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Played ES: Blades recently

Iccotak
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Got a new phone so I’ve been playing ES:Blades, now it makes me question even more why ESO went the route they did with their hero engine and playable characters that feel like miniatures.

I find it concerning when a mobile game, that doesn’t even have open world, does a better job of capturing the elder scrolls atmosphere than the MMO does...

The armor and clothing in Blades actually look like something you are wearing as opposed to something that is painted onto your character body.

(The game has gotten better about the painted on look, but it still shows)

By the nine, the mobile game has rag doll physics!
I actually have more dialogue choices that define my character.
Sure the combat is touch screen swinging and cannot see your character hand, but spells & abilities aren’t as over the top bordering on cartoonish as many of the MMO abilities are (looking at you necromancer summonable tombstones)

I have become increasingly of the opinion that may be a would’ve been better if they remade the game in the creation engine and went the route of Fallout 76 where The amount of players in a zone were more limited.

Normally I’m one of those people that say “there’s no use in crying over spilled milk“, but it’s one of those things that have become increasingly more prevalent in recent content.

And aside from completely re-making the game I’m not entirely sure what else the developers could do to better capture the atmosphere and immersion of the elder scroll games.

But what do you think?
Edited by Iccotak on September 9, 2021 10:23PM
  • Amottica
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    I have seen the forum is filled with suggestions that this or that should have been done but the end of the day none of the back seat developer comments matter as we have what we have. You even note that there is not much that can be done outside of developing the game over again so this thread is just like the others in that regard.

    But what do I think, comparing different types of platforms are not easily comparable. Games made about a decade apart should show significant differences due to technological advances. Even after that is considered we should expect notable differences in produces designed by different creative teams which is the case with this comparison.
  • VaranisArano
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    It took the Devs a long time to really understand what the "Elder Scrolls atmosphere" even meant.

    ESO originally didn't have a proper 1st person mode at all, and as a player who started out in 1st person, this game's combat is totally better designed for 3rd Person POV. Skyrim didn't really have red circles of stupid, you know?

    But at the point where we're talking about remaking ESO, I figure we're in "If wishes were fishes, I'd have more perfect roe" territory. I enjoy ESO as an MMORPG with features of both genres - it's never going to perfectly match what I want out of the singleplayer TES games. And I don't need it to, any more than I need the singleplayer TES games to change to give me a real endgame, PVP, or social interactions with other players.


    (Ironically, Fallout 76 is so far from what I want out of the singleplayer Fallout games that I never even considered giving it a try. I liked Fallout 3 & 4, but 76 is far enough removed that I'm personally not interested.)
  • phaneub17_ESO
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    Playing it on the Switch has better controls, the shoulder triggers instead of swiping on the screen. It's a fun game for the most part, but if you stick with the free game without spending any money then at some point you get outclassed by the monsters, even mobs 2 stars start kicking your butt and burn through your consumables. Upgrading your town and items isn't enough and you end up with mostly incompletable missions, the rewards are all or nothing, either you finish it or burn through all you have leaving you depleted and stuck.
  • Kiralyn2000
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    Iccotak wrote: »
    The armor and clothing in Blades actually look like something you are wearing as opposed to something that is painted onto your character body.

    Honestly, I don't really notice this. Possibly because I'm very used to the way MMOs frequently do that (or, at least, did in the past).


    But what do you think?

    Mostly, I think that you have different expectations of the game than "MMO" will allow for, and you're comparing it to games that aren't really similar at all.

    In the end, this game is an MMO first. That will color & limit what it can do - it's not going to give you the same thing that a single player game can or will.

    (and Fallout 76 - which I play and enjoy - is really FO4 made multiplayer. It's not a "Fallout MMO", designed as MMO first. Different design requirements, etc. If it were like ESO, it'd be all of the US slowly built up out of zones, no construction of camps/workshops, less clutter & physics, etc. Whereas ESO made like FO76 would be... Skyrim, but made multiplayer.)
  • tsaescishoeshiner
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    1. Blades is not an MMO, and things like ragdoll physics would probably be way too complicated for ESO, and honestly don't look that believable in Blades
    2. Many of Blades' assets, like the armor and character models, are taken right from Skyrim. That's part of why it visually feels like a single-player TES game.
    3. [snip] Do you know what the endgame is? Farming materials to generate RANDOM enchanted weapons and armor on a timer in the hope of getting a BiS piece where the enchantments line up. Wanna guess how you can speed it up? Cash cash cash. Not to mention all the cosmetics and decorations, which are as expensive as ESO's, but you get way less value out of them IMO

    Like, yeah, they tried to make a mobile game based on the combat of the classic TES games, and succeeded. But there's very little value in comparing the two. And if you did, there's a lot more that Blades lacks: character customization, combat mechanics, gear choice, skill/spell diversity, large-scale social environments, high quality quests and storylines (somewhat subjective).

    They're just very different games. I don't think ESO would ever have the exact feel of a single-player TES game. Why would it? It's an MMO.

    [edited for bashing]
    Edited by ZOS_Icy on September 10, 2021 12:38PM
    PC-NA
    in-game: @tsaescishoeshiner
  • Supreme_Atromancer
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    I actually started Blades very recently, too. Honestly, I got to level 9 over a couple of sessions and just lost all motivation. Honestly, for a mobile game, the visuals are great, but that game has absolutely no soul. For all their faults in a modern context, Daggerfall and the old mobile games are better. As a mobile game, and one built on a revenue-making model, a lot has to be forgiven, but no meaningful lore, no effort into a compelling story or good writing and exploration that amounts to one shallow gimmick is pretty much unacceptable for anything parading as an Elder Scrolls game.

    I agree with you, @Iccotak , that aesthetic, and *especially* atmosphere are really important. As @VaranisArano pointed out, it took them a long time to understand what these things meant in terms of Elder Scrolls, and I think they still listen very closely to their players regarding these things. I also think its natural to look around at other stuff, especially stuff in the same franchise and look at what ESO got right and wrong. But I also think they're working with a completely different format with a different engine, with resources that need to be dedicated to much more robust, much higher-fidelity play, all on an engine made before 2014.

    I think given what we have, the directions they have available to push for Elder Scrolls "feel" are not limited by engine - quality and depth of story writing, integrity with the lore and a genuine feel for its nuance, meaningful exploration and a world that is worth being invested in. Inasmuch as they continue to improve in those directions (and they do), I don't think that visuals matter quite as much. Especially when, as @tsaescishoeshiner pointed out, those visuals amount largely to low-effort knock-off of Skyrim stuff (though I think ESO could take a few more cues from armour/clothing styles from previous games).

    What we DO have, and continue to get, is a FAR superior, far more beautiful, infinitely more explorable world. Beyond all the MMO caveats and compromises like grind and balance, keep connecting the zones, and give us reasons just to BE in the world, read the world, explore the world, and I think they're getting it right. If 25 years of Elder Scrolls has taught us anything, its that visuals are ephemeral, and its depth of the lore and exploration of Tamriel that are core.
  • Iccotak
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    and Fallout 76 - which I play and enjoy - is really FO4 made multiplayer. It's not a "Fallout MMO", designed as MMO first. Different design requirements, etc. If it were like ESO, it'd be all of the US slowly built up out of zones, no construction of camps/workshops, less clutter & physics, etc. Whereas ESO made like FO76 would be... Skyrim, but made multiplayer.

    This more or less sums up my gripe that I was communicating.
    It’s not Skyrim with Multiplayer. It’s one of those things I always made excuses for because I enjoy the universe of elder scrolls but it’s that one thing that I think still holds the game back to this day.

    Even the developers have acknowledged it. ESO is not an Elder Scrolls game that’s also online, it’s an MMO that takes place in Elder Scrolls. It’s a subtle but very noticeable difference.

    It’s that one thing that turns off most people I know (besides boring combat of overland but that’s a separate topic)

    It was the overwhelming feedback from back when the game launched.

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    [snip] I will almost always support Pay-to-Play / Buy-to-Play over free-to-play games.

    My point was more so on atmosphere and immersion, as well as the fact that it basically uses the creation engine.
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    When I tried Blades there was just that feeling of “Oh, that’s what ESO is missing..

    [edited for bashing]
    Edited by ZOS_Icy on September 10, 2021 12:41PM
  • Supreme_Atromancer
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    Iccotak wrote: »

    Even the developers have acknowledged it. ESO is not an Elder Scrolls game that’s also online, it’s an MMO that takes place in Elder Scrolls. It’s a subtle but very noticeable difference.

    The developers 100% state that it is an Elder Scrolls game, first and foremost and an MMO second.

    The degree to which they get that right is definitely a good topic, but they are absolutely intentional in making this as an Elder Scrolls game first.

  • Iccotak
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    Iccotak wrote: »

    Even the developers have acknowledged it. ESO is not an Elder Scrolls game that’s also online, it’s an MMO that takes place in Elder Scrolls. It’s a subtle but very noticeable difference.

    The developers 100% state that it is an Elder Scrolls game, first and foremost and an MMO second.

    The degree to which they get that right is definitely a good topic, but they are absolutely intentional in making this as an Elder Scrolls game first.

    Yes, what I’m saying is they acknowledged that was the overwhelming feedback they received back when the game launched.

    In interviews they discussed how the main response was how it did not feel like Elder Scrolls but rather like a typical MMO

    (this is why when doing press junket the developers try to distance themselves from that word even though it’s technically true - they don’t want their game to be known as the typical mmo that takes place in Elder Scrolls)

    —————————————

    What I am saying is that despite their best attempts that distinction is still present.

    On one end we can point to atmosphere, art, animations, physics etc.
    (which I often talk on, as an Art guy those things are actually really important- good art teams can sustain a game even when it is lacking in story, just look at Destiny and Monster Hunter)
    You nail down art design, atmosphere, & gameplay and you’ve extended the life of your game significantly.

    All the Elder Scroll games have a level of atmosphere and immersion, which were major selling points, that the MMO has always fallen short on.
    (Combat animations, “cancelling”, and the ability bar are still a heavy topic of discussion)

    There’s also writing; quest lines, dialogue, player choices.
    (ESO side quests are great quality especially when in comparison to standard MMOs, but the main quest lines and especially player dialogue...have been something else.)

    And then there is content model; which has within the past couple of years been a hot topic because people aren’t happy with it and many have voiced that it’s a content model that doesn’t sit well with Elder Scrolls.

    Many people have said they’d just prefer 1-2 big content drops a year, and to stop stretching the story over the dungeons but rather just have them as unrelated group activities available on the dlc map.

    Overall it has a feeling of being an mmo imitating Elder Scrolls, rather than being an online Elder Scrolls game.

    They’ve done great content that alleviates that feeling like Orsinium, Clockwork City, and Murkmire (also the dungeons are fantastic IMO and the only place where forests actually feel like forests) but that feeling is still there nonetheless and I don’t have a solution for it.

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    Edited for grammar and wording
    Edited by Iccotak on September 10, 2021 2:40AM
  • Iccotak
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    Found interesting videos from 2017 of devs presentation and discussion about the creation of animations in ESO

    https://youtu.be/5YBJaXHFoSA
  • SeaGtGruff
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    The main problem I have with Blades is that (apparently) you must respec and regear your character depending on which skills, armor, and weapons are BIS/META against specific types of enemies. Trying to keep a lot of alternate gear takes a lot of inventory space, and inventory upgrades are expensive, so I just decon or sell a bunch of gear when I run out of space.
    I've fought mudcrabs more fearsome than me!
  • colossalvoids
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    Because of insane scale difference and lack of systems /features it's easier to focus on looks and that's probably what they should be doing in a mobile game to have more or less successful run. Player choice? Yeah, that's what eso can easily work on buy still refuses to.

    Also looking at the game that started it's development in 2007 right after Oblivion release and the one that was first made available like two years ago or something, have no idea how long it was in works (guess not much due to how it was on release) there are obviously some things seems off in comparison.

    Going f76 and SP titles route remaking already made and established game into something completely new would just kill one project in favour of completely different one for zero reason, if Beth/Zen would ever feel the urge to make some other "elder scrolls with friends" it should be just a different game for a different audience. And I'm glad that eso is here to stay, there's a lot that can improve on but some things people want as an improvements might be not what devs or other players want at all.
  • VaranisArano
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    Iccotak wrote: »
    Iccotak wrote: »

    Even the developers have acknowledged it. ESO is not an Elder Scrolls game that’s also online, it’s an MMO that takes place in Elder Scrolls. It’s a subtle but very noticeable difference.

    The developers 100% state that it is an Elder Scrolls game, first and foremost and an MMO second.

    The degree to which they get that right is definitely a good topic, but they are absolutely intentional in making this as an Elder Scrolls game first.

    Yes, what I’m saying is they acknowledged that was the overwhelming feedback they received back when the game launched.

    In interviews they discussed how the main response was how it did not feel like Elder Scrolls but rather like a typical MMO

    (this is why when doing press junket the developers try to distance themselves from that word even though it’s technically true - they don’t want their game to be known as the typical mmo that takes place in Elder Scrolls)

    —————————————

    What I am saying is that despite their best attempts that distinction is still present.

    On one end we can point to atmosphere, art, animations, physics etc.
    (which I often talk on, as an Art guy those things are actually really important- good art teams can sustain a game even when it is lacking in story, just look at Destiny and Monster Hunter)
    You nail down art design, atmosphere, & gameplay and you’ve extended the life of your game significantly.

    All the Elder Scroll games have a level of atmosphere and immersion, which were major selling points, that the MMO has always fallen short on.
    (Combat animations, “cancelling”, and the ability bar are still a heavy topic of discussion)

    There’s also writing; quest lines, dialogue, player choices.
    (ESO side quests are great quality especially when in comparison to standard MMOs, but the main quest lines and especially player dialogue...have been something else.)

    And then there is content model; which has within the past couple of years been a hot topic because people aren’t happy with it and many have voiced that it’s a content model that doesn’t sit well with Elder Scrolls.

    Many people have said they’d just prefer 1-2 big content drops a year, and to stop stretching the story over the dungeons but rather just have them as unrelated group activities available on the dlc map.

    Overall it has a feeling of being an mmo imitating Elder Scrolls, rather than being an online Elder Scrolls game.

    They’ve done great content that alleviates that feeling like Orsinium, Clockwork City, and Murkmire (also the dungeons are fantastic IMO and the only place where forests actually feel like forests) but that feeling is still there nonetheless and I don’t have a solution for it.

    —————
    Edited for grammar and wording

    You aren't going to get a solution for that feeling.

    Art design has changed every single TES game. So I'm going to chalk this one up to personal preference. I really didn't get into TES 4 Oblivion art design, whereas I enjoy ESO's. And TES physics are often ridiculous rather than immersive.

    You listed atmosphere and immersion as a big point. I'll be blunt - you really can't have singleplayer RPG immersion in a multi-player world. Its just not the same. The quality of "Skyrim with Friends" would be 100% down to the quality of your friends, and you'd have to limit the world down to a private server of your friends. You just can't have a hundred + players in the same zone and keep the immersion of a singleplayer game where there's a single player.

    I could go on, but ultimately, if you feel like ESO is an MMORPG imitating the singleplayer games, I really don't think there is a solution. The Devs are going to continue making the Massively Multi-player roleplaying game they want to make, and the players who want it to be basically "A singleplayer TES game with limited multi-player so I can play with my friends" are always going to be disappointed.

    I'm not even sure that would be a good idea for ESO to pursue.


    Ultimately, you like what you like. But I don't think that "This would make ESO more like the singleplayer TES games" is necessarily a strong argument. In fact, I often think it's a weak one.

    For example, I'm one of those people included in "Many people have said they’d just prefer 1-2 big content drops a year, and to stop stretching the story over the dungeons but rather just have them as unrelated group activities available on the dlc map."

    But not for the reason you suggest. It's more nuanced than that, and I think that "it’s a content model that doesn’t sit well with Elder Scrolls" is a weak reason to object.

    Take the argument you cite:

    "The dungeons should not be a part of the year-long story lines because it's not like the content drops for the singleplayer TES games."
    Vs.
    "The dungeons should not be a part of the year-long story lines because it makes it impossible for story-minded new players to experience the story in chronological order without first reaching level 45, and because it's surprisingly difficult to get a group who's happy to pay attention to the storytelling in the dungeon once you do. If you insist on telling those stories in dungeons, have you considered adding a "Story-mode" for new players and players who want to take their time with the story?"

    I don't know about you, but I would make the second argument (and have made it), not the first.

    DLC content in a singleplayer game where the developers don't have to fund a subscription value is obviously going to be different than in an MMORPG where they do - its just not terribly convincing to tell the MMORPG Devs to imitate the singleplayer model. On the other hand, pointing out that MMORPG's current model is fundamentally flawed for the new players and storyminded subscribers that they are making the content for...that might not convince the Devs to change, but at least it directly applies to the game they are making.

    Just saying "Be more like the singleplayer TES games" doesn't even convince me anymore, and I originally started playing ESO because I wanted it to be "Skyrim with Friends."
  • Supreme_Atromancer
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    Atmosphere and immersion were always going to take a big hit with the model they went with. Early on, the Elder Scrolls people were very vocal about it, and for good reason. The jaded, ravenous MMO crowd that they gave the game to, a group with collective *generations* of indoctrination into the mindset of what an MMO should and shouldn't be drove development towards grind, burn and consume power-gaming. Special, rare sets you might be lucky enough to come across one day became mandated meta gaming that you WOULD grind for, ("and grind for FAST if you are not trash"), and the mantra quickly became "all into damage", anything else is inefficient and therefore utterly illogical. The built-in trade-offs and checks on unbridled power creep (i.e., loss of survivability) were not robust enough to support any real build diversity because in the hands of that style of gamer, the calibre of challenge was not great enough to force consideration of other concerns, and the developers gave up on it and embraced it. And while "play how you want" is still whispered in certain circles at the Riften Tavern, in practise, anyone who doesn't want to play within a quite narrow range - is consigning themselves to "immersive" wet noodles while their power-gaming co-pugs utterly nuke the world around them, in between weaving in sighs of impatience, disparaging remarks and typing angry posts on Reddit. Thus anything off-meta is a "roleplay build" and relegated to the butt of all sweaty jokes.

    To me, that's the type of player who has utterly dominated all forums by sheer volume (if not aggression), and so class and build - for me a very big part of the "Elder Scrolls experience" that has seen heavy compromise, and not necessarily because of the format, but because of the entitlement of one element of the community. There's no room to play a burly orc warrior or a nord berserker who every game tells us eschews magic and relies on their brawn to overcome their foes. Instead we have stamsorcs generating gale force winds presumably with the power of their metabolism and stamdks who do the same to belch noxious fumes at their enemies, while the developers seriously flirt with the idea of stamina healers.

    And yes, some of the fundamental MMO stuff is going to innately compromise immersion - dozens of people running around doing the same quest you're doing - or infrastructure choices like in the video you linked (and to be fair, while we hear this guy's view on how they could have achieved better animation tech with the right priorities, we don't get to hear about the countless other demands that the developers must have had to balance, or why they justified this or that decision). But none of the stuff that I talked about was due to baked-in MMO format, rather by giving unbalanced design weight to people who's whole engagement of the game is in opposition to how someone seeking a traditionally immersive experience typically would.

    The design space remaining that doesn't represent conflicting goals, and should therefore be only a matter of priority and vision include: 1. lore, 2. story-telling and 3. world. A signature of Elder Scrolls is that each of these things should be rewarded with depth and development when they are engaged and explored. If they get those things right, it will feel like a genuine experience, even with the compromises. The degree to which do is open to debate.

    The world spaces are absolutely magnificent, the artists have done an amazing job. Conversely, we've been talking about the borked map since 2014, and missing areas for almost as long, as well as certain zone connections. Of course, an MMO-type decision-maker won't see the value in that - nuance and exploration are the values often alien and poorly understood by that kind. We want the world to feel connected, and to be internally sensible. Isolated pockets surrounded in arbitrary mountain grey space feels more like an unsatisfying Contiki tour rather than "All of Tamriel". If Elsweyr lies just over the hills from Leyawiin, shouldn't we get a sense of that when we go to explore? Shouldn't the world tell that story?

    The concept of Striking Locales is a really good one - because if done well, they are their own reward, and give us a reason to be "in" the world. Unfortunately, I think a lot of them are inconsequential and forgettable. I think the world and lore offers a lot of great opportunities for Locales that would reward exploration, and its disappointing when they are looked over for skeletons with diaries. Take for instance Snowhawk, which the developers went to the trouble of acknowledging, according to an interview. But what is it? Can I explore it? Does it have a secret? Can I Interact with it? In doing so, can I learn what Snowhawk Mages are, or what this place is, or anything about the world? What about Jehanna Docks in Wrothgar? We know there's a "Jehanna Road" described in "The Emperor's Guide", but there's nothing there but a poem to a Horker. Is that sensible? Where is Jehanna? Why are there naked docks at the end of the road? Is there some secret or lore or something that will reward our exploration or curiosity about the world? What about the gate from The Reach to Bangkorai? We explorers discovered it at Jackdaw Cove, and should be able to surmise something about the world. Shouldn't it have a corresponding gate on the other side? Shouldn't this be some interesting, dramatic spot with huge historical or political significance, in the heart of the Reach, right on the border of High Rock and Skyrim? The only reward for exploring is the realisation that no care was put into it.

    Conversely, the little vignettes are very much on the right track. The random "cute" ones are fun, but my favourites are the ones that acknowledge the world and its lore - the wandering dunmer house mages in Morrowind are by far my favourite, but the Shadowscale encounters were absolutely fantastic, too. Blackwood lacks ones that speak to the world. There are no Bandarii traders, Renrijira sabotuers, no Aldmeri supply wagons moving to eastern elsweyr gate, etc.

    The story-telling can be really good, but player device and agency are lacking. Implementing stories that are explorable and interactable through various avenues is a signature of Elder Scrolls story telling. The example that I always give would be to imagine if you had the opportunity to explore the conflict in Wrothgar through the eyes of Urfon Iceheart. The story itself was great, but the railroading was frustrating. I couldn't make decisions I feel like my character would want to make, nor could I explore other points of view- I was handed one and that's the one I had to take, regardless. Other examples include the Dark Brotherhood or the Thieves Guild - both have obvious factions you might prefer to join, other aspects to the same story to explore, but those are neglected and you either railroad yourself down stories you very well may feel don't represent your character, or you don't bother with the content. These sorts of things would add much more exploration (and replayability).

    And lore should be the thing that ties these things altogether - exploration and story should both inform, and be informed by the lore. i.e., we can discover entirely new things just by random exploring - but a Jehanna Road should ultimately reward you with Jehanna. Partly this just comes down to consistency, planning and care for the lore. I think that antiquities has been a fantastic concept, I really love the way the lore is delivered - like in an academic debate. The activity too is fun and engaging. But I also think that some of the lore we get amounts to disposable factoids - things that are without further consequence to the game-world. For instance, an antiquity which suggests that there may or may not have been conflict between the Barseibics and the Argonians, is non-committal and inconsequential. But what if there were a series of antiquities that spoke to this issue, so it becomes an actual thing? What if we can actually explore little bits of it while travelling through the world? What if there are clues amongst the ruins of Siliyanorn? The world should echo that lore, reinforce it. Its great to read about it, but let us experience it, piece it together by exploring in various ways.

    These are the important elements of immersion and exploration, for me. Some must be lost for the format of the game, but I think a lot of that Elder Scrolls experience can be adapted to the format, or at least persist alongside it - those things that don't necessarily clash with the values of power-gaming, grind, and trad MMO values. The only threat to those things are lower priority and failing to recognise their value, or poor execution through not understanding what exploration means. I think that largely, the key things are there; striking locales, explorable vignettes, zone connections, and antiquities are all great devices that make for rich exploration potential. We just want to see more of them, and with more weight and meaning.
    Edited by Supreme_Atromancer on September 10, 2021 8:10PM
  • Sylvermynx
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    @Supreme_Atromancer - awesome read. Thanks for posting it. As I am involved in exploration in games in a major way, the entirety of your post resonated deeply within me.
  • Kiralyn2000
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    Some must be lost for the format of the game, but I think a lot of that Elder Scrolls experience can be adapted to the format, or at least persist alongside it - those things that don't necessarily clash with the values of power-gaming, grind, and trad MMO values.

    Heh. This reminds me of all those old threads on TES forums, with people talking about the endless min-max grinding they did to gain ultimate power and/or quickly maxed out skills.

    Exploiting the Enchant/Alchemy/Blacksmithing loop in Skyrim; bunny-hopping up & down stairs to level Athletics in Obliv/MW; power-leveling magic in Morrowind by casting spells til out of magika in the basement of the Mage Guild, resting in a nearby bed to recover, repeat ad nauseum; 100% reflect / chameleon / whatever armor; making grotesquely OP spells with Obliv's spellcrafting; etc.

    So, yeah - for some people Grind & Power-gaming is part of the core TES experience since forever. ;)


    ...and god forbid (in one of their "Beth needs to add more difficulty! I can kill anything in one hit" threads) that you suggest they maybe don't do that Super Effective Power Gaming™ thing on their next character. You'd get yelled at about how dare you tell them to "self nerf" and the game should absolutely be balanced to challenge their ultimate cheese build! They must always play at 150% efficiency, anything else would be wrong! /sigh
  • Sylvermynx
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    Some must be lost for the format of the game, but I think a lot of that Elder Scrolls experience can be adapted to the format, or at least persist alongside it - those things that don't necessarily clash with the values of power-gaming, grind, and trad MMO values.

    Heh. This reminds me of all those old threads on TES forums, with people talking about the endless min-max grinding they did to gain ultimate power and/or quickly maxed out skills.

    Exploiting the Enchant/Alchemy/Blacksmithing loop in Skyrim; bunny-hopping up & down stairs to level Athletics in Obliv/MW; power-leveling magic in Morrowind by casting spells til out of magika in the basement of the Mage Guild, resting in a nearby bed to recover, repeat ad nauseum; 100% reflect / chameleon / whatever armor; making grotesquely OP spells with Obliv's spellcrafting; etc.

    So, yeah - for some people Grind & Power-gaming is part of the core TES experience since forever. ;)


    ...and god forbid (in one of their "Beth needs to add more difficulty! I can kill anything in one hit" threads) that you suggest they maybe don't do that Super Effective Power Gaming™ thing on their next character. You'd get yelled at about how dare you tell them to "self nerf" and the game should absolutely be balanced to challenge their ultimate cheese build! They must always play at 150% efficiency, anything else would be wrong! /sigh

    Yep. I have a friend who complains about that all the time, while she levels a new OP character in a Skyrim playthrough. And then she gets bored really fast (I think the last one was maybe level 20 when she quit playing) because she's done the mega-power-up exploit loop for the hundredth time or so....
  • VaranisArano
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    These are the important elements of immersion and exploration, for me. Some must be lost for the format of the game, but I think a lot of that Elder Scrolls experience can be adapted to the format, or at least persist alongside it - those things that don't necessarily clash with the values of power-gaming, grind, and trad MMO values. The only threat to those things are lower priority and failing to recognise their value, or poor execution through not understanding what exploration means. I think that largely, the key things are there; striking locales, explorable vignettes, zone connections, and antiquities are all great devices that make for rich exploration potential. We just want to see more of them, and with more weight and meaning.

    The other threat that you don't mention is limited time and money.

    In your examples, you've repeatedly offered suggestions that would cost time and money over and above what the Devs have already done.

    Explore Wrothgar from the perspective of Urfon Iceheart by giving the player real agency in the questline? Right, well, that's going to require more voiced lines at minimum and - if you want real agency - likely more quests that further explore the faction.

    A Jehanna Docks or Jehanna Road ultimately leading to Jehanna to reward exploration? Right, now we're talking about adding a whole new city. If it's not constructed using existing assets, add in time and money for the art team to come up with new stuff, and so on.

    That's not to poo-poo your ideas. I'd enjoy most of them.

    Rather, I do think it's important to note that Developer time and money is an important limiting factor when it comes to turning "disposable" references into full locations, factions, and quests.

    Finally, there's profitability to consider. Yes, the Devs could cram their DLC full of stuff if they had unlimited time, but they have a deadline to meet, or else they lose money compared to the quarterly release schedule. They can't cram much more into the time they have, or else you get more corners cut elsewhere or subject the Dev team to crunch, which isn't good either. And sorry, but it's not like ESO's playerbase wants to pay much more for DLC or put up with delays in the release schedule in order to fully flesh out the regions in the ways you suggest.

    I'd argue that the Devs do recognize the value that those things add to the game. The kicker is that they don't add enough value to overcome the loss of profit it would take to implement them in the ways you suggest.
  • Iccotak
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    "The dungeons should not be a part of the year-long story lines because it makes it impossible for story-minded new players to experience the story in chronological order without first reaching level 45, and because it's surprisingly difficult to get a group who's happy to pay attention to the storytelling in the dungeon once you do. If you insist on telling those stories in dungeons, have you considered adding a "Story-mode" for new players and players who want to take their time with the story?"

    This argument is weak in my opinion, because you don’t need to play the dungeons to understand the whole story. You already have the prologue for each chapter and DLC. And at the beginning of each chapter and deal see the characters recap what happens in those dungeons.

    So in my opinion the two strongest arguments against the current dungeon model are:
    1. As a storytelling device they’re effectively useless, you don’t need to play them to understand the story.
    2. It is a small piece of content that only serves to stretch out a story over the course of a year, when in reality that story would better serve as one package.

    Personally, I think dungeons should just come with the zone expansions. I think that better justifies the costs of these expansions.
    (But devs need to give players a reason to subscribe, besides craft bag)

    Alternatively, if the developers are going to be insistent the dungeon is part of the year long story experience. Then my response is that the dungeons are not the only story content of the whole year that should have difficulty options.
    The world spaces are absolutely magnificent, the artists have done an amazing job.
    In some places for sure. But I would consider this year‘s chapter not among them, I found this zone to be one of the bigger disappointments. (Delves and Public Dungeons looked fantastic👌) the lack of a forest in Blackwood due to technical limitations made the zone incredibly bland to me.
    Which makes me concerned about what Black Marsh will look like and glad they pushed that off until they have better tech.

    The overall landscape completely pulled me out and I did not feel like I was playing elder scrolls.
    and god forbid (in one of their "Beth needs to add more difficulty! I can kill anything in one hit" threads) that you suggest they maybe don't do that Super Effective Power Gaming™ thing on their next character. You'd get yelled at about how dare you tell them to "self nerf" and the game should absolutely be balanced to challenge their ultimate cheese build! They must always play at 150% efficiency, anything else would be wrong! /sigh

    This point I really disagree with. Any new character that I have started has had a breeze with the game, without champion points, and without any assistance from my other characters.

    Once you have a basic grasp of the gameplay mechanics questing in this game is a joke. The gameplay of questing is scaled around inexperienced low level players with mismatched gear.

    Which honestly makes for really disappointing main quest experiences. Because all of questing just becomes one flat experience.

    on my top tier character I’ve tried the “self nerf” - And I gotta tell ya, it doesn’t work. It has never been an effective solution to the problem.
    And honestly that’s a big reason people get agitated when told to “self nerf”, because;

    1. They tried it and it didn’t solve the issue, it may have made the fight longer but it certainly did not make the fights engaging which is really what players are complaining about

    2. Having to make yourself weaker just so that you could get a main story boss that could actually do something to you - is just a disappointing rpg experience. And again didn’t really work because those stories Bosses are designed for beginning players.

    ——————————

    Fun fact;
    Destiny had the exact same issue, and the developers actually are doing something about it in response to feedback.

    They have optional difficult instances for “delves“ (lost sectors) and are creating a difficulty setting for the main campaign of the new expansion.
    So then both new and experienced players could find enjoyment in the gameplay of the story.

    And that final point is really what a section of ESO players have talked about, they don’t enjoy the gameplay of the story and often find themselves bored in exploration.

    It’s gameplay and immersion that are the focus, it’s the lore that helps get the player invested and immersed.

    It doesn’t matter how cool your Lore is if the overall gameplay experience of that story is a disappointment.

    But if you create an optional difficult instance for the main story AND the Delves? I think you basically solve that issue.
    ————————————

    With that said I do think many of your ideas to make the MMO more role player friendly are cool.
    It also does annoy me with how recent storylines have felt too railroad

    ( like:
    in Blackwood, having no choice in revealing that I’m part of the dark brotherhood - seriously, whose idea was that?
    )
  • VaranisArano
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    Some must be lost for the format of the game, but I think a lot of that Elder Scrolls experience can be adapted to the format, or at least persist alongside it - those things that don't necessarily clash with the values of power-gaming, grind, and trad MMO values.

    Heh. This reminds me of all those old threads on TES forums, with people talking about the endless min-max grinding they did to gain ultimate power and/or quickly maxed out skills.

    Exploiting the Enchant/Alchemy/Blacksmithing loop in Skyrim; bunny-hopping up & down stairs to level Athletics in Obliv/MW; power-leveling magic in Morrowind by casting spells til out of magika in the basement of the Mage Guild, resting in a nearby bed to recover, repeat ad nauseum; 100% reflect / chameleon / whatever armor; making grotesquely OP spells with Obliv's spellcrafting; etc.

    So, yeah - for some people Grind & Power-gaming is part of the core TES experience since forever. ;)


    ...and god forbid (in one of their "Beth needs to add more difficulty! I can kill anything in one hit" threads) that you suggest they maybe don't do that Super Effective Power Gaming™ thing on their next character. You'd get yelled at about how dare you tell them to "self nerf" and the game should absolutely be balanced to challenge their ultimate cheese build! They must always play at 150% efficiency, anything else would be wrong! /sigh

    Wait, you're telling me I shouldn't play a sneak archer for the Anniversary Edition?

    :lol:

    You don't actually need to exploit gameplay loops to, ah, outgrow the difficulty of Skyrim. Or Morrowind for that matter.

    And truth is, you really don't need to in ESO either. Once I hit about 10-15k DPS, which does not require any particular gear, overland questing becomes a cakewalk for me. That's not even "self nerf" territory. It's pretty much "Hey, Varanis, could you unlearn how to play the game?"

    The last time questing was hard for me, I was a newbie who didn't know about food, who was playing in first person so I couldn't see most of the red circles of stupid, and who hadn't yet learned the mechanics of most of the enemies. Let me tell you, Harvesters got a lot easier when I figured out how to interrupt them!


    I'm not expecting ZOS to balance ESO for ultimate cheese builds here. I'm just saying that it's not like it takes an exploit or excessive grinding to hit the point where players "outgrow" the difficulty of ESO's overland content.
  • Supreme_Atromancer
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    Sylvermynx wrote: »
    As I am involved in exploration in games in a major way, the entirety of your post resonated deeply within me.

    I'm glad to hear it, fellow wanderer!

    The other threat that you don't mention is limited time and money.

    In your examples, you've repeatedly offered suggestions that would cost time and money over and above what the Devs have already done.

    That must be true for some of the stuff, but to what degree is it limited funds, and to what degree is it that they are still trying to get a feel for what exploration means in an MMO. And to what degree did they just make a F up with the lore they themselves have added, then just forget. Making a deliberate acknowledgement of the existence of an important location when they are building the world isn't an issue of money, its an issue of care. To what degree is putting 5 vignettes about squirrels and kooky fashionable dunmer and zero about things relating to lore or the world an issue of money rather than an issue of choice or lack of inspiration?

    Yes, zos has limited time and money, and they aren't going to put in everything everyone wants instantaneously. But they choose where to allocate whatever resources they have in whichever way they think will make this game great. They aren't immune to missing the point, or learning more as they go along. They aren't this omniscient think-tank that always understands exactly every aspect of every issue, and therefore have already out-thought the things we think are important. We know this because they respond to feedback. And in doing so, they have developed the game and changed it a great deal from the way it was when it launched because people were able to express what was important to them. These issues of immersion and clashes with the style of game are still very relevant. They should be communicated. Its up to them to throw them out if they are absolutely infeasible with the budget and technology they have, whether they want to explore ways to deliver them in time, or whether they put them on a list of things they will definitely get around to doing when time permits. Hell, if all they get from people communicating what Elder Scrolls exploration or immersion actually means, and how it might be executed in an MMO is a deeper insight, maybe they can come up with ways to bring that feel into the world that I, as a not-game-designer wont think of.

    Iccotak wrote: »
    In some places for sure. But I would consider this year‘s chapter not among them, I found this zone to be one of the bigger disappointments. (Delves and Public Dungeons looked fantastic👌) the lack of a forest in Blackwood due to technical limitations made the zone incredibly bland to me.
    Which makes me concerned about what Black Marsh will look like and glad they pushed that off until they have better tech.

    The overall landscape completely pulled me out and I did not feel like I was playing elder scrolls.

    Fair enough. I agree and disagree. I think that Blackwood would have been amazing if it had managed to capture the feel of the dark, gloomy blackwood we saw in TESIV. Given the attention to detail that they gave when replicating Skyrim, it was a bit surprising. For one thing, it could have added some much needed contrast between the 3 biomes. But maybe performance was a problem. The world space for me was still beautiful. Gloomire was spot on. As a transition between the ordered Cyrod landscapes and the crazy swamps of the deep marshes, it felt perfect, to me. Leyawiin is one of the most beautiful cities in the game yet, and they got the feel of the previous game's look flawless. Gideon was evocative and cool, being exactly as you might picture it based on the lore, and made sense in the context of the world. And like you said, the delves and pub dungeons are just fantastic. There's some design decisions that might not feel right, I agree. But credit where credit is due, too!
  • Kiralyn2000
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    Iccotak wrote: »
    and god forbid (in one of their "Beth needs to add more difficulty! I can kill anything in one hit" threads) that you suggest they maybe don't do that Super Effective Power Gaming™ thing on their next character. You'd get yelled at about how dare you tell them to "self nerf" and the game should absolutely be balanced to challenge their ultimate cheese build! They must always play at 150% efficiency, anything else would be wrong! /sigh

    This point I really disagree with. Any new character that I have started has had a breeze with the game, without champion points, and without any assistance from my other characters.

    Yeah, that was more talking about the single-player TES games, not the MMO. /shrug

    ...and god forbid (in one of their "Beth needs to add more difficulty! I can kill anything in one hit" threads) that you suggest they maybe don't do that Super Effective Power Gaming™ thing on their next character. You'd get yelled at about how dare you tell them to "self nerf" and the game should absolutely be balanced to challenge their ultimate cheese build! They must always play at 150% efficiency, anything else would be wrong! /sigh

    Wait, you're telling me I shouldn't play a sneak archer for the Anniversary Edition?

    :lol:

    Heh, yeah I love my sneak archers. So, of course, my original 'main' ESO character is a sneak archer Stamblade.... who sucks. Because that doesn't work in this game. :D


    But (if I recall correctly) they were usually doing the Smith->Enchant->Alchemy loop to 100, then maxing out sneak & daggers, and doing ultra sneak backstabs for 10's of thousands of damage. Or something like that, it's been a decade since those threads. Heh.
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