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.
And this was what I've been asking the whole time, how do these 3 changes in particular impact long term growth? Don't just say that it will, explain yourself.
Recycling legacy content is only bad for player growth if it's not matched by the addition of new content. I'll admit, what we have been shown so far seems a bit bare but therein the problem is lack of new content rather than legacy content being dusted off now and then.
If anything, you could argue that by homogenizing with the rest of the industry and adopting the Battlepass model that it's one of the ways they are seeking to attract players that were at odds with their previous model. They are reducing friction in onboarding new players at the expense of portions of the existing players who will reject this change. That's a risk that is directly antithetical to the idea they are focused on staying comfortable with what they have rather than growth. I'm personally indifferent, so I'm not arguing this from a position of loving the battlepass model.
Removing predatory real money purchase options is also incompatible with the idea that it's part of a shrinking vision for the game. We have decades of dying online games as proof that predatory sales tend to get added to games in death throes rather than be removed. As an aside, I'm very much in the camp that ESO's active population has been in decline so it's not because I'm in denial of that reality.
SummersetCitizen wrote: »Seraphayel wrote: »This does not look like "maintenance mode".
I strongly disagree. Most of what you’ve highlighted isn’t new permanent content.
These are small chunks, limited events, or temporary updates that may or may not come back, and any new additions are largely just quests added to existing zones.
Seraphayel wrote: »SummersetCitizen wrote: »Seraphayel wrote: »This does not look like "maintenance mode".
I strongly disagree. Most of what you’ve highlighted isn’t new permanent content.
These are small chunks, limited events, or temporary updates that may or may not come back, and any new additions are largely just quests added to existing zones.
Overland difficulty is a massive new addition that changes how content is experienced in a drastic way.
A new trial is a new trial.
A feature system is a new system.
New stories and quests are also here to stay.
The events might be temporary, but not even that is for sure from what we know yet.
SummersetCitizen wrote: »
The concern isn’t recycling legacy content itself… it’s that the limited new content shown so far suggests growth isn’t the primary focus. Homogenizing to a Battle Pass may help onboard some new players, but it primarily shifts monetization toward predictable revenue rather than expanding the player base. Removing predatory RMT doesn’t automatically signal growth either; it’s more consistent with stabilizing revenue and reducing friction for retention, not driving expansion. The long-term effect is that ESO looks structured around maintaining a loyal, shrinking audience rather than actively pursuing growth.
SummersetCitizen wrote: »The long-term effect is that ESO looks structured around maintaining a loyal, shrinking audience rather than actively pursuing growth.
This is like saying because I didn't fully invest all my cash and put some of it into low interest savings that I'm not interested in growing my wealth. Are these risk reduction strategies? Absolutely. Are these necessarily harbingers of a closed outlook for the game? Wild conclusion to draw.
wolfie1.0. wrote: »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.
Its probably in the data. I dont know how zos gets its revenue but I csn guess and heres my speculation:
- Chapters and dlc are their lowest source of revenue.
- ESO+ makes up a decent percentage of stable revenue source.
- most of the revenue comes from crown store.
If you consider the above, and the time spent in game. Most causual players that buy a dlc or chapter spend 30 to 40 hours doing thar content and then leave till the next one.
There are an increasing number of players that just sub and are willing to wait a year for the new content to open up to them via plus.
Most of the complaints about new zones are things that are issues with quality, like writing, inconsistent quests, lacking in visuals, etc. Things impacted by crunch goals and hard deadlines.
By releasing itself feom those rigid timelines it should allow zos to release content when its ready and in theory better quality.
In the process the seasonal tome monetization should allow them to keep the lights on.
Is it likely going to be a light year on content. Yes, but what content we DO get will be free to anyone that owns the game.
So I guess its a matter of preference here.
Would you rather have a repeat of last years content at a higher price or this new set up?
SummersetCitizen wrote: »
I see your point, but the analogy misses the key difference: we aren’t talking about balancing risk versus reward in a portfolio we control… we’re talking about a live service where the company controls both the content and the monetization.
Risk-reduction strategies make sense, but when the signals are a slowdown in new, permanent content and a shift to monetization that favors stability over expansion, it’s reasonable to interpret that as prioritizing retention over growth.
It’s not a wild conclusion… it’s reading the incentives and design choices as they stand.
Nothing has been rolled back. They are adding QoL improvements that players have been asking for.
WhiteCoatSyndrome wrote: »Nothing has been rolled back. They are adding QoL improvements that players have been asking for.
Battlegrounds and Guild Traders would like a word. Those aren’t new improvements, those are ‘we made this change and people hated it so we’re changing it back.’ Which is to say, rollbacks. And they admitted that was the reason during the stream.
SummersetCitizen wrote: »Seraphayel wrote: »SummersetCitizen wrote: »Seraphayel wrote: »This does not look like "maintenance mode".
I strongly disagree. Most of what you’ve highlighted isn’t new permanent content.
These are small chunks, limited events, or temporary updates that may or may not come back, and any new additions are largely just quests added to existing zones.
Overland difficulty is a massive new addition that changes how content is experienced in a drastic way.
A new trial is a new trial.
A feature system is a new system.
New stories and quests are also here to stay.
The events might be temporary, but not even that is for sure from what we know yet.
All of that is still a fraction of what a chapter would have contained.
No dungeons to speak of. No new companion. Not that I like ToT, but there was no mention of a new deck or anything. I can go on with what wasn’t included.
They are transitioning into far less permanent content, but the price to fully experience the game with all rewards is going up.
WhiteCoatSyndrome wrote: »Nothing has been rolled back. They are adding QoL improvements that players have been asking for.
Battlegrounds and Guild Traders would like a word. Those aren’t new improvements, those are ‘we made this change and people hated it so we’re changing it back.’ Which is to say, rollbacks. And they admitted that was the reason during the stream.
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.
It doesn't. It represents an industry standard. Your view is too narrow.SummersetCitizen wrote: »QoL improvements are best understood as churn-reduction measures that consolidate monetization into fewer, higher-conversion systems.
Or as the company listening to their customers. Your view is too one sided.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.
They could not have. Any company has limited resouces.
Under old management those resources were put into massive one-year expansions (and their/his failed pet project).
New management appear to be addressing some of the larger pain points that players have expressed over the years. They have a choice with their limited resources - only work on new stuff, only work on QoL, or mix both - the chose the latter.
It’s worth remembering that the current management team was largely promoted from within the studio…they’re not an outside group suddenly taking over. These are highly compensated professionals running a business, not our peers or friends.freespirit wrote: »I've been thinking about this quite a bit..... the "old management" versus "new management" part.
I seem to remember it being discussed what the actual "lead time" is for the developement of new content and it wasn't a short period.
I feel that I/we need to support the team, they have had a very hard time of it in the last year, they could well be doing their upmost to deliver the best they can, whilst only having diminished reources and content to work with.
SummersetCitizen wrote: »It’s worth remembering that the current management team was largely promoted from within the studio…they’re not an outside group suddenly taking over. These are highly compensated professionals running a business, not our peers or friends.freespirit wrote: »I've been thinking about this quite a bit..... the "old management" versus "new management" part.
I seem to remember it being discussed what the actual "lead time" is for the developement of new content and it wasn't a short period.
I feel that I/we need to support the team, they have had a very hard time of it in the last year, they could well be doing their upmost to deliver the best they can, whilst only having diminished reources and content to work with.
While it’s fine to appreciate the challenges they face, we also have to keep in mind that their role is to deliver a service that maximizes revenue, not to cater to sentiment or goodwill. Supporting the studio doesn’t mean suspending critical thinking about the incentives and decisions guiding the game.
I'm really sad to see that some people can't understand the vision ZOS has for this year, you guys are used to getting the same thing every year and now that you're getting something different you think it's less, you guys barely have any details on all the new things announced and immediately assumed it's less content.
Give them a chance, this time they're not even charging you for it.
I'm really sad to see that some people can't understand the vision ZOS has for this year, you guys are used to getting the same thing every year and now that you're getting something different you think it's less, you guys barely have any details on all the new things announced and immediately assumed it's less content.
Give them a chance, this time they're not even charging you for it.
The base game on sale sells for about $5. That will include soon everything up to Greymoor. Any new content that comes out will then be free.
I'm not happy with the upcoming changes, but I'm over them. Just like I refused to buy Crown Crates, I have decided I will also not buy any Battle Passes.
ZOS is being greedy IMO and I'm not going to support that. I would have continued to sub, but I'm not subbing and buying battle passes to replay fundamentally the same old content I've already played way too many times.
What will likely determine my continued interest in ESO will be Dragonknight refresh on PTS. I expect them to butcher what has become my favorite class.
It's fine though. All good things must come to an end and for ESO that was when they announced the 2025 content pass. It's been downhill since. I'm glad I returned when I did to experience the last couple of years of ESO in its prime.
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.