cowsayUshi wrote: »Traveling through Tamriel, even five days before most people had the chance to set foot in this sandbox I and many others stuck with this game from 2014 till now, eagerly waiting for what’s to come in our first expansion. Although I never took the time to go post on the forums, and a few additions to the game were added because of the feedback you guys give, so I want to give my feedback for one of many reasons why I cannot call this a mainline Elder Scrolls game. Whether its events are truly cannon the questing and exploration that ZeniMax uses creates a bland, hand holding experience, that for an Elder Scrolls game is abysmal and for MMO quite mediocre when compared to all the risks ZeniMax took to make this game feel like an Elder Scrolls title.
A linear path most traveled:
Prompting you where your next adventure starts, quest markers are littered throughout the world like most MMOs, but Elder Scrolls Online shouldn’t be like most MMOs. ZeniMax took risks to make this game unique, with one Tamriel, the justice system, and the wide variety of mixing and matching the users have when creating their character, ZeniMax took it low to the ground with one more the most important aspects of an Elder Scrolls game: the satisfaction of exploration. Ignoring these quest markers doesn’t add any immersion and often crippling, as they’re usually the only queue given to us when presenting a new quest, other than the annoying follower NPCs that go where ever you go until you accept their quest, there isn’t a show put on by most NPCs to give hints of the possibility that this might lead to a reward.
The base game quests are bland as most of us know, with the tiniest selection of dialogue options, illusions of impact in the world and quests where we supposed to have a choice. And areas separated by instance, where so called “deadric invasions” as an example and NPC vs NPC combat is laughable to how small scaled and petty ZeniMax’s attempt is to selling us the task at hand.
Although it’s too late to make any difference to the game, improving the base game in such a large scale doesn’t produce any income, and the amount of animation, voice acting, and detail that would have to go into the game to produce the traditional Elder Scrolls feeling of exploration and limit the hand holding to only the very beginning would be costly and would probably take a long time if ZeniMax ever considers doing an overhaul.
Well, that’s my rant on what I feel about the game. What about you guys, do you feel the same? Or see a point that needs to be refuted?
First of all this was never ment to be Elder Scrolls sequel, but indeed an Elder Scrolls MMO. Now that's established, tell me of one MMO that has that much effort put into questing. Even if this game was single player i would probably play it for couple of months, which i couldn't tell for any other MMO ever.
When the team set out, they wanted to create strategic real time combat, we wanted to create a lot of world immersion, wanted to create a landscape that was rewarded exploration."
First of all this was never ment to be Elder Scrolls sequel, but indeed an Elder Scrolls MMO. Now that's established, tell me of one MMO that has that much effort put into questing. Even if this game was single player i would probably play it for couple of months, which i couldn't tell for any other MMO ever.
cowsayUshi wrote: »Traveling through Tamriel, even five days before most people had the chance to set foot in this sandbox I and many others stuck with this game from 2014 till now, eagerly waiting for what’s to come in our first expansion. Although I never took the time to go post on the forums, and a few additions to the game were added because of the feedback you guys give, so I want to give my feedback for one of many reasons why I cannot call this a mainline Elder Scrolls game. Whether its events are truly cannon the questing and exploration that ZeniMax uses creates a bland, hand holding experience, that for an Elder Scrolls game is abysmal and for MMO quite mediocre when compared to all the risks ZeniMax took to make this game feel like an Elder Scrolls title.
A linear path most traveled:
Prompting you where your next adventure starts, quest markers are littered throughout the world like most MMOs, but Elder Scrolls Online shouldn’t be like most MMOs. ZeniMax took risks to make this game unique, with one Tamriel, the justice system, and the wide variety of mixing and matching the users have when creating their character, ZeniMax took it low to the ground with one more the most important aspects of an Elder Scrolls game: the satisfaction of exploration. Ignoring these quest markers doesn’t add any immersion and often crippling, as they’re usually the only queue given to us when presenting a new quest, other than the annoying follower NPCs that go where ever you go until you accept their quest, there isn’t a show put on by most NPCs to give hints of the possibility that this might lead to a reward.
The base game quests are bland as most of us know, with the tiniest selection of dialogue options, illusions of impact in the world and quests where we supposed to have a choice. And areas separated by instance, where so called “deadric invasions” as an example and NPC vs NPC combat is laughable to how small scaled and petty ZeniMax’s attempt is to selling us the task at hand.
Although it’s too late to make any difference to the game, improving the base game in such a large scale doesn’t produce any income, and the amount of animation, voice acting, and detail that would have to go into the game to produce the traditional Elder Scrolls feeling of exploration and limit the hand holding to only the very beginning would be costly and would probably take a long time if ZeniMax ever considers doing an overhaul.
Well, that’s my rant on what I feel about the game. What about you guys, do you feel the same? Or see a point that needs to be refuted?
cowsayUshi wrote: »Traveling through Tamriel, even five days before most people had the chance to set foot in this sandbox I and many others stuck with this game from 2014 till now, eagerly waiting for what’s to come in our first expansion. Although I never took the time to go post on the forums, and a few additions to the game were added because of the feedback you guys give, so I want to give my feedback for one of many reasons why I cannot call this a mainline Elder Scrolls game. Whether its events are truly cannon the questing and exploration that ZeniMax uses creates a bland, hand holding experience, that for an Elder Scrolls game is abysmal and for MMO quite mediocre when compared to all the risks ZeniMax took to make this game feel like an Elder Scrolls title.
A linear path most traveled:
Prompting you where your next adventure starts, quest markers are littered throughout the world like most MMOs, but Elder Scrolls Online shouldn’t be like most MMOs. ZeniMax took risks to make this game unique, with one Tamriel, the justice system, and the wide variety of mixing and matching the users have when creating their character, ZeniMax took it low to the ground with one more the most important aspects of an Elder Scrolls game: the satisfaction of exploration. Ignoring these quest markers doesn’t add any immersion and often crippling, as they’re usually the only queue given to us when presenting a new quest, other than the annoying follower NPCs that go where ever you go until you accept their quest, there isn’t a show put on by most NPCs to give hints of the possibility that this might lead to a reward.
The base game quests are bland as most of us know, with the tiniest selection of dialogue options, illusions of impact in the world and quests where we supposed to have a choice. And areas separated by instance, where so called “deadric invasions” as an example and NPC vs NPC combat is laughable to how small scaled and petty ZeniMax’s attempt is to selling us the task at hand.
Although it’s too late to make any difference to the game, improving the base game in such a large scale doesn’t produce any income, and the amount of animation, voice acting, and detail that would have to go into the game to produce the traditional Elder Scrolls feeling of exploration and limit the hand holding to only the very beginning would be costly and would probably take a long time if ZeniMax ever considers doing an overhaul.
Well, that’s my rant on what I feel about the game. What about you guys, do you feel the same? Or see a point that needs to be refuted?
MrDenimChicken wrote: »cowsayUshi wrote: »Traveling through Tamriel, even five days before most people had the chance to set foot in this sandbox I and many others stuck with this game from 2014 till now, eagerly waiting for what’s to come in our first expansion. Although I never took the time to go post on the forums, and a few additions to the game were added because of the feedback you guys give, so I want to give my feedback for one of many reasons why I cannot call this a mainline Elder Scrolls game. Whether its events are truly cannon the questing and exploration that ZeniMax uses creates a bland, hand holding experience, that for an Elder Scrolls game is abysmal and for MMO quite mediocre when compared to all the risks ZeniMax took to make this game feel like an Elder Scrolls title.
A linear path most traveled:
Prompting you where your next adventure starts, quest markers are littered throughout the world like most MMOs, but Elder Scrolls Online shouldn’t be like most MMOs. ZeniMax took risks to make this game unique, with one Tamriel, the justice system, and the wide variety of mixing and matching the users have when creating their character, ZeniMax took it low to the ground with one more the most important aspects of an Elder Scrolls game: the satisfaction of exploration. Ignoring these quest markers doesn’t add any immersion and often crippling, as they’re usually the only queue given to us when presenting a new quest, other than the annoying follower NPCs that go where ever you go until you accept their quest, there isn’t a show put on by most NPCs to give hints of the possibility that this might lead to a reward.
The base game quests are bland as most of us know, with the tiniest selection of dialogue options, illusions of impact in the world and quests where we supposed to have a choice. And areas separated by instance, where so called “deadric invasions” as an example and NPC vs NPC combat is laughable to how small scaled and petty ZeniMax’s attempt is to selling us the task at hand.
Although it’s too late to make any difference to the game, improving the base game in such a large scale doesn’t produce any income, and the amount of animation, voice acting, and detail that would have to go into the game to produce the traditional Elder Scrolls feeling of exploration and limit the hand holding to only the very beginning would be costly and would probably take a long time if ZeniMax ever considers doing an overhaul.
Well, that’s my rant on what I feel about the game. What about you guys, do you feel the same? Or see a point that needs to be refuted?
I think most people would agree with you, but you won't find those people since they either don't play this game or don't post on these forums. Most of the people on these forums are pretty easily entertained fanboys.
the questing in the base game is indeed as you say, linear and copy-pasted. No dialogue options, no real mystery, and very little heart.
Sure it might have a little more effort than most MMO's, but MMO's don't prioritize questing plots. The gameplay is what matters and it's what makes players stay and continue to pay either those monthly fees or store items. That's the main reason I continue to play.
MrDenimChicken wrote: »The gameplay is what matters and it's what makes players stay and continue to pay either those monthly fees or store items. That's the main reason I continue to play.
Hallothiel wrote: »Just how could an MMO have quest line options that led to radically different outcomes? It can be done on a single player rpg
When the game was in early testing, it didn't have quest markers. ZOS discovered that players had problems finding the quests and became frustrated in not knowing where to go or what to do. They tried it, it didn't work out.
Seems like one of those ideas that sounds great on paper but functions poorly when implemented.