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Some thoughts on zones

RiskyChalice863
RiskyChalice863
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So first of all, I’m pretty new to the game and am loving it thus far. I’ve mainly just been questing, with some brief (and admittedly largely unsuccessful) dabbles into PvP. I’ve still got a lot of zones I’ve never been to yet. But what strikes me so far is how the questing in some zones is actually very different from others. I’m not talking about the storylines (which obviously differ between zones) or the terrain (which also obviously differs). Rather, the structure differs in certain subtle ways that I want to talk a bit about, because I think certain zones’ questing is just more well done. To be clear, my comments are mostly geared towards the side quests in each zone, as opposed to that zone’s main quest line.

Let’s take the following zones as examples: Vvardenfell, Auridon, Grahtwood, and Stonefalls.

Vvardenfell’s side quests are unique in this group, in that each town’s major side quest is actually quite long and involved. For instance, the Balmora side quest is quite lengthy. As is the Sun-in-Shadow one, or the Scarlet Judge one. I could go on. These quests are actually full, self-contained stories with multiple acts that take quite a while to get through. There are certain exceptions (for instance, the Ruddy Man quest is a bit more of a typical quest), but by and large, Vvardenfell goes for long-form quest lines. These end up being quite memorable.

Grahtwood does not do long-form questlines. The questlines for each town—while often pretty good IMO—are relatively straightforward storylines that don’t really have multiple acts. But what Grahtwood does do that seems relatively unique is have the different side quests actually tie into each other in interesting ways. I won’t go into details because I don’t want to risk spoiling things for anyone, but there are multiple instances where characters from one side quest are quite relevant to another. IMO this makes the zone come together as a coherent whole.

Auridon does not do either of those things, and I think it suffers a bit for it. The side quests aren’t necessarily short, and they can have some interesting objectives and dynamics. Many also fall under the same very basic framework (they’re Veiled Heritance-related). However, in the end, each side quest is not a particularly involved storyline like in Vvardenfell, nor do the quests tie together in interesting ways like those in Grahtwood. So it’s really just a series of solid one-offs.

Stonefalls is even a step further down from Auridon (though I’m not all the way through it, so I guess quests could tie together still, a la Grahtwood). The side quests have stories but they aren’t long storylines like in Vvardenfell. And they don’t tie together in like in Grahtwood. Furthermore, though, the quest objectives are too often not particularly inspired. I’ve seen a lot of “Kill 10 of ____” or “Collect 5 _____” kind of quests in Stonefalls, which I don’t remember seeing almost any of in the other three zones. This is typical fare for MMOs and can still be fun, but it was a bit surprising to me after seeing so much of ESO so far that wasn’t like this.

I would hope that some of the other zones I’ve not done resemble Vvardenfell or Grahtwood in this regard, rather than being like Stonefalls. I would also hope that, moving forward to new DLC and Chapters, ZOS makes an effort to have the kind of inspired storylines we saw in Vvardenfell and Grahtwood.
  • Radinyn
    Radinyn
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    We veterans see it, it's because each zone is better than the older one. ESO improves over time.
  • Pendrillion
    Pendrillion
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    And what new players dont get and see is that the classic zones of every faction have certain sequence. If you progress thrpugh a zone non linear and without the knowledge of what was built up before you get the confusing jumble you seem to have experienced in Stonefallls.
  • Narvuntien
    Narvuntien
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    I like auridion because it escallates from uneasily in the background to overt as you move up the island. But i see how the sidequests aren't as well intergrated to the main story.

    DCs story is a bit more standard rpg in that you collect a cast of npc "followers" you just keep running into again and again as you travel. Thats neat. The zones feel like they are broken into part stories that are only losely connected.
  • RiskyChalice863
    RiskyChalice863
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    And what new players dont get and see is that the classic zones of every faction have certain sequence. If you progress thrpugh a zone non linear and without the knowledge of what was built up before you get the confusing jumble you seem to have experienced in Stonefallls.

    I think I am doing it in the correct sequence. I purposely started the main quest with a EP character and did the first two starter zones for EP before going to Stonefalls. It’s not that the main story in Stonefalls is incoherent. It’s not; it does naturally follow from what happened at the starter islands. And that’s a good thing. My issue is more that the side quests I’ve seen so far there (and again, I’m admittedly not done with Stonefalls yet, so I might be speaking too soon) are not long storylines, nor do they seem to tie in with each other, and the quest objectives are often uninspired “Kill ten ____” kind of objectives (the last criticism applies to some of the main quest line in Stonefalls too).

    To be clear, I’m still enjoying Stonefalls. The things I’m complaining about here about Stonefalls would be true of every zone of pretty much every other MMO. I’m just pointing out that other zones in ESO have been notably better in this regard. Vvardenfell and Grahtwood actually felt like very good single-player questing to me, while Stonefalls feels more like the typical MMO-grind kind of questing. Again, it’s still fun, and I should note that the Stonefalls side quests I’ve seen do sometimes have interesting facts/lore behind them (the town where the Argonians and Dark Elves can’t trust each other, for instance, has some heart to it). I’m just hoping the rest of the game is less like Stonefalls, because the other zones I’ve seen have been even better.
  • VaranisArano
    VaranisArano
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    Be prepared that the Pact Storyline is probably the most fractured of the three factions. Stonefalls in particular serves as an introduction to the Pact, which is by its nature a fragmented and often fractious beast. Auridon, likewise, serves to establish the Veiled Heritance as a credible threat to the Dominion.

    (I also thought that the Stonefalls storyline ties in very well with Bleakrock and Bal Foyen, since the Covenant invasion begins in Bleakrock, is driven off for a time at Bal Foyen, and then Stonefalls is all about the Dunmer response to the Covenant invasions and the consequences thereof.)
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