dungeon and trial. That our effort was not in vain. But that's where the buck stopped and it bred a new problem. Curated Drops shifts the focus off RNG to slow transmute crystal grinds, all but forcing players to participate everywhere they can be located. Daily dungeon for 10, Rewards of the Worthy for 4 99% of the time but maybe get 5 or 20, 3 pledges for 5 each, and participating in Cyrodiil to earn end-of-campaign rewards for 50. You can also try to top various leaderboards for just 5... Still, these amounts are so small for what might require 200+ to construct a new build for your character (per character!). With just one character, it would take you ~7 days to reach this amount without Cyrodiil. This system expects you to test every possible build on the PTS before committing on live because of the sheer cost. I do not like that Tales of Tribute is the transmute crystal solution because that's what will pigeonhole players into doing it--how convenient to stoke chapter sales. But we still have no idea the amount ToT can offer. The only benefit would be if it can reward a large (200+) or infinite amount of transmute crystals weekly (not daily... no more dailies). Still, we'll be required to buy the new chapter to reap this benefit. People have been asking for more crystals ever since the stickerbook was announced. Instead, we just got the cap raised, which only helps zealous PvPers chock full of geodes.
2) Curate Everything - PvP Set Bags, Chests, Coffers, Motifs, Recipes, and other bags of random gear goodies. These things need curation too. ESO has the chance to be an MMO that guides players to what makes them happy instead of the burden of collection. It made progress with curated drops but it needs to remove RNG entirely. I've been on this hamster wheel for a long time and I'd like to know what it's like to run around outside. By guaranteeing me what I'm looking for, I'll be willing AND HAPPY to put in the time. That is a clear reward. RNG is not a reward system; RNG is gambling time for progression. Imagine you're on your way to work when an accident forces you to take a detour. Then another accident causes another detour. It happens a third time and then finally you get to work. You're frustrated because you left home on time, your car didn't break down because you do maintenance on it, and you knew the fastest route to take. What could have been an enjoyable commute from Point A to B, turned into a hassle that was entirely out of your control. This is RNG. Stop throwing accidents in front of us and let us get to work! Milking gametime out of your players by having them randomly fail or succeed in their goals is not a way to earn our appreciation and it's disrespectful to our time invested in your product, especially if we didn't enjoy ourselves in the journey.
3) Crown Crates - I'm not against Crown Crates. I do believe they're gambling, but they don't need to be just that. If crates, up to a threshold, guaranteed 1 reward of the higher tiers, it would drive sales immensely. E.G. Your first 10 crates are tracked (no more than that...). Within those 10, you are guaranteed 1 legendary, 1 apex, AND 1 radiant apex. After that, it is entirely random. 10 crown crates is a very low barrier to entry, especially knowing they'll get something great. It costs $39.99 for 5500 crowns. (15) crates costs 5k crowns. New crates come every 1-3 months. That's about $13 extra a month to guarantee 3 items with 5 crates to test your luck. I'd pay $25 a month (crowns+sub) to guarantee me a radiant apex every 2 months. This new crown crate system also allows someone to get lucky and possibly receive the 3 guaranteed rewards in a (4) pack. So, you'd have people buying (1), (4), and (15) packs of crates, knowing that there is a finite amount of rewards before it goes full RNG. After that, they can continue to invest if they want other rewards. They would be more willing to participate in that. That is more fair, accommodating, and potentially lucrative than forcing your players to log in every day for Endeavors or having them shell out a lot of money for possibly nothing. Why burn out your players to quit or have them stop buying crowns from lack of reward? Without an intervention to crown crates, I do not see your love of the ESO community as anything more than praising consumerism and enabling dangerous habits.
CONCLUSION: Randomness is out; progression is in. RNG isn't needed anymore to keep us coming back. It's a crutch to fulfillment and denies time well-spent. Exclusivity of rewards might start out with a feeling of excitement, but it quickly devolves into frustration as expectations understandably take root. We begin to question, "Why wasn't I rewarded?" and believe in things like small batch refinement, character-based crown crate luck, and other superstitious practices to justify why we might or might not receive what we want. The associated tediums of charging through this RNG isn't healthy or enjoyable. RNG takes advantage of the philosophical idea of perserverance. Keep going and you will be rewarded or "good things comes to those that wait". After so much disappointment, anything different is a reward. That's a woeful bar to strive for and ESO seems content with it. I hope that ESO opts out of RNG and reaps the benefit of actually giving players what brings them joy. Their High Isle announcement gave so much thanks to players for seeing ESO as a second home. A safe place to go where they could get away from the outside turmoil. But if ESO becomes just as devoid of reward, if our time and money seems to net us nothing, and if progress seems as fickle as the wind, then ESO is no home I, nor any of you, should want to live in.
CATEGORY THREE: The Slow Feedback Loop and Deceptive Engagement Breeds Skepticism, Hopelessness, and Certainly No Trust.1) Why Give Feedback? - To paraphrase Bilbo Baggins: "And so life in the [Elder Scrolls Online] goes on, much as it has this past [year]. Full of its own comings and goings with change coming slowly, if it comes at all. For things are made to endure in [The Elder Scrolls Online], passing from one generation to the next." I kept that last sentence in because it articulates the beautiful of horizontal progression. A game like World of Warcraft makes each previous expansion irrelevant, forcing players to constantly adapt to entirely new systems and adopt the current treadmill, even when it looks suspiciously like the old one. ESO on the other hand, does change more slowly and it tries to add content in a way that doesn't drastically change everyone's priorities. I like that idea of player's saying, "I'll get to it when I want to get to it." It doesn't however, do well with listening to player feedback. As if the team is saying, "We'll get to it if and when we get to it." One part pride and one part excruciatingly slow design, ESO is often met with a landslide of suggestions because players can't understand why they haven't already been implemented: frost dps improvements, summoned pet customization, spell customization, morph variety, buff/debuff variety, expanding the meta, Cyrodiil, different events, etc. Largely, players feel ignored. And sadly, players jump for joy when a ZOS_[name] says "we're forwarding your comment to the dev team" without realizing the little chance we'll see that suggestion anytime soon, if at all. I've never understood that if a company was actively making a product for consumers and those consumers asked for a certain feature why that company would refuse to add it. It will only bring good favor. And even using my wallet to speak, I don't think my voice is being heard. Hence the pride: developers want to express their creativity too. I get that. Only they take forever to realize it can be done within the scope of what players are asking for, like how Rich Lambert always wanted a CCG in ESO, but had to wait until players asked for something where it could be implemented. Is the dev team waiting for us to ask for what THEY WANT to implement? Or are we waiting for what WE WANT? I love that ESO's horizontal progression tries to say, "Nothing gets left behind". Unfortunately, so much old content is STILL abandoned and improvements are continuously slow to come.
2) Transparency - It is so difficult getting details on what's happening with ESO. It took Rich Lambert's wife insulting the entire ESO PvP Community before we got a lot of transparency on how PvP was coming along. Even High Isle's announcement was riddled with oqaqueness on its main feature. We know almost nothing about the Tales of Tribute system unlike last year's reveal telling us absolutely everything involved with companions. Also in Blackwood's Preview Event, they claimed ESO had 18 million players. In High Isle's Preview Event, the number was 20 million. 2 million added in 1 year? What is considered a "player"? Is it simply characters created? Even on the PTS? Even if deleted? If I am to believe this game is packed full of players, all contributing in some way to ZOS's bottomline, why then does it seem we receive updates in size and quality as a development crew of a couple dozen people? Especially when the Gates of Oblivion Reveal Event said the ZOS team was growing so large it needed a new space! Was the team's growth not designated for ESO despite appearing in ESO marketing material? Is the exaggeration of these numbers being used to mollify our concerns of popularity and focus? Couple this with people saying chapters have been getting smaller in content and scope each year and I really don't understand the state of this game. I understand COVID throws a wrench into morale, productivity, and meaningful feedback. Is that truly the cause of why this game is doing less and less with its talented faculty? I've read the "Studio Director's Letter: 2021 Retrospective" and know the struggles ZOS has faced. I sympathize with that. I also sympathize with asking for more time to deliver quality goods (because I own a restaurant and would rather a customer adore the food they receive 10min late, than hate the food they receive on time). Why aren't you asking players to wait 3 more months for an exciting chapter full of new stuff? Don't charge the same price for less because that's part of your release schedule! You determined it, so change it if needed! Why aren't you giving monthly reports on what you're working on and the struggles you're facing? Players are not connecting with the sanitized, safe PR posts. Give us the sad details so we can relate. If this community truly is as amazing as you say it is, everyone will understand. If transparency exists somewhere with ZOS and ESO, it must hiding in other media channels and no one should have to dig for it. That's no way to treat the community that Matt Frior says "Without you, there is no Elder Scrolls Online, and we start each and every day at work with this in mind." Prove it.
CONCLUSION: I feel uneasy about how ESO advertises its success and community involvement. Bloated player count, repeating the same "ESO is a great Elder Scrolls game" comment to instill nostalgia for our favorite TES game, and revealing few details for upcoming changes, really shows the colors of the folks trying to get you to pay up big for little value. The most I see from the community team is editing posts, chiming in that forum rules are being broken, and starting feedback threads with little engagement unless people claim the thread is pointless. Being left in the dark, not feeling heard, and not seeing our feedback directly applied, makes me see ZOS and the team behind ESO as yet another game company taking advantage of its player base. If ESO is actually a small game with a small team, I can better understand feeling this destitute. But it claims to be this astounding, immeasurable game in Elder Scrolls history and for Zenimax. I just don't see it. And I don't like being told a game is bigger and better than it actually is.
THE TAKEAWAY:Finding proof of these feelings gives me a new perspective on ESO. It appears to be a game ran by people that stretch promises, stretch truths, and sour relationships by building up what it can't deliver. The community of players, however, really is better than I've experienced in other games. But that is better explained by the casual and theme park attraction that these kind individuals follow than the quality of this game itself. ESO needs to pump the breaks on what it is capable of doing. It needs to be more honest and open with its players. It needs to focus on caliber of content more than quantity of content. It needs to temper repetition and end recycled concepts (hooray for Fissures, a.k.a. Dolmen v5.0...) and branch outside of the box. And it needs to introduce fun, varied activities. Inherently fun, self-motivated activities, based within the game, not simply player-driven.
It doesn't take much to make something fun:
Make Scrying zone-specific with dynamic and expanded content as a relaxing minigame to get lost in.
Have achievement points unlock rewards--I'm tired of this, "Look, your number is bigger!" empty incentive...
Make every memento have a unique effect (like how Fetish of Anger adds fire damage) to warrant acquisition and use, otherwise it's a glorified emote...
Introduce unique battleground modes like "Light Armor Only" or "No Weapons" or "No Proc" for bonus AP.
Develop more communal effort activities instead of purely solo or group.
Add a difficulty slider/option for overland.
Add a leaderboard tier difficulty to dungeons that intensies that dungeon's mechanics--basically, something so irregular that a single build couldn't exist in every scenario (inspired by World of Warcraft's Mythic+ system).
Implement Spellcrafting as it was originally intended in 2014 while filling current combat utility gaps.
Make Stables actually carry the mounts that it showcases around them... You know, like Guars in Vvardenfell? Why do they carry only horses when I only see Guars?! And have some sort of gold sink related to mounts, like a roaming Golden Vendor (like, they literally ride around on a mount) but for a unique mount or different appearances for Mount/Speed/Stamina adornments that rotate with each stable location in the game. Fashionable Mounts? Take my gold!
The most fun I've had (and continue to have) in this game:
Overcoming difficult content as a team--even better when it's different each time.
Visiting another player's house--I love when someone is creative or has an obstacle course!
Gathering--just relaxing with visible progress.
Arenas (solo and group)--because I like beating my own standards and a team of 4 is more personal than 12.
Scrying--I really like figuring out how to net the 3 bonus items in a digsite that's never the same twice.
Crafting Builds--because 'I' made myself powerful, not RNG.
Evenly-matched battlegrounds where there's no lag (rare).
Justice System--the dynamic nature really excites gametime pacing.
Imperial City Sewers--because it feels like a horror game.
Hunting dragons--since it's the only dynamic world event we got.
That's all I have to say. I hope ESO improves at a pace acceptable to each player. I believe the game is still relatively young and capable of making a shift in direction, but it needs to take heart to that. Players are more keenly aware of exploitation now and have no qualms moving to different entertainment, never to look back. I took one week to write this post and didn't play at all during that time. I actually started to get excited to jump in and do things again and I didn't worry about the grinds or dailies, no matter how much gold or stuff I missed. Don't commend that break, though. It just translates to rebuilding tolerance for disappointing design that I wish I could avoid while playing. I want my few hours a day to feel well-spent. I hope the team has the same goal. I look forward to where ESO goes in 2022. May the years I've already spent in the game continue to grow with my then newfound enthusiasm.