This is a little weird, in light of this article from Gamasutra:
http://www.gamasutra.com/view/news/171973/Elder_Scrolls_Online_director_....php#comment153301
In it Paul Sage talks about, rightly, how MMOs are not a genre and that they are not defined by mechanics. However, Matt Firor says "
Making an MMO is making an MMO" in the Kotaku article which is fundamentally wrong, considering how many genres of MMOs exist in the world. Matt is essentially saying that ESO seems "same-y" because they have to live up to MMO conventions but Paul is saying essentially the opposite.
I wonder which one of them wins this argument internally. Sadly, it's probably Matt because he is the lead.
Also, the article, them being so much on the defensive without giving any actual concrete examples that illustrate that, is kind of silly.
This part made me very sad and only reinforces my disappointment:
As I tried to kill stuff, I asked Firor and Sage about one of the big this-doesn't-look-like-Elder-Scrolls hang-ups. This game isn't in first-person. It's in third. Why? Well, you can actually zoom in and try to play, more or less, in first-person. It's a bit of a disaster. The developers pointed out to me that you want to be able to see characters in your peripheral vision. You want to see who is flanking you. In their more open-ended combat design, a third-person camera view is needed for this. But Skyrim was open-world, I observed. It is, they said, but its encounters don't involve the kind of surrounding crowds seen in an MMO. The other hang-up with first-person in ESO is that the first-person zoom you can use in the game doesn't show your character's arms, which you can see in the likes of Oblivion, Skyrim and similar off-line Elder Scrolls. It's hard to judge an enemy's distance if you can't see your arms. Adding the sight of your arms to that vew, the developers told me, is not something they're focusing on.
Skyrim does have surrounding crowds, and MMOs will only have them if you design them to have them. So sad.