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Who is ESO's Target Audience?

Vylaera
Vylaera
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Taking a break from my usual long posts for a short one here. A question that popped into my mind while talking to a friend of mine is what ESO's Target Audience actually is.

ESO does not try to be a proper ES game with classic ES staples like class creation, RPG mechanics, and the freedom to play how you want, despite the developers claiming otherwise.

But yet, it also doesn't try to be an MMO and appeal to the average MMO fan, which I think is quite obvious given the developers' tone regarding endgame players and general lack of concern for things like performance or the addition of challenging PvE or PvP content to the game. Totally unrecognizable meta shifts from patch to patch almost seem to be intentioned to wear out and drive away endgame MMO players.

So if ESO isn't trying to appeal to TES fans and isn't trying to appeal to MMO fans, who is it trying to appeal to? The game feels like it doesn't understand itself but doesn't really try to do anything to understand itself. It's in this really weird halfway point that no one is actually satisfied with, and I think that this is why the population is increasingly disgruntled and dissatisfied with the game.

In my opinion, ESO needs to resolve its identity crisis and come down hard in favor of one side or the other, or else the game will continue to not satisfy the itch that either side is looking to scratch.
Vy • lae • ra | Fan of all things Vampiric | PC NA | Accurate World Map artist | Immaculate Reshade author
  • ThirdEye_PULSE
    ThirdEye_PULSE
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    Its not end game pvp or pve. Its their overland casuals who typically buy pretty mounts, usually buy eso+ like most people but since there are so many of them thats their target.

    Its numbers... thats why u35 is almost seemingly targeted to make overland harder at the expense of end game pve. Even pvp is getting effected with DoT nerf.
    Edited by ThirdEye_PULSE on August 20, 2022 11:20PM
  • Tandor
    Tandor
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    For a game that has allegedly been on the verge of dying ever since it launched, and now is apparently not scratching the itch either of two kinds of players are looking to scratch, ESO continues to do pretty well.

    The game is clearly a hybrid TES-based CRPG and MMORPG and appeals to a great many players of both styles, while ZOS have always been clear that it was never designed as a purely traditional MMO.

    I accept that there's a section of the game's population that reports itself to be increasingly disgruntled and dissatisfied with the game, but that's not unusual especially for a game that's been out for a long time, and I wouldn't overstate it or generalise it as "the population". Some players may have an identity crisis where their attachment to this game is concerned, but I'm not sure that the game has.
    Edited by Tandor on August 20, 2022 10:37PM
  • francesinhalover
    francesinhalover
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    It's a single player game with most rewards stuck behind a paywall and mmorpg content.
    It's perfect for who wants a medieval game that feels like a ubsft game.

    That's mostly it.

    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • spartaxoxo
    spartaxoxo
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    This game absolutely DOES let people play how they want. The only thing it eschews is class creation for build creation, but within those classes is a tremendous amount of freedom. You don't really even have to use the class skills if you don't want to do that. The normal content and overland are designed so that can be completed by almost anyone, regardless of their build. You won't have a good time trying to bring your heavy armor battlemage into VMA, but you can complete all quests and even NMA with it.

    This game is obviously meant to appeal primarily to a casual audience, and it adds some difficult stuff for veteran MMO players in the optional veteran-group content.

    ETA:
    As for Elder Scrolls RPG mechanics: it has different skill lines you can learn, stats to assign, houses to decorate, companions to quest with, mundus stones and race, the mages, fighters guild, dark brotherhood, and thieves guild all have content, etc. This stuff isn't presented in the same way as it is the single player game (which is to be expected), but most of it accounted for.

    ETA 2:

    In fact, one of the main sources of friction is when people try to bring builds that serve them just fine in normal content and overland into vet content. Vet content isn't play as you want, it's designed to be difficult and more of a traditional MMO experience with metas and mechanics needing close attention to be successful.
    Edited by spartaxoxo on August 20, 2022 10:43PM
  • bridgetrose
    bridgetrose
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    can someone define "Overland content" for me?
  • Vylaera
    Vylaera
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    Tandor wrote: »
    For a game that has allegedly been on the verge of dying ever since it launched, and now is apparently not scratching the itch either of two kinds of players are looking to scratch, ESO continues to do pretty well.

    The game is clearly a hybrid TES-based CRPG and MMORPG and appeals to a great many players of both styles, while ZOS have always been clear that it was never designed as a purely traditional MMO.

    I accept that there's a section of the game's population that reports itself to be increasingly disgruntled and dissatisfied with the game, but that's not unusual especially for a game that's been out for a long time, and I wouldn't overstate it or generalise it as "the population". Some players may have an identity crisis where their attachment to this game is concerned, but I'm not sure that the game has.

    It very obviously does have an identity crisis because its branding conflicts with its actual design and content and the two bases of players it's meant to appeal to are all very vocal about their general dissatisfaction with the game.

    It doesn't play or feel like a TES game at all. It feels like an MMO but then tries its hardest to say it's not actually an MMO and trample over MMO players and leave snide remarks about its own MMO players while promoting a "play how you want" mantra. Is that not an identity crisis?

    You can feel free to keep saying that there's no problems with the game and everyone's really happy, and I'll continue to actually care about the game and ask questions about how the game can be made better.
    Vy • lae • ra | Fan of all things Vampiric | PC NA | Accurate World Map artist | Immaculate Reshade author
  • IsharaMeradin
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    can someone define "Overland content" for me?

    Any zone / story based content intended to be completed by a single player with exception of single player arenas. Things not part of "overland" include: 4 player Dungeons, 12 player Trials, 4 player arenas, 1 player arenas, and actual Player vs Player fights (duels, battlegrounds, and fights within Cyrodiil and Imperial City.

    Despite including delves and other "underground" locations, the term "overland" is used to reference it all. Primarily because the large bulk of such content takes place above ground or "overland".
    PC-NA / PC-EU
    ID @IsharaMeradin
    Characters NA
    Verin Jenet Eshava - Dark Elf Warden (main)
    Nerissa Valin - Imperial Necromancer (secondary)
    Lugsa-Lota-Stuph - Argonian Sorcerer
    Leanne Martin - Breton Templar
    Latash Gra-Ushaba - Orc Dragonknight
    Ishara Merádin - Redguard Nightblade
    Arylina Loreal - High Elf Sorcerer
    Sasha al'Therin - Nord Necromancer
    Paula Roseróbloom - Wood Elf Warden
    Ja'Linga - Khajiit Arcanist

    Characters EU
    Shallan Veil - Wood Elf Warden

    ID @IsharaMeradin-Epic
    Characters NA
    Ja'Sassy-Daro - Khajiit Nightblade
    Natash af-Ishara - Redguard Warden
    Shallan Radiant Veil - Dark Elf Arcanist
  • Artim_X
    Artim_X
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    As an Elder Scrolls fan who loves playing a shock mage, I find this game even more appealing than past Elder Scrolls entries. Yeah yeah each new zone is like a theme park, but I always explore every inch of a new zone to scratch my itch for adventure.

    Housing, PvP, and dungeons are also quite fun aspects of the game, at least for me.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • ThirdEye_PULSE
    ThirdEye_PULSE
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    Yeah. U35 was the last straw for me as a main pvp player. Many end game pve players have left as well. End game pve guilds are falling apart left and right during pts cycle and especially after week 5

    Ive finally just accepted this game is for casuals and casuals only. So be it.

    I kind of feel bad for casuals though. Theres only so much you can do as a casual through progression before you feel the need to either want to try end game pve or end game pvp as a challenge. That population is rapidly leaving the game for better options.

    For myself, started doing PVP on GW2 last 3 days. I wouldnt say its better. But its a lot of fun. Best part is i dont need to do any PVE at all. Dont need to obsess on forums over patch notes. Dont need to endure 3 month patch cycles with sets completely ruining balance.

    Not sure if im done with the game forever. Gave 5 years of my life on and off to this game. A lot of good memories and good fun. A lot of awful experiences, especially around patch cycles. Never been burned this bad over and over by developers even when they promise to stop burning you. Can safely say for u35 im done. Easily could see myself never looking back since im getting older with more responsibilities, nd with AOC on the horizon.

    Also, without developers treating their end game with respect and dignity and with us leaving for better options, many other aspects of the game will fall apart. The economy will be hugely effected. Many sets and overland items will be worth less. Its going to have effects i cant even forsee.

    The health of a game is based on balance just like anything in life. You cant have all farmers in your society and expect it to function properly. Sadly, seems ZOS has chose that exact path for how they want to proceed with the game.

    Edited by ThirdEye_PULSE on August 20, 2022 11:33PM
  • Amottica
    Amottica
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    MMORPGs like this cast a large net and broad net. The largest pool would be casual to the moderate player, but it is typical to offer some more challenging content for those interested in such things, as well as a little PvP to round out the offering.

    At the moment, they seem to be focusing on trying to help the casual to the moderate player base. They have likely been bleeding serious raiders for a while, considering how they constantly make changes to combat. From what I understand, the hardcore PvP group left ESO years ago.
  • exeeter702
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    I don't say any of this scorn, resentment or fallaciousness.

    There is simply less ways to monetize players that have been here since the begining. This is an irrefutable truth.

    The target demographic are newer players that still havent experienced the bulk of the game and still find reasons to spend money in the crown store or on chapters (non begrudgingly), while being able to enjoy overland and normal mode content.

    I mean... look at the last 2 "major" core additions to the game. Companions and a card game.

    I have long since conceded to the fact that players like myself who have been here since the start are simply not the ones zos is making the game for anymore. Part of me doesnt fault them for that but it is disappointing nonetheless.
  • EldritchSun
    EldritchSun
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    Ive finally just accepted this game is for casuals and casuals only. So be it.

    A fun thing, though, is that we still need to use that meta DPS build and gear setup with some adjustments to do casual overland stuff.

    It seems for me, the game tries to be everything for everyone, but fails to do so in every aspect. Just like an attempt to make 'play what you want' build.
  • ThirdEye_PULSE
    ThirdEye_PULSE
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    Ive finally just accepted this game is for casuals and casuals only. So be it.

    A fun thing, though, is that we still need to use that meta DPS build and gear setup with some adjustments to do casual overland stuff.

    It seems for me, the game tries to be everything for everyone, but fails to do so in every aspect. Just like an attempt to make 'play what you want' build.

    Eh. Maybe with u35. But right now all you need to do for overland is slap on some hundings coupled with orders wrath and you can melt all overland. If you cant make the sets yourself, just join a guild and theyll make it for you.

    Overland is where meta doesnt really matter the most. End game pve and pvp is where meta does matter. You can get by in overland with your fantasy build nd barely suffer.

    I took a two year break before u34. I was BLOWN away by how easy the game had become. Overland was definitely suffering. I just dont agree with how they addressed it. I feel like there are ways they could have made some content harder without making other content not fun to do anymore.

    Rather than a blanket nerf to all dmg, then later reverting and doing 10% nerf to end game content difficulty, they could have made a 20% nerf while in overland.

    Just one example.

    Im sure theres many better ways to address the situation. Just tired of trying to make good points for developers, then be ignored entirely. Not worth my time anymore lol.

    Im not an end game pver in this game. Ive always been of the belief there are better games for that.

    But i did fall in love with the pvp. Felt very action orientated and took more muscle memory than most pvp games ive played. Unfortunately, pvp has been neglected in this game much longer than end game pve has.
    Edited by ThirdEye_PULSE on August 21, 2022 12:16AM
  • EldritchSun
    EldritchSun
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    Eh. Maybe with u35. But right now all you need to do for overland is slap on some hundings coupled with orders wrath and you can melt all overland. If you cant make the sets yourself, just join a guild and theyll make it for you.

    Overland is where meta doesnt really matter the most. End game pve and pvp is where meta does matter. You can get by in overland with your fantasy build nd barely suffer.

    I took a two year break before u34. I was BLOWN away by how easy the game had become. Overland was definitely suffering. I just dont agree with how they addressed it. I feel like there are ways they could have made some content harder without making other content not fun to do anymore.

    Rather than a blanket nerf to all dmg, then later reverting and doing 10% nerf to end game content difficulty, they could have made a 20% nerf while in overland.

    Just one example.

    Im sure theres many better ways to address the situation. Just tired of trying to make good points for developers, then be ignored entirely. Not worth my time anymore lol.

    Im not an end game pver in this game. Ive always been of the belief there are better games for that.

    But i did fall in love with the pvp. Felt very action orientated and took more muscle memory than most pvp games ive played. Unfortunately, pvp has been neglected in this game much longer than end game pve has.

    I'm a master crafter, so no problem with the set crafting. Yes, anything is viable for solo, but mentioned meta build can do stuff way better, especially in the new DLC public dungeons and against the new World bosses. Also, it's not all about the gear, the same skill formula matters, too.
  • ThirdEye_PULSE
    ThirdEye_PULSE
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    Eh. Maybe with u35. But right now all you need to do for overland is slap on some hundings coupled with orders wrath and you can melt all overland. If you cant make the sets yourself, just join a guild and theyll make it for you.

    Overland is where meta doesnt really matter the most. End game pve and pvp is where meta does matter. You can get by in overland with your fantasy build nd barely suffer.

    I took a two year break before u34. I was BLOWN away by how easy the game had become. Overland was definitely suffering. I just dont agree with how they addressed it. I feel like there are ways they could have made some content harder without making other content not fun to do anymore.

    Rather than a blanket nerf to all dmg, then later reverting and doing 10% nerf to end game content difficulty, they could have made a 20% nerf while in overland.

    Just one example.

    Im sure theres many better ways to address the situation. Just tired of trying to make good points for developers, then be ignored entirely. Not worth my time anymore lol.

    Im not an end game pver in this game. Ive always been of the belief there are better games for that.

    But i did fall in love with the pvp. Felt very action orientated and took more muscle memory than most pvp games ive played. Unfortunately, pvp has been neglected in this game much longer than end game pve has.

    I'm a master crafter, so no problem with the set crafting. Yes, anything is viable for solo, but mentioned meta build can do stuff way better, especially in the new DLC public dungeons and against the new World bosses. Also, it's not all about the gear, the same skill formula matters, too.

    Agreed. I also enjoy playing games efficiently and not simply for fantasy. That too, i feel other games do a much better job at.
  • Vylaera
    Vylaera
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    I don't know if I would really say that questing TES fans are who the game is designed around. If it is then the devs might be a bit out of touch with what TES fans actually like.

    In the single player games we have ultimate freedom. I expect some of this freedom to be curbed in order for the game to be an MMO with millions (lol, thousands) of people running around doing the same quests in the same world instances. However, the choices that we should have still are not present.

    Where is player agency?
    In TES games of old, you were the driving force of the questlines. You made your own choices and those choices had an impact on what happened along the way. In Daggerfall in particular, you decided how the game ended and there were 15 different endings depending on how you played the game. In recent titles, the ending is still the same for continuity purposes, but how you get to the end changed depending on your choices, Morrowind in particular being the exemplary model for this freedom in a modern TES title.

    In ESO, however, all of the questlines are on rails. You are not the driving force and you do not make your own choices. You are the errand boy/girl who does the dirty work for the guy who's actually in charge. You can't make any game altering decisions and you can't even find your own way through the questline. Everything is preprepared for you, everything is scripted to happen a particular way, and everything is being done for you. The agency of the player is totally gone in ESO. You're watching a movie unfold but you have to do all the work to progress the movie. Which is in many ways worse because there's no feeling of accomplishment because you didn't actually solve the riddle and get the bad guy, the questline did, you just did the objectives to get to the next phase.

    Where is class creation?
    In the games of old, you had a dozen or more skills and attributes to spec into and you could create exactly the build you wanted to.
    a54ejfry5th0.jpg

    In ESO, you pick a predefined class with uninspired preset and predefined abilities that aren't really that different from any other abilities, but for whatever reason are class locked meaning if you want a battlemage summoner that also uses restoration and ice magic, too bad, go play a better game.

    Where is the sense of exploration?
    In TES games of old, the map was, using Skyrim for example, is 16 square miles, uninterrupted, no load screens or doors between the different areas of the world map. Free, open to explore. There was always some new cave or some new ruin off the beaten path, and lots and lots of off-beaten paths. Little quests in the nooks and crannies and a full compliment of daedric quests, multiple questlines like the Companions, Brotherhood, and College, all in the same world which you could seamlessly travel across.

    In ESO, the world is segmented into tiny little zones which have no continuity with each other. They're segregated by arbitrary mountains and many zones don't even connect with each other. The questlines are self-contained in the individual zones and there's very little in the game that requires you to go to another zone to complete a quest you got in another zone. The sense of exploration is almost totally dead given the tiny size of the zones themselves, with Morrowind still being the largest zone to date which is essentially a long circular hallway around Red Mountain. There's not a lot off the beaten path and all the ruins are locked off because the devs didn't have time in their artifical chapter schedule to put in the time and care the zone deserved. Summerset is an even more horrendous example, being perhaps the worst designed game map I've ever seen. It's essentially 2 intersecting hallways that make an X pattern. Everything is along one of the two roads and the zone itself is only a fraction larger than Auridon, a base game zone, due to its ugly mountains eating up all the space that could have been playable. It was horribly handled, with entire ities missing or being made into dungeons or trials. The cities themselves were identical to each other and the zone lacked character overall and totally divorced the unique weirdness that the Pocket Guides and Morrowind had set up for the Altmer, relegating this race to be a generic High Germanic ripoff, since we didn't have enough of those already.


    Given all this, I don't really see why this game is meant to cater to casual TES fans when everything that makes TES special and magical as a video game series is inexplicably missing from this game. Which leads me to believe the game doesn't know what it wants to be and is in an identity crisis it cannot resolve under its current design philosophy.
    Vy • lae • ra | Fan of all things Vampiric | PC NA | Accurate World Map artist | Immaculate Reshade author
  • EldritchSun
    EldritchSun
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    Agreed. I also enjoy playing games efficiently and not simply for fantasy. That too, i feel other games do a much better job at.

    They do, indeed. I tried another one, heavy solo focused, but an MMO, actually. I regretted I spent so much time and money on this one, after that game allowed me to farm gear better for just my classand play a necromancer class, by actually summoning minions and build my playstyle and skills around this, for example. And many other things.
  • Freelancer_ESO
    Freelancer_ESO
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    Vylaera wrote: »
    Taking a break from my usual long posts for a short one here. A question that popped into my mind while talking to a friend of mine is what ESO's Target Audience actually is.

    ESO does not try to be a proper ES game with classic ES staples like class creation, RPG mechanics, and the freedom to play how you want, despite the developers claiming otherwise.

    But yet, it also doesn't try to be an MMO and appeal to the average MMO fan, which I think is quite obvious given the developers' tone regarding endgame players and general lack of concern for things like performance or the addition of challenging PvE or PvP content to the game. Totally unrecognizable meta shifts from patch to patch almost seem to be intentioned to wear out and drive away endgame MMO players.

    So if ESO isn't trying to appeal to TES fans and isn't trying to appeal to MMO fans, who is it trying to appeal to? The game feels like it doesn't understand itself but doesn't really try to do anything to understand itself. It's in this really weird halfway point that no one is actually satisfied with, and I think that this is why the population is increasingly disgruntled and dissatisfied with the game.

    In my opinion, ESO needs to resolve its identity crisis and come down hard in favor of one side or the other, or else the game will continue to not satisfy the itch that either side is looking to scratch.

    Something to keep in mind is that while what Elder Scrolls is known for and what your average player does in the games isn't really the same.

    https://steamcommunity.com/stats/TheElderScrollsVSkyrim/achievements

    Most of the people that played Skyrim didn't play that much and didn't stray far from the major quest lines.

    The reason the Elder Scrolls games keep getting simplified is because much of the expanded audience the games have been marketed to do not care about the more complicated stuff.

    I'd also point out that you run into a similar things with MMOs when it comes to raiding/pvp. Yeah, raiding and pvp may eat up much of the discussion but, your average player isn't primarily doing that when they play in many MMOs.
  • WrathOfInnos
    WrathOfInnos
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    I think originally the target audience was Elder Scrolls players, specifically getting the massive Skyrim fans into a MMO game (which should be easy given their hunger for anything to bridge the absurdly long gap until ES6, seriously who waits more than a decade to make a sequel to one of the most popular games).

    These days it seems like the target audience is whales. Expansions are just filler and fluff, combat is watered down and classes all feel the same, and anything interesting goes straight into the crown store or casino crates (remember when good rewards came from completing hard content? Dro-m'athra skin, Clockwork polymorph, Godslayer senche).
    Edited by WrathOfInnos on August 21, 2022 1:54AM
  • EnerG
    EnerG
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    Everyone. They hope anyway, I'd say the game has a good mix of every type.
  • dmnqwk
    dmnqwk
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    Vylaera wrote: »
    I don't know if I would really say that questing TES fans are who the game is designed around. If it is then the devs might be a bit out of touch with what TES fans actually like.

    In the single player games we have ultimate freedom. I expect some of this freedom to be curbed in order for the game to be an MMO with millions (lol, thousands) of people running around doing the same quests in the same world instances. However, the choices that we should have still are not present.

    Where is player agency?
    In TES games of old, you were the driving force of the questlines. You made your own choices and those choices had an impact on what happened along the way. In Daggerfall in particular, you decided how the game ended and there were 15 different endings depending on how you played the game. In recent titles, the ending is still the same for continuity purposes, but how you get to the end changed depending on your choices, Morrowind in particular being the exemplary model for this freedom in a modern TES title.

    In ESO, however, all of the questlines are on rails. You are not the driving force and you do not make your own choices. You are the errand boy/girl who does the dirty work for the guy who's actually in charge. You can't make any game altering decisions and you can't even find your own way through the questline. Everything is preprepared for you, everything is scripted to happen a particular way, and everything is being done for you. The agency of the player is totally gone in ESO. You're watching a movie unfold but you have to do all the work to progress the movie. Which is in many ways worse because there's no feeling of accomplishment because you didn't actually solve the riddle and get the bad guy, the questline did, you just did the objectives to get to the next phase.

    Where is class creation?
    In the games of old, you had a dozen or more skills and attributes to spec into and you could create exactly the build you wanted to.
    a54ejfry5th0.jpg

    In ESO, you pick a predefined class with uninspired preset and predefined abilities that aren't really that different from any other abilities, but for whatever reason are class locked meaning if you want a battlemage summoner that also uses restoration and ice magic, too bad, go play a better game.

    Where is the sense of exploration?
    In TES games of old, the map was, using Skyrim for example, is 16 square miles, uninterrupted, no load screens or doors between the different areas of the world map. Free, open to explore. There was always some new cave or some new ruin off the beaten path, and lots and lots of off-beaten paths. Little quests in the nooks and crannies and a full compliment of daedric quests, multiple questlines like the Companions, Brotherhood, and College, all in the same world which you could seamlessly travel across.

    In ESO, the world is segmented into tiny little zones which have no continuity with each other. They're segregated by arbitrary mountains and many zones don't even connect with each other. The questlines are self-contained in the individual zones and there's very little in the game that requires you to go to another zone to complete a quest you got in another zone. The sense of exploration is almost totally dead given the tiny size of the zones themselves, with Morrowind still being the largest zone to date which is essentially a long circular hallway around Red Mountain. There's not a lot off the beaten path and all the ruins are locked off because the devs didn't have time in their artifical chapter schedule to put in the time and care the zone deserved. Summerset is an even more horrendous example, being perhaps the worst designed game map I've ever seen. It's essentially 2 intersecting hallways that make an X pattern. Everything is along one of the two roads and the zone itself is only a fraction larger than Auridon, a base game zone, due to its ugly mountains eating up all the space that could have been playable. It was horribly handled, with entire ities missing or being made into dungeons or trials. The cities themselves were identical to each other and the zone lacked character overall and totally divorced the unique weirdness that the Pocket Guides and Morrowind had set up for the Altmer, relegating this race to be a generic High Germanic ripoff, since we didn't have enough of those already.


    Given all this, I don't really see why this game is meant to cater to casual TES fans when everything that makes TES special and magical as a video game series is inexplicably missing from this game. Which leads me to believe the game doesn't know what it wants to be and is in an identity crisis it cannot resolve under its current design philosophy.

    Single player RPGs and MMO RPGs are not the same game, despite the belief they are in a similar category. It's like comparing a Sports Management game to a Sports game, because they're both sports.

    You mention player agency, yet how can you have effective player agency in a game designed for simultaneous decisions numbering in the thousands? If you play a single player TES game you make a decision and the world revolves around YOU. How do you get that effectively online in a game that has to cater to all players? Even something as simple as a faction gaining an advantage cannot occur because, simultaneously, people in all 3 factions would need to see it. You play a single player game and it's easy but joining others online, it's simply not possible.

    You go on to mention class creation and, again, playing on your own you're free to make up rules as you go, nothing needs to be balanced because there's no winners, no losers, no cooperative spirit it's just you, alone, with no measurements. You come online and the rules change, hard. You have to consider everybody, again (notice a theme here). It's no good if Necromancer is 100% better than every other class because, suddenly, people only play necromancers due to peer pressure, ease of play, forum comments etc. Outliers may exist but there have been plenty of games publish figures over who plays what to show that people gravitate towards the strongest class (everybody always tries to be an exception, but, again, it's the 99.999% we're concerned with when making decisions).

    Finally you suggest exploration.
    This one is slightly different but does lend itself towards the overall theme in that it's your personal opinion that there is no sense of exploration. I don't explore for the fun of obsessive nature of exploration, I just do things if they seem good. You're obviously completely different and that's where this is a different rebuttal to the previous points in that it's specifically focused on how your opinion is one of thousands, tens of thouands even millions for some games. Trying to appeal to everybody is impossible because what's good for you is horrible for others.

    And this leads us back to the point of how this MMO does what all MMOs do and that is try to make money so the company can make more games that make more money. The MMO model hasn't changed much in over 20 years in terms of initial vision, but they all have to adapt to the customers desire for casual approach to gameplay.
    20 years ago, society was completely different to how it is now. Back then you didn't have youtube videos on how to play (since it didn't begin until 2005) but rather than bore you with an explanation of the changes, I'd rather point out how MMOs have started to appeal to the casual gamer simply because the 'hardcore' gamers are either getting old, or have a Call of Duty/Fortnite style game available to use that doesn't require them to suffer the ignomy of PvE to accomplish their goal of fighting with other people.

    When it comes down to it, The Elder Scrolls lore is always going to be something you view in your own way as to how much it matters, what it is, why it should be how you say it should be because in your head that's how it is but ultimately if Star Trek can re-write itself (a franchise of over 50 years) then surely a small gaming series with no other media outlet for the lore is free to do the same thing?

    Now as to the target audience, this is where it doesn't adapt very successfully in all aspects.
    Originally, MMOs were designed to appeal to the gamer who will spend a lot of time playing games. 20 years ago, it was not the same as it is today (where people play games instead of watching tv).
    With the advent of Mobas and other Pvp-centric titles (like league of legends, which my sister complained to me about yesterday because her partner didn't block samira and they had trouble in mid... whatever that means) you get the situation where MMOs no longer focus on PVP player retention and focus, instead, on casual gamer acquisition. This leads to a dilution of difficulty and a structure where perhaps the entire genre is not adapting successfully to the change in potential player pool.
    The PvP players have somewhere else to go why struggle to keep them here? If someone does pvp AND pve then they'd stay whether pvp was bad here or not but if pvp destroys pve quality (like it does in most mmos at some point during their life cycle) then maybe it's about time pvp players accept that the MMO genre cannot target them AND casual players (20 years ago, 10 years ago it didn't have to) because they are too far apart in what they want.

    I could go on but it'd be boring, suffice to say that I think the target audience for the MMO genre is the casual player and, while the pvp player is seen as money left on the table if they don't pay lip service to them - there is no legitimate reason to keep pve and pvp players together now that games like Apex Legends or Fortnite exist to give pvp players their daily kick of adrenaline fighting other people. However, if MMOs focus entirely on pve then the next group of people who'd end up leaving are the hardcore pve gamers (the puzzle solvers) who don't really have anywhere else to go in terms of new game styles popping up to offer them the same hit.
  • SilverBride
    SilverBride
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    Vylaera wrote: »
    It's in this really weird halfway point that no one is actually satisfied with, and I think that this is why the population is increasingly disgruntled and dissatisfied with the game.

    Some players may not be satisfied with the game but many of us are. That is why the game is still successful.
    PCNA
  • bridgetrose
    bridgetrose
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    can someone define "Overland content" for me?

    Any zone / story based content intended to be completed by a single player with exception of single player arenas. Things not part of "overland" include: 4 player Dungeons, 12 player Trials, 4 player arenas, 1 player arenas, and actual Player vs Player fights (duels, battlegrounds, and fights within Cyrodiil and Imperial City.

    Despite including delves and other "underground" locations, the term "overland" is used to reference it all. Primarily because the large bulk of such content takes place above ground or "overland".

    Thank you.
  • Vylaera
    Vylaera
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    Vylaera wrote: »
    It's in this really weird halfway point that no one is actually satisfied with, and I think that this is why the population is increasingly disgruntled and dissatisfied with the game.

    Some players may not be satisfied with the game but many of us are. That is why the game is still successful.

    I wouldn't call the entire community, competitive and casual, literally imploding over the course of this pts cycle with multiple guilds leaving the game forever, "successful"

    Money is not a gage of success. Community health is. Whales will always exist in every game and will faithfully support a game no matter how bad it is. If you can look at the past few years, more acutely, the past 6 weeks, and say that the community is in a really healthy spot, then [snip]. An unprecedented mass exodus of the endgame in this pts cycle, in addition to multiple prior mass exoduses of players over the game's history would indicate by any rational measure that there's some kind of dissatisfaction those players had with the game or how the game is being handled, and if this kind of thing keeps happening then perhaps maintaining present course while denying there's anything amiss is how you get titanic.

    I like ESO, and I don't want it to get titanic'ed.

    [Edited for Baiting]
    Edited by Psiion on August 21, 2022 2:34AM
    Vy • lae • ra | Fan of all things Vampiric | PC NA | Accurate World Map artist | Immaculate Reshade author
  • SilverBride
    SilverBride
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    Vylaera wrote: »
    Vylaera wrote: »
    It's in this really weird halfway point that no one is actually satisfied with, and I think that this is why the population is increasingly disgruntled and dissatisfied with the game.

    Some players may not be satisfied with the game but many of us are. That is why the game is still successful.

    I wouldn't call the entire community, competitive and casual, literally imploding over the course of this pts cycle with multiple guilds leaving the game forever, "successful"

    The entire community isn't imploding over this. Only one person in the guild I'm in has mentioned dissatisfaction with the upcoming changes and none of my friends have. We are all playing as we always have.

    I don't doubt that some players may leave, but there is not going to be a mass exodus.
    PCNA
  • Finedaible
    Finedaible
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    Directors tried to make it not feel like an MMORPG but for all intents and purposes it is the very definition of an MMORPG, hence the identity crisis and unclear direction. It made sense before One Tamriel to make the game appealing to fans of the single player titles, but presently the game has expanded far beyond that scope and has since gained a larger audience of people, many coming from other MMOs. In my opinion ZoS should finally shed this notion that ESO is "not an MMO" and embrace that it is one so they can move on to a clearer vision for the game. Perhaps this is why the last few chapters have been met with increasingly mixed reception with High Isle being the most lukewarm reception to date.
  • kevkj
    kevkj
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    A lot of "MMO players" just like exploring, harvesting materials and dressing up their characters/companions/houses. I think ESO does fairly well at providing for that crowd, albeit with lots of cosmetics locked behind crowns/crates.

    Slightly related, but even in games like Genshin Impact there are lots of players who spend money simply to collect characters regardless of their place in the meta.
  • Marto
    Marto
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    Vylaera wrote: »
    Where is player agency?

    In your imagination.

    In the actions you take in the game. Even if it's as simple as choosing where to walk next.

    It's whether you decide to climb up that mountain, or head down the road towards a ruined village. It's whether you explain your Warden's abilities by making them an Argonian tree-minder, a Dark Elf ashlander, or a Breton druid. It's in the outfits you wear, and the houses you furnish. It's your headcanons, your theories, and your interpretation of the story.

    For two decades now, modern RPGs have been straying away from the use of quantifiable mechanics and numbers as a way for the player to express themselves, and moving towards more immersive storytelling and player action. It's not just TES or ESO. Look at how Dragon Age evolved. Or how LARPing has shot up in popularity. Look at how Dungeons & Dragons is played today, compared to how it was played in the 90s or 80s.

    It's why classes were not a thing in TES V, opting for the more immersive "You get good at what you practice" system of skills. And it's why I wouldn't expect classes to come back for TES VI.

    In my opinion, the one element that makes The Elder Scrolls stand out among other RPGs is immersion.

    A tradition of dungeon crawlers of old that has become nearly extinct by now. First person perspective, a lack of cutscenes, and a world that is designed to unravel itself before you bit by bit, instead of bombarding you with lore or exposition.

    It's the one thing TES does different from nearly all other games of the genre, that prefer a third person or isometric perspective, and a heavy focus on stats, modifiers, cinematic cutscenes, and robust conversation systems.

    And this immersive gameplay is the sort of gameplay that the majority of ESO is built upon.

    Yes, it's true that zones are a lot more structured and the experience is more directed than in previous games. And yes, it's true that ESO has robust systems of classes, numbers and stats, and an endgame that utilizes them. And those things can often clash with ESO as a game of exploration and immersive interactions.

    ESO was always going to be a game of compromises. And many of those compromises would inevitably land on the wrong spot.

    On 2014, ESO was heavily focused on its three-faction PVP system, and the entire world revolved around it. It was one of the most disliked things about ESO, and that feedback led to the creation of Craglorn, and the introduction of 12-man content. Solo players were disappointed by this, and felt it undermined the storytelling of Craglorn, and made it far less accessible to many.

    ZOS saw that feedback, as well as the feedback from Orsinium, and created Morrowind. Which together with One Tamriel and Homestead, went on to define ESO moving forward.

    I think that's where your answer lies. Look at the content ZOS makes for the game. And that will tell you who the target audience is.
    1. The questers that log in to explore new lands, do quests, and experience the story. The sort of stuff that the 2 biggest updates of the year offer.
    2. The collectors, roleplayers, screenshot enthusiasts, and fashionistas. Who get houses, furnishings, and motifs on pretty much all 4 updates of the year.
    3. Small group content players. Both casual and hardcore. People who like to group up with a couple of friends, and tackle dungeons. They get 2 updates a year.
    4. Large group content players. Primarily hardcore players. Who enjoy making and directing guilds and communities. They only get content 1 time of the year (maybe 2 if you count Arenas). And that content only makes up a tiny sliver of the chapter.
    5. PVPers, who sadly, get content less than once a year. Hopefully that changes, as ZOS has mentioned many times they want to resume development of planned PVP content, once they feel performance is good enough.
    Edited by Marto on August 21, 2022 4:46AM
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • Faulgor
    Faulgor
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    It's for the casual TES enjoyer.

    Not those who are hung up on any particular mechanic or lore, but those that think dragons are cool and talking cats are funny.
    It's the complete commodification of these more superficial aspects of the TES IP.
    And that makes it "successful" in the same way mobile games are successful.

    If the single player games were a masterful oil painting, ESO is a meme you share on facebook.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • kargen27
    kargen27
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    Vylaera wrote: »
    Tandor wrote: »
    For a game that has allegedly been on the verge of dying ever since it launched, and now is apparently not scratching the itch either of two kinds of players are looking to scratch, ESO continues to do pretty well.

    The game is clearly a hybrid TES-based CRPG and MMORPG and appeals to a great many players of both styles, while ZOS have always been clear that it was never designed as a purely traditional MMO.

    I accept that there's a section of the game's population that reports itself to be increasingly disgruntled and dissatisfied with the game, but that's not unusual especially for a game that's been out for a long time, and I wouldn't overstate it or generalise it as "the population". Some players may have an identity crisis where their attachment to this game is concerned, but I'm not sure that the game has.

    It very obviously does have an identity crisis because its branding conflicts with its actual design and content and the two bases of players it's meant to appeal to are all very vocal about their general dissatisfaction with the game.

    It doesn't play or feel like a TES game at all. It feels like an MMO but then tries its hardest to say it's not actually an MMO and trample over MMO players and leave snide remarks about its own MMO players while promoting a "play how you want" mantra. Is that not an identity crisis?

    You can feel free to keep saying that there's no problems with the game and everyone's really happy, and I'll continue to actually care about the game and ask questions about how the game can be made better.

    Tandor didn't say the game has no problems and everyone is really happy. He is saying the demise others keep predicting is being overstated. Some people may be imagining the game as something it is not. When the game doesn't meet their expectations as they imagined they might be dissatisfied. That doesn't mean the game has an identity crisis. I like to try and solo world bosses. More often than not someone shows up to help. I also see other players in almost every delve I enter. By those standards the game is doing fine.
    and then the parrot said, "must be the water mines green too."
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