As a sort of disclaimer to the recent assumptions people have made about me, I am not riding the proverbial "hype train." My last post alone should serve as sufficient evidence of this claim. I am a long-time MMO'er--my MMO days date back to World of Warcraft and Runescape, up to more recent titles like Star Wars The Old Republic, Rift, Tera Online, and Guild Wars 2 (just to name a few). In this post, I am merely pointing out some of the things about ESO that have struck a chord with me. Hate my reasons, but don't hate me because of them.
New legends are born in Tamriel
every day. Scholars arise from the simple. Commoners ascend to nobility. And
men who have never seen the battlefield or even drawn blood with a sword are
forged into the mightiest of heroes. Where will your legacy begin? Will you
arise to the hero’s call? When all is said and done, will your name be spoken
in the same breath as the great legends of our time…of the heroes spoken about
in the Tales of Tamriel?
Obviously, I’m not the first
person to post a video on the top reasons why you should be interested in the
Elder Scrolls Online. People have already told you their top 10, 20, or maybe
even 30 reasons for why you should be. But today, I just want to focus on 3.
While there are dozens, if not hundreds, of reasons why ESO has given MMO
gamers hope for something truly revolutionary, these are the 3 reasons that
stood out to me as a longtime MMO’er, and they are the same reasons that
distinguish it from any other game in the genre.
Immersion:
Immersion is the one
of the most powerful elements in any RPG. If a game truly delivers an immersive
experience, the other aspects that are crucial to a game’s success will
naturally fall into place. The graphics, the music, the mechanics… all of these
are simply components to creating a game that will make players feel like they’re
living in an ever-changing world, one where their decisions permanently leave their
footprints in the sand.
True first-person point of view
is a fabled element in The Elder Scrolls games, and it’s something I find
lacking in any of the other big MMOs in the RPG genre. Sure, WoW lets you look through the
floating point of view of a camera, but do you really feel like you’re the one
living in the world when you change to this so-called “first-person”
perspective. It’s hardly a secret that I’m a Guild Wars 2 fan boy, and as such,
I will be making a lot of references to it.
Guild Wars 2 sits in the same boat
as World of Warcraft in this category. The immersion is so lacking that it’s
almost non-existent. But unlike WoW, where there’s at least an option to switch
to the awkward, hovering camera view, Guild Wars 2 offers no method to see
through the eyes of your character. On the other hand, from the perspective of the
latest Elder Scrolls installment, Skyrim delivers an experience that feels so
real that I shiver from the icy winds, flinch from enemy blows, salivate over
delicious sweet rolls, and grin to the smell of the minty scent of a surrounding evergreen forests. The fact is, TES games are so compelling in their
realism that I no longer feel like the typical nerd that I am, banging away at
my keyboard with greasy fingers covered in Cheetos (actually I hate Cheetos, but
you get the picture I’m trying to paint). When you play Marrowind or Oblivion
or Skyrim, you forget that you’re gaming at all, having been swept away into a
world waiting to be conquered and explored. Do keep in mind that Zenimax has
already gone back and forth on whether or not they will incorporate true
first-person point of view into their game. Pre-alpha testers, like Jesse Cox,
have posted content that would suggest that it was part of the game during the
pre-alpha tests. We can only hope, and beg Zenimax on Twitter, that they don’t
fail to put such a powerful feature into their game.
True first-person isn’t the only
thing that contributes to an immersive gaming experience. A clean user-interface
is equally important. How many of you actually enjoy having a bar consisting of
dozens of skills that you don’t even use crammed into the precious free spaces
of your monitor, blocking the view of your half-naked avatar. And don’t pretend
that you’ve never played as a chick in game. Do you really expect me to believe
that all the thong-wearing toons of Tera Online were made by females? Anyways,
I’m getting off topic, but the fact remains… we don’t want a clunky UI taking
away from our experience of the game. We want to see as much of the world as we
can (not to mention checking out our toon's backside, and an obstructing UI hinders our ability to do that.
Having a minimalistic UI is also
important from a PvP perspective. We’ve seen how combat in previous games using
the "billion-skill method" are just as dependent upon build and macros as it is
with the actual skill of playing the game. It’s not that such designs are
poor; they are simply outdated. Guild Wars 2 tried deviating from this by
eliminating unnecessary skills and trimming up the UI. But let’s face it… with
a half-decent build, you can still occasionally faceroll and achieve
victory--I know I have. With only 5 skills and one ultimate skill, player
skirmishes in ESO will require skill and rely heavily on situational
responsiveness to achieve victory. “What about my cooldowns?” you might ask.
“How will I know when I can use a skill again if the UI is so minimalistic?”
It’s true that ESO will not display your skills in the traditional bar we’ve
seen in conventional MMOs, but it doesn’t pose a problem since these skills
have no cooldowns. Keep in mind that this information is subject to change. For
your convenience, I have posted a link to an ESO forum's website that discusses this
in further detail. But with the assumption that the mechanics stay relatively
true to the current system, combat will be something less like MMOs of the
past, where a good faceroll will do the trick every once-in-a-while, and more
immersive and skillful.
Open World PvP / Cyrodil:
Since PvP has been brought up in
relation to the UI, it’s probably a good time that we transition into the next
reason why ESO is so intriguing to me: the open world PvP, known as Cyrodil. Open
world PvP leaves a sour taste in my mouth when I think about how other
developers have handled it in the past. One of the major problems with open
world PvP, aside from the meta, the bugs, the glitches, the monotony, the lack
of balance, etc. is the scale.
Scale is something that has destroyed open world
PvP for other games. Guild Wars 2 had so much potential for its WvW (World versus World), and
likewise so did Warhammer Online with its RvR, or Realm vs. Realm. Scale is something that could
have fixed a lot of the problems for both of these games. Since Guild Wars 2 is
freshest in my mind, I will use it as a point of reference. The way WvW works
in Guild Wars 2 is that the battlefield is composed of three parts that are
separated by instancing, meaning they aren’t actually geographically connected.
Spread throughout the map is a variety of keeps, supply camps, chokepoints, etc.
The problem is, since players can easily Waypoint, or teleport for those of you
unfamiliar with Guild Wars 2 terminology, it’s a very simple task for an
unstoppable zerg to swoop across the multiple maps, or instances, and take out the
keeps and towers, leaving the lower population servers mere scraps to fight for.
In essence, the server with the most numbers, rather than the best strategy,
wins. The grand scale of ESO’s battlegrounds will render this problem obsolete.
“Just how grand is the open world PvP?” you might wonder. Well, if you take all
the lands from all the factions for their 1-50 leveling zones, combine them,
and then divide that total into half, you end up with the size of ESO’s PvP
grounds. This is direct quote from Jesse Cox, who was a pre-alpha tester for
ESO. If you want to check on the reliability of this information for yourself,
by all means check out the link in the description.
With the scale dwarfing
anything we’ve seen in other MMOs, not only will players be forced to invent
new strategies to overcome geographical challenges, they will also have to work
together to coordinate their attacks. A single zerg snowballing across the map
as won’t be as effective as a server composed of well-organized players who
know what they’re doing. Sure, the zerg would easily win in a match up, blood
for blood, but it will lack the mobility to keep up with 10 or so teams
back-capping anything the zerg might claim for its own. The only real problem I
can see for a PvP zone so large is traveling. Nobody wants to spend 30 minutes
running to their friends after getting killed in a battle, so hopefully the
guys at Zenimax are clever enough to include Wayshrines, or locations for
“teleporting,” that are convenient for players who want to jump into the fray,
but not so convenient that they retract from the strategy involved with the
mobility needed for controlling the map.
ESO’s PvP incorporates another
feature that not only adds a deeper layer of realism, but it also rewards
players that act smart instead of “zerg it up, bra” with all the frat boys who
enjoyed hacking-and-slashing in Skyrim. When you destroy the walls to a keep
you’re trying to take from another alliance, for example, the walls don’t
rebuild themselves when you claim it… they remain broken until you repair them,
making it easy for the enemy to reclaim their lands or for a secondary faction
to reap the rewards of your victory. Starving out a keep is a more strategic
option, making the zerg fest a less desirable means of conquering Cyrodil for
one’s own.
Be Whoever You Were Born To Be:
The last topic I want to discuss
today is one that applies to RP’ers sand PvP’ers alike. Obviously my first
point, immersion, was geared more to RP’ers like myself, while the discussion
of Cyrodil and the open world PvP was mostly for you bloodthirsty Argonian
assassins waiting to slit my throat the moment my character charges onto the
battlefield. But this next reason applies to us both, and is one of the main
features that keep me up at night... dreaming of forging my own legend in
Tamriel’s story books. I’m talking about one’s ability to play however they
want. I must admit, I was saddened at first when I learned that ESO would
include the conventional class system. I was hoping for something different,
and revolutionary. Embarrassingly enough, I was reminded of my old friend,
Runescape. While the game sucked immensely in some areas, there were others
that I was quite fond of. For example, there are no classes in Runescape. You
grab a weapon, and however you use it determines what skill you level. I’ll be
the first to admit that I’m an avid fan of the anime series Sword Art Online,
so, if you’re familiar with the show (and if you’re not you need to go watch it
right now, like right now even before you finish reading this post), then it
should come with little surprise that immersion and freewill in a game are so
important to me.
While ESO does have class
restrictions, your ability to function as a conventional part of the holy
trinity is not limited to what class you chose. What that basically means is
that, while the holy trinity will be part of ESO, you are not restricted to
fulfill a certain role based on your class alone. A warrior, for example, could
serve as a healer, should he be traited to do so. This, however, doesn’t mean
that certain classes won’t have certain advantages over others. Likewise, race
will give similar, albeit miniscule advantages, to certain playstyles. In
essences, you can be whatever you want and play however you want, but certain
class / racial combinations will give slight benefits over others.
Overall, I’m
happy with this idea. While I point out some of the flaws in Guild Wars 2, it’s
still a great game. One of the mechanics that made the game so evolutionary was
that any profession, or class, could fulfill any role. Guild Wars 2 made the
focus on style over niche, making it possible to tank as a light armor
class just as efficiently as a heavy armor class. I, for example, use my
illusionist character, known as a Mesmer, to tank high level bosses in harder
dungeons. While certain classes might have more natural ability to fulfill a
certain role, thinking outside the box rewards you with an interesting, unique
playstyle you don’t get in other MMOs. My hope is that ESO will take this to
the next level. With the ability to wear any type of armor and wield any type
of weapon regardless of class, characters are going to be composed of the most
unique, unconventional builds we’ve ever imagined. Picture an assassin character
who wields a massive warhammer, or a mage wearing full plate armor, a warrior
armed with a staff…the possibilities are seemingly limitless. Needless to say, we
will be seeing new arechtypes emerge that we have never seen before… in any
game.
In Conclusion:
While we are still restricted by
classes, I would venture to argue that this system will only fuel diversity
within the game. ESO is acting as the forerunners, developing a new,
revolutionary system that allows for characters to truly forge themselves in
the furnaces of their will. As you venture throughout the lands, saving
damsels, or kidnapping them if you prefer, remember that you forge your own
destiny. ESO is handing its players a hammer and sending us to the anvil,
bidding us to come and make what we will. Just keep that in mind when you
venture across Tamriel... every legend you create is yours... and yours alone.
1. Tamriel Foundary: article in regards to combat
2. Jesse Cox's Pre-Alpha Review
3. ESO's developer team discusses the possibility of TRUE 1st person point of view
Sources
1. Tamriel Foundary: article in regards to combat
2. Jesse Cox's Pre-Alpha Review
3. ESO's developer team discusses the possibility of TRUE 1st person point of view
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