Fishman, on 01 February 2013 - 10:27 AM, said:
I just hope they do the scale justice and don't cop out. For instance: we KNOW how big Cyrodiil is. We've played Oblivion. This means that the zone has to be at least that big. Same thing with Skyrim. If they don't cop out on this, then we're going to have a massive world in which one can truly be immersed. Of course, scale isn't everything, gameplay and combat is important too, but from what I've seen it seems like they're going with a combination of the mousedriven combat from the other TES-games coupled with actionbar spells/skills. Which is totally fine in my opinion.
They also seem to have it down graphicswise so what I'm worried about at the moment are the more social and end-game aspects
Will there be proper incentives to form guilds?
GW2 didn't do very well at this. There is no reason to form a guild at all, other than having some structure in WvWvW. Meaning only those who like PvP have any incentive to guild up. In this aspect, I'd say that WoW (Yes, the game that everyone seems to hate) had far better guild-incentives, simply because of the reason that: You can't DO everything unless you have a certain amount of people.
Crap, this post is getting long, but I need to convey these feelings.
Players need to be FORCED to cooperate. To do this, we must identify what players WANT.
The answer is simple: Players want gratification , instant as well as having an overarching goal, WoW solved this by having dungeons, and raids.
Easing up access of said gratification significantly lowers its worth. More people with the same thing == less unique == less sense of acknowledgement and achievement == boring.
In essence, people want to be the "Special snowflake" Standing around in Stormwind with their epic gear.
Some try to construe this as negative and egotistical, but fact remains that this is how people work. There isn't a single person in the world who doesn't want to be perceived as superior/unique/special. It's basic human behaviour and should be taken into account when making a game.
This also means that a progression ladder should be maintained. WoW got rid of this in WOTLK and suffered a huge player loss because of it. Essentially, a lot of people left because the game got too "Casual". That may, again, sound very elitist, and Blizzard's reason for removing it was basically that only 2% of the total population got to experience the very end-raids.
However, there was a big flaw with their solution (Which was introducing badges to "skip tiers").
It basically meant that:
Instead of a small percentage of the players seeing the majority of the raids,
a large percentage of the players now get to see a minority of the raids.
I confirmed this in April when I bought 1 month of WoW. In this 1 month. I leveled from 80-85, got full epic gear and raided Deathwing. Skipping A LOT of content simply by buying gear with badges.
A long rant but vital to the point I'm making.
For a game to be successful, I believe the social/guild aspect to be of outmost importance. To enable this. We need a "gratification incentive" to guide the masses.
TL;DR -- I think we should look at what made WoW so addictive and inject it into TESO.
If there's one thing I absolutely hate
, it's forced grouping and raiding. Which is what GW2 did away with to an extent - or at least, disguised well enough under a mantle of accessibility and minimum hassle.
To be honest... I don't really care about being a unique snowflake. But I do want to progress my character without feeling forced to rely on others. In WoW this was not possible in PvE as I hated raiding, and I got fed up of BGs (arenas never appealed to me), hence the end game did not hold me. In fact, in retrospect, max level in WoW was probably one of the worst gaming experiences I've had, but I was a Slave to the Grind (Skid Row reference) at the time so I soldiered on for a while, eventually taking a break for many months and returning sporadically before I finally quit.
Just to be clear I am not obviously not
against raids in TESO! It is an MMORPG after all and large group content in some form or another is a given. But I am against WoW-style raids being the only meaningful way to progress in PvE in any other than a cosmetic way.
Anyway, let's not turn this into a raid thread any more than we have to
TBH I am worried about the scale of the provinces. They filled entire videogames before... Will they be of comparable scale here? Of course quality is much more important and I'd rather have smaller but better zones than huge but empty content, but there is always the risk that they may be too scaled down, and (this will be an issue for long time Elder Scrolls fans which I'm not) not as true to the original games as they should be. In addition, the game is being developed by a separate studio, which I think will do a great job - but will it live up to what TES fans expect?
Edited by Heart Collector, 01 February 2013 - 12:18 PM.