The Elder Scrolls Online main story will be '100 percent solo'
In a recent interview, The Elder Scrolls Online's creative director states that the "main story" of the game is "one hundred percent solo."
Ever since Bethesda Softworks announced that it is working on an MMORPG set in the beloved Elder Scrolls universe, fans of the solo games have been brimming with questions about what the game will actually be like when it releases. In a recent interview with The Elder Scrolls Online's creative director Matt Firor, a number of general things about the game were discussed, ranging from learning lessons from past games in the genre, to the fact that the main story will be playable as a solo experience.
"We have a whole part of the game which is one hundred percent solo, which is the main story where the world focuses on you. You're the hero," Firor told GameInformer. "Everything you do is solo, and the world reacts to you that way."
Clearly, many MMOs already allow players to play through their main story-lines by themselves. Firor's statement could simply mean the usual, but since the Elder Scrolls games have always focused on playing a single heroic (or anti-heroic) figure, it's at least possible he means that the series of main story quests must be played alone. Given the fact that it's a massively multiplayer game we're talking about, however, I'm betting you'll be able to bring friends along.
Firor also discussed several standard MMO gameplay tropes that The Elder Scrolls Online will incorporate as well, such as party-based RAIDS, and instanced encounters.
You can check out the entire video interview here.
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Jeff Mattas posted a new article, The Elder Scrolls Online main story will be '100 percent solo'.
In a recent interview, The Elder Scrolls Online's creative director states that the "main story" of the game is "one hundred percent solo."-
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Back in EQ 1, it was hard and we liked it that way. 5 days /played? psssah. It took that long just to kill an unkillable god. Even a normal mob took several minutes just to kill. And don't even get me started on the death penalty. Why, I remember running to get my body back at 2 am on a work night with no one around to help me and I was down in lower guk... wait... that sucked. Why were we all obsessed with that gaem? ugh... and then there was the entire guild wipe trying to zone in... just zone in... to plane of fear. Stupid system limit lagged everyone and we wiped on the inside. Oh yeah. That was a great time waiting hours while we begged an uber guild to come kill the entrance mobs just so we could get our bodies back. Sigh.... I'm old.
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afaik any game that has deviated from the established convention of a completely open multiplayer world with instanced high action/story areas (such as dungeons and raids) has failed to explode onto the MMO gamespace. I hope they mean "the main quest line/story is able to be one hundred percent solo, but within a massively multiplayer persistant online world" and not "average single player game with repeated instanced online content once you reach max level".
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This failboat is pre-sunk....
They don't even know what they want this game to be.
"one hundred percent solo" MMO
Bet the monthly fee and antiquated systems looked real good when they started development back in 2007. Also, the fact that they are using the same engine as SWTOR is also fail. Combat just never felt solid or substantial in SWTOR. That engine also can't handle the number of concurrent players needed without splitting you up into many instanced zones. -
I have to admit, when this title was first announced I wasn't excited about it at all... in fact it sounded kind of like a waste of time and resources to me. But after reading the long article on this in Game Informer... I have to admit that I'm interested. They have some cool ideas and it sounds like they are trying to break that holy trinity of combat in MMO's (tank, heal, damage). I'm still not sold on it but it turned me around quite a bit to the point where I'm at least paying attention now.