I'm writing this under the impression that my experiences participating
the Elder Scrolls: Online beta were
not subject to any sort of non-disclosure agreement. I received an email to whit, but if I'm
incorrect in my assumption, send me an email, Zenimax, and I'll put up some
bullshit about sandwiches to replace this.
Maybe something about how it's weird that you can't get a decent chicken
parm in New York. At least, not for
cheap. Or something about interpreting
beta invite emails.
I'm writing this because I had an opportunity to play the Elder Scrolls: Online beta last
week.
I'm not writing this because I want to critique the technical
problems that occurred during the beta, but I want to mention them at the top,
because they definitely colored my experience.
I've been involved in betas since I should not have legally been able
to, somewhere in the neighborhood of 15 years, and I've dealt with a wide array
of technical issues along the way. My
favorite example: while playing the Everquest beta a series of graphical issues
transformed the world into a formless white landscape of nothingness, populated
by erratically arrayed polygons shaded in pink.
I still played the beta and, when all was said and done, liked it enough
to buy the game at launch. I can see a
forest through the trees, and I'm willing to endure some nasty tech bullshit to
get at the gooey game inside of it all, but I also know that technical
difficulties can really fuck up a gaming experience, and ES:O has troublingly serious tech issues, especially when you consider
how close it is to release. I'm not
talking about sync issues or drop issues or crashes or cascading server
outages, all of which happened. Those
are all completely fine in the context of a beta; complaining about those is
like complaining about rain in Portland.
The bugs that interfered with my play experience were serious ones, the
kind you'd expect to see in late alpha or super early phase beta: quests not
mapping or tracking correctly, objectives not spawning or not being recognized
as operable objects. My personal
favorite had to be the door that would never open in the Shivering Isles. Major questlines would require logging in and
out of the game repeatedly in order to complete mission objectives. Sometimes, I'd have to wait hours for a
hotfix to a quest objective, which, in a time-limited beta, was pretty
frustrating.
All the more so because for all of its technical issues, ES:O is very pretty, and I wanted to see
as much of its world as I could during my brief weekend in Stonefall. Plus, I've got oodles and oodles of affection
for The Elder Scrolls as a
series. I'm not OG enough to have played
Daggerfall, but from Morrowind to Oblivion to Skyrim, I've
savored each and every second of exploration through the visually striking open
worlds that Bethesda has become so adept at crafting. There's something about The Elder Scrolls series that captures a particular, peculiar joy
found in a kind of solitary exploration through landscapes that, despite their
existence as pure simulation and simacrula, are wonderfully alive. The
Elder Scrolls series rests on a tenet of permitting players to go anywhere
and do anything, to develop their character along lines of their choosing and
grow into whatever sort of hero they desire.
It's about allowing narratives to digress and allowing players to
develop their own stories, often through happenstance or bugs, that reverberate
more potently than the crafted, stymied narratives of conventional RPGs. The
Elder Scrolls is, at its forefront, a series about giving players
permission and then asking them to run around, uncovering things, upturning
things, and breaking things. It's a
bull-in-a-china-shop simulator, a beautiful bull-in-a-china-shop simulator,
that manages to take what should be a strange, isolating kind of experience and
shape it into a singular, humanizing experience that makes you feel like part
of a living breathing world, even as you spend all of your time alone, pushing
buttons and killing faceless grunts.
The mentality behind this poetry of isolation is a
terrifyingly broad freedom presented to players, a freedom that allows them to
go anywhere at any time and survive.
This is thoroughly at odds with the reasoning behind MMOs, where content
is usually packaged by "appropriate area for level" rather than
"desired game experience." MMOs,
games that are ostensibly about choosing your own adventure with friends, are
often quite limiting, and present players with relatively few options in terms
of how they unfold. Your average MMO
will open up with a starting area, which will lead into an intermediate area. Particularly boldly designed MMOs will then
branch out and allow players to choose from a number of different areas to
explore after that which will, in turn, lead to other areas, always pressing
players towards a "level appropriate" experience. The very mechanic that The Elder Scrolls employs to prevent this phenomenon, locking enemy
spawns and gear to player level, with notable exceptions as needed, is
unworkable in an environment where players are sharing a world, where many
levels are colliding together at once. So
how does ES:O square that circle?
The answer, unfortunately, is that it doesn't. ES:O
doesn't really feel like an Elder Scrolls
game, at least not in its current incarnation.
Sure, it opens the way every Elder
Scrolls game does, by telling you you're a prisoner and then releasing you
into the world through an obtuse construction that seems aimed as much at
putting you in the single least appealing play-space in the game as it is at
explaining why you can never die. Sure,
it has all the neat little races from previous Elder Scrolls games, including Argonians and Khajit, both of whom
have toned down, but still solid, versions of the racial bonuses that make them
so delightfully broken in previous iterations.
It has epic battles and epic scope going on all over the place, the way
that Skyrim, in particular, did. You're going to wander into some
battlefields, and it'll feel like a field where a battle is happening. Right on, right on. But all of these things will be happening in
a rigid quest system, which in and of itself is tied to a leveling system that
primarily rewards players for following and objectives and completing them.
This doesn't have to be the end of the world: The Elder Scrolls games are all about
using quests as a means to encourage or incentivize particular kinds of
exploration. Why the fuck would I go to
the Ashlands before Morrowind's main
quest prompted me to? There's no real
reason! But the way the quests in ES:O unfold, and the way that leveling
is essentially hard-locked to those quests, actually fights the kind of play
that quests in other Elder Scrolls
games encourage. Rather than prompting
players to explore and have more fun, these quests are about pushing players
through a scripted experience and then letting them out on the other side with
a notch in their belt towards completing the next scripted experience in the
sequence. You're completing quests so
you can complete the next quest, normal behavior in MMOs, abhorrent behavior in
an Elder Scrolls game, where you're
completing quests, as often as not, to change the world in some way, major or
minor.
The end result is a game at odds with itself. Whereas each location in a single player Elder Scrolls game is a space to be
acquired, engaged with and incorporated into a personal narrative, each
location in ES:O is a series of
narrative hoops a player must jump through.
Players are, in the end, asked to generate a particular kind of
resolution so that they can leave the space and, more likely than not, never
return. Whereas The Elder Scrolls games are often involved in creating worlds that
feel alive, even without the player's presence, ES:O is something of a lifeless series of hurdles, each one moving
players from setpieces to setpieces without the breathing space one might
expect from the game.
The end result is an Elder
Scrolls game that doesn't actually feel like an Elder Scrolls game. It has
all the trappings and setpieces of an Elder
Scrolls game, sure. It lets you
build characters in the ways that The
Elder Scrolls usually lets you build characters, mixing and matching
spellcasting powers with gear (though I do have to say, the class system might
be a little limiting for some die-hard fans).
But it doesn't feel right: in making a world where many players can
co-exist at once, Bethesda has effectively removed the spark of life from that
world. Rather than making a space where
I felt like I could carve out my own story, ES:O
presents me with a space where I can participate in a plot set in a world I love. It's not what I expect from an Elder Scrolls title, and it's not what I
come to the series for.
It would be one thing if this was an exceptionally good
story, exceptionally well told, framed within a truly exceptional game
system. But it's not. The central storyline is weak and generic, a
readymade "save the world" story complete with a massively powerful
magical man guiding your actions without ever really taking any on his
own. The gameplay, likewise, is clumsy,
fumbling basic things like target selection and acquisition. It's torn between being action-oriented, like
Neverwinter and The Old Republic, and being stalwartly numbers based, like Everquest (the closest spiritual
influence to the game that I've noticed, thus far, as a veteran MMO
player). I've never gone from so excited
about a game to so disappointed so quickly, and it's unfortunate: sharing a
world like the one The Elder Scrolls
provides should be an incredible experience.
Instead, it's weak tea, at best, a game that I find myself asking
"why are you here?" instead of "where are you going?"
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