In Massively OP’s latest video, we’ll examine these two games and ask which is more appropriate for an MMORPG: story or lore. It’s a tough question — there might not be a satisfying answer!
However, some of my friends, who have been playing consistently, are complaining that there isn’t anything left to do in the game. That doesn’t mean that they have done everything. I don’t see them walking around with the Dro-m’Athra skin or the Emperor title. However, I do understand what they mean: Anything else they can do in game would be boring or unachievable.
Ruling directly over these two provinces is the god Almalexia. When you land in Stonefalls, there are a couple of quests where you speak to vestiges of Vivec, Sotha Sil, and Almalexia, but during the questline that starts in Mournhold, you can actually speak to Almalexia herself in person.
This got me thinking about what exactly makes a “god” in Elder Scrolls. It’s widely accepted that the Aedra like Akatosh and Mara are gods because they were instrumental in the creation of the nirn, and historically, the Dunmer worshiped Daedric Princes like Azura, even though most of them worship the Tribunal now. But what makes the Tribunal (Vivec, Almalexia, and Sotha Sil) gods? What makes someone a god of Nirn in the first place?
If you were to take Lead PvP Designer Brian Wheeler’s word for it, battlegrounds will change PvP in ESO forever because they’re a type of PvP that ESO has never had before, which is true. Personally, I do believe not only that battlegrounds will bring something special to Elder Scrolls Online but that other games should pay attention to ESO because it’s actually doing something innovative without drawing too much attention to it.
Battlegrounds aren’t perfect; there will be some drawbacks, but let’s take an honest look at what this new PvP type means for Elder Scrolls Online and maybe other MMOs in the future.
As someone not as heavily invested in the lore of Morrowind, it was hard to grasp what the issue was. I was told over and over that it has to do with the fact that this was supposed to be the golden age for the Tribunal, the three living gods of Morrowind. During the golden age, there is no way for one of the Tribunal to be losing his power, right? Well, according to the announcements coming directly from ZOS, Vivec — the warrior poet god of the Tribunal — is sick and losing his power. When I visited ZOS a couple of weeks ago, I asked Creative Director Richard Lambert about this supposed controversy. Unfortunately, the only answers I received was “You will have to play through the story” and “It will all make sense.”
My first MMO experience with housing was probably very similar to every other old-school MMO gamer’s experience with housing: Ultima Online. But I didn’t really play UO for a very long time, only a month or so. My first real experience was in Star Wars Galaxies. Unfortunately, that game is shut down now, so I can’t show you just how powerful and creatively flexible that housing was. Since then, I’ve experienced housing in a number of different MMOs. I’ve seen EverQuest II, Lord of the Rings Online, WildStar, and of course, Star Wars: The Old Republic.
Although some of these housing systems have elements that I really like, I don’t think any of them reach the level that ESO reaches. And to help illustrate what I mean, I’ve compiled a list of four reasons that Homestead is better than those other MMO housing systems.
The livestream announcement was just under 40 minutes long with so much to touch on. Creative Director Rich Lambert explained that there are more than 30 hours of content added with Morrowind, which isn’t counting the repeatable content like Trials and the soon-to-be-added Battlegrounds. There is no way that they could hit every facet, and there were probably many things that just breezed by but will ultimately be important.
I found five items that should have got more attention than they did during the announcement that you probably missed even if you watched through the whole livestream.
Greetings, men and mer. It’s that time of year again when I take a look back on everything that Elder Scrolls Online has given us and give it a rating based on my opinion. However, I don’t just want to grade arbitrarily; I like to use one of the oldest measurements for online roleplaying games: Bartle’s Taxonomy.
Those who haven’t been a part of the online world since the ’90s will likely not recognize the name Richard Bartle, but he was one of the founders of online roleplay gaming. He co-created MUD1 and wrote many papers about online gaming and the people who inhabit that world. Besides the original taxonomy, Bartle’s work was famously turned into a test that asked a series of questions that would fit you into the taxonomy grid of four categories: Socializer, Achiever, Explorer, and Killer.
Unfortunately, the original test no longer exists, but 4You2Learn has a similar one to find out where you fall. Of course, few people will sit 100% in any one category, but it’s the balance of all four that make for a fun game for the largest number of people. I will explain what each group is about as I give the grade.
I think it’s fair to say that the $15 subscription model just isn’t cutting it for MMORPGs anymore. I understand that. The $15 pricetag dates back at least 15 years, and even if we were to factor in inflation alone, the cost of that subscription would be worth about $19 today. Teams creating the content were a lot smaller then, and frankly, players were satisfied with less than perfection. (Think about the number of incomplete MMOs that launched at that time.) There has to be a new way for developers to make more money. There has to be a way for developers to give players what they are looking for and at the same time bring in enough income to support its engineers, producers, and investors.
I believed that Elder Scrolls Online had that system down. The developers created content like the Thieves Guild DLC, then sold that as a package or allowed players to subscribe to get content as it released. Single-player games have done similar for years and have even adapted a type of subscription model with season passes. Unfortunately, it’s becoming clear that the DLC with optional subscription just isn’t enough, at least for the beancounters at ESO. Like many MMORPGs before it, ESO has now adopted lockboxes, gambleboxes, in the form of Crown Crates.
I’ve spent some time and more than a few of my own Crowns to attempt to discover how worthy these crates are and if they are actually worth it from a player’s perspective — with an understanding that ESO needs money to continue to thrive as a company.
Those who follow my columns here know that I’m a big roleplayer, but I don’t exactly roleplay in the Elder Scrolls Online. I love the setting and the stories built on top of the Elder Scrolls universe, but roleplaying the way that I like to takes time that I just can’t devote. However, there is a rich roleplay community in Elder Scrolls Online, and I really wanted to dig into it. That’s when I was introduced to a YouTuber and roleplayer who calls himself the Human Floyd.
I have referenced his work before, but I never really got a chance to talk to him personally. So when I sat down with him recentlt, I asked him the normal questions about where he came from — like how he started roleplaying on Neopets’ forums at about 12 years old and that his first MMORPG RP experience was in World of Warcraft. But the conversation turned really deep really fast. We talked about what attracted him to Elder Scrolls Online, what roleplay means for MMOs, and why developers should spend more time focusing on this community.
Here is a section of our hour-long conversation that I think really touches on the greatness of roleplay.
I expect to come under fire for the opinion I’m expressing today for a couple of reasons.
With Elder Scrolls Online introducing lockboxes, we have lost what was pretty much the last vestige free from virtual gambling. Some ignorant people have accused me and this site for not calling lockboxes what they are: gambling packs. (In fact, we have called them out, repeatedly.) That is what they are; except you don’t ever get your money back, as you would if gambling. That is one reason game studios can get away with not calling it gambling, although that’s exactly what it is. I understand that there are legal implications when calling them gambling packs, so I guess I understand why game developers avoid calling them exactly what they are.
However, I don’t have issue with lockboxes in principle, and in some ways, I encourage game developers to continue making them. But this wouldn’t be much of an article if I ended it there.
First and foremost: One Tamriel puts all players on an even playing field in Elder Scrolls Online PvE. Players can go where they want when they want. They can play the game the way they like in the order that they like to play it. I’ve already admitted how much I like the concept – and how much I think it feels more like an open-world, multiplayer Elder Scrolls game.
Looking back, I think the One Tamriel idea started to surface with the Orsinium DLC. What I was also interested in was how an area like Craglorn — which had always been an endgame zone cut off by the now defunct Veteran Ranks and forced group content — had changed because of this new vision of gameplay. I was really curious what the One Tamriel update did to the zone, and how it became more solo-friendly. I was also curious about the reason behind some of the changes coming in the next update. And I was also afraid that making the content more universal would make it less difficult, and frankly, unfun.
You guys are in for a real treat today. Not only did I spend some time on the test center actually playing through the Craglorn content, but I was also was able to connect with Creative Director Rich Lambert at ZeniMax Online Studios. He answered many of my initial concerns, and the gameplay through Craglorn answered the rest.
It hasn’t taken me long to fall in love with One Tamriel. This Elder Scrolls Online team has a distinct understanding of what makes this game an Elder Scrolls game, and One Tamriel really captures this understanding. I cannot wait to tell you about my experience in it so far. However, there are a couple of pieces of information that you’ll need to understand my perspective.
One Tamriel is ESO’s way of fast-tracking the leveling experience. Many MMOs create ways for its experienced players to game with the newer players: Some, like World of Warcraft, will do it with character boosters, and others, like Marvel Heroes, will do it with level-scaling. Still others will do it with both, like Star Wars: The Old Republic did. Elder Scrolls Online chose leveling-scaling to an extreme. As a new player in the One Tamriel update, you can literally go anywhere once you’ve passed the tutorial. I’ll get into more details in a bit.
I know that I’ve said this before, but I believe that to understand where I’m coming from I should reiterate that I play ESO solo for the most part. It’s not that I think that multiplayer is bad in the game; I just like to experience this particular game at my own pace and in my own way.