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It's still a theme-park, for sure - you follow the main quest-line through a zone, picking up side quests along the way - but the way it's handled is IMO far superior to other games.
In most MMOs, you will follow the main quest to town and there will be NPCs standing around with quests that are to: kill a number of enemies, collect however many items or deliver something to someone - which is fine - but ESO does it much better.
Very rarely are you tasked with killing a number of enemies, collecting items or delivering something and if you are - it's usually a small part of a larger, more comprehensive task. The way the quest dialogue is delivered is also much better than other games and helps the quests feel much closer in quality to those of single-player RPGs.
I also enjoy that side quests aren't often given by NPCs just standing in town, they tend to be discovered by exploring sections of the map and unlike other games, ESO doesn't have exclamation marks on the map denoting quest givers - you have to get within range and you'll notice them on your compass.
I've gone on a bit and I'm not sure I've got my point across properly, but basically what I want to say is: IMO the quality and delivery of quests in ESO is far superior to other similar theme-park MMOs and I think people should realise and appreciate that.
I've played at least 20 hours of ESO so far and I don't think I've once been given a single generic MMO-style quest and for me that makes a big difference to my enjoyment, I wasn't expecting it and I'm pleasantly surprised.
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I know right, I also was pleasantly surprised and frankly shocked when I was given choices in quests. Do I want to kill this chick, take her blood, and save the guy running the town who's infected? Nope not my style, why kill someone to save someone else, let's just kill the infected guy instead.
Also a thief asks me to trust him, and to steal a gem for him. Normally I wouldn't do it, but looking at the big picture I'm needing to recruit him for a captain. So ok, this time I'll trust the thief and see how it goes.
This game definitely brings the RPG back from MMORPG's in my opinion, loving it.
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^ This +1
Ok..have you seen mass effect endings?
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Ok..are we talking about mass effect endings or TESO quests?
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The quests are actually very different from TOR, in that game you take a main quest to a hub, with NPCs standing around waiting to give you: kill 10 rats, collect 5 herbs and deliver this note quests.
That isn't the case in ESO, in this game you may or may not have a quest leading to a town, that town might have one NPC in it that has a quest for you and it won't be: kill 10 rats - it will be a much more comprehensive adventure with an actual story accompanying it.
If you want to find other side quests, you won't find them on NPCs standing in town - you will have to explore, off the path and find another NPC with a quest for you and again - it won't be: collect 5 herbs.
The quality of questing is far superior to other MMOs and the delivery of the dialogue is much better, even when compared to TOR - where they also had voice-overs and little stories - but the quest was still: kill 10, collect 5 etc.
Sure the choices you make in the quests don't affect the entire game-world, but they do have affects on the NPCs in the world who will comment and have an actual reaction to the decisions you've made.
You're comparing a single player questing so I just gave you a single player quest that has "multiple" endings.
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So...essentially it's like SWTOR quests, but this isn't SWTOR. SWTOR doesn't have Cyrodiil, SWTOR also isn't fantasy MMORPG that I prefer in the genre, SWTOR doesn't have the lore that I prefer in my MMO's. Once you take off your "I want to be an ahole" sunglasses, you'll realize some people enjoy ESO as a whole pacakage, from the visuals, to lore, to gameplay, to the sounds & music, to the PvP, to RPG values, etc..
So now, you were saying?
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So because your choices don't affect the world and story, it ruins the adventure and immersion for you?
What about your character, doesn't thinking about their reaction to situations and what choices they would make also be important for the adventure and immersion?
I don't mind that my characters decisions don't make a huge impact on the world, usually the decisions are down to what my character thinks is right or wrong in a given situation and having the NPCs in the world react accordingly and having an opinion on those choices I've made are enough for me to feel immersed in the game.
Considering no matter how my character chose to react or what path he takes, none of it matters in the game world so my answer is yes. it does effect the immersion factor for me to a great deal. Its like being confined to one path and no matter what path i chose i will be forced back to the pre chosen path.
Killing some forlorn bandit because you made the choice to shouldn't have a lasting difference in the game. It would only make sense for local choices to make a lasting difference if say you killed the most infamous bandit king of all of Tamriel. Just the same as how a couple hundred years after your funeral, there won't be any surviving members of your family lineage who know you ever existed.
Exactly. And even if it doesn't make a difference later on, from a purely RP perspective, I like having the choice in allowing my character to make the decisions that best represent the kind of person I created him to be. For instance, in the DC line, I spared a certain corrupt NPCs life by giving her an antidote because my character believes everyone should be given a second chance to mend their ways. Maybe I'll regret that decision at some point, maybe I won't, or maybe nothing will happen at all. Whatever. It represented a moral dilemma for my character at that particular point in time, and as someone who likes to feel immersed in the story of my character, I like having those options -- even if they bear no consequences.
So what you're saying is, "I had nothing to argue with the point you made so i'm going to throw up some words and hope something sticks."
Since you clearly didn't read the words i posted previously, try reading Bigdaddyx's quote below.
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Alright, fair enough - I can understand that people want consequence with their choices - but ESO or any TES game for that matter have ever been about choice and consequence, so I'm not sure why people were expecting that in this game, especially when even TOR couldn't pull it off properly and the KOTR games are hailed for that very feature.
Excuse me, did we play the same TES games? Did you seriously just say choice and consequence wasn't a major part of the TES games?
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Just wondering, do you guys play MMOs or something? Having a lasting impact on the world? No can be done. Some games have tried using instancing and phasing but then people are like "amagaaaaaaad I only changed it for myself not for others, waaaah".
Long story short do we even need to bring this point. YOu get persistence in MMOs but you sacrifice things like having an impact on the world. It is this simple.
Do you guys want a cookie or something, or a dramatic change on the world like explosions and rainbows shooting out of everywhere for every "choice" you make.
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First have you played the game? Or are you just spitting out hyperbole?
Its like SWTOR in the sense that is has voice acting for all quests and thats pretty much where the similarity ends. SWTOR quests were cinematic to push an over arching story (only). ESO pushes an over arching story but the questing isn't there to push it. The quest dialogue is more focused on giving you context around what you are doing and why.
ESO does a better job covering up the questing mechanic and providing more freedom in completing them. The major problem I had with SWTOR was its linearity. By the time I made it to the third planet (forget its name, but was the hut planet) the monotony exposed how the worlds were essentially corridors. In ESO I could be en route to a quest, come up on another side quest, find a dungeon, go fishing, explore somewhere else, etc. It allows me to play the game how I want to play. SWTOR missed that.
In terms of lasting difference, I wouldn't expect that in an MMO. The multiplayer aspect of the equation makes it sound like its complicated. If you make a change to the world how do I get a chance to make my own decision without living within the one you made? And in my opinion even if this was technical capable in a good way I probably wouldnt like it. Most gamers would decide to destroy what's there ruining the experience for everyone.
I understand if YOU don't like the game. Thats your prerogative. But stop with comparing it to SWTOR, because even though there are core similiarities (which relate to most MMOs) when you look at the total package. The game is different.
I am so glad for this - Questing through exploration instead of feeling like you're on rails! I don't mind them being highlighted on your compass, about how much of a radius appears on the compass and can it be zoomed in and out?
I'm jealous of all of you playing right now - hope everyone gets what they're looking for out of the game!
How do you figure? IF I help a town it's saved if I don't it's not, everyone around the world recognizes your deeds, helping NPCs garners help for later parts of quests in some scenarios, this is exactly what the phasing system is for. TOR had nothing like that.
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