Has it failed already? I hope not, I'm just starting to enjoy this game.
One thing I've noticed, though, is this team seems to have thought their (wonderful - and I mean that, the ES series is one of the best SP legacies ever) SP mechanics and reliance on lore would transfer directly over to an MMO - and it doesn't, never has in any MMO and never will. Especially when you factor in PvP which doesn't even exist in SP. I love immersion, but, this game isn't immersed, it's submerged.
The real problem is it's not a newb-friendly game at all. One of the least newb-friendly games I've seen in a while. The power-levellers and fanbois will be the loudest during beta/launch, in every beta/launch, but, the PLers also are the ones to blow through content and move on to the next game fastest after release - and the fanbois will fight tooth and nail for their genre with little regard to successful game mechanics. Devs everywhere should be more choosy in what advice they take from these two groups (PLers are primarily interested the end-game and fanbois are primarily interested in the lore/immersion). Neither group cares one iota about the newb/levelling experience of the masses or how to attract, and keep, a constant stream of new players.
You need a constant influx of newbs for the first six months (and really, forever) to, "make it big." In the long-term it needs to fun and easy to reroll. From the lack of an AH, the immensity of the combat, skill and crafting systems (which are poorly/incorrectly documented) to the obvious - and immediate - disdain for grinding all contribute to the newb/reroll unfriendliness. And, I'll add for a game that relies heavily on PvP for their long-term playability, how could it not be foreseen that going to Cyrodil at level 10 is pointless?
The starting zones are barren of grind spots and have far too much storyline set-up; even if they really want a game to be about immersion over levelling, that should be saved for higher levels (at least 10+, in this game probably 15+ as that's about when you can hit the third tier in your most used skill lines). Especially when so many class/weapon combos are available. Newbs need to be able to reroll as much as they want and get to a point where they can try out quite a few skills and gain an understanding for the playstyle of their build, quickly. That means getting to about 15 - solo - in a couple to a few hours, from day one of their subscription. If you want to slow things down, do it after this point.
With the complete focus on questing from the start and all the marvelous cutscenes/voice acting these early levels are amazing the first time through - but, only the first time through. After that, do I really need to see the story of the five superfriends every time I change toons? By the time a player gets to 15 he/she is almost afraid to start over. The newb experience goes from marvelous to tedious by about the third reroll.
It's very difficult to gear one's starter toons without a set of prior friends/higher alts to contribute (lack of AH); it's difficult to get through the early levels quickly (lack of early grind spots and the way-too-early focus on chained MOBs that require groups or - for many builds - non-existent early AOE skills); finding a build that you can develop a personal affinity with is difficult as there is no official skill info (that is up to date) and you basically pump two or maybe three skills for the first 10-20 hours of your gameplay while you watch the same "storylines" over and over. And the lack of level restricted BGs/campaigns gives the newb/reroller no hope of understanding how their build will perform in PvP, until it is too late.
Keep in mind, even for vets, once a player has finished the story arc, regardless of their preferred playstyle, the only thing left is the game mechanics and the love they have for their toon. If, at that point, they feel bored/underpowered/bugged with their class/race/build and it's too tedious to start over... they will just quit the game.
Lots of skills need fixing and classes need balancing - I get that - but, players will have more patience with these fixes, if it is easier/more fun to begin/reroll. So what if you have nothing but certain DK/Sorc builds running around until other skill lines are balanced/fixed... at least people will be having fun/feeling good with their toons and not afraid to start over when their preferred class/weapon combo is fixed. Players will also not be afraid to try many of the "underpowered" classes/skills en masse, and you will also be surprised at how quickly the 'usable' build count goes up as clever players innovate and improvise as they reroll often and quickly. If you want this game to be successful in the long run, the newb experience needs to be addressed asap.
Edited by baronzilch on June 13, 2014 6:49AM