Waaaaay ahead of you.
And as a dev, I can tell you, they never KNOW anything. One of the most valuable things for a developer is outside input and knowing how to properly filter it. If they're not willing to listen to their fan-base (Paul Sage said they'll start listening in Beta, which imho is too late) then who exactly do they think they're making this game for?
And as a dev, I can tell you, they never KNOW anything. One of the most valuable things for a developer is outside input and knowing how to properly filter it. If they're not willing to listen to their fan-base (Paul Sage said they'll start listening in Beta, which imho is too late) then who exactly do they think they're making this game for?
A true artist does not practice their art for anyone other than themself. They may do commission work for clients, but they use their own style which the client generally likes, otherwise they wouldn't commission the artist to do a job. And I do agree that beta is when they should start listening. Right now, none of us have a clear picture as to how everything is going to be. You can bet that they will be paying attention to the reviews given by those who actually had hands-on experience with the game at E3. But most of the reviews suggest that polish is really what is needed. The game is functional, but it is not finalized. A lot of adjustments can and will be made between now and Beta. If I were developing a title, I would want to listen to those who have tested it and can tell me what they have seen that needs adjusting, not what they just think needs adjusting.
Some nebulous group of MMO players who don't care about TES? Wrong. They have statistics backing up the idea that they have a built-in base of fans and that is how they convinced a private equity company to sink 300 million dollars into this endeavor. They showed them charts and graphs of Skyrim sales and said "we're guaranteed this many."
And yet how many in the skyrim community attack BSG for releasing such a dumbed-down game? Numbers do lie in some cases. Skyrim sold a lot of copies, but the general concensus, when you take EVERYONE'S opinion into account, is that it is a mediocre game at best. The same was true for Oblivion. When you review the general concensus of the Elder Scrolls community on which game was the best, data points to Daggerfall, with Morrowind coming in a close second. Skyrim's combat was essentially the same as Oblivion's combat which was only a step above Morrowind's combat. And guess what? General concensus said that the weakest aspect of Morrowind, Oblivion and Skyrim is the combat.
Now their game design is pushing that number WAY down.
No. The fact that this is an MMO and that the bulk of those who went out and bought Skyrim are in fact console gamers, the bulk of which have never even played an MMO is what has driven the number down. Comparing one to the other is like comparing a steak to an apple. And if an investor is too stupid to do his due dilligence and research the difference between genres then if they lose money on the deal, it's their fault. Of course, ZOS would be responsible for coughing up the return on the investment regardless...
I agree with you that there is still time for them to revamp the game, but even if they were to retool the combat system to be more like TES (one of my major issues), it had better not happen AFTER launch. By then it will be too late and we will have another game-killing NGE/CU on our hands. I could be wrong though, it could be a game-saving NGE/CU.
The CU and NGE were not just combat system revamps. They were full-blown changes to fundamental design elements which essentially resulted in an entirely new game almost. It had far-reaching ramifications on the entire playerbase. More with the NGE than the CU, but both were catastrophic to the subscriber base... Now when Cryptic Studios announced that they were redoing the ground combat system for Star Trek Online, the forums erupted in anti-CU/NGE sentiments (including a few of my own), but when all was said and done, the sky did not fall. They limited their changes to ground combat only, and addressed the issues that were most reported by the players. It did not globally redefine the game and was seen by most as an improvement. Most of the ones who continued to complain were mainly offended that their ideas were not implemented. Everything reasonable was considered.
Time will tell ultimately, but if they're not listening to the overwhelmingly negative reaction so many in the press and consumer base have had then they have blinders on. Sometimes you don't need to play a game to know what it will be like. I don't need to taste crap to know it tastes like crap.
The thing is, ultimately, an MMO is more than the sum of its parts. We've only been shown the basics, which will no doubt evolve over the next year. We have not been told about advanced features. Crafting has not been revealed yet. And we no nothing about the social aspects of the game aside from having been told that they are putting a lot of them into it. It is how all of the different parts interact with each other and ultimately what we will be able to do within the scope of what they are designing the game to be. And we still know very little about most of it. The most important thing about an MMO is not even systemic, really. It's what the game will have us doing, and how its developers manage to keep it fresh.
Compare an MMO to a human being. Internally, they really all boil down to the same thing in terms of form and function. Appearance and ideas are what set them apart. It's how the MMO gets fleshed out that determines how good it ultimately will be. Even with a mediocre combat system or lack of player housing, or a limited crafting system. If gameplay content is designed to USE the systems to good effect, the aesthetics will take over. It's the difference between just rushing in and killing everything that moves, and being careful what you do because if you alert the enemy, innocent people will die and you fail the quest.
Content is King!