I thank everyone that responded in the last thread, but unfortunately I did not return in time to respond to some valid points before the thread maxed out. For those who didn't see the first thread: http://www.gamesas.com/topic/1483559-concern-over-game-direction/
Two points in reply I would like to make, in order to clear up confusion and correct my error. Also, I would like to reiterate again that these concerns are subject to change as new information is made available, I am not writing the game off based on preliminary judgement.
In hindsight, the poorly-chosen term 'WoW-clone' was a mistake. To be more accurate, I worry that ESO will strongly resemble the WoW paradigm, for instance, the best gear behind the Raid wall, an extremely simple and homogeneous crafting system, linear quest structure, etc. Generally speaking, a 'theme park' game in which players take part in developer-made, static world, at the pace the developer decides as opposed to a 'sandbox' game in which the developers build a world, give the players tools, and the players themselves create content by their choices. Obviously, I cannot expect the level of modding and freedom TES series allows yet I feel as though by lacking player-made and defined factions - among other issues - is a portent for the rest of the game. In other MMOs that adopted this paradigm, it encouraged players to construct artificial barriers in order to focus on the Raid as endgame. This appears in-game in many, often negative, ways - so-called 'cookie cutter' builds that players expect everyone to adopt, obscenely inflated minimum requirements to even participate, a sense of urgency to complete the content and gain gear superiority to the exclusion of all else, and movements by players to ensure other modes of character development are not explored or given weaker rewards. In short, it can be summarized as 'Raid or Die'. Choosing not the raid automatically classifies you as a 2nd tier player undeserving of the best rewards.
While there are obviously both aesthetic and practical differences between ESO and WoW (SWToR and WoW, etc, as well) the currently available information leads me to believe that ESO is more like a theme park game than a sandbox game.
Secondly, I should be clear on why I fear the release will mirror, well, just about every other MMO since 2005. There will be a large mass of players that will want, and expect, the sense of fun they got from WoW circa 2005-6 with all the game-play features of WoW today, but without recycling any of the high fantasy tropes or game mechanics. This is an impossible bar that not even WoW is living up to. Yet the developers will be compelled to make the changes to the game mechanics in an attempt to placate these people - whether from fiscal pressure as a business seeking profit or to gain more players from WoW. Even if in the process destroying the sense of community or watering down the game's RPG elements. To attract the most players means designing with the lowest common denominator in mind. The loyal fans who love TES lore and the freedom of the games are not numerous enough, yet they will be the ones playing the game 6 months from now.
Some people may say this is in actuality a good thing, and while I personally disagree, it certainly makes sense from a business point-of-view. If ESO could even get 2 million players, it would be a success and allow them to create more content for everyone, right? However, the lesson I've learned from 7 years of post-WoW MMO launches is that the millions of WoW players really want to play WoW. The vast majority of the huge pile of them that will be spouting Skyrim memes and racing to endgame raids will quit for Warlords of Draenor no matter the changes ZeniMax makes. They feel no loyalty to TES or particularly enjoy Tamriel, her peoples, and her history. They will gladly sacrifice the essence of an MMO (the social aspect!) and the uniqueness of TES, the in-depth lore, the wild and open world in favor of conveniences and hand-holding. They want a game that directs them continually where to go and when. They will judge ESO based on all the features it lacks compared to WoW and the totality of raids-as-endgame. This isn't speculation on my part; anyone that cares to can go play WoW and see for themselves where this game philosophy leads.
I recognize that the type of sweeping changes discussed are not going to happen given where the game is in development. However, expectations can be set to a more logical position given the previous launches of Triple-A MMOs. Rather than forsaking all in the hopes of retaining the WoW crowd when they flee after the free month, why not stick to the design philosophy that makes TES so popular among the non-MMO crowd?
Lastly, in the first thread I flippantly threatened to not even give ESO a chance. This is potentially a great game that can have Raids while also offering other play-styles the opportunity to grow their characters on an equal footing with raiders.