Now, to be clear, I came into my ESO demo at this year's E3 as a skeptic. I played Star Wars: The Old Republic. I figured "MMO with story" meant kill 10 rats; choose 1, 2, or 3; then look for another quest icon. It's not a terrible model, but it's one that left me wondering if there was a better way to do things. Why make it an MMO when you could just do a multiplayer RPG? I'm not sure I know the answer to this yet, but I do feel I'm getting closer.
I know it was only a demo, but my Orc Dragonknight started only at level 6, which was taking me about 10-15 minutes at most other hands-on booths, so I didn't mind skipping that. Maybe that made this game easier to approach, but the presentation helped a lot too. See, unlike SWTOR, ESO always made me feel as if I was playing an RPG, not an MMO with a forced story attached. Don't get me wrong; I loved my bounty hunter's story, but I honestly can't remember a tenth of the quests, just the story parts. With my quest today from Gibblets the dog, I can recall several details as well as some of the other quests I accidently found along the way.
Let me take that back, actually. It wasn't an accident. I just didn't realize I was starting a quest when I talked to them. Yeah, there was an aura that showed me I could talk to that person, but the couple talking about "riding crops" also had that aura (though maybe because those two seemed kind of off). After a day of yellow exclamation points and "kill 10 X," being able to run around and not see a quest coming a mile away was refreshing.
And this sense of discovery wasn't limited to just quests. I could pick up almost everything! Bread, sacks of wheat, mead. Rats dropped ears, chickens dropped eggs, and all was good with the world. This will sound odd, but I wasn't playing an MMO; I was playing an RPG. I was exploring a world, finding things to do, doing them, and in the process, finding more to do. I wasn't focused on my stats or how trade skills work (yet), but I was running into homes and dry-looting them like a thief. Unlike NPCs in other Elder Scrolls games, no one seemed upset, but maybe that would come later. I doubt I'll be able to rob people blind in the street, murder a guard, or kill a vendor, but I still felt as if I had a lot more freedom than in a lot of the current MMOs I play. This wasn't because story was crammed in to fit an MMO mold. In fact, if anything, an MMO might be crammed in to fit an RPG mold. I realized after nearly an hour that all I had killed was some sheep, rats, chickens, and a few NPCs that ambushed me around town as part of one of the quests I discovered. I actually had to force myself out of town to try combat, which is something that rarely happens to me in an MMO these days.
This may sound like a dream to some people, but after playing some other games that seemed like long lost twins, I found that The Elder Scrolls Online was a good change of pace. However, it also made me wonder about its MMO status. The town felt a bit instanced for me. Other players were also running around grabbing these items, it seemed. I couldn't see their dogs, but I think most of the level 6s that entered the town were doing the same thing I had been doing. Maybe later the quests will involve multiple players and people will have options, but I don't know how it will work. One clever element of TOR's group RPG experience was the way conversations were handled. I know a dice roll to decide the fate of the galaxy sounds like a gamble, but I could live with it. It was interesting to see three people damn an NPC and one person roll higher than the other and save him. I don't know if ESO will have that, or how it will handle that, but I do want to find out.
Massively's Jasmine Hruschak also previewed ESO at E3, so stay tuned for her impressions!