To my mind it's a big problem that the game has been developed as ESMMO while it should and is supposed to be just ESO. That'd say everything, but I guess most of you wouldn't get what I mean, so I'll have to go into some detail explaining it.Considering PVE, where are the benefits I get by a horde of people running through my game, bashing at enemies when mostly the only interaction between me and them is some chat in the corner?
Well, you could say that I just have no connection to MMO RPGs and actually you'd be right, but I think most people who have enjoyed Skyrim, Oblivion or Morrowind haven't got that much of a connection to MMOs and maybe you should just read what I have to say anyway.
I think the central issue is how the developers approached the project. They didn't see their task in creating an Elder Scrolls game in which we're able to play together with our friends but in bending over the classic and approved MMO-System to make an MMO that looks and in some measure also feels like an Elder Scrolls game. I don't want to say that ESO is a bad game, it's a good MMO, at least it collected the best ways former games in the genre headed for and matched them with the style and some mechanics from the last two Elder Scrolls titles, but I just think it could have been a better game if they'd been more creative and would have only oriented themselves towards the idea of creating a (coop-)multiplayer Elder Scrolls experience.
Well, instead of writing another few hundred words but actually turning in circles, I'll just go through some concerns I have about the MMO gameplay concept that from my point of view could be avoided with a kind of more closed ("private") system. Looking at Borderlands (and Borderlands 2) I think there totally are ways of creating a well working coop-RPG with about 4 players, maybe some more.
- Graphics and physics: I don't know much about the technical details, but from what I know, physics and graphics are easier to calculate with less players.
- Loot and world interactivity: That's one of my biggest problems. What I loved in Oblivion and Skyrim was that when I killed an enemy, I could take the stuff he was wearing and the weapons he was using, instead of getting a single gold coin or random gear. And even in Morrowind it was possible (without physics but who cares) to take nearly every bowl lying on some guy's shelf and sell it for some gold.
- Thievery: Instead of completely deleting thievery, I could think of some fantastic features for thievery in a multiplayer game. Just imagine Skyrim-like thievery with additional possibilities, for example your friend using his speechcraft to sidetrack the people around, so that pickpocketing or also lock picking gets easier for you to do.
- Armor and weapon sets: Why does every MMO has to have a completely confusing amount and collocation of gear-sets? Serious question, I just don't understand why the clear structured gear types that are well known since Morrowind had to give way to this quite generic buildup of weapons and armor pieces, instead of just being expanded a bit.
- Spawning issues: There are some problems with the mob-spawn in MMOs, I think. I find it kind of unsatisfying to clear areas when mobs spawn behind me every thirty seconds, while I search in vain if I have to kill a certain mob to get a special item. In addition during the betas there was a quite common bug that caused bosses not to spawn, so that like dozens of players waited at the location and nothing happened.
- Zones: I think it's annoying that we could actually access several provinces and in that way enjoy a very diversified environment, but often can't proceed because the higher level mobs are way too strong, although Skyrim brought the dynamic environmental leveling to perfection. And when you've "completed" an area, you just have no reason to go back, because you won't get new quests there anyway (please correct me if I'm wrong) and the mobs aren't an obstacle anymore.
- Storytelling: Although the attempts to avoid that one by instancing NPCs and everything are quite good, I think it's very immersion breaking that not only me but also thousands of other players are the unique chosen heroes saving the world. It's not like I can't tell that those ten guys next to me just cleared the same village of Daedras and are talking to the same NPC as me. I think it would be way easier to just write a story about a group of heroes. In the tales told in Elder Scroll's lore it's groups of people doing the important stuff anyway.
- Buying houses: This seems to be a small issue, but I think it isn't that unimportant to have a home or at least to be able to spend the night in taverns if you want to feel like really being part of a virtual world.
- Group questing: That's the biggest problem I've got, now that I've played ESO a bunch of hours, mostly skyping with a friend of mine: when you quest together, it's not as if you'd really do anything together, but rather like doing the same things at the same time. So we don't collect six Dreugh eggs together to save a town from the Dreugh but each of us has to collect them to save the town in his parallel universe alone. That isn't good multiplayer gameplay, that is bad singleplayer gameplay with people around. And even if we did the same quests at the same time, we often lost sight of each other, because it isn't that easy to synchronize the operations (OK, maybe we're too impatient or just too dumb to stay together).
- Payment model: In my view, not only paying 15 bucks a month, but also sustaining an ingame shop, while 50-60 dollar at release could totally refinance the development (and the provision of game-servers for at least some months), could be called exaggerated. And being kind of an obstacle for the players, that might also be the reason why they originally headed for a classic MMO RPG, which other game genre would justify such a high price? It's just a very save way to go. I think the competitors aren't that strong and even SWTOR which is considered as a complete failure in the community, actually was a really big success financially.
I think the only really big advantage of an MMO is that you can find people to group with all the time, so you're not dependent on friends to buy the game and be online at the same time as you, but I think there'd also be ways to implement such a system in a "private" multiplayer game. What about certain places, for example taverns or guild halls, where you are thrown together with ten to twenty other players. There you could find groups to do specific quests, trade, share details on your maps, talk about your recent adventures (or chat in general) or also play card and board games (I think at least chess and nine men's morris would not seem out of place in Tamriel).
So, just tell me what you guys think about my concerns and ideas. We could talk about PVP later on, because for now I'm tired of writing.