The game is almost impossibly difficult to understand for a new player.
You are bombarded with content, that you can play in random order even though some of it is serialised. You'll then find you've broken the stories. The very existence of the main quest isn't advertised, even though it's *designed* to take players by the hand and get them to level 50. Zones like Craglorn are instadeath for a new player but nothing tells them that. Some of the stories plain don't make sense, referring to not being able to get to a zone that the player can literally pop in a wayshrine and go to in minutes, because of the game's history. Nothing is clearly explained (I remember trying to walk into a trial at level 10 or something).
It's an utter, utter mess. I started with Morrowind after Summerset released and I gave up twice within a couple of days each time because playing it was just unpleasant and alienating. I literally sat there thinking "how can people play this it's empty, random and incomprehensible". There is no structure to it, so you pop from meaningless story to meaningless story because you've never had the grounding that players early in the game's life had, feeling more and more confused and uninvolved.
I only came back -- almost a year later -- when I found out online the main quest existed, and then under protest because when I'd asked online people who'd been playing the game 100 years said "duh Google it" as if you're an (i) diot for expecting a game to explain itself properly without having to trawl the internet.
So if you want to know why so many players drop out, that would be my guess. It is a horrible experience for new players. And every effort they make to improve it just tinkers round the edges and refuses to establish a true, linear introduction to the game that would enable players to get to grips with it.
Even basic features like not having every single quest, whether primary or completely pointless, use exactly the same quest arrow took years to get implemented. And the one truly beneficial change they made was not the portal cavern but the zone guide, which tells players that zone stories have a start, middle and end. That should have been common sense. But it wasn't even there when I started.
Very little thought -- or no thought -- seems to have been given to two important elements:
1) What would happen if a new players does the "go anywhere, anytime, do anything" philosophy *when they first step into the game*. The answer is: incoherent story chaos that the player isn't in a position to understand and will make them hate the game. (This is how I had seen the Silvenar married before I'd even met the Silvenar, and they were talking to me like I was their best mate -- seriously, if you want to give new players a headache and make them wonder if your game has bugged out, that is how you do it. Or by letting them meet Darien for the first time not at the beginning but when he's in full himbo mode, again, chatting to you like he's your best mate, when his introduction to your story has been not far off "you must like this person who is not that far from being a (r) apist".)
There is a fix to this that, even with ESO's engine, should be achievable: if a player tries to start a story out of order, give the player the option and the quest marker to go to the beginning of it. In main quest stories, giving the player the option to start the main quest.
2) What happens to new players when they run up against DLC content as *a new player*. The game doesn't explain that Wrothgar is a DLC zone, that Craglorn has no connection to the basic world, that if you follow the nice lady in Daggerfall she will take you, not to the fighters guild quest, but to a DLC zone. Quests are named with semi-poetic, meaningless titles rather than saying "This is the starter quest for the Greymoor DLC chapter". For a new player, it, again, creates an incoherent nightmare. I started, after dabbling in Morrowind, in Craglorn because it was pretty and for a fair time I thought the entire game was nothing but group content.
(You will also note another problem with this -- if players start in the latest chapter, they may play 20-30 hours without ever leaving it because that is what they think they're supposed to do. And the game used to FORCE players to start in the new chapter, and still makes that possible. So why would they ever even IMAGINE that there even *is* a main quest when they have already played what they thought was the start of the game??)
The way the game plays almost feels institutionalised -- in the sense that the developers are so familiar with their own creation, that they know every nook and cranny, that they forget that new players are not in that position. It plays fine for players who have been playing for years. Existing players don't walk into an alliance capital and face a fractal pattern of quest arrows. Existing players don't need to worry about quest orders because when they get a new chapter it's the only new content they have. Existing players don't need to be told the difference between base and DLC zones and its significance because they already know (how is a new player supposed to know that Auridon existed at the beginning but High Isle came last year, for example?? And that actually matters in terms of knowing which zone content you can play without breaking something.). But put a new player in that experience and the game just collapses.
On the Bethesda main channel, the video has 3 million views, the video where the guy appears for a few seconds has 1.4 million views, and a later video where the fight starts early on has 4.7 million views. No other video around the same time frame, including about ESO, has anywhere near those views except for the Skyrim Anniversary Edition concert video and Starfield Gameplay Reveal (5 Million).
It sounds to me like they need to capitalize on this "trailer knight" guy.
On the Bethesda main channel, the video has 3 million views, the video where the guy appears for a few seconds has 1.4 million views, and a later video where the fight starts early on has 4.7 million views. No other video around the same time frame, including about ESO, has anywhere near those views except for the Skyrim Anniversary Edition concert video and Starfield Gameplay Reveal (5 Million).
It sounds to me like they need to capitalize on this "trailer knight" guy.
More cinematic trailers with the Breton Hero would be great, agreed!
I think the game attracts plenty of new players, and the community is very welcoming and helpful for the most part. But the new player experience, despite the devs efforts to make it smoother, will be confusing to some extent given how massive the game is right now. I think the biggest hurdle is the quest chronology, the 'start where you like, do what you want' philosophy is not as helpful for a new player imo, even if it allows them to play anywhere with their friends, etc., because knowing what storyline to follow can get extremely overwhelming. I think the tutorial should go into the main quest right away and then give players the option to either continue the quests in their alliance or in the current chapter zone.
phaneub17_ESO wrote: »
FluffyBird wrote: »If I were a new player, I'd most likely think that High Isle has nothing to do with Elder Scrolls and is horribly boring. And if that was my first zone, I'd think that ESO is some generic mediocre MMO.
bro played Skyrim and has been playing TES games for 10 years LOLkumenit_taeynav wrote: »personally, ive been playing tes games for about 10 years now
bro played Skyrim and has been playing TES games for 10 years LOLkumenit_taeynav wrote: »personally, ive been playing tes games for about 10 years now
TES players starving man, we need a new game lmfao
chessalavakia_ESO wrote: »bro played Skyrim and has been playing TES games for 10 years LOLkumenit_taeynav wrote: »personally, ive been playing tes games for about 10 years now
TES players starving man, we need a new game lmfao
Earlier this month they announced it'll be 5-6 years for the next one. I think it will be interesting to see how similar it ends up being to other titles considering the length of the gap.
chessalavakia_ESO wrote: »bro played Skyrim and has been playing TES games for 10 years LOLkumenit_taeynav wrote: »personally, ive been playing tes games for about 10 years now
TES players starving man, we need a new game lmfao
Earlier this month they announced it'll be 5-6 years for the next one. I think it will be interesting to see how similar it ends up being to other titles considering the length of the gap.
There's 6 unused portals at the end of the starting tutorial for ESO and it seems like it's 1 expansion per year. They'll probably align the last expansion for ESO with the release of TES6.
I think there are several issues causing this phenomenon:
- Newer players experience is outright confusing the very moment they set foot in any major city. There are even questgivers around, which are imprisoned in coldharbour at the same time. Not exactly incentivising if you're interested in story.
- Group content like dungeons (especially in normal mode) is heavily characterized by an overdrawn farming culture due to the reward system. The first impressions newer players make when doing their first runs are most likely speedrunners killing off the final boss while oneself is still dying to some trashmob which said speedrunners didn't bother to eliminate.
The game is almost impossibly difficult to understand for a new player.
You are bombarded with content, that you can play in random order even though some of it is serialised. You'll then find you've broken the stories. .... But put a new player in that experience and the game just collapses.
colossalvoids wrote: »
Here is what I think... I think people who give up, don't have a clue what an MMO is. It is NOT a single-player game that has limited focus and limited content. It's easy to keep a single-player game on rails and provide guidance, etc... because overall the game never changes from start to finishing. With ESO, it is constantly changing, and thus, very very difficult to provide stable guidance to a player.
Furthermore, anyone who has played any MMO should know that they tend to be very complex, and you usually need to search outside of the game for guidance. So coming in and expecting an MMO that has run almost 10 years to be simple is clearly asking for confusion from the start; ESO is NOT simple for a new player.
I understand why they wanted to make the storylines accessible at any point, because if a new player comes in to join a friend and their friend is running High Isle, they will be able to join their friend in that content. But for someone coming in who is NOT joining a friend, the current state of quests is extremely confusing and overwhelming. You do the tutorial and you're thrown into the portal arena and have absolutely no idea which one to take, it's an awful way to treat new players. It was MUCH better when they just threw players into the MSQ and out they came onto their alliance starter island and progressed from there. Once they reached the main city, they could then decide which quest path they wanted to follow. It flowed much better... and again... just keep all the new DLC content locked in the Crown Store prologue menu and let players start additional DLC quests from there- and get rid of all the city quest givers that just add further confusion to the game.
I attempted to play the game with a "new player" mentality a couple times last night.
I could not stand the High Isle story line. The over use of the word DEAR drove me nuts.
Fata1moose wrote: »People complain about ESO's floaty combat and the easy overland all of the time so I think that's what turns off people most. There's also the group that expects it to be like the mainline games but the world design is quite different NPCs aren't on schedules, they don't sleep and eat, they don't have set houses they walk in and out of and there are a ton of buildings that are blocked off. In mainline TES they never tell you no whereas ESO's world tells you no often.