A lot of what I read about for TES:O has to do with the "MMO-ifying" of The Elder Scrolls single player games. I thought it would be interesting to take a look at some of the single player "features" (there is plenty of room to add features NOT in TES single player games) and see if they would "fit" in an MMO setting.
- 10 Provinces with 10 races with 10 starting cities/areas to choose from.
- Racial Abilities.
- 8 Attributes to further define a character.
- 3 Figured attributes (health, stamina, and magicka).
- 3 Skill areas (combat, magic, stealth) with maybe 7-10 skills based in each.
- Primary, Major, and minor skills for the players to chose.
- 21 Classes (7 each from combat, magic, and stealth) players can choose from as a quick base for their characters with the ability to create their own class.
- 13 Birth signs (1 for each Tamriel month) to further detail a character.
- 2 hands, 2 mouse buttons.
- Tap right mouse click, attack with right hand.
- Tap left mouse click, attack with the left hand.
- Shift+Mouse click and you block.
- Hold+Click button for power attacks.
- Click both buttons for... ? (Special ability, maybe?)
- Attacks use stamina.
- Spells use Magicka.
- Duel cast spells for greater effect.
- Advance by using skills.
- When a set number of skill advancement occurs, gain 1 character level.
- At character level-up, add points to attributes, with more points available to those skills used to level up.
- Smithing for arms and armor and jewelry.
- Alchemy for potions and drinks.
- Enchanting for magical items.
- 6 or 7 schools of magic.
- Many basic spell effects within each school.
- Create new spells with differing effects and magnitudes, limited by a player's magicka.
- 11 Imperial Guilds.
- 5 province specific guilds in each province. (5 Dunmer Houses in Morrowind, for example.)
- Vampiric Clans.
- Werewolf Clans.
- Players join guild/factions for quests/stories.
- Guilds can be opposed to other guilds. (Tribunal Temple - Imperial Cult)
- No XP. Just skill gains.
- Faction based with many regular non-faction NPCs or items, too.
- Journal entries that have details about quests.
- No quest markers?
- All 10 provinces to explore.
- All 10 races to interact with.
- Quests with multiple ways to accomplish them.
- Puzzle, Mystery, Murder, Fight, Collect, Diplomacy, Acquire/Recover Item Quests.
- Dark is Dark. Make light spells and sources matter again. Let the Khajiit's Night Eye racial ability matter!
- 1st/3rd Person views.
- Have Guild rewarded housing.
- Have player built housing.
Would any of these "features" ruin an MMO?
Tweaking on the existing systems would certainly need to be done, and maybe some of the above just would not work with "massive" amounts of players in the game. Overall, though, I just don't buy that "This is an MMO!" response.
ZOS has here an IP that can break many MMO stereotypes. I see them skulking back to the "familiar and known" comfort zone, though.
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.