I figured that for this Friday, I'd like to highlight some art from The Elder Scrolls Online. ESO builds upon the lore from The Elder Scrolls video game series into an MMO in its own right, and over the past decade Zenimax has figured out how to keep the game alive after its own disastrous rollout back in the day.*
Almost all of this art comes from loading screens for the game, which works well in highlighting the style the game intents to evoke.
Can't have an ESO game without a dragon making an appearance somewhere. |
If you've ever seen the Morrowind expansion trailer, you recognize these two. Of course, the Dunmer is everybody's favorite Morag Tong agent, Naryu. |
These login screens always inspire me. |
The loading screen between zones when you fast travel have a quick overview, but I'm here for the scenery. |
In my wandering around today, I stumbled across this quest area that I'd never seen before. Boy, was I out of practice on playing. |
*This seems to be a trend about MMOs that came out after WoW. Even WoW didn't have the greatest original launch, people who played back then are fond of reminding me, but still a disastrous launch is very difficult to overcome if you don't have any buildup of goodwill from potential players.
EtA: Corrected spelling.
It seems to have been forgotten - indeed, until you mentined the WoW launch just then I'd been in danger of forgetting it myself, but for a very long time MMORPGs were *expected* to have really bad launches. The advice for everyone but the truly obsessed was usually to leave it at least a couple of months before jumping in, just to give the devs time to get the servers stable and squash the really game-breaking bugs no-one noticed in beta. Even then, the game would still be expected to be rough for anything up to six months or more before things settled down.
ReplyDeleteWhen MMORPGs were seen as places you might be spending the next several years, that didn't seem too bad. I think it must have been later, maybe around the time of the three-monther, that having a bad launch became harder to recover from. If people are only expecting to stay for a few months you can't really take a few months to get the game into a playable state. Now that three months has dropped to maybe three weeks if the game goes really well, games need to be pretty slick on arrival. That they rarely are explains why so many of them have no players left after a month or so.
I might have to turn this into a post sometime...
I do believe that part of the problem is that MMOs are trying to stay ahead of the rat race of people burning through content to get to the end "when the game starts to be played". In order to stay ahead, they need a good launch experience, and in order to have that they need extended beta periods. But those beta periods mean there are guides out on YouTube before launch, so everybody knows the most efficient way to play to "get to the end", and so the cycle continues.
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