Over the years, ESO has introduced more and more repetitive gameplay loops into the game. I understand that these loops likely increase engagement with existing content and keep players logging in daily. However, I feel that these repetitive gameplay loops are being used to hide flawed reward systems and a lack of substance in the game. I would argue that in the games current state, these gameplay loops have become the main attraction of ESO.
First let's talk about some examples of repetitive gameplay loops within ESO. We have:
- Undaunted Dailys
- Crafting Dailys
- Zone Specific Daily quests
- Daily login rewards
- Guild Specific Dailys (Fighters Guild, Thieves Guild, etc.)
The existence of daily's isn't necessarily a bad thing on it's own, however, the way that they are used can be. Repetitive gameplay loops often offer quick rewards for easy and meaningless tasks. This small sense of reward can be addictive for some. Many people may find themselves logging in for rewards that they have no real use for, or they may find themselves doing tasks that they don't enjoy, but feel obligated to do. This system creates a fear of missing out, and as a result, many players will log in daily to engage in these loops. I understand why a company may use this type of thing when designing a game, however, I think that it only creates an illusion of fun rather than giving the players a truly good experience. These loops also have their limits, and they can cause burnout, boredom, or a feeling of emptiness.
I think that ESO's heavy reliance on easy daily repetitive tasks points to a bigger issue: The game itself is no longer that fun or rewarding. In many ways, ESO lacks a sense of progression. Each zone is filled with very easy enemies which will always be the same level and the same difficulty regardless of the zone. This design has its benefits, but also has some drawbacks. I personally enjoyed the sense of overland progression offered in the pre-One Tamriel state of the game. The pre-One Tamriel sense of progression was sacrificed in favor of making the game easier to play with friends. This isn't a bad thing by any means, but the sense of progression and reward systems were never adjusted or made up for. This leads me to my final question and the main point of the post.
Would you be doing content if it wasn't backed by a daily quest?
Is there any real reason to explore a delve, complete a dungeon, or fight a world boss without a daily quest to motivate you? In many situations the answer is no. There are many ways a game can motivate you to do content that doesn't involve a repetitive loop.
These reasons include:
1. Just for the Fun of It
Sometimes the only reason to engage in content is just to have fun, and that is perfectly ok! The caveat here of course, is that the content has to be fun on its own. For years, the only reason I PvPed was because it was fun. In the earlier days of the game, Cyrodiil didn't offer many tangible rewards, but I enjoyed myself whenever I went in there. This gave me a reason to play. Of course, ZOS has abandoned PvP and the many unaddressed issues have ruined the fun. I also used to enjoy Veteran Dungeons because they offered a fun challenge to overcome with friends. The difficulty of veteran content has been indirectly vastly reduced by power creep. Without difficulty or threat of dying, many encounters become stale, boring, and meaningless.
2. Meaningful Reward
One reason to do content is for a meaningful reward. I'm not talking about a small amount of gold or measly crafting materials, but an exclusive cosmetic or piece of gear. Over time, challenging achievements have started to give less and less reward. Many difficult achievements give lackluster rewards, or nothing at all. It feels like many rewards do not match the difficulty of an achievement. Exclusivity can also make a reward more appealing. People like to accomplish difficult things and have something to show for it. At this point, most Crown Store items look way better than anything you can earn in the game. Additionally, the declining difficulty of the game has devalued some of the older rewards.
3. Personal Accomplishment/ Sense of Progression
One thing not really offered by repeatable and repetitive gameplay loops is a sense of progression. Sometimes it just feels good to progress, and I feel like that's missing from ESO. In the early days of the game, the reason I did one piece of content was to prepare me for a harder piece of content. If all content is equally/ relatively easy, this sort of progression doesn't really exist. Additionally, there is very little difference between the rewards you get from Veteran mode vs the rewards you get from Normal mode.
Conclusion
ZOS should consider a rework of the core progression and reward systems currently in the game. Currently, the flawed system design is hidden by the repetitive gameplay loops that currently fill the game. There also needs to be more focus on content with long term appeal such as PvP and difficult end game PvE. Without these things, ESO will continue to grow stale as many Veteran players leave from boredom.
wolfie1.0. wrote: »All MMOs are designed around repetitive functions. All of them.
Otherwise they would have to end at some point. Those are usually single player games.
wolfie1.0. wrote: »Over the years, ESO has introduced more and more repetitive gameplay loops into the game. I understand that these loops likely increase engagement with existing content and keep players logging in daily. However, I feel that these repetitive gameplay loops are being used to hide flawed reward systems and a lack of substance in the game. I would argue that in the games current state, these gameplay loops have become the main attraction of ESO.
First let's talk about some examples of repetitive gameplay loops within ESO. We have:
- Undaunted Dailys
- Crafting Dailys
- Zone Specific Daily quests
- Daily login rewards
- Guild Specific Dailys (Fighters Guild, Thieves Guild, etc.)
The existence of daily's isn't necessarily a bad thing on it's own, however, the way that they are used can be. Repetitive gameplay loops often offer quick rewards for easy and meaningless tasks. This small sense of reward can be addictive for some. Many people may find themselves logging in for rewards that they have no real use for, or they may find themselves doing tasks that they don't enjoy, but feel obligated to do. This system creates a fear of missing out, and as a result, many players will log in daily to engage in these loops. I understand why a company may use this type of thing when designing a game, however, I think that it only creates an illusion of fun rather than giving the players a truly good experience. These loops also have their limits, and they can cause burnout, boredom, or a feeling of emptiness.
I think that ESO's heavy reliance on easy daily repetitive tasks points to a bigger issue: The game itself is no longer that fun or rewarding. In many ways, ESO lacks a sense of progression. Each zone is filled with very easy enemies which will always be the same level and the same difficulty regardless of the zone. This design has its benefits, but also has some drawbacks. I personally enjoyed the sense of overland progression offered in the pre-One Tamriel state of the game. The pre-One Tamriel sense of progression was sacrificed in favor of making the game easier to play with friends. This isn't a bad thing by any means, but the sense of progression and reward systems were never adjusted or made up for. This leads me to my final question and the main point of the post.
Would you be doing content if it wasn't backed by a daily quest?
Is there any real reason to explore a delve, complete a dungeon, or fight a world boss without a daily quest to motivate you? In many situations the answer is no. There are many ways a game can motivate you to do content that doesn't involve a repetitive loop.
These reasons include:
1. Just for the Fun of It
Sometimes the only reason to engage in content is just to have fun, and that is perfectly ok! The caveat here of course, is that the content has to be fun on its own. For years, the only reason I PvPed was because it was fun. In the earlier days of the game, Cyrodiil didn't offer many tangible rewards, but I enjoyed myself whenever I went in there. This gave me a reason to play. Of course, ZOS has abandoned PvP and the many unaddressed issues have ruined the fun. I also used to enjoy Veteran Dungeons because they offered a fun challenge to overcome with friends. The difficulty of veteran content has been indirectly vastly reduced by power creep. Without difficulty or threat of dying, many encounters become stale, boring, and meaningless.
2. Meaningful Reward
One reason to do content is for a meaningful reward. I'm not talking about a small amount of gold or measly crafting materials, but an exclusive cosmetic or piece of gear. Over time, challenging achievements have started to give less and less reward. Many difficult achievements give lackluster rewards, or nothing at all. It feels like many rewards do not match the difficulty of an achievement. Exclusivity can also make a reward more appealing. People like to accomplish difficult things and have something to show for it. At this point, most Crown Store items look way better than anything you can earn in the game. Additionally, the declining difficulty of the game has devalued some of the older rewards.
3. Personal Accomplishment/ Sense of Progression
One thing not really offered by repeatable and repetitive gameplay loops is a sense of progression. Sometimes it just feels good to progress, and I feel like that's missing from ESO. In the early days of the game, the reason I did one piece of content was to prepare me for a harder piece of content. If all content is equally/ relatively easy, this sort of progression doesn't really exist. Additionally, there is very little difference between the rewards you get from Veteran mode vs the rewards you get from Normal mode.
Conclusion
ZOS should consider a rework of the core progression and reward systems currently in the game. Currently, the flawed system design is hidden by the repetitive gameplay loops that currently fill the game. There also needs to be more focus on content with long term appeal such as PvP and difficult end game PvE. Without these things, ESO will continue to grow stale as many Veteran players leave from boredom.
Also, I will add that those competitive PVE and PVP functions you want ZOS to focus on are nothing more than what you claim ZOS needs to have removed.
Aren't the PVP and end game PVE players a fairly small portion of the player base though?
You can't expect one piece of entertainment to keep you entertained forever, I don't expect ESO or any game to be my sole source of entertainment, I play it because I want to when I want to.
wolfie1.0. wrote: »All MMOs are designed around repetitive functions. All of them.
Otherwise they would have to end at some point. Those are usually single player games.
This post is a bit more nuanced than "repetitive content is bad". I don't think that. I'm arguing against repetition for the sake of repetition. In other words, content should be fun on it's own and the reason to replay something shouldn't be because "a daily quest told me to." Let's take delves for example. In my opinion, delves are horribly boring. There's no threat of dying and the delve boss can be killed in a few seconds or less. That's not very fun to me, so there's no reason for me to revisit a delve unless a daily quest tells me to (which many of them do).wolfie1.0. wrote: »Over the years, ESO has introduced more and more repetitive gameplay loops into the game. I understand that these loops likely increase engagement with existing content and keep players logging in daily. However, I feel that these repetitive gameplay loops are being used to hide flawed reward systems and a lack of substance in the game. I would argue that in the games current state, these gameplay loops have become the main attraction of ESO.
First let's talk about some examples of repetitive gameplay loops within ESO. We have:
- Undaunted Dailys
- Crafting Dailys
- Zone Specific Daily quests
- Daily login rewards
- Guild Specific Dailys (Fighters Guild, Thieves Guild, etc.)
The existence of daily's isn't necessarily a bad thing on it's own, however, the way that they are used can be. Repetitive gameplay loops often offer quick rewards for easy and meaningless tasks. This small sense of reward can be addictive for some. Many people may find themselves logging in for rewards that they have no real use for, or they may find themselves doing tasks that they don't enjoy, but feel obligated to do. This system creates a fear of missing out, and as a result, many players will log in daily to engage in these loops. I understand why a company may use this type of thing when designing a game, however, I think that it only creates an illusion of fun rather than giving the players a truly good experience. These loops also have their limits, and they can cause burnout, boredom, or a feeling of emptiness.
I think that ESO's heavy reliance on easy daily repetitive tasks points to a bigger issue: The game itself is no longer that fun or rewarding. In many ways, ESO lacks a sense of progression. Each zone is filled with very easy enemies which will always be the same level and the same difficulty regardless of the zone. This design has its benefits, but also has some drawbacks. I personally enjoyed the sense of overland progression offered in the pre-One Tamriel state of the game. The pre-One Tamriel sense of progression was sacrificed in favor of making the game easier to play with friends. This isn't a bad thing by any means, but the sense of progression and reward systems were never adjusted or made up for. This leads me to my final question and the main point of the post.
Would you be doing content if it wasn't backed by a daily quest?
Is there any real reason to explore a delve, complete a dungeon, or fight a world boss without a daily quest to motivate you? In many situations the answer is no. There are many ways a game can motivate you to do content that doesn't involve a repetitive loop.
These reasons include:
1. Just for the Fun of It
Sometimes the only reason to engage in content is just to have fun, and that is perfectly ok! The caveat here of course, is that the content has to be fun on its own. For years, the only reason I PvPed was because it was fun. In the earlier days of the game, Cyrodiil didn't offer many tangible rewards, but I enjoyed myself whenever I went in there. This gave me a reason to play. Of course, ZOS has abandoned PvP and the many unaddressed issues have ruined the fun. I also used to enjoy Veteran Dungeons because they offered a fun challenge to overcome with friends. The difficulty of veteran content has been indirectly vastly reduced by power creep. Without difficulty or threat of dying, many encounters become stale, boring, and meaningless.
2. Meaningful Reward
One reason to do content is for a meaningful reward. I'm not talking about a small amount of gold or measly crafting materials, but an exclusive cosmetic or piece of gear. Over time, challenging achievements have started to give less and less reward. Many difficult achievements give lackluster rewards, or nothing at all. It feels like many rewards do not match the difficulty of an achievement. Exclusivity can also make a reward more appealing. People like to accomplish difficult things and have something to show for it. At this point, most Crown Store items look way better than anything you can earn in the game. Additionally, the declining difficulty of the game has devalued some of the older rewards.
3. Personal Accomplishment/ Sense of Progression
One thing not really offered by repeatable and repetitive gameplay loops is a sense of progression. Sometimes it just feels good to progress, and I feel like that's missing from ESO. In the early days of the game, the reason I did one piece of content was to prepare me for a harder piece of content. If all content is equally/ relatively easy, this sort of progression doesn't really exist. Additionally, there is very little difference between the rewards you get from Veteran mode vs the rewards you get from Normal mode.
Conclusion
ZOS should consider a rework of the core progression and reward systems currently in the game. Currently, the flawed system design is hidden by the repetitive gameplay loops that currently fill the game. There also needs to be more focus on content with long term appeal such as PvP and difficult end game PvE. Without these things, ESO will continue to grow stale as many Veteran players leave from boredom.
Also, I will add that those competitive PVE and PVP functions you want ZOS to focus on are nothing more than what you claim ZOS needs to have removed.
I never said I wanted dailys removed, but I want more focus on PvP and difficult PvE content. Once again, the point is that repeated content should be more about fun rather than a task to check off of a list.
Repeatable quests are a common aspect of MMORPGs.
What is not being discussed in the opening post is how Zenimax adds new content four times a year that is more expansive in total than what many MMORPGs add to their games. This is not talking about repeatable quests but content that is one time per character.
But also, when talking about an MMORPG there is the grouping and running with players doing dungeons, raids, and PvP together. Comradery is a big aspect of such games. I play with some people who I started gaming over a decade ago.
But in the end, there is nothing hollow about any of this.
Aren't the PVP and end game PVE players a fairly small portion of the player base though?
You can't expect one piece of entertainment to keep you entertained forever, I don't expect ESO or any game to be my sole source of entertainment, I play it because I want to when I want to.
ESO has more content that any MMO i've ever played, and because of the way levelling works it's all relevant.
To judge the game by the dailies in crazy to me.
The dailies are basically the icing, the zone content is the cake.