In the post below this one, one line of questions revolved around what percentage of ESO’s content is ‘themepark’, and at what percentage does an MMO go from having themepark elements to just being a themepark.
This post won’t have an answer, because I don’t think we (MMO players) can agree on an answer. Everyone will have a slightly different take, both just on the design items and how a player might actually interact with a game. I’ve mentioned before that if you play ESO as you would WoW, you will progress but miss a lot of what the game is really about, but really that is just one example. What about the player who hits level 10 and goes on to do nothing but PvP? What about those who float between quests and everything else, never finishing anything fully? What about those who do EVERYTHING in a zone before moving on?
Taking a step back, how did we classify WAR? Themepark right? But WAR was designed to be more RvR than PvE, it just failed. What about DAoC? For most they will talk about the RvR (as they should), but DAoC also had a pretty significant PvE side, especially Darkness Falls. So is DAoC a themepark? Do we need to start splitting themeparks between PvP-focused ones and PvE ones?
That I do have an answer for, and it’s no. No because the whole definitions thing has been silly for a while now. Some MMOs blur the lines, some lean more towards one style or the other, and on top of all that each MMO player has their own person view on what they consider to be a sandbox feature vs what they see as themepark. When the genre was UO and EQ, it was easy. One was a themepark, the other a sandbox. When it was EVE and WoW, it was easy. It’s not easy today, because some game devs are actually learning lessons from past MMOs and combining (and more critically, combining well) themes and features from both sides of the MMO table, not to mention aspects from other genres.
ESO is the latest and greatest combination. So far, lvl 17, it gets far more right than wrong, and I think in some aspects we are just scratching the surface of that depth. A great example is over at Keen’s blog, in the comments section, about class builds (starting with Kahlmodra’s comment).
Perhaps the biggest hurdle ESO has to get over has nothing to do with its content or design, but in getting the average MMO player out of “Play it like WoW” mode. After years of conditioning, that’s a tall task, and an interesting development to watch.