I have a number of problems with it. To get the good out of the way: the game world looks stunning and sounds great. The ambiance is very well-executed. Unfortunately that may be extent of my "good" list. Most of the rest isn't terrible, but it just has so many little aggravations and design flaws that it rapidly sucks the fun away.
Let's start with the start: TES has a tradition of starting the PC out as a convict/refugee with a murky past. That's fine for kicking the story off in a single player game. To try and mimic this ESO has you start out in jail. You follow a story quest to work your way out of jail, then follow the story quest to get off the tiny starter island, then follow the story quest around the second, somewhat larger island until you get to a level where you can start playing campaigns in Cyrodil, or visiting the two or three other zones.
The problem with this is it's not very exciting. It's sort of worth a play-through once, but the thought of creating character number 2 and going through it all over again is a major buzzkill. One of the things that gave classic MMORPGs replay value was the endless choices that arise from just getting dumped into a vibrant world and having to make your way. I think this heavily scripted and linear start-up sequence is a huge mistake.
Once you do get "outside" the zones you find yourself in are almost anti-TES in their theme park compactness. You see no broad vistas, most areas are walled off by hills or cliffs that prevent you from coming at them by other than the designed routes. It feels like a series of set-pieces, not a world. Very pretty set-pieces, but still.
Moving around the world is pretty painless, due to fast travel wayshrines all over. But moving in and out of buildings and dungeons is painful. Like Skyrim, every enter-able building with a door is a zone, and every dungeon is a zone, and moving between them last night was taking in many cases 30-40 seconds. I know they can improve this, but I would really like to think that here in 2014 we can build a seamless game world. Zoning in and out of everything is immersion killing for me.
The interface. It's just awful. I really tried to like it, and get used to it, but I can't. It combines the worst of Skyrim's console-ized interface with the worst of everything else and then takes it down a notch. It's like the consciously decided to do everything differently.
I found some of the quests to be mildly entertaining, but as Hardhat said in the end it really doesn't work very well. People are doing things in different order and seeing different versions of the world, and there is literally not even a little bit of mental effort or even searching around involved in any of them. Run from marker to marker. The only uncertainty was introduced by broken quests, and it doesn't bode well that there are still so many of those.
I don't mind slow leveling, but I do want to feel like there are interesting things to do while I am leveling. The very pretty ESO world is nearly devoid of stuff to fight except in specific, crowded locations. Everything else is deer, birds, and butterflies. What mobs there are give little exp and drop mostly trash. Quests give pretty low rewards, and literally 3/4 of the quests I did resulted in a reward that my class couldn't use. Again, I am not looking to have stuff handed to me, but I ended up feeling that in eleven levels on this toon I had very few choices of armor and weapons.
I do not get the economy at all. Maybe they are going to adjust it. What is the point of horses that cost "17000 gold?" Maybe call them coppers, or something? But then one look at the interface and you know immersion wasn't the most important design goal here. Most of the merchants seem to sell very little of interest. In eleven levels I didn't buy anything I needed from a merchant, or even see anything I wanted.
Last night I finally got to sample just a little taste of the pvp zone. I'll probably check it out some more tonight. Getting there involved a really complicated "campaign" system that I don't understand at all yet. I had to choose from one of like thirty campaigns, set the campaign as my "home" or "guest" campaign, and then choose to enter the campaign, after which I was eventually teleported to Cyrodil. What I saw there didn't give me a lot of hope, but I didn't have time to really dig into it. Suffice it to say that an interlocking system of keeps, connected by portals, with rules for locking and unlocking them, is not what I was anticipating.
Let's start with the start: TES has a tradition of starting the PC out as a convict/refugee with a murky past. That's fine for kicking the story off in a single player game. To try and mimic this ESO has you start out in jail. You follow a story quest to work your way out of jail, then follow the story quest to get off the tiny starter island, then follow the story quest around the second, somewhat larger island until you get to a level where you can start playing campaigns in Cyrodil, or visiting the two or three other zones.
The problem with this is it's not very exciting. It's sort of worth a play-through once, but the thought of creating character number 2 and going through it all over again is a major buzzkill. One of the things that gave classic MMORPGs replay value was the endless choices that arise from just getting dumped into a vibrant world and having to make your way. I think this heavily scripted and linear start-up sequence is a huge mistake.
Once you do get "outside" the zones you find yourself in are almost anti-TES in their theme park compactness. You see no broad vistas, most areas are walled off by hills or cliffs that prevent you from coming at them by other than the designed routes. It feels like a series of set-pieces, not a world. Very pretty set-pieces, but still.
Moving around the world is pretty painless, due to fast travel wayshrines all over. But moving in and out of buildings and dungeons is painful. Like Skyrim, every enter-able building with a door is a zone, and every dungeon is a zone, and moving between them last night was taking in many cases 30-40 seconds. I know they can improve this, but I would really like to think that here in 2014 we can build a seamless game world. Zoning in and out of everything is immersion killing for me.
The interface. It's just awful. I really tried to like it, and get used to it, but I can't. It combines the worst of Skyrim's console-ized interface with the worst of everything else and then takes it down a notch. It's like the consciously decided to do everything differently.
I found some of the quests to be mildly entertaining, but as Hardhat said in the end it really doesn't work very well. People are doing things in different order and seeing different versions of the world, and there is literally not even a little bit of mental effort or even searching around involved in any of them. Run from marker to marker. The only uncertainty was introduced by broken quests, and it doesn't bode well that there are still so many of those.
I don't mind slow leveling, but I do want to feel like there are interesting things to do while I am leveling. The very pretty ESO world is nearly devoid of stuff to fight except in specific, crowded locations. Everything else is deer, birds, and butterflies. What mobs there are give little exp and drop mostly trash. Quests give pretty low rewards, and literally 3/4 of the quests I did resulted in a reward that my class couldn't use. Again, I am not looking to have stuff handed to me, but I ended up feeling that in eleven levels on this toon I had very few choices of armor and weapons.
I do not get the economy at all. Maybe they are going to adjust it. What is the point of horses that cost "17000 gold?" Maybe call them coppers, or something? But then one look at the interface and you know immersion wasn't the most important design goal here. Most of the merchants seem to sell very little of interest. In eleven levels I didn't buy anything I needed from a merchant, or even see anything I wanted.
Last night I finally got to sample just a little taste of the pvp zone. I'll probably check it out some more tonight. Getting there involved a really complicated "campaign" system that I don't understand at all yet. I had to choose from one of like thirty campaigns, set the campaign as my "home" or "guest" campaign, and then choose to enter the campaign, after which I was eventually teleported to Cyrodil. What I saw there didn't give me a lot of hope, but I didn't have time to really dig into it. Suffice it to say that an interlocking system of keeps, connected by portals, with rules for locking and unlocking them, is not what I was anticipating.
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