Having played the Beta over this last weekend, I jotted down some quick notes to record my own impressions, and these have somehow become a “review”. The NDA still applies to individuals (but not to the press) so I must leave out the details, but for anyone interested here are my impressions.
The scenery.
Gorgeous. Not just highly detailed and beautifully rendered, but they have right balance between 'Perfect World' style eye candy, and gritty reality. The landscapes, townscapes and everything in them are clearly the result of loving attention, and the results are somehow both stunning and plausible.
I liked that they avoided the repetition that made Oblivion and Skyrim a little disappointing after Morrowind. Every region has its own ecology, architecture, culture and politics, and there is enough variation in building blocks not to notice that each cave is presumably made from the same tiles as the last one. The world is vast, and any explorers out there will have a great time.
The Community.
It was a highly advertised Beta weekend and the were apparently aiming at half a million online. The area chat was mostly goodnatured and often sensible. I got the feeling that there were TES fans, and MMO players, and that the former were generally happier than the latter.
Lag and Bugs
It took ages to log on, which is not surprising given the volume. In about ten hours of play I found and reported four or five different bugs, which seems fair for a Beta. Is it going to be clean when released on 4th April? Who knows but it seems pretty robust to me.
The Story.
Very familiar if you have played any TES game, and in complete contrast to WoW style “collect ten pigskins”. The Elder Scrolls lore is at least as deep as that in DDO, and in ESO was somehow more difficult to ignore than here. As usual, there are many side plots, but they all fitted in naturally to the progression, or so it felt to me. I deliberately avoided the main line after a bit, to explore sideways and to leave stuff for later.
I am sure that just exploring the vast virtual world and the many story lines has dozens hours of play in it. There even appears to be some re-play value, as a number of quest lines have turning points that your choices change, presumably for different outcomes.
Which brings me to the first problems.
It is very story driven, the voice acting is great, and I have no problem listening to NCPs then getting carried from pillar to post to sort out their problems. If you like running around carrying the plots of half a dozen side quests in your head at once, you will love this. But I doubt this will appeal to as many MMO players. Even for me, there were times when I felt like shouting “I just want to go and hit some goblins!” (not that I saw any goblins)
Secondly, how do you do this in a group? At least the NCPs support talking to many people at once, and you get used to each important NCP having a small crowd standing around them. Oddly, for a game so firmly targeted at immersion and role playing, homemade role playing in a group is going to be more difficult just because the game does it all for you.
The Mechanics.
You can always see every other player in sight, but the game handles the need for different players to be in different stages of a quest by hiding or changing the NCPs and interactive objects. In other words, you can see everyone else, but they might be looking at different things from you. It sounds messy but works surprisingly well. (It must have driven the devs nuts though!)
The main world works like a DDO special event, such as Mabar or Cove. You get used to seeing other players running in the same direction as you and in my play I joined and separated from informal groups on the fly. At our low level, co-ordination was limited but effective enough to take down any mob we found.
I don’t know how the “shards” work, but it is kept in the background. You are supposed to be automatically with your friends, and do not get to choose which instance to be in. The density of players in any area seemed very similar to say the Cove on a busy day. Phasing between areas is seamless and the use of gates, doors and bridges to demark them is skilful enough to be unnoticeable.
Instanced dungeons come later on, and presumably need more thought in the makeup of parties. The max party size is only four, which I can live with. I only tried one dungeon, in a duo, and crashed early on so I can’t say much except it felt exactly like an Aleid dungeon in Oblivion.
The menu systems are slick enough and better than in Skyrim. However, I detected the compromises needed to keep it compatible with consoles, which always slows things down.
The Characters
There are nine races, three in each of three nations, and there are ways to get round being the wrong race in a given nation. The differences are frankly, mostly cosmetic, although the cosmetics are great. Classes are more important, although, as with DDO, the devs make a big thing of “be anything, do anything”.
There are only three attributes, not six, and they act as reservoirs of resources that get used up, not as multipliers. All classes use all three (yes, magic types need stamina, and hitty types need magica).
In contrast to DDO there is one unified skill system which covers everything - spells, special attacks, defense, weapon use and even crafting. It is as if DDO Skill lines, Enhancements, Canith crafting skill and E.D.s were all rolled into one. And of course ESO does not benefit/suffer (depending on your view!) from the PnP D20 inheritance that both enriches and handicaps DDO.
Is this a dumbing down? On balance, I felt it is more streamlined than dumber. The skill tree is intuitive to use, and yet appears to have possibilities for clever character design later on. But the numbers are hidden, as with the combat (see below).
The Combat
Here is my second pause for thought. There is a scale of say Tera and DDO at one end, where targeting and movement are part of the joy of the game, and WoW (small shudder) at the other, where tab, hotkeys and cooldowns rule. This game clearly aims to be up at the DDO end of the scale, and has a similar combat mechanism. Indeed, I was able to map keys to reproduce exactly my DDO actions. BUT the animations don’t quite support the same twitch skills. Combat is a little slower paced, with tiny but critical delays to each action that make it feel quite different.
It has its own interesting features, (NDA excusing - block, dodge, power blow etc) and it felt more natural the longer I played. Still if, like me, you run DDO in 3rd person in mouselook, with characters that would die in seconds if they stood still in a battle, it will take you some time to get used to the different pace.
And you cannot change weapons in combat. (Well, at higher levels you get a second set, “Big deal!”) What? My DDO tempest ranger has half dozen pairs of swords, a devotion set and three bows hot-barred all the time. The unfortunate reason, as far as I can tell, is that you don't need to. Complexities of mob DR and vulnerabilities just don’t appear. In fact combat as a whole feels simpler, although this might change at higher levels. Whether you call this streamlining or dumbing down may be personal taste.
What is interesting is that it is all much less transparent than DDO. The mechanics are hidden, which adds to immersion but takes away from the intellectual challenge of improving your performance.
It is not helped by the clumsy animations generally. The graphics for the characters, both meshes and textures, leave DDO in the dust. But the animations just reminded me how good DDO feels to play. For an eight year old game, the natural and responsive movement of DDO characters is still a joy, and it sets the bar at a height that ESO does not clear.
Overall
The declared aim is to attract both the Elder Scrolls fans and every loose MMO player out there. This is almost too much of a stretch but they nearly pull it off, and I am comfortable that the result is much closer to Skyrim than to WoW.
My main doubt is a comment actually made in general chat several times over the weekend. “This feels like a great single person RPG but with you lot running around in it as well”. Whether this a good or a bad thing will be different for different people, and if you are not sure whether to stump up the cash to find out, that is the question you must decide for yourself.