The only thing I find interesting about these end-of-year letters is what seems to be a cultural difference between the US and the place where I live: Here, no one takes excessive marketing drivel seriously, and self-praise is seen as a character flaw. So no one would actually approve of that, quite the opposite.
That said, this sounds indeed bad, if it really has a meaning:
"ESO is always about great storytelling, so we won’t abandon story quests and content, but we will balance it out with more systems like dungeons, trials, and special new content like Infinite Archive."
Reducing story content even more, after it has already been cut short in 2023? Not sure if they're doing themselves a favor with that.
"We're concerned about running out of space before we've bled the cash cow dry, so there will only be 1 expensive new zone a year now, with the q4 update staying a new system few people have any interest in instead"
"We're concerned about running out of space before we've bled the cash cow dry, so there will only be 1 expensive new zone a year now, with the q4 update staying a new system few people have any interest in instead"
I'm thinking for a while now that it's about throwing out content to keep people busy, while reducing costs and efforts. I mean, story content requires a lot of work, more people are involved, you need people to write dialogues, you need to hire voice actors. The Archive, on the other hand, has very few lines of dialogue, almost no story, almost no new enemies or friendly npcs - it's largely asset recycling. Yes, there are new mechanics, a few new maps/backdrops, I'm not saying there's nothing new at all. But compared to a story dlc, it's much cheaper to produce.
That's a possible interpretation, but not the only one. As the game ages, new players entering will have years and years of story content to play through as it is. At the other end , there's going to be steady loss of interest in story content from veterans of the game who want something different. It may be inevitable that these demographics will grow at the expense of those whose interest depends on yearly new story content.
That's a possible interpretation, but not the only one. As the game ages, new players entering will have years and years of story content to play through as it is. At the other end , there's going to be steady loss of interest in story content from veterans of the game who want something different. It may be inevitable that these demographics will grow at the expense of those whose interest depends on yearly new story content.
I personally don't think players who are interested in questing and stories suddenly lose interest in them just because they're active for a longer time (there might be other reasons, like bad writing quality...). I mean, people don't lose interests in reading or watching tv shows just because they've already done that in the past, do they?
I think it's more that there are different "types" of players. There's a demographic who's here mainly for the lore and stories, and another one who doesn't care much for that at all, some even click away dialogues without reading or listening to them, or don't quest at all (and, of course, there are also many players somewhere inbetween those extremes). Not really caring for the stories is a pity, in my opinion, because TES lore is awesome and its complexity alone is already outstanding, but, well, it's none of my business how other people spend their free time.
So, yes, I understand that content creation has to be balanced to appeal to different player types (although ZOS honestly is not good at that, if I consider how the PvPers rarely get anything new), but I'm still not sure if reducing story content even more is the balancing that is needed. Of course it's just my personal opinion, but I'm one of the TES lore fans here (I'm doing other things in ESO too, but I'm really mainly here because I love TES lore), so only one new story addition per year that's played through in maybe 50 hours, doesn't seem much to me. Repeatable content without much narration or lore is valid in itself, of course, but it's not a suitable replacement for that.
Btw, another official "argument" for reducing new story content e.g. removing the yearly Q4 story DLC (I think it was in the December 2022 letter?) was that there was so much story content already, new players would have enough quests to do anyway, no, they might even experience a "fear of missing out" if there's too much to do and they can't keep up with that. Doesn't make sense to me, to be honest. I understand that there are completionists who might feel this way, but - to revisit the comparison I made above - people don't stop writing books or producing movies just because millions of them exist already.
I don't think there are many players not interested at all in lore and story. At least it's my impression, that most people interested in meaningful gameplay and combat are also eager to experience the stories and dive into the lore of tes.
There are definitely "types" of players tho: Some prefer experiencing the stories without meaningful gameplay and as easy combat as possible, while others want the latter elements mixed into the former.
The faction interested in more meaningful gameplay is increasingly stopping with doing story content (for example I don't even started necrom storyline besides being a lore fanatic since tes 3 because I don't want to play a telltale.) and asking for change.
But as balancing story and gameplay equally (by adding difficulty options to the former) is seemingly out of the question, I see no other route to solve this issue.
That's a possible interpretation, but not the only one. As the game ages, new players entering will have years and years of story content to play through as it is. At the other end , there's going to be steady loss of interest in story content from veterans of the game who want something different. It may be inevitable that these demographics will grow at the expense of those whose interest depends on yearly new story content.
I personally don't think players who are interested in questing and stories suddenly lose interest in them just because they're active for a longer time (there might be other reasons, like bad writing quality...). I mean, people don't lose interests in reading or watching tv shows just because they've already done that in the past, do they?
I think it's more that there are different "types" of players. There's a demographic who's here mainly for the lore and stories, and another one who doesn't care much for that at all, some even click away dialogues without reading or listening to them, or don't quest at all (and, of course, there are also many players somewhere inbetween those extremes). Not really caring for the stories is a pity, in my opinion, because TES lore is awesome and its complexity alone is already outstanding, but, well, it's none of my business how other people spend their free time.
So, yes, I understand that content creation has to be balanced to appeal to different player types (although ZOS honestly is not good at that, if I consider how the PvPers rarely get anything new), but I'm still not sure if reducing story content even more is the balancing that is needed. Of course it's just my personal opinion, but I'm one of the TES lore fans here (I'm doing other things in ESO too, but I'm really mainly here because I love TES lore), so only one new story addition per year that's played through in maybe 50 hours, doesn't seem much to me. Repeatable content without much narration or lore is valid in itself, of course, but it's not a suitable replacement for that.
Btw, another official "argument" for reducing new story content e.g. removing the yearly Q4 story DLC (I think it was in the December 2022 letter?) was that there was so much story content already, new players would have enough quests to do anyway, no, they might even experience a "fear of missing out" if there's too much to do and they can't keep up with that. Doesn't make sense to me, to be honest. I understand that there are completionists who might feel this way, but - to revisit the comparison I made above - people don't stop writing books or producing movies just because millions of them exist already.
Why is it out of the question, though? It would seem a much more reasonable solution than what ZOS is doing now.
I agree, but every visit of the "overland difficulty discussion thread" remembers me how adamantly some people oppose this solution.
And zos themselves is trying to address the problem by adding content like nymics and IA (according to official statements), instead of doing the obvious thing, which were to add proper difficulty options to story content (especially veteran overland and story dungeons, trials are somewhat trickier to do).
Elder Scrolls is about story and lore, and above everything else, this is intended to be an Elder Scrolls game. For me, that is what separates it from a lot of the other multiplayer games. There are certainly other MMORPGs with stories and lore, but I happen to like the Elder Scrolls lore and connect with it much easier than other games.
If they step back from that, it starts to become just a combat MMO, in a field full of combat MMOs. Boooooring. (must say that in the voice of Sheo)
Yeah, they have a bazillion hours of story content already in the game, but without new content, there isn't much reason for me to stick around.
The only thing I find interesting about these end-of-year letters is what seems to be a cultural difference between the US and the place where I live: Here, no one takes excessive marketing drivel seriously, and self-praise is seen as a character flaw. So no one would actually approve of that, quite the opposite.
That said, this sounds indeed bad, if it really has a meaning:
"ESO is always about great storytelling, so we won’t abandon story quests and content, but we will balance it out with more systems like dungeons, trials, and special new content like Infinite Archive."
Reducing story content even more, after it has already been cut short in 2023? Not sure if they're doing themselves a favor with that.
They've been divesting in PvP since 2018, so the PvE crowd should consider themselves ZOS's favorite child.
I understand that content creation has to be balanced to appeal to different player types (although ZOS honestly is not good at that, if I consider how the PvPers rarely get anything new)
boi_anachronism_ wrote: »Warhawke_80 wrote: »For some reason what I got out of the letter was....
"were not going to cut story completely out but our focus is going to be on Raids/PVP and other group content."
Which to me is basically asking me to find another game
They havent added to pvp in 5 years... They make no mention of adding to it. I honestly dont see where you are getting that from. Eso is heavily balanced towards story content objectively and statistically. Archive is a historic anomaly as far as devoting a full quarter to anything pve group related. Usually its a couple dugeons and one new trial a year. Beyond that its always been new zones and overworld content.
boi_anachronism_ wrote: »Warhawke_80 wrote: »For some reason what I got out of the letter was....
"were not going to cut story completely out but our focus is going to be on Raids/PVP and other group content."
Which to me is basically asking me to find another game
They havent added to pvp in 5 years... They make no mention of adding to it. I honestly dont see where you are getting that from. Eso is heavily balanced towards story content objectively and statistically. Archive is a historic anomaly as far as devoting a full quarter to anything pve group related. Usually its a couple dugeons and one new trial a year. Beyond that its always been new zones and overworld content.
I think that One Tamriel and Account Wide Achievements pretty much kneecapped the concept of emphasis and continuity of any kind of adherence to storyline, especially for new players that aren't started anywhere near the beginning of the default or global storylines.
There's no guidance or encouragement to start at the beginning, it's just a big push to sell the newest DLC chapters, and new players are just left to their own devices when they opt to jump into the game in whatever random chapter choices they are presented now that have little or no connection to the start of the plot of the game.
I've bought the game for several friends in the past year, and after character creation they have the option to start anywhere with no idea what world introduction they miss and then they comment that the game is confusing, they aren't even aware of plotline history. Sure, many new players want to play 'the newest chapter they got as part of the package', probably because 'newest is better', but without the initial intros many of us got at launch - the game ends up being a mixed up mess.
edit: fixed a few glaring syntax errors I missed.
It is rather sad when looking back over everything. There are so many stories, but the pages are all jumbled up. Readers are told that they can read them in any order, but they aren't really written to be read in any order. It doesn't really work.
That being said, IMO I still think they need to add quest-related content TWICE per year, as they had previously. Just because they got a pass last year for the 'bug-fixing' quarter, doesn't mean they should be doing this every year. However, they have the data showing how many players are completing trials, dungeons, etc... I don't... so they would know what content is most currently popular.
While I think it would be a step backwards for ZOS to start reducing Quest content, as someone mentioned, there is 10 years of quest content- and that can seem overwhelming to new players and even vets like myself. Having just created a new character, I'm now faced with 10 years of quest content- much of which I have yet to finish due to my penchant for creating/deleting characters.
However, they have the data showing how many players are completing trials, dungeons, etc... I don't... so they would know what content is most currently popular.
Only 6% made it all the way to Level 50 and spent that first Champion Point. At least, on XBox.
I personally don't think players who are interested in questing and stories suddenly lose interest in them just because they're active for a longer time (there might be other reasons, like bad writing quality...).
If someone plays only 1 hour per day, they've finished one whole chapter within one month, and one story dlc (that had 15 hours, I believe) in 2 weeks. So if we count together all current chapters and story dlcs, we have 7 chapters, 9 story dlcs, roughly about 345 hours of content. If you play only about 1 hour per day, you've finished that within about a year. Further reduced if you play more than one hour daily - if you play 4 per average (which is quite possible, maybe a bit less on weekdays, a bit more on the weekend), you've finished all chapter and story dlc currently existing within 3 months. Suddenly it doesn't sound so overwhelming anymore, no?
The addition of AwA also blew away replayability of the story content for some players. I would have happily replayed through the story content many times if not for that. But since everything is pretty much completed now on a new character, there isn't any point for me. ZOS shot itself in the foot regarding players like me.
I'll be watching the January reveal with interest. I'm hoping to see something that will appeal to me beyond the annual chapter, because as you said and I agree, the annual chapter is not a whole lot of content when it comes to story and quests, so I'm hoping it will deliver a system that someone like me is interested in.
Perhaps I'm the only one. I've been with this game for 10 years and my interest in the stories is definitely declining because they always follow essentially the same game play format. No matter how good the story, at some point the activity of traveling from quest marker to quest marker stops being interesting.
The addition of AwA also blew away replayability of the story content for some players. I would have happily replayed through the story content many times if not for that. But since everything is pretty much completed now on a new character, there isn't any point for me. ZOS shot itself in the foot regarding players like me.
Sure, I'd love tons of new story content every year. But realistically that isn't going to happen. However, 30 hours of story content a year (I think it's less, actually) isn't enough to keep story and questing addicts going. I've said in the past that I'd happily BUY quest packs from the crown store, small story arcs that maybe take a few hours to complete and that can take place in EXISTING zones.
I am not exactly sure what to make of the 2024, yet. Firor talked about balancing story content with dungeon and trial content, but I'm not sure what that means. I'm not sure that I can see his perspective.
I am not exactly sure what to make of the 2024, yet. Firor talked about balancing story content with dungeon and trial content, but I'm not sure what that means. I'm not sure that I can see his perspective.
To me, in that context, "balancing" sounds like an euphemism for "reducing".
Since I they have done so much story and dungeon content every year, it makes me wonder why they would think it is out of balance. Seems we have a lot of both.
The question to me is: Do they even really think that? It's a marketing text and some drivel about "balancing" and "improving" (it's always "improving" of course, no matter what they do) sounds much better than, just as an example, "We reduce story content because good writers and voice actors are expensive and we want to reduce costs".
The question to me is: Do they even really think that? It's a marketing text and some drivel about "balancing" and "improving" (it's always "improving" of course, no matter what they do) sounds much better than, just as an example, "We reduce story content because good writers and voice actors are expensive and we want to reduce costs".
My guess is that ESO doesn't have as many dev resources on it as it used to, so they want (need) to reuse assets and reduce labour-intensive tasks (like story content, which requires writers, voice actors, etc.) and focus on systems that don't require that. The infinite archive is one example, where the environment and most of the enemies are reused assets. There's not a heck of a lot new there.
Unfortunately, that means those of us who primarily enjoy story content could be disappointed from here on out. I guess we'll see how this year plays out. If ZOS releases interesting new systems, it could be okay. If not, then...
The question to me is: Do they even really think that? It's a marketing text and some drivel about "balancing" and "improving" (it's always "improving" of course, no matter what they do) sounds much better than, just as an example, "We reduce story content because good writers and voice actors are expensive and we want to reduce costs".
My guess is that ESO doesn't have as many dev resources on it as it used to, so they want (need) to reuse assets and reduce labour-intensive tasks (like story content, which requires writers, voice actors, etc.) and focus on systems that don't require that. The infinite archive is one example, where the environment and most of the enemies are reused assets. There's not a heck of a lot new there.
Unfortunately, that means those of us who primarily enjoy story content could be disappointed from here on out. I guess we'll see how this year plays out. If ZOS releases interesting new systems, it could be okay. If not, then...
I can't believe how many assumptions some forum members are making about how long it takes to play an ESO chapter. The fact is, we all play the game at different rates. For me, it takes heaps more than 30 hours to finish the quests for a whole chapter, because of my play style.