MincMincMinc wrote: »Splitting the monetization off of content and making it more as a standalone cosmetic unlock IMO is better.
SummersetCitizen wrote: »Abandoning Expansions
Folding DLCs into the base game represents a concession strategy, not a growth strategy. Expansion sales no longer justify their production and marketing costs.
SummersetCitizen wrote: »Increased Reliance on Legacy Content
Recycling legacy rewards is not an act of player-friendly generosity; it is asset amortization—extracting additional value from previously developed content.
SummersetCitizen wrote: »Battle Pass as Revenue Smoothing
The removal of daily logins and Endeavors is particularly revealing. These systems existed to inflate daily active users. Replacing them with a Battle Pass signals that raw daily user metrics are no longer sufficient; ZOS now requires monetized engagement density rather than mere presence.
SummersetCitizen wrote: »Pivot from New Content to System Reworks
Development focus has shifted away from large-scale content additions toward reworking existing systems, a hallmark of late-stage live service maintenance.
SummersetCitizen wrote: »Quality-of-Life Monetization Rollback
This rollback is not altruistic. It is a churn-reduction tactic designed to remove friction for existing players while consolidating monetization into fewer, higher-conversion channels—primarily the Battle Pass and ESO+.
SummersetCitizen wrote: »Eventization and FOMO Compression
Time-limited, cyclical events increase short-term engagement intensity but reduce the amount of permanent content, compressing player activity into predictable monetization windows.
SummersetCitizen wrote: »Steam Charts as Corroborating Evidence
Steam Charts are not the primary metric, but they do corroborate the trend: a long-term decline in average and peak concurrent players, with no sustained population recovery even following major updates.
SummersetCitizen wrote: »ESO is no longer structured as a game pursuing growth. It is structured as a product optimized for revenue stability from a shrinking but loyal player base.
MincMincMinc wrote: »Splitting the monetization off of content and making it more as a standalone cosmetic unlock IMO is better.
SummersetCitizen wrote: »MincMincMinc wrote: »Splitting the monetization off of content and making it more as a standalone cosmetic unlock IMO is better.
I can see your point, but it seems to be done out of necessity and not player benefit.
They are giving out new content for free because it is too thin (and recently bug-filled) to expect people to pay for moving forward.
Old expansions and DLCs aren't marketed. The marketing goes into the new stuff. Nothing has changed.
Nothing has been rolled back. They are adding QoL improvements that players have been asking for.
SummersetCitizen wrote: »MincMincMinc wrote: »Splitting the monetization off of content and making it more as a standalone cosmetic unlock IMO is better.
I can see your point, but it seems to be done out of necessity and not player benefit.
They are giving out new content for free because it is too thin (and recently bug-filled) to expect people to pay for moving forward.
This choice astounds me. Maybe they'll still have player hour spent in XYZ zone to go off of, but I'm a lil bamboozled as to how not asking for payment for stuff that takes the most effort is going to work out, and getting that money instead from stuff that takes the least effort (cosmetics)? Maybe they think players are more likely to pay more and more often for shinies instead of content, and the free stuff will bring in enough people who also buy the cosmetic shinies.
Heck...I don't think ZOS is the type to try and play 5D chess, but if this also means they no longer feel pressured to add power crept proc sets and mythics to new content...
Genuinely curious to see how this works out (or doesn't) for ZOS.
SummersetCitizen wrote: »
Increased Reliance on Legacy Content
Recycling legacy rewards is not an act of player-friendly generosity; it is asset amortization—extracting additional value from previously developed content.
Battle Pass as Revenue Smoothing
The removal of daily logins and Endeavors is particularly revealing. These systems existed to inflate daily active users. Replacing them with a Battle Pass signals that raw daily user metrics are no longer sufficient; ZOS now requires monetized engagement density rather than mere presence.
Quality-of-Life Monetization Rollback
This rollback is not altruistic. It is a churn-reduction tactic designed to remove friction for existing players while consolidating monetization into fewer, higher-conversion channels—primarily the Battle Pass and ESO+.
I’m not saying ZOS is evil or that players have to “lose” for the company to win. This isn’t a moral argument, it’s about incentives and power.These three criticisms are predicated on the idea that between ZOS and the player, one side must always 'lose' when a change is made. None of what you said is necessarily untrue, but is an over villainization of ZOS.
Of course ZOS is not altruistic, but to lump these in as somehow harmful to the player is ridiculous and only serves to taint your otherwise valid criticism of other announced changes.
SummersetCitizen wrote: »MincMincMinc wrote: »Splitting the monetization off of content and making it more as a standalone cosmetic unlock IMO is better.
I can see your point, but it seems to be done out of necessity and not player benefit.
They are giving out new content for free because it is too thin (and recently bug-filled) to expect people to pay for moving forward.
SummersetCitizen wrote: »I’m not saying ZOS is evil or that players have to “lose” for the company to win. This isn’t a moral argument, it’s about incentives and power.
ZOS isn’t a peer in the community; it’s a business providing a paid service. Players fund the game, but ZOS controls the IP, the rules, and the monetization. Framing the relationship as “we’re all in this together” blurs that imbalance.
Changes can benefit players and the company at the same time, but they’re still designed primarily to reduce risk and increase revenue. Pointing that out isn’t villainization… it’s basic consumer awareness.
The real problem isn’t criticism going too far; it’s criticism getting softened until expectations drop. In a live-service game where players don’t own anything and switching costs are high, scrutiny isn’t hostility. It’s the only leverage players have.
SummersetCitizen wrote: »
All the changes sound really good, every future expansion will be free as part of base game, we'll still get zones, we'll still get questlines, the monetization will be on cosmetics only, no more content or items behind paywalls.
I feel like most people who feel negative about this is probably misunderstanding what those changes mean, or are just afraid of change, we're still getting a massive amount of content and quality of life updates that we've been asking for so long, they're revamping classes, weapon skill lines and werewolves, this will be a great year for ESO.
But of course, you can never please everyone.
SummersetCitizen wrote: »Folding expansions into the base game signals that new expansions no longer function as the primary, growth-driving premium product, regardless of how legacy content is marketed.
SummersetCitizen wrote: »QoL improvements are best understood as churn-reduction measures that consolidate monetization into fewer, higher-conversion systems.
SummersetCitizen wrote: »These aren’t due to player feedback. Many of these new “features” could have been easily added long ago, but were still making money at that point.
But what is your criticism here? That.. ZOS should lock up content they already spent money on, not adjust their monetization to fit player and wider industry trends or remove monetization options that generated more negative publicity/ill will than revenue?
SummersetCitizen wrote: »Leadership has framed this update as the most significant transformation since One Tamriel… a moment often remembered as ESO’s de facto 2.0. If these changes are meant to signal an ESO 3.0, then they point not to renewal, but to a markedly diminished and sobering phase of the game’s life cycle.
Abandoning Expansions
Folding DLCs into the base game represents a concession strategy, not a growth strategy. Expansion sales no longer justify their production and marketing costs.
Increased Reliance on Legacy Content
Recycling legacy rewards is not an act of player-friendly generosity; it is asset amortization—extracting additional value from previously developed content.
Battle Pass as Revenue Smoothing
The removal of daily logins and Endeavors is particularly revealing. These systems existed to inflate daily active users. Replacing them with a Battle Pass signals that raw daily user metrics are no longer sufficient; ZOS now requires monetized engagement density rather than mere presence.
Pivot from New Content to System Reworks
Development focus has shifted away from large-scale content additions toward reworking existing systems, a hallmark of late-stage live service maintenance.
Quality-of-Life Monetization Rollback
This rollback is not altruistic. It is a churn-reduction tactic designed to remove friction for existing players while consolidating monetization into fewer, higher-conversion channels—primarily the Battle Pass and ESO+.
Eventization and FOMO Compression
Time-limited, cyclical events increase short-term engagement intensity but reduce the amount of permanent content, compressing player activity into predictable monetization windows.
Steam Charts as Corroborating Evidence
Steam Charts are not the primary metric, but they do corroborate the trend: a long-term decline in average and peak concurrent players, with no sustained population recovery even following major updates.
ESO is no longer structured as a game pursuing growth. It is structured as a product optimized for revenue stability from a shrinking but loyal player base.
SummersetCitizen wrote: »MincMincMinc wrote: »Splitting the monetization off of content and making it more as a standalone cosmetic unlock IMO is better.
I can see your point, but it seems to be done out of necessity and not player benefit.
They are giving out new content for free because it is too thin (and recently bug-filled) to expect people to pay for moving forward.
This choice astounds me. Maybe they'll still have player hour spent in XYZ zone to go off of, but I'm a lil bamboozled as to how not asking for payment for stuff that takes the most effort is going to work out, and getting that money instead from stuff that takes the least effort (cosmetics)? Maybe they think players are more likely to pay more and more often for shinies instead of content, and the free stuff will bring in enough people who also buy the cosmetic shinies.
Heck...I don't think ZOS is the type to try and play 5D chess, but if this also means they no longer feel pressured to add power crept proc sets and mythics to new content...
Genuinely curious to see how this works out (or doesn't) for ZOS.
licenturion wrote: »But people who caught up with all the content over the years, we get thrown under the bus. We can replay old content with some new animations again and wearing a new outfit we grinded in the battlepass. Or play dungeons again whe played 100 times before but this time story mode. Yay!
SummersetCitizen wrote: »Pivot from New Content to System Reworks
Development focus has shifted away from large-scale content additions toward reworking existing systems, a hallmark of late-stage live service maintenance.

SummersetCitizen wrote: »I’m not saying ZOS is evil or that players have to “lose” for the company to win. This isn’t a moral argument, it’s about incentives and power.These three criticisms are predicated on the idea that between ZOS and the player, one side must always 'lose' when a change is made. None of what you said is necessarily untrue, but is an over villainization of ZOS.
Of course ZOS is not altruistic, but to lump these in as somehow harmful to the player is ridiculous and only serves to taint your otherwise valid criticism of other announced changes.
ZOS isn’t a peer in the community; it’s a business providing a paid service. Players fund the game, but ZOS controls the IP, the rules, and the monetization. Framing the relationship as “we’re all in this together” blurs that imbalance.
Changes can benefit players and the company at the same time, but they’re still designed primarily to reduce risk and increase revenue. Pointing that out isn’t villainization… it’s basic consumer awareness.
The real problem isn’t criticism going too far; it’s criticism getting softened until expectations drop. In a live-service game where players don’t own anything and switching costs are high, scrutiny isn’t hostility. It’s the only leverage players have.
A company has less customers and can't carry on acting like they have the same turnover. If they need a year or so for them to concentrate on making a game more people want to play I don't see that as a bad thing necessary.
SummersetCitizen wrote: »
The criticism isn’t that ZOS should hoard content or avoid adapting… adjusting monetization is expected in any live service.
The point is that these changes reveal whose incentives are being prioritized: they reduce risk and stabilize revenue for ZOS, often at the expense of long-term growth or player leverage.
They opened the stream by talking about balancing player expectations with the realities of running the studio. I can appreciate that, but it’s also fair to critique those realities… especially a studio that seems to have squandered so much goodwill and past success.
wolfie1.0. wrote: »Your not wrong. But I will say this. The new monetization set up is way more friendly to bring in new players.
I have tried to recruit people into playing but they see the 10 years worth of chapters and dlc and the cost to obtain all of them... it often drives them away. Especially when some can only be purchased with crowns. That cant really continue, and zos has ignored the issue and basically said to those players hey its easier to sub.
Seraphayel wrote: »This does not look like "maintenance mode".
SummersetCitizen wrote: »But what is your criticism here? That.. ZOS should lock up content they already spent money on, not adjust their monetization to fit player and wider industry trends or remove monetization options that generated more negative publicity/ill will than revenue?
The criticism isn’t that ZOS should hoard content or avoid adapting… adjusting monetization is expected in any live service.
The point is that these changes reveal whose incentives are being prioritized: they reduce risk and stabilize revenue for ZOS, often at the expense of long-term growth or player leverage.
They opened the stream by talking about balancing player expectations with the realities of running the studio. I can appreciate that, but it’s also fair to critique those realities… especially a studio that seems to have squandered so much goodwill and past success.