What the map will include I think can be drawn from the map they have already put out. Frankly I hope The teritory is bigger than what it was in es 4, because it's supposed to be bigger than skyrim, but I wouldn't necessarily say it was in game. And I know they said skyrim is going to be the same size. It seems a bit cramped if they leave it as is, with a big increased chance of running into other faction players.
But, Looking at the map it won't include anvil or kvatch, that whole Little area seems like it won't be usd yet. Leyawiin is out, the map stops at Bravil. Black wood also doesn't seem like it will be part of the area. Although the cities of Elinhir and Falkreath, in Hammerfell and skyrim respectively, will be part of cyrodiil. Oddly though, mark argh also seems like it may be part of cryodiil, as the green area on the map seems to extend up and separate the two alliance areas.
The coloring can't be taken as completely accurate though, as I recall them saying that for now the main island of summerset isles wouldn't be available, and it's colored yellow along with the rest of their teritory.
Looking at http://elderscrollsonline.com/en/game-guide/alliances I noticed some areas were grayed... or rather, "browned" out; Black Marsh and Vvardenfell, most notably, and with Solstheim, large portion of the western Skyrim (the areas containing Markath and Solitude, for example), and most of the eastern portion of Morrowind. The question itself is as follows: Do you have future plans regarding these areas, possibly including them at expansions, etc? And is the "only" playable area for the Pact the area colored in red - not to forget Cyrodiil, of course? If so, might we gain a rough estimate of the amount of "zones" (areas with short loading screens separating them) this seemingly massive area includes? – By Juho Kola
It’s too early for us to start discussing the exact number and names of locations that each Alliance will be able to explore when The Elder Scrolls Online launches, but we have plans to expand and open up more regions of Tamriel in the future.
As for the colors you see on our Alliances page map, those are rough visual representations of each Alliance’s territory. That map is meant to give you a general idea of each Alliance’s regions—what you see there is not intended to be exact.
~http://www.elderscrollsonline.com/en/news/post/2012/11/13/ask-us-anything-ebonheart-pact-part-1
'Nuff said about that.
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I mentioned what I would have done with what they already had in place, which I'm not a huge fan of - maybe I will be when I get to play it, who knows? Freedom and choice are a pretty big deal though.
To be honest I would not have had pvp as a central focus in the game. Don't get me wrong, I personally enjoy pvp, more so with a smaller amount of players rather than what in my experience generally becomes lagging zerg when you want to include hundreds of players. My wow profile definitely says I like BG pvp so it's not as though I dislike it. http://us.battle.net/wow/en/character/frostmourne/Salt/simple
I would not have taken an IP like Elder Scrolls and made it fit into a DAoC style pvp game, I would have had more of a focus on the pve elements with some (much needed in MMOs) clever AI, solo and group content focusing on dungeons, exploration, crafting and housing. PvP would have had a place in the game perhaps in terms of world pvp, arena or other areas.
A Human Paladin?! Explains much!

On a truly serious note, that sounds a -lot- like WoW. You see, WoW was developed a PvE game from the ground up. Originally, there was no instanced PvP, which means the only means of gaining PvP reputation was open world PvP; the primary endgame was the most rewarding endgame, PvE.
However, TESO has focus on -both- PvP and PvE endgame from what I've seen; even PvE is designed to be like PvP, with the intelligent AI simulating player behavior. There is no gear division - you need to do both PvP and PvE to gain the -best possible- gear. But as a skill-dependent game, I don't think you need to have the -best possible- gear. I'd say it will be easy for a perfectly geared person to constantly die to a lower-geared person in PvP because of the skill difference. For example, lack of blocking or bashing might be a deciding factor, as you won't accumulate enough Finesse.
As I wrote on the official Facebook page a while ago, I would suggest taking PvP more as an advanced form of PvE in TESO's case: Synergy, abilities and tactics are roughly the same, but the difference is there will be a player behind the PvP form, who can easily read your moves and counter accordingly. He will not be programmed to be beatable - he will do all he can to win, at any cost. Take it a bit like Expert/Master difficulty Skyrim if you will; I'd say that would be apt.
I didn't see anyone here saying WoW was fail, do note. But overall, people have very low expectations concerning MMO games nowadays. The very mentioning of a "MMORPG" brings WoW into people's minds, which in turn is associated with a pretty badly-behaved player base full of trolls and gankers, which in turn leads to people despise the game in question - even if it wasn't a "WoW-clone MMORPG" in reality.
Not to forget the amount of "WoW-clones" around - TESO is blamed one, despite its vastly differently designed gameplay systems. People regard games such as SW:TOR an utter failure (which it was not) - and the fact it borrowed a lot of aspects from WoW was perhaps even worse than if it had been a truly innovative game.
So, yeah. I wouldn't worry about faction locks and PvP focus, if I were you. I'd more worry about if the controls end up being crappy, game unresponsive, and balance completely off. Not to forget FPS spikes and server lag!
The fact we can explore the whole of Tamriel stays - just within restrictions set by the developers. TESO is primarily a spin-off of the franchise, you see. Redguard only allowed one choice of a character, and that was the Redguard Cyrus - be glad we are not restricted to one province, one storyline and one race like that spin-off. Instead, we are able to explore the whole of Tamriel, on three characters experiencing three vastly different (or similar) cultures, encountering vastly different obstacles, and enjoying three different main stories with same goals but different approaches.