newtinmpls wrote: »The problem is to keep most players' interest in a game long term it needs:
- Extremely high replay value via emergent content or procedually generated and/or truly "living" worlds. ESO is great for a contemporary MMO, but when you get down to it the world isn't alive and it's just a series of very basic (albeit VERY well done) quests strung together. MMOs simply won't even try until someone really raises the bar as far as world interactivity/realism are concerned- to be clear I mean this in more of a simulation/advanced scripted AI sense- NOT graphics. Even Guild Wars 2 & Rift which have a very rudimentary dynamic systems are almost offensive in how bad they are. Everquest Next is talking some big talk along these lines, but I'll believe it when I see it.
As far as other entertainment elements- other media far outclass MMOs. Looking for a story? Movies and books vastly outclass MMOs. Immersiveness of being a part of the story? Single player games that can make the player truly the hero of the world will win here. Both of these, even if done well for an MMO won't keep player's interest long term. Only social ties with guilds will keep people hanging on, and that's a vast minority of older MMO players anyway.
The story in any MMO, heck any game, is going to depend on the engagement or emotional investment of the players. One example is that in Auridon there are a number of questlines that deal with a particular 'flavor' of 'bad guys'. Folks who seemed 'good' at first turn out to be 'bad' and there are plenty of times when a certain NPC gets hurt - not just physically but socially and emotionally.
Sure if you want to just skim this and not get involved, that's a choice. I choose to invest in it. Makes gameplay (individual and with in-game and RL friends) more enjoyable. Heck I have been known to write fanfic about particularly thought provoking sections of ESO.
I choose. Then I act. That's fun for me.