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The First Year

Christina Gonzalez Posted:
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Adding to the list of repeatable content does give players more things to put their time into, and the devs can tout hours of things to do outside the main storyline, but the game’s main story, as well as being able to continue with the questlines and areas in other factions post level cap remain important. That takes into the most significant set of changes the past year has brought to ESO: the new foundation.

With a console launch looming and a subscription optional conversion already done, ESO’s state at the moment is one where development on the core has slowed after all of the work done at a faster pace during the year. Many correctly guessed that the pace of development, with major content updates coming within 6-8 weeks much of the time wasn’t to be sustained, and that is disappointing. Yet with the switch to major content becoming paid-for DLC, yet keeping the main story and all previously released content through update 6 part of the subscription-optional game, it’s a pretty giving model.  The new Champion system has changed how post level cap gameplay will benefit characters and lets players decide what passives they wish to develop. This is still being used to gate certain content, like delves, but some appear in multiple versions and that level scaling mentioned above also helps players experience what ESO has to offer.

The Justice system just might be the best and worst new addition though. For those of us used to rifling through our MMOs looting everything we can, the Justice system is another touch of Elder Scrolls in the game. This means certain items are off limits unless you can manage to steal them under the right circumstances. You can still loot items, but when people are looking, that wine cabinet or closet might be off limits. It becomes a minigame in itself, and it was a system worth waiting for. For ES fans, it should seem familiar, but for MMO and single-player RPG fans, it may take some getting used to. Along with the new Provisioning system, which places items in logical places (like a sack of apples giving you apples), these two systems add degrees of realism and layers that didn’t exist before.

Like many games, ESO could’ve taken some more time in development, but the release over the past year has seen its share of ups and downs. In my opinion, the conversion to Tamriel Unlimited has shown a lot of promise in its run-up, and in the two weeks since the relaunch, the game seems to be doing well (there are an awful lot of pets around now), minus some small issues. A recent bug accidentally gave additional buffs to drinks and also broke potions. Both are now fixed. Still, what we have arrived at is an in-between period for the game as we knew it, an enjoyable year of frequent updates, new content, and responsiveness. However, the other side of that is that having the game undergo such changes while players were playing and adapting to it could be considered a negative, depending on how much water is in the proverbial glass. Frequent updates also meant degrees of upheaval.

Now, we’re not going to see more major content until after the console release in June. There’s still much to do in the game, and for those that gave up on it early, multiple reasons to return (not least of all the fact they can do so for free). ESO has seen a lot of growing pains in its first year, but despite all of the difficulties, what has emerged on the other side is a fun game with a generally helpful community, and some players to win over (again). I think it’s in a good spot now, though that first impression may still have a lasting effect in spite of everything that has come since.

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Seshat

Christina Gonzalez

Christina is MMORPG.COM’s News Editor and a contributor since 2011. Always a fan of great community and wondering if the same sort of magic that was her first guild exists anymore.