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.
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.
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.
This game is intended for players of single-player games to gently translate this category into the MMO segment. Therefore, there is an emphasis on freedom of movement and research. The game will scare away players who are not adapted to freedom of choice. As approximately reported by many people who quit TESO after the test: "I started the game, and there's an open space and you can go in any direction - it's scary, there's no order to go to a certain quest, give me a narrow corridor so I know what to do, I don't want space, I don't like freedom - a bad game"
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.
EldritchSun wrote: »ThirdEye_PULSE wrote: »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.
Everyone. They hope anyway, I'd say the game has a good mix of every type.
I dont see how? I could go buy a white sword from the shopkeeper right now and kill just about anything overland with light attacks naked!
I could go buy a white sword from the shopkeeper right now and kill just about anything overland with light attacks naked!
After awhile, unique dialogue options and alternate outcomes with side quests stopped with the new chapters and DLC. That was disappointing. Even worse was some quests not recognizing character choices players made (Greymoor not acknowledging player vampires, Blackwood Dark Brotherhood characters not getting an alternate path for Elam's quest). I don't mind playing my characters like watching a movie unfolding, but the dialogue options are often things my character would never say ("Tell me what we are doing again" and the like). It would be nice to simply have some RP flavor in player dialogue options, even if the outcomes are always the same
SilverBride wrote: »I could go buy a white sword from the shopkeeper right now and kill just about anything overland with light attacks naked!
That is not a bad thing. Most people play games for relaxation and entertainment. Spending time on every mob that is between the player and the quest objective is just tedious, not relaxing and fun.
Treselegant wrote: »After awhile, unique dialogue options and alternate outcomes with side quests stopped with the new chapters and DLC. That was disappointing. Even worse was some quests not recognizing character choices players made (Greymoor not acknowledging player vampires, Blackwood Dark Brotherhood characters not getting an alternate path for Elam's quest). I don't mind playing my characters like watching a movie unfolding, but the dialogue options are often things my character would never say ("Tell me what we are doing again" and the like). It would be nice to simply have some RP flavor in player dialogue options, even if the outcomes are always the same
Greymoor was the first expansion where I really noticed this happening and despite some good new characters the whole story felt more on the rails than ever before. I remember when I started playing, I agonised over a decision I had made during the AD questline in Reaper's March and it was great because there was some tension there as to the outcome. As it turned out, things were fine, as they usually are with those branching quests but having the option felt meaningful.
By the time Blackwood rolled around I had no real excitement for the coming story and so bought it for the companions. I had a feeling that the story was going to be go there, do this, watch the events unfold as expected (story twists seen from miles) and I would then go back to doing my dailes but in a different location to normal. Which was exactly what happened. High Isle is where I lost patience with the game and stopped caring about the main story completely.
I'm a mid tier, casual sort of player who mainly plays the game for the ES world. The world is what brings me back and so far that's kept me playing but it's getting harder to be excited for anything any more. I used to challenge myself doing solo arenas and such but I'm a sorcerer main and I've watched my power level dwindle over time and it's less fun to bother with now. The companion system kept me from drifting away completely but due the lack of good new content for them (I enjoy having my companion but the poor guy has only four things to say to me after a year adventuring) I'm slowly losing interest in that as well.
I suspect the current 'target audience' is one who will buy the latest thing and probably not come back after a few months. I've seen it happen with the last two expansions. Decent population to start with but within a few months, everyone's done the on the rails story, done the bosses and side quests and then left to play something else. Those people will pay the entrance fee and then leave, possibly never to return, so it seems a very short-termist way of doing things to me.
Finedaible wrote: »I definitely feel like there is a stark difference in writing quality and quest choices between base zone quests and the last 3 years of expansions which may be one of the reasons chapter stories are just not as appealing anymore. Base game quests feel like there was far more thought put into choice and consequence with some choices even altering the world slightly for you, like having certain mobs in an area be permanently hostile or neutral towards you based on your choices in the quest Memento Mori in Glenumbra. Or even larger, main quest choices like withShazah and Khali, Sir Hughes, which villain you choose to save in Coldharbour, etc.