I want to start this post by first listing the previous MMORPGs I have played, as a basis for comparison. Ultima Online, Runescape, City of Heroes, World of Warcraft, EvE Online, Darkfall, SWTOR.
I believe I have a fair amount of experience dealing with all forms of gaming in this spectrum. I want to comment now on how ESO is progression in what I fear is the wrong path, and also draw on other player's opinions in regards to the future of this genre itself.
The reasoning behind making this thread came to me after I saw the recent patch has decreased the difficulty of a well-known Fighter's Guild quest boss named Doshia. While I do not want to linger too long on her specifically, I feel it is important to analyze and speculate as to why this was done.
Is it an appeal by Zenimax to appeal to a broader range of players who otherwise are not accustomed to a game refusing to hold their hand? Or, did they truly believe it was unfair or imbalanced relative to its level? At any rate, I don't think we will get a direct answer from them; so I will follow my own logic and assume that the reason is former. They read of players bitterly reacting on the forums about the difficulty of a boss they assumed would be another effortless event (since the entirety of the game up until this boss is precisely that). The tutorial islands should be a bit more difficult towards the end to mitigate the difference, to prepare players for the challenges that lie ahead. That is the intent of a tutorial, is it not?
That said, I like to think of Doshia as merely another tutorial. Preparing you for what is to come later on. It's a poor idea to reduce her difficulty in such a way. It removes the barrier into the world that is necessary to strengthen one's ability. Without challenge, we do not grow.
Let's talk about General difficulty and risk now. What strikes me as perplexing, in fact, downright puzzling, is the contrast between single player and MMO difficulty. As a prime example and one I was discussing with a friend earlier, take Dark Souls. One of the more challenging experiences a soul can put themselves through. Yet, a lot of people enjoy it. Reminds me of people eating very spicy foods. A challenge, painful in some respects yet people do it. Why?. A lot do. The easiest boss fight in Dark Souls is several orders of magnitude more difficult than Doshia. Now that is quite the disparity is it not? I ask you then this fundamental question that if answered would solve a mystery as strange as Dark Matter >>
Why is extreme difficulty acceptable in a single player title, but is shunned and violently rejected in an MMORPG? The slightest hint of resistance is met with a thermonuclear chain reaction that I have trouble comprehending.
As I mentioned my gaming experience earlier you'll note several titles that appeal to a more hardcore audience. These games are usually less populated. Not always. It depends on how it is hardcore. An example is Runescape. One of my most beloved MMORPGs. Why? The difficulty was evident in quests (higher end quests). There wasn't much hand-holding. More importantly perhaps (at least in retaining my attention) was the length of effort one had to undergo in order to increase their level in the myriad of skills available in the game. If you haven't played it let me give you a quick explanation, the structure was similar to how ESO does it. Specific skills for specific tasks. For instance, blacksmithing was its own skill, mining, cooking, etc. For combat, you had a magic level, prayer, archery, and individual melee skills like strength, stamina, defense, etc.. there was no "global" level. Your combat level was a mixture of these combat oriented stats. (It was also how they restricted gear use). While I loved the design of progressing in specific skills like this, just how long you had to spend to actually level them up was intoxicating.
It took ages, which to me meant one thing, impact. If you managed to stick through it, it meant something. It was not easy. It was not fast.To draw on ESO now, people are reaching the maximum levels in crafting and in general within a week. It feels so shallow to me, when I'm used to this taking literally months, if not years (per skill). Quite a difference indeed isn't it? You might be thinking that is a ridiculous amount of time, and it is; which is precisely why people stuck around for the long-term. It was a game designed exactly around that.
Want to know another utterly mind blowing feature in the game? If you died, everything you were wearing and carrying (save for 3 items) was dropped on your corpse where you died. If other people came around, they could actually take it from you. Such a concept now, is bewildering, absurd, absolutely impossible to convey. I feel a great sorrow at this because try as I might, I seem unable to transmit the benefit of this sort of system. The loss, or potential of it, being so great ... it overwhelms anything I say after. Even now as you're reading this, I'm confident most will be repelled by the very idea. All I ask you to do here is to entertain this notion as I go on. The reason this worked so well, is not because the pain of death was lighter than it sounds. It wasn't. It was harsh. I've lost so much in that game I couldn't list it all. However, through that knowledge that death was meaningful came the most exciting moments I have ever experienced. I have been skydiving in real life, and I am telling you without a hint of exaggeration, there were moments in that game that rivaled the excitement I felt jumping out of a plane from 13,500 feet in the air. I am not sure that is enough to convince anyone, but that's the best I can do.
Of the MMORPGs I know of today, the modern variant it seems is designed around a few points. Mass appeal (far less difficulty and risk), as well as convenience in every form. What do I mean here? Think of this as an example. Imagine there was no ability to instantly travel. (Or it was only possible through very rare scrolls or runes that others had to craft). Imagine the possibilities this might entail for a moment. A player has the option to breed his own horses, and constructs a carriage through a myriad of rare books he found scattered around in the world to learn the knowledge after first spending a long arduous journey to level up the required skill itself (carpentry or woodworking in this instance) Okay, let me put this in your head. That player learns to attach his horses to his carriage, and then offers real players the option to pay him for transportation around the unsafe world. Can you imagine this? The possibilities that are open when a game does not give you convenience? When instead, risk, danger, challenge and inconvenience are the norm? Players rise to the occasion, band together because the world is tough, harsh, the torments that await are only equaled by the boundless thrills. It makes my heart beat faster merely contemplating it...
Hmm, I seem to have written more than I set out to. I should stop for now at least. I feel as if I could go on for ages. If anyone read all of that, have a cookie (chocolate chip of course).