I've lost friends early on playing ESO when they understood the scaling nature of the gear and enemies in most of the game's content. There's benefits, but there's also a real cost to having scaled content that is under-tuned content or doesn't keep up with broad-level power creep. With games like Elden Ring going mainstream and selling 12+ million copies, I think ESO's team drastically underestimates how much enjoyment can be had in games that pose a reasonable amount of challenge, especially in MMORPGs where the traditional end goal is to grow increasingly stronger to trounce once-challenging content. This post seeks to pose a challenge to the creative director's thoughts on challenge.
In response to the creative director's recent wccftech.com article (link at the bottom):
1. "A large portion [of the millions of our players] find the game hard and the Overland content challenging."
Are there any recent polls or other data developer-side that evidences this? I find this extremely hard to believe at face value given the user polls I've seen and my own anecdotal experience with the game.
2. The continuing Cadwell's silver/gold talking point.
This Cadwell's reference seems to always come up when the developers talk about the much-requested better overland tuning. It feels cavalier to dismiss hugely demanded game features that are being requested by the *
current* player base in the *
current* iteration of the game just because some feedback was given by players playing a wholly different game 6 years ago. In that 6 years, there are definitive and measurable amounts of power creep, and players have become largely familiar with the game's systems. Basing current design choices off player feedback given in the first
two years of ESO's life seems to tell me that you and your team have not really thought this through in an empirical or careful way.
3. "What are the incentives for players to play at a harder level?"
If Elden Ring's massive success shows is that people enjoy open worlds and challenging content, even casual players. The incentives for players to play at a harder level has its own intrinsic rewards. People like to be challenged. MMOs main gameplay draw is attaining more gear and experience to become stronger so you can overcome the challenges you might face. Yet, outside of group content and some world bosses, challenges by and large don't exist in ESO, even more so now that companions are here.
Sure, if you give players an easier and harder option to get the same level of rewards, many might opt to take the easier road. In Elden Ring, many players pit themselves against a game that had a standard challenge across the board tailored for their audience with no options of a harder difficulty;
I'd rather ESO retune their Overland/questing content across the board to account for the gradual increase in power creep and player familiarity of the game's systems over the last 6 years, much like WoW did for all their overland activities at max level from Legion on. Make a baseline improvement to finetune the difficulty of the game instead of adding difficulty toggles. Or, if you prefer to take the route where you have an opt-in difficulty system, gold and exp are always good rewards that are reasonable to give out for greater challenges, especially in ESO where it feels you can never have enough gold or exp. (I've always wondered why the game has such a vast emphasis on questing and exploration, and yet the amount of gold and exp you get for doing said activities are trivial; it feels like the rewards for those things in general should be brought up to where, if I wanted to farm CP, I don't mindlessly farm dolmens in a desert for hours, but I partake in quests first and foremost.)
4. Having a more challenging Overland makes sense, or gives purpose, to the many activities and designs of the game that increase player power.
Companions, sets, crafting, potions, Champion Points, food, build design, gold, materials, etc. are all things that impact player power, and most of these things find their sole reason for existence in making the player stronger. When most of the game's content, and each subsequent expansion's content, is designed for doing quests/dailies/exploring, activities that exist to make you stronger become increasingly obsolete. When questing or doing outdoor content, I don't need to even use my secondary bar--half of my skills--because packs of mobs die in one stampede + carve. What "rotations" the game might have are broken down, and combat becomes even more simplistic and unsatisfactory when you only have the opportunity to use a couple skills in any given engagement. Combat, considered to be a weak point by "a large portion" of the player base, is made to feel even worse.
5. "Yea, [overland difficulty] comes up pretty often. It is a hot topic."
I wonder why. I'd propose that the game has changed over the last 6 years, and much of the player base has to. One only need to look at the game's cloth physics, or lack thereof, to see how old the game is and why ESO's team should keep a keen ear to current player feedback, instead of resting on what players relayed to the team 6 years ago. Seeing only 20,000 or so people tuning into ESO's expansion reveal as compared to WoW's 200,000+ expansion reveal, the team can do a lot more to not only attract new players but retain current ones. Elden Ring, with FromSoftware's trademark emphasis on challenge being its own reward, has shown how attractive finely-tuned difficulty can be in an RPG. Even WoW, soon to be under the same parent company, can showcase the importance of difficulty tuning, even though WoW has an emphasis on story questing content dramatically less-so than ESO.
Currently, most of the game's content offering is in the form of quests, and the overwhelming amount of enemies, and thus quest content, is trivial. Epic storylines devolve into 5-second "Big Bad" boss fights where my companion slays the boss so early that the boss' dialogue cuts off mid-sentence. I shouldn't have to feel like I need to unsummon my companion, take off my food buff, etc. to enjoy most of what the game has to offer because if I don't, the game breaks down. There are dozens upon dozens of hours of story content that I have not gotten to that I probably won't get to because I'd rather wait to do it to when it feels like it is tuned more appropriately.
With how quickly the developers dismiss calls for better tuned difficulty, bringing up 6-year old feedback on a 6-year old iteration of the game, it feels like the decision is not a gameplay one, but rather a fiscal one: are they scared that casuals all across Tamriel would pack up their wallets and never come back the first time they experience death from a challenging situation, perhaps pulling too many mobs? I'd wager they would do pack up their wallet for a plethora of other problems in ESO ever before facing more difficult content that gives meaning to the many systems of the game.When challenge fades, so does interest, leaving with it a bunch of systems and features without a purpose.https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/