Posted on May 18, 2012 AT 02:08pm
By their nature, MMORPGs have thousands of players playing them, each of which is one of the countless heroes that exist in that world. For The Elder Scrolls Online, Bethesda wants to do something a little different: They want you to feel special.
In a video interview with Game Informer, The Elder Scrolls Online game director Matt Firor had the following to say:
“So the part of the IP that we worked with the most to ensure that it was closest as we could get it in an MMO to what it would be in a console solo game is that I’m the hero. In the Elder Scrolls games, you’re always the hero—whether you want to be or not in some cases, you know?
“You go out there and you kill the dragons. You kill Mehrunes Dagon in Oblivion. In Morrowind, you’re up there fighting the Tribunal—those are huge, global, epic things that you don’t want to stand in line to do in an MMO. Like, the last thing you want to do is have the final confrontation with Mehrunes Dagon as he’s stomping across the Imperial City, and you see like 15 guys behind you waiting to kill him because they’re on the same quest.
“So—as MMO online designers—the thing we wanted to make sure we hit the most was that feeling that you’re awesome; you’re the hero. And we do that through a mix of technology, where when I am confronting a major foe in the game, I’m doing it in an instance where I am alone.
“And, we have a whole part of the game that is 100% solo—which is the main story—where the world focuses on you. You are the hero; everything you do is solo and the world reacts to you that way.”
I can remember countless times when playing World of Warcraft where I’d go off on a quest to defeat some powerful, menacing foe, have a brutal battle with them, and come out of the fight bruised and blooded but victorious. And then—while sitting there healing up or making plans for what to do next—I’d see that enemy pop right back up, and another group of adventurers go up to have their turn at defeating the monster.
It always felt weird to me, and took away some of the role-playing aspect of the game. So, I’ll be honest: I’m very, very interesting to see where Bethesda goes with this idea, especially if it is core to the entirety of the game. Will they pull it off well, and will it make a noticeable difference on how it feels to play?
Source: Game Informer
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