Elder Scrolls Online | The Definitive Review

The Nugget

  • Elder Scrolls Online (ESO) is fundamentally undermined by a pervasive microtransaction system that charges for essential quality-of-life features, deploys monotonous gameplay loops, and lacks a cohesive challenge, making the overall experience aggressively mediocre.

Make it stick

  • 🪙 Microtransactions for everything: From character renaming to race changes, and even bag space, everything requires purchasing tokens or crowns.
  • 🚫 Dynamic scaling paradox: ESO's level scaling aims for freedom but makes progression meaningless as there are no real difficulty changes.
  • ⚔️ Combat malaise: Despite real-time combat potential, ESO's challenge is almost non-existent for the majority of the game.
  • 🛠️ Tedious crafting: Research mechanics make unlocking crafting features intentionally slow, encouraging players to spend real money to skip wait times.

Key insights

Pervasive Monetization

  • Nearly every in-game improvement or convenience requires purchasing tokens with real money, from basic functions like renaming characters and managing bag space to changing races and adding character slots.
  • ESO Plus Subscription: This offers substantial quality-of-life improvements, including unlimited crafting materials storage, pointing to a design where the game encourages you to pay for a smoother play experience.

Gameplay Design and Scaling

  • Level Scaling: Initially implemented to let players explore freely like in other Elder Scrolls games, it removed a sense of progression and challenge, making enemies feel uniformly easy.
  • Combat Mechanics: Combat is real-time but lacks complexity for most encounters, reducing the excitement and challenge normally expected over an RPG's progression.
  • Lack of Restriction Leads to Lack of Creativity: Unlike past Elder Scrolls games where systems encouraged creative play, ESO's design overly simplifies choices, limiting the player's need to think strategically.

Quest and Story Execution

  • Fast-moving Story: The game’s narrative can be challenging to follow due to the fast pacing and frequent updates, often leaving players disconnected from the plot.
  • Incoherent Plot Points: ESO's main story missions often contradict themselves, with characters making illogical decisions that break immersion.
  • Instance-based Questing: Effective use of instancing for dynamic story progressions, though it sometimes disconnects players from a cohesive narrative experience.

Crafting and Economy

  • Research Mechanic: Learning new crafting recipes involves an extremely lengthy process where traits must be researched over real-world days, making comprehensive crafting mastery practically infeasible without spending money.
  • Style and Motif System: Unlocking new armor styles often requires purchasing books or motifs, which themselves are rare drops or available for purchase at high prices.
  • Economics and Rewards: The in-game economy is skewed to incentivize microtransactions by limiting bag space, drop rates, and crafting resources, driving players toward paid solutions.

Community and Multiplayer Dynamics

  • Dungeon Design and Difficulty: Dungeons are designed for quick runs, minimizing exploration and strategic challenge, pushing players to subscribe to ESO Plus for more efficient play.
  • PVP Neglect: Significant lack of new PVP content and modes over the years, compounded by frequent balance shifts that alienate competitive players.
  • Helpful Community: Despite game design issues, the ESO community stands out for its willingness to help new players, contributing positively to the game’s environment.

Key quotes

  • "Playing ESO nowadays is like the internet pre-ad blockers; it's full of ads."
  • "The game has all these design decisions which are stupid, time-consuming, and annoying—and in order to get around those deficiencies, you have to pay your way around them."
  • "This game started off having lost the identity of the games that came before it and inspired it but has slowly over the years come to adopt the things that both made the Elder Scrolls series great and what also holds it back in many ways."
  • "People coming from other Bethesda games wanted to explore anywhere anytime they wanted, just like in every Elder Scrolls game previously released."
  • "It’s aggressively okay; it has a lot of great ideas that are poorly implemented and overly balanced to the point of being boring."
This summary contains AI-generated information and may have important inaccuracies or omissions.