In an interview done by Game Reactor, Matt Firor spoke about The Elder Scrolls Online before its upcoming showcase at this year's Electronics Entertainment Expo. A numer of topics were discussed, but some of the more interesting tidbits were pulled for perusal.
The ability to draw in non-MMORPG players is something that can be the deciding factor for a new MMO. Firor made sure to note that they had taken this aspect of marketing and development into consideration.
"This is more a multiplayer Elder Scrolls game than an MMO. [You'll see] very limited UI, nice and clean, not a lot of bars.. the combat system is very much action-based. It's also soloable… you can solo almost the entire game. We wanted to get Elder Scrolls players who were unfamiliar with online games and MMO terms to get in, play, have fun and get introduced to the multiplayer aspects.
Firor also went on to state that part of the appeal in Elder Scrolls games is that you are the one and only hero. He says that while you may use a group to help you conquer certain goals or adversaries, that the story is still about you.
"You tell good stories. We have the main story of the game, that every Elder Scrolls game has – you start out in prison and you end up saving the world… that story is very much solo. You're the hero. The NPCs talk directly to you."
"We promote that you're the hero, you get to make choices, because even if you're in a group and you're talking to a NPC, and they give you a choice – that choice is yours. Not your group; there are no group decisions in this game."
Firor then talked a bit about the social nuances of the title. He says that unlike other MMOs, you won't be forced to play together, but you will be encouraged.
"We really want players to meet in world, make it a little more organic, because meeting people in an interface isn't always much fun (though we do allow it). But we've public dungeons, where you go in, and so do other players – but they're not instances. They're actually in there with you."
"Dungeons are a little harder than overground content, about one a half times more, so you're going to find yourself in trouble – and if you are in trouble and a player comes and helps you, or you see a player that needs help, even if you're not grouped, the game treats you if you were: it shares full experience, the rewards. You're encouraged to meet people, but you're not required to."
Firor also talked about the fact that some parts of the game world haven't been seen since 1994's Elder Scrolls Arena, which leads to some pretty interesting development opportunities.
"Some of the parts of our game world haven't been seen since 1994, in Elder Scrolls Arena, so it means we have to choose how to represent the older things – that was 16-bit colour days, everything was flat… we have to make some artistic adjustments."