This image, showing just how often ESO uses the same layout for dungeons, is a great illustration of why what worked well in Skyrim doesn’t work as well in ESO.
It’s almost part of the IP that you reuse stuff in Elder Scrolls. It was done in Morrowind, Oblivion, Skyrim, and as we see, now in ESO. The critical difference is that in the single-player, sandboxy games, you have options. In ESO, you progress from one zone to another, without choice. And even within a zone, there is a somewhat linear path that you ‘should’ follow. Because :themepark:
To put it a different way, imagine if Skyrim forced you to do a dozen “kill the bandit leader” quests before you could advance the main plot and get to experience some of the better quest, and during those dozen required quests, the game sends you to a dozen specific caves that all look and feel very similar. That’s ESO at its worst. You COULD do exactly that in Skyrim, but you can also completely skip all of that stuff and JUST do the unique stuff. The option to do either, or to jump between the two, is the key.
General themepark design means you don’t have that choice. And why is it that way? Because the devs are worried you will get lost, that you won’t be properly guided. And I can’t even say they are 100% wrong; how many threads have we seen about a sandbox where someone ‘had nothing to do’? A themepark is like going bowling and every lane has the bumpers up. I’d hate it, but sadly more than enough ‘gamers’ will be happy about getting a higher score and not concern themselves with the fact that failure was never even an option.