There will be a lot of things that any players will have to see in action to find out whether they work or not.
There will be a lot of things that any players will have to see in action to find out whether they work or not.
Nice interview, Very happy to see they are thinking about dueling and explaining the non guilded store use
You know it, I see several things I have mixed feelings about, but I have not had the chance to try them out, might be good might be bad, but this is not my first rodeo, so I will wait and see how they play out..
I think that was one of the most important parts of the interview. I know people will burn through content, but having something coming out at that rate should keep people from getting bored anytime soon.
Agreed, also I hope these updates will contain "dynamic content" by which I mean not just a new dungeon but update to the story/landmass so it feels like a living changing world
Probably not in most of the Updates. Story/land changes tend to only happen in huge updates every couple of months. The updates will probably be a new dungeon, maybe a couple of quests, possibly some shiny, new armor every once in awhile.
I wouldn't get too excited about this. He said DLC-level content. But which DLC is he comparing it to? Something akin to "Dragonborn" DLC, or something akin to "Hearthfire" DLC, both for Skyrim
I'm sure the content will be more than Hearthfire. But I highly doubt we will see something on the level of Dawnguard or Dragonborn.
Ideally they will have five live content teams, each working four months on a content release, but starting one month after each other, and here would be how it breaks down for the first year after TESO launches:
4 months pre-launch - Team 1 begins brainstorming 1st content
3 months pre-launch - Team 1's 1st Content goes in production; Team 2 begins brainstorming 1st content
2 months pre-launch - Team 2's 1st Content goes in production; Team 3 begins brainstorming 1st content
1 month pre-launch - Team 3's 1st content goes in production; Team 4 begins brainstorming 1st content
Month of launch - Team 4's 1st content goes in production; Team 5 begins brainstorming 1st
1 month post-launch - Team 5's 1st content goes in production; Team 1's 1st content releases, Team 1 in brainstorming mode for 2nd content.
2 months post-launch - Team 1's 2nd content goes into production; Team 2 releases 1st content and goes into brainstorming mode for 2nd content
3 months post-launch - Team 2's 2nd content goes in production; Team 3 releases 1st content and begins brainstorming 2nd content
4 months post-launch - Team 3's 2nd content goes in production; Team 4 releases 1st content and begins brainstorming 2nd content
5 months post-launch - Team 4's 2nd content goes in production; Team 5 releases 1st content and begins brainstorming 2nd content
6 months post-launch - Team 5's 2nd content goes in production; Team 1 releases 2nd content and begins brainstorming 3rd content
7 months post-launch - Team 1's 3rd content goes in production; Team 2 releases 2nd content and begins brainstorming 3rd content
8 months post-launch - Team 2's 3rd content goes in production; Team 3 releases 2nd content and begins brainstorming 3rd content
9 months post-launch - Team 3's 3rd content goes in production; Team 4 releases 2nd content and begins brainstorming 3rd content
10 months post-launch - Team 4's 3rd content goes in production; Team 5 releases 2nd content and begins brainstorming 3rd content
11 months post-launch - Team 5's 3rd content goes in production; Team 1 releases 3rd content and begins brainstorming 4th content
12 months post-launch - Team 1's 4th content goes in production, Team 2 releases 3rd content and begins brainstorming 4th content
Under the above model, each team gets a full month to completely flesh out the plot and figure out all the assets needed to make it work, then they get 4 months to focus on making it work and be ready for deployment. Ideally each content release will include a series of soloable quests with plot branches based on chosen starting class, at least 2 quests intended for standard group, 1 quest intended for raid-level grouping, a new set of PvP objectives in Cyrodiil, new non-combat activities.
the world development team and content teams would be separate. New areas of the world would be added over time as they are completed by the world team. The content teams will use areas of the world that already exist to product their content.
The systems development team would also be separate from the content teams. new gameplay systems would be added over time as they are completed, undergoing revisions based on community feedback. The content teams will use systems which have been approved by QA as functioning properly. Systems would first be introduced as sandbox elements which are not tied to pre-scripted quests allowing players to involve themselves as they so desire. because they would be open-ended only functionality would be measured, allowing bugs and glitches to be identified and corrected. Once declared bug-free, new systems will be open for the content team to tie into whatever plot they are currently working on.
Of course, this is going off the developer's statement that the subscription fee would allow them to have a large live team. Of course, "large" is a subjective term. Especially in an age where most MMOs are operating with a skeleton crew.
No world wide AH brilliant. I am really looking forward to exploiting this economy.
http://www.vg247.com/2013/08/23/elder-scrolls-online-dev-planning-5-year-roadmap-first-add-on-content-being-worked-on-now/
On the other side of the game’s long-tail plan, Firor continued, “The other side of it is, you need to make sure there’s something for those players to do that’s new and refreshing on an ongoing basis. So the other side of that is we’re planning regular content updates and pretty substantial ones like every month to six weeks – we’re working on the actual cadence just now – but we’re already working on post-launch content now.
“The game’s not done but feature-wise it’s pretty well done, so our content teams have kind of separated and some of them are working on data feedback, polish, fixing quests that players don’t like in the beta, that kind of thing. And then other teams have peeled off and are working on totally new content players won’t see until after the game launches. Even now we’e working on that.”
haha np ... was easy understand what you meant. and yes your right I hope the new content wont have those types of quests.
The only thing that has me a little bit worried from that interview is that players can get all the skills the game has to offer. So eventually if you don't have all the skills, because all the best players WILL have all the skills, then you will be at a real disadvantage compared to the player who does have all the skills and you meet face to face, 1 on 1, in Cyrodiil.
This also is starting to become the Diablo 3 syndrome where you get all the skills for your class, however there is really only a certain build that is really the best. So this means there will be all these players in the game that all have the same skills slotted and that could make it boring to say the least.
You only can have 5 active at a time for the two weapons you have set-up. that is a total of only 10. Granted, while that will not stop there being More efficient ways of building a character, It should stop that sort of issue you're talking about.
That is pretty quick content...if they can stick with that 4-5 weeks that would be amazing lol
It would be indeed. Miraculous would be a better word for it, considering that every MMO developer that has promised such regularity of content releases has failed to deliver. Except for Guild Wars 2, and it is highly debated as to whether or not their regular content releases are good enough.
I caution people to not get their hopes up as to how large the regular content releases for TESO will be. I personally would settle for about 2 hours worth of content. That would be the equivalent to a 24-episode season of a television series. I can live with that. Anything less and I will feel cheated and begin to question the wisdom of remaining subscribed.
if we get the gw2 model of content updates in terms of quality and regularity im okay with it. the primary problem with the justification of the sub model is lapsed expanded content. I don't really care if the content can be slammed through in a couple hours every month, it's still better than waiting 6 months for content that we slam through in four hours. That model is actually pretty aware of the player's ability to consume content.
Every MMORPG Developer hypes up so much that it ends up killing them...
I wouldn't say this is hype talk. I mean there is some of that in there, but overall it hits on their plans and targets rather than hyping it. It was one of the more straightforward and informative interviews I've seen on teh game in quite awhile.
Yeah, that is hype, and Devs of any MMO rarely actually do what they said before release
If that is hype talk then there is no talk that is not hype. If it was hype there id typically certain hype words used and it is generally less specific.
It's hype until the game actually comes out and we see if they can deliver.
If it was hype talk you would not see him say things like "At this point it’s speculation, because when the game comes out… anything could happen." and you'd see far less "I think..." and "I feel..." type comments. There would be a lot more toting it as a great game. Whereas it is almost entirely info and plans based and even acknowledges that plans can change (something hype speak does not do)
I honestly think Zenimax has a lot of content that they are not including at launch and they are going to use that content to deliver the release schedule they have promised. I think Thieves Guild is nearly done or done, I think many more things are nearly done or done and ready to be put into the game so that they can deliver on the content release for at least the first year, maybe a bit less then that.
I see no promises in that interview. The mention that they say they are targeting that amount of content is not a promise. It is a plan and as stated in the interview, thing can change