Yes it had a revision about three times and they botched it. twas not fun. It had a final revision for Morrowind so then players had a way to access the main story - at that point players had to do wailing prison.No. The Wailing Prison was revised at least three times before Morrowind. The version we experience today was the version that was created sometime around One Tamriel (I think.) Hell, there were implementations of it that replaced some of Michael Gambon's dialog with another voice actor. It was really jarring.
No you did not have to do Wailing Prison when it was the tutorial - if you skipped it then you were dropped on starter island with the main quest already begun. I mention 'Skip' because players should be free to skip a tutorial they have already played.You always had to do The Wailing Prison to start the main quest. That you want the ability to skip it, only underlines that it wasn't that great to begin with.
So... you're saying you didn't write this:
Iccotak wrote: »
Rather than a pop-up I though more of a tutorial that makes the player open the menu and obviously point things out to them.
Like
-"Press X button to open collections" and it won't disappear until you do that
-Golden Lettering "HERE Are the Chapters"
-Highlight the Activate button, etc. Use colors like Red and Green to draw their Eye
Just like a tutorial makes sure players use the controls.
Then who did?
@starkerealmYes it had a revision about three times and they botched it. twas not fun. It had a final revision for Morrowind so then players had a way to access the main story - at that point players had to do wailing prison.No. The Wailing Prison was revised at least three times before Morrowind. The version we experience today was the version that was created sometime around One Tamriel (I think.) Hell, there were implementations of it that replaced some of Michael Gambon's dialog with another voice actor. It was really jarring.
It's a shame that they kind of butchered and cut down the introduction to the Main story of the Base Game.
However any issues with combat mechanics in the old tutorial could be fixed and refinedNo you did not have to do Wailing Prison when it was the tutorial - if you skipped it then you were dropped on starter island with the main quest already begun. I mention 'Skip' because players should be free to skip a tutorial they have already played.You always had to do The Wailing Prison to start the main quest. That you want the ability to skip it, only underlines that it wasn't that great to begin with.
So... you're saying you didn't write this:
Iccotak wrote: »
Rather than a pop-up I though more of a tutorial that makes the player open the menu and obviously point things out to them.
Like
-"Press X button to open collections" and it won't disappear until you do that
-Golden Lettering "HERE Are the Chapters"
-Highlight the Activate button, etc. Use colors like Red and Green to draw their Eye
Just like a tutorial makes sure players use the controls.
Then who did?
That's not forcing a player into content they don't have access to - it's just pointing out where they can find add-on content. Specifically letting them know where they can find the chapter They bought.
One Tamriel is great - it's great that we have all the freedom we have now. The only problems that I have brought up is that ZOS could fix the lack of direction for new players and make the story timeline less convoluted. Especially now that Chapters and DLCs are going to be interconnected in year long stories.
Do coldharbour tutorial. Float through the rift from Oblivion to Mundus. You were fished of the coast or Bleakrock or Khenarthi's Roost or Stros m'kai or Seeyda Neen or Shimmirene or Rimmen?
If you've played it then you already know what happens and therefore you should have the option to skip it.So, your argument is that The Wailing Prison is so integral to conveying the story of Elder Scrolls Online that it should be skippable...
What?
No proposal here has said force the player to go to another zone. or to Grab Their Head.But, kludging the player to go to another zone only transplants those problems, it doesn't fix them.
No one is saying 'don't let new players play the new content first'. What they are saying is new players have no reason to be aware that the new content is 10 stories down the chain, and if they want to experience the story from front to back start at X.
To add my 2 cents, one of the worst things about starting was I didn't know what I was doing or where I was. I had to go far out of my way to start "properly", which involved lots of in-game confusion and out-of-game research. It kinda sucked.
The worst was Morrowind and Summerset.
Summerset was the conclusion to the MW > CWC > SS story arc, yet ZOS was starting new players in Summerset.
Imagine playing CWC or MW after SS. The entire point of those games was to solve the mystery of who the Daedric Triad are. It's not much of a mystery if you've already revealed their identities and defeated them in SS.
If you've played it then you already know what happens and therefore you should have the option to skip it.So, your argument is that The Wailing Prison is so integral to conveying the story of Elder Scrolls Online that it should be skippable...
What?
No proposal here has said force the player to go to another zone. or to Grab Their Head.But, kludging the player to go to another zone only transplants those problems, it doesn't fix them.
Remember during the tutorials when instructions would appear on the screen about pressing buttons?
Like "hold left/right click to attack or block"
Doesn't lock the player but the message on screen doesn't go away unless you successfully do that task.
starkerealm wrote: »If you've played it then you already know what happens and therefore you should have the option to skip it.So, your argument is that The Wailing Prison is so integral to conveying the story of Elder Scrolls Online that it should be skippable...
What?
So, it's so critical from a story perspective it's worth putting players in a vastly inferior tutorial, but at the same time you think it should be skippable... right.
starkerealm wrote: »Actually, in point of fact, it does. I don't know if you've ever tested boundaries in the tutorials, but there are a lot of things that are disabled until the appropriate tutorial pops up.
In this specific case, it would lock up their movement, because you'd be putting them in a UI that automatically disables on movement.
starkerealm wrote: »If you've played it then you already know what happens and therefore you should have the option to skip it.So, your argument is that The Wailing Prison is so integral to conveying the story of Elder Scrolls Online that it should be skippable...
What?
So, it's so critical from a story perspective it's worth putting players in a vastly inferior tutorial, but at the same time you think it should be skippable... right.
Both times you quoted him he said that it should be skippable to people who have played it, not to new players who don't know the story. It's critical to the story, but obviously it's not critical to players who know it already.
Both times you quoted him he said that it should be skippable to people who have played it, not to new players who don't know the story. It's critical to the story, but obviously it's not critical to players who know it already.
I'm not a fan of the new tutorials either and I find myself having to explain the 'quest order' more often than I'd like to new players. I love being able to go where I want when I want - but the story should be structured in a way that makes sense and in a way that builds on prior content (such as reoccurring characters in later content). Players aren't getting forced into it of course (if you want to do Elsweyr first, by all means go for it), but I honestly feel like you miss so much of the story of the game if you go directly into the current chapter's story and not only that, but it's just confusing to players.
starkerealm wrote: »
That said, as experienced players, we do put way too much emphasis on hitting quests in the right order. While zones like Greenshade don't make much sense out of order, that's the exception rather than the rule, and even Malabal Tor or Reaper's March will make sense on their own. You won't have all the background, and the pacing may seem a bit odd, but the stories are still coherent, even if you haven't been following them up to that point.
MasterSpatula wrote: »starkerealm wrote: »
That said, as experienced players, we do put way too much emphasis on hitting quests in the right order. While zones like Greenshade don't make much sense out of order, that's the exception rather than the rule, and even Malabal Tor or Reaper's March will make sense on their own. You won't have all the background, and the pacing may seem a bit odd, but the stories are still coherent, even if you haven't been following them up to that point.
If you do Greenshade after Malabal Tor, you're going to encounter some wonky storytelling. God help you if you do Kenarthi's Roost after either of those.
I keep running into players both in the game and in the forums who ask what the best order to do the story in or have No direction and No idea where to go and what to do.
Let's face it; if you don't play the Story in release order then it doesn't make sense.
Elsweyr especially doesn't work if you haven't played the base game first, since you reunite with important characters from the base game's story.
I think it's its bad game design and bad storytelling that new players trying to figure out the real Main Quest have to "Google it", or even, "ask more experienced players in zone chat." It works but its band aid solutions. New Players should have a clear guide, or Rail, of a story to follow with the option to do what they want. That is how ESO One Tamriel worked before Chapters were released.
The issue is that the current chapter set up leaves players a little directionless and confused because they are dropped into a fraction of the game as opposed to the rest of the game.
Important things like;
-Guild skill lines (Undaunted, Mages, Fighters)
-World skill lines (Werewolf, Vampirism)
-PvP
All of these things which have storylines that revolve around the base game - this begs the question why didn't they just start in the base game?
This isn't about telling players how they should play - This is about providing clear Directions so that players know their Choices.
SOLUTIONS
1. ZOS should refine the Zone Guide. Specifically, the Main Quest metric. It should indicate the sequence of the quests, Chronologically. From the Base Game to the DLCs.
This is especially needed now that Dungeon DLCs & Prologue Quests are added to the 'Year Long Storytelling Format'
The Prologue Quests shouldn't be in the Crown store. sorry - not sorry
Players should have a clear guide for Storyline
It should tell you the story order of AD:
Khanarthi's Roost > Auridon > Grahtwood > Greenshade > Malabal Tor > Reapers March > Coldharbour
2. Fix the Original Tutorial, make it proper and Not Rushed. Here's how it should go.1. Opening Cutscene
2. Create the character
3. A vision of the Prophet talks to you in your cell
4. Lyris breaks you out of your cell and you tell her about the prophet
5. You team up to break him out
6. Lyris hands you a weapon to use for now
7. You fight some enemies, get a basic idea of controls
8. Fight mini-boss
9. Head to armory and find some gear, a couple pieces of armor, and varying choices of weapons to try out
10. Sneak and Take out the Eyes
12. Meet Cadwell
13. Lockpick tutorial
14. break into Prophet's cell and get him out
15. Fight Boss
16. Take Skyshard & Esape Coldharbor
17. Start in the Starter island of your faction
Players who have already completed the tutorial have the option to skip it so then they can get right to doing whatever they want and going wherever they want. However, the Tutorial should always be the Coldharbour Wailing Prison.
It was the most EPIC introduction to the game (imo) and it also does a FAR better job of giving the players direction, which is important for new players that want to get into the game and not be overwhelmed.
Also the major Guild Storylines & Skill lines revolve around the base game.https://www.youtube.com/watch?v=fle96EAHlDg&t=1s
3. In the Collections menu - give players the option to activate DLCs and Chapters if they want to start one
This way when a new player is starting they are not bombarded by DLC and Chapter characters clamoring for their attention - like Abnur Tharn talking about Dragons when the player is in the middle of the Plane Meld storyline - or "Do You Know How Long I've Been Looking For You?"
Otherwise DLC storylines will activate in order of release upon completion.
Here's an idea of what happens when a player activates add-on contentThe prologue quests and "tutorials" that ZOS made for the chapters will instead be "expansion intros".
-The first time your character goes to Vvardenfell, they take the boat that shipwrecks on firemoth isle
-The first time your character follows queen Ayrenns invitation to summerset, they get intercepted by sea-sload magic and end up in the mind trap
-The first time your character goes to Elsweyr, they get caught in a dragon attack and end up rescued by some friendly Khajiit
Here is a post for anyone curious how to play the story in the best order:
https://forums.elderscrollsonline.com/en/discussion/413807/what-order-should-i-do-esos-story-arcs-a-guide/p1
Here's what I do:
Coldharbor/Tamriel -> Orsinium -> Morrowind -> Clockwork City -> Summerset -> Murkmire -> Wrathstone Prologue -> Elsweyr
If I am doing a sneaking character then I do Thieves Guild + Dark Brotherhood in between Orsinium and Morrowind
As @VaranisArano , the OP in that post put it;
Its entirely possible to have a great and fulfilling questing experience running around doing everything in whatever order you want. It's an Elder Scrolls game in that regard. If, on the other hand, you want to experience the coherent, cohesive, immersive storyline of the Elder Scrolls Online that spans the entire continent for the first time since TES: Arena, following the chronology of the original pre-One Tamriel ESO through the threat of the Planemeld, into the rising threat of the Daedric Wars, and now facing the rage of dragons is one of the best ways to do so.
starkerealm wrote: »Both times you quoted him he said that it should be skippable to people who have played it, not to new players who don't know the story. It's critical to the story, but obviously it's not critical to players who know it already.
What he's said, repeatedly, is that he doesn't want to do The Wailing Prison again, which I could respect, but he's couching it in a, "think of the children," cry that new players should experience this as their introduction to the game.
The complaint here isn't about having to do Wailing Prison, it's that it was a good intro and now it sucks because it has been cut down so then Alt characters starting the main quest can just rush through itThis is a band aid solution at best. I have seen more people complain about it than like it. I don't speak for everyone else but I HATE IT.
NOW Players HAVE to do go do Wailing prison to start the main quest and, as consequence, the Devs tried to shorten it down as much as possible so then players can just get it over with. AND we lose that great story cutscene introduction to what is the Main Story of the game
I've run into other players who had thought that Morrowind was the start of the base game and had no idea about Coldharbour.I started playing this year, I now have 18 characters, all the Chapters, DLC's and Upgrades.
I have completed the Main Quest Story on my level 50/CP 160+ main character who started in Summerset Isle.
The whole thing is messy and quite a shame considering all the effort that went into crafting the Zone Stories and Story Arc.
1.) My Breton Sorc got plopped down in Summerset after the Mind Trap beginning, I quested to around level 12, I thought it strange that there wasn't a BANK in the first city...
2.) Around level 12, after reading some things, I decided to go to my Home Faction, the Daggerfall Covenant. Unfortunately, I thought that was Wayrest and started questing from there.
3.) I was approached by the Hooded Figure, but ignored it for a few levels because I was working a quest chain. I got killed a lot, poor gear, no CP and still getting used to things. Eventually I traveled to the location the Hood Figure pointed to and picked up the Main Quest.
This was my new player experience, I'll never get it back, it was a jumbled mess and totally unnecessary/ could easily be avoided by implementing some game design tweaks..
I keep running into players both in the game and in the forums who ask what the best order to do the story in or have No direction and No idea where to go and what to do.
Let's face it; if you don't play the Story in release order then it doesn't make sense.
Elsweyr especially doesn't work if you haven't played the base game first, since you reunite with important characters from the base game's story.