‘Unapologetic’ about making Elder Scrolls MMO

ZeniMax devs ‘unapologetic’ about making Elder Scrolls MMO

The Elder Scrolls Online - concept art

ZeniMax Online recently called in to the Game Informer podcast to talk up its Elder Scrolls Online title. Game director Matt Firor and creative director Paul Sage were the devs of record, and the 30-minute chat featured some interesting tidbits.

Firor mentions that the game will release simultaneously on PC and Mac, but ZeniMax has no plans for a console version. Sage talked a bit about the progression system, which, while level-based, does feature skill-based advancement as well. In the current build, characters gain experience in skills that are slotted. Sage also mentions that you do get better with weapons as you wield them, though the gain is not 100 percent usage-based.

There’s also a bit of discussion about art style, camera modes, and the decision to MMOify the Elder Scrolls IP. “We’re making an MMO; we’re unapologetic about that. This is the Elder Scrolls MMO. It’s not Skyrim. Skyrim already exists, and you can go play Skyrim. We’re making the MMO version of the Elder Scrolls, and with that comes some conventions that are different from a console RPG,” Firor says.

The Elder Scrolls Online is not being designed by designers, its not being designed by people who like playing games, it is being designed by suits and PR asshats, yet they expect the masses to simply be enthralled with it, because they think it’s awesome and exactly what we want.

 

The ESO previews characters, more in new trailers [Update]

The Elder Scrolls Online -- Character teaser trailer screencap

We’re expecting big things out of The Elder Scrolls Online during this year’s E3, and to kick things off, Bethesda and ZeniMax have unveiled a new teaser trailer that shows off a small sampling of the characters players can look forward to taking control of when they get their hands on the game. While it’s not exactly gameplay footage, perhaps the new video will assuage fans who are uncertain about the game’s art direction. That, or it will enrage them further.

At any rate, the sample characters run the gamut of what you would expect from The Elder Scrolls: big bearded dude with an axe, sultry elven spellcaster, cloaked assassin — you get the idea. The video’s short and doesn’t serve as much except for eye-candy, but if you’re voracious for new TESO tidbits, it’s definitely worth a look. Just head past the cut for the full trailer, and be sure to check back later this week for a chat with the folks behind the upcoming title.

[Update: We’ve also added another video, this one an interview of TESO’s game director discussing and showing off the game, and the official site has updated with a new look and FAQ. Thanks to Paul for the tips!]
I can see that the people posting here arent fans of the Elder Scrolls series of games,..or just played them as any other games. Most of the people who want this do so because they are long standing fans and players of the  games,mostly Morrowind and Oblivion. Those fan bases have been going strong since 2002,and we are so very excited to see that our favorite world has come of age in the MMO arena.I dont think any of us will care if this person being interviewed is nervous,or isnt loved by the cameras.He isnt there to look hot or be charismatic.He is there to let fans know that what they have been asking Bethedsa for,for many years now,has come to fruition. Finally,.. :(. I’ll be glad to pay for the online playtime.More so than World of Warcraft,because after less than a year,i was bored with it. The Elder Scrolls has never bored me,and I still play Morrowind,..along with Skyrim,The Witcher 1&2,and a couple of other games.

 

Talking with Nick Konkle about The Elder Scrolls Online’s design

E3 2012 The Elder Scrolls Online

Our fellow feathered friends at Joystiq visited the Elder Scrolls Online booth at this week’s E3 and caught up with Lead Gameplay Designer Nick Konkle about the game’s look and feel. Konkle made the point that each of the Elder Scrolls game had its own aesthetic, and TESO will carry on in this tradition: “Every province has its own look, but we aim for the realistic — for the cool.”

Konkle dives into what will make TESO its own unique creature. One of the mechanics he explained was the game’s hotbar. The first two buttons are dedicated to whatever weapon you’re wielding, the next three are chosen abilities from your class, and the last button is an ultimate skill derived from your class. “In addition to those six things, everyone has these skills that are always available: sprinting, ducking, and blocking,” he said.

What is ZeniMax doing to ease those familiar with the lore but not MMOs into the game? “From the very beginning, we didn’t set out to make a really big, standard MMO,” Konkle said. “Nor did we set out to make a Skyrim clone and just put it online. We set out to make a great game. So we don’t just have the standard MMO controls, abilities, and rotations like you’re used to.”

You can watch the 11-minute interview after the jump for more information on TESO’s combat and social systems.

 

Matt Firor takes fans inside The Elder Scrolls Online

Screenshot -- The Elder Scrolls Online

This year’s E3 is winding down, but we’re not quite done yet. In addition to Joystiq’s interview with ZeniMax’s Nick Konkle, we had the chance to join Matt Firor as he gave a preview showing of The Elder Scrolls Online. While he didn’t reveal anything earth-shattering that we didn’t already know, he did provide some insight into the upcoming title’s development.

Many fans of the Elder Scrolls series are up-in-arms over TESO’s lack of resemblance to earlier entries, but Firor assures us that the studio is doing its best to implement features that will help the game retain its Elder Scrolls flavor. For instance, the game will feature the time-honored resources of health, magicka, and stamina, and as in other Elder Scrolls titles, players will be able to sneak, block, sprint, and so forth regardless of character class. In addition, despite the studio’s choice to use often-derided action-bar-centric combat, ZeniMax is still attempting to give combat a more visceral “action-RPG” feel to keep it more in-line with the general type of frantic combat players have come to expect from the series.

The title will also focus on freedom and flexibility. Firor says that the studio’s aim is to make certain that no player is ever excluded from content, be it PvP or dungeons, based on her character class. To this end, many classes will be able to fill multiple roles to ensure that a given group will be able to succeed regardless of its class composition. Players are further encouraged to work together by the game’s public dungeons and its philosophy of rewarding players for helping others on the fly.

The presentation also took us through a questline that sees the player doing some work for the Mage’s Guild. A werewolf has been causing trouble for a nearby township, and in the meantime, a bunch of ghostly warriors have given the Mage’s Guild pause. It turns out that the ghosts are warriors who killed the (apparently undead) werewolf long ago, and they wish to teach the player the secret to bringing the werewolf down. After being transported back into the past, the player will have to decide whether or not to save a warrior in danger. Should she choose to do so, she’ll be rewarded with a new line of quests from one of the warrior’s present-day descendants. Firor claims that should the player choose not to play savior, the questline will progress differently as a result, which should hopefully help relieve the monotony of playing the same content multiple times on future characters. At any rate, after the player has discovered the secret to defeating the undead werewolf (hint: it’s fire), she’s sent off finish him off for good.

Unfortunately, we didn’t get the chance to go hands-on with the game ourselves, and gameplay footage for the presentation was limited to the short combat demo. So for now, that’s about all we have, but hopefully we’ll be hearing more from The Elder Scrolls Online in the near future.

 

TESO’s real-time combat ‘is all pretty much new’

ZeniMax TESO's realtime combat 'is all pretty much new'

If ZeniMax seems a bit defensive about The Elder Scrolls Online, you can hardly blame the company. Since its announcement this spring, the upcoming MMO has been met with a steady chorus of fan disapproval due to perceived similarities with other themepark fantasy MMOs.

In a new interview with Kotaku, ZeniMax head honchos Matt Firor and Paul Sage attempt to accentuate the positive and differentiate TESO from its genre competitors. “When people sit down and play it, they’ll realize it’s different. Like our whole real-time combat system of blocking and dodging is all pretty much new,” Firor explains.

Firor also comes out swinging vis-à-vis the notion that TESO is nothing more than a World of Warcraft analog. “Making an MMO is making an MMO. I worked in the industry before World of Warcraft, so I can tell you that World of Warcraft had a lot of influences from a lot of games. Our priority is to make a great game and not to make a clone of anything,” he says.

 

BioWare, meet ZeniMax; ZeniMax, this is BioWare

The Soapbox - BioWare, meet Zenimax ZeniMax, this is BioWare

Disclaimer: The Soapbox column is entirely the opinion of this week’s writer and does not necessarily reflect the views of Massively as a whole. If you’re afraid of opinions other than your own, you might want to skip this column.

Once upon a time, a group of decision-makers at a big AAA studio set out to brave the wilds of the MMORPG. This studio had several hugely successful single-player RPGs under its belt, and it also had quite a bit of consumer goodwill in the bank thanks to its pre-MMORPG efforts.

The studio spent a ton, and I do mean a ton, of money recreating an MMO that already existed in dozens of different games. It also spent a ton of money trying to convince gamers and gaming press that it wasn’t making a retread and was instead adding another pillar of awesome to the standard MMO formula.

This studio was, of course, BioWare. Unfortunately for Elder Scrolls fans, it’s also ZeniMax.

The Soapbox - BioWare, meet Zenimax ZeniMax, this is BioWare

OK, now that the angry Star Wars: The Old Republic lynch mob has read the opening paragraph and moved on to the comment section, you and I can discuss the unfortunate way that ZeniMax is developing and publicizing The Elder Scrolls Online. Hey, while we’re at it, let’s talk about the way ZeniMax is appropriating BioWare’s culture of MMO indifference.

When I went to E3 last month, I stopped by the giant Bethesda booth. I sat (well, actually I stood) through Matt Firor’s yawn-inducing 30-minute demo, which included some combat footage and a bunch of marketing friendly talking points. And after that was over, I sought out the ZeniMax and Bethesda reps in attendance in the hopes of scoring a one-on-one interview that might cut through the layer of stubborn PR that has surrounded this title since its announcement.

I was denied, of course, because as Massively managing editor Bree Royce opined a few weeks ago, ZeniMax isn’t really targeting our audience in its TESO marketing push. Our readership basically consists of pre-existing MMORPG fans, while TESO seems to be aimed at folks who think Elder Scrolls sounds cool but who don’t really have the time to play a sprawling, non-linear sandbox.

The Soapbox - BioWare, meet Zenimax ZeniMax, this is BioWare

If this sounds familiar, it’s because a similar tactic was employed by BioWare during the run-up to SWTOR’s launch. BioWare spent absurd amounts of time and money to create what is essentially a sequel to Knights of the Old Republic (or 10 sequels, whatever). It tacked on some PvP, a handful of dungeons, and a sub fee, and it marketed the resulting concoction as an MMO.

Nearly two million consumers bought it hook, line, and sinker, while those of us who openly wondered about BioWare’s inclination or ability to deliver a virtual world and grandiose post-launch content promises are still wondering almost eight months later.

ZeniMax is treading this same path with TESO, and while at first I chalked it up to tone-deaf developers, I’ve since realized that it’s more like business-related common sense. I don’t envy TESO’s devs, let me tell you. As I’ve said before, the game probably seemed like a good idea back in 2007. Now, though, the reason it’s being met with eyerolls, yawns, and outright hostility in the MMO community is because we’ve seen all this before, both the product and the marketing tactics.

The same was true of SWTOR, but most of us overlooked that because, you know, Star Wars. BioWare had a certain arrogance about it all through the lead-up to TOR’s launch. We know what people want, the company intimated, and this was really code for “we have a can’t-miss IP that will sell no matter what we do.” And so the firm chose the easiest path and attempted to make that fact more palatable with voiceovers and multiple you-are-the-one storylines. ZeniMax is following suit, albeit with a bit more obstinance.

Witness Firor’s “making an MMO is making an MMO” comments as well as his myopic we’re-unapologetic-about-our-MMO refrain.

The Soapbox - BioWare, meet Zenimax ZeniMax, this is BioWare

This is how you make one kind of MMO, certainly. As SWTOR is showing us, though, it’s not necessarily how you make an MMO that has staying power. MMORPGs are in fact much more ambitious than quest grinders with 200-player PvP. MMORPGs are worlds. They have real economies. They grow and change based on player action (and by player action, I don’t mean capture objectives that continually reset or get passed around more often than a hookah in a Big State University dorm room).

MMOs are home to millions of gamers who want something besides a single-player story ported over from a single-player franchise for the purposes of recurring revenue. They want something worth logging into for years at a time, not something they can already get in offline games that don’t feature continual costs.

So it’s no accident that ZeniMax is aping BioWare by steering its marketing efforts away from MMO players — MMO players generally know what’s up when it comes to retreads and wasted potential. Single-player gamers don’t necessarily know anything about MMOs, and ZeniMax is counting heavily on that to sell copies of TESO.

Why do you think that the company revealed TESO to the world on a gaming site that isn’t known for its MMO expertise? And why do you think ZeniMax hasn’t exactly jumped at the chance to talk to actual MMO press outlets? Could it be, as Bree hypothesized, that the marketing types think they already have us in the bag? That may be part of it, but I think they also know that some of us won’t necessarily buy what they’re selling, and so the return on their advertising campaign investment is better spent going after a new audience.

Ultimately, it is still early, and we won’t be able to draw any definitive conclusions about TESO until ZeniMax deigns to actually show us some extended gameplay. But what the company has shown us, and what it has said in the process, is indicative of yet another MMO studio bent on spinning regression as forward progress.

 

 

TESO’S Matt Firor on moving the franchise online

Kill ALL the wandering people!

There’s a lot of pressure on Matt Firor these days as he heads production on The Elder Scrolls Online. Fans of the franchise have a lot of expectations about what the game will look like when it finally launches, but as Firor explains in a recent interview, his main concern is making the best possible game for the widest possible audience. Thus, rather than marketing specifically to everyone who loved Skyrim, the team is concerned with making the best possible overall game for a wider audience.

Firor also elaborates on the fact that the success of the game does not determine the future of the franchise. Bethesda and ZeniMax are different studios with different priorities, and the success of either helps the other. If you’re interested in the production values behind the upcoming title, take a look at the full interview. It’s light on game details, but it’s an interesting glance behind the scenes.

 

TESO hosts lore limerick contest

The Elder Scrolls Online hosts lore limerick contest

There once was a High Elf from Tamriel / whose foppishness the villagers did tell / she had many fears / about bees flying in her ears / and thus plugged them with honey so well.

Think you can do better? Bethesda is hoping you can, which is why the studio is hosting a “lore limerick” contest for potential players of The Elder Scrolls Online. Fans can submit a single limerick about Elder Scrolls lore to the team by August 31st.

Winning warrior poets will receive several different TESO prizes, including canvased and signed concept art, t-shirts, and a mention on the official TESO Facebook page. The contest is restricted to US and European residents who are 18 or older.

 

Massively’s hands-on with ESO

Massively’s hands-on with The Elder Scrolls Online

Going handson with The Elder Scrolls Online

Last week, I ventured forth from the subtropical paradise (read: sweltering wasteland) of the Florida panhandle to the frozen northern wastes of Maryland to visit the studios of ZeniMax Online to spend some time with the studio’s premiere foray into the MMO space, The Elder Scrolls Online.

The Elder Scrolls Online has caused quite a clamor since it was first revealed back in May. Since then, everything has calmed down, everyone is discussing everything reasonably, and… I can’t keep a straight face. In reality, MMO gamers are deeply divided about TESO, and some vocal potential players are most displeased to see the venerable sandbox world of Tamriel being reduced to yet another themepark MMO experience.

So after about four hours of hands-on time with the title, I’m here to answer some questions. Have the folks at ZeniMax run The Elder Scrolls off the rails, or have they just taken it in a bold, new direction? Join me after the cut and I’ll tell you what I think.

Let me first answer the question on everybody’s mind: Does it feel like an Elder Scrolls game? It does, mostly. The game’s art team has done a fantastic job of recreating the kind of beautiful scenic vistas that players have come to expect from the series, and it’s clear that much attention was paid to keeping the world consistent with previous games. I was delighted to notice that the very same unique Nord urns I had looted the crap out of in Skyrim were scattered around the various tombs and barrows I explored in TESO. Of course, TESO deviates a bit from the previous titles in the series, mostly by necessity, but I’ll get to that later.

Going handson with The Elder Scrolls Online

For my time with TESO, I was able to play only the Ebonheart Pact faction, which is made up of the Dunmer of Morrowind, the Nords of Skyrim, and the Argonians of Black Marsh. Being the filthy elf-lover that I am, I went with the Dunmer. The two classes available in this build of the game were the Dragon Knight and the Templar. The Dragon Knight was described as a front-line fighter with reality-altering magic, while the Templar was more or less what you’d expect from a class called the Templar: magic, support, that kind of thing.

Now, TESO does character building a bit differently than most games in that any class can wield any type of weapon and wear any type of armor. In addition, all characters have access to a common “pool” of abilities granted by increasing skill in particular fighting styles (one-hander and shield, dual-wielding, two-hander, etc.) plus an additional pool of abilities granted by investing points (awarded upon leveling up) into one of your three main stats: health, stamina, and magicka. For instance, I invested most of my points in the stamina stat, thereby unlocking a passive sprint speed bonus and an ability that granted me health and stamina after I killed an enemy. Because of this system of progression, a player’s class really dictates only the class-specific abilities he unlocks as he levels. So with that in mind, I chose the Dragon Knight because the description mentioned altering reality, and I’m a sucker for the Alteration school of magic.

My Dunmer began his journey in a remote island northeast of Skyrim known as Bleakrock. Off the coast of the isle, scouts had spotted approaching ships thought to be an invasion force of the enemy Daggerfall Covenant (consisting of Bretons, Orcs, and Redguards). It’s worth noting that this starting experience begins at level 2 after Molag Bal has stolen my soul and all that good stuff, but that opening segment of the game wasn’t available to us. At any rate, my now-soulless Dark Elf was assigned the task of searching Bleakrock for missing villagers while the rest of the village prepared to evacuate. With my goal set for me, I sallied forth into the icy mountains of Skyrim.

Going handson with The Elder Scrolls Online

If you’ve ever played an Elder Scrolls game, TESO’s controls will be immediately familiar to you. WASD moves your character, the mouse controls where you’re looking/aiming (no tab-targeting here, folks), spacebar jumps, shift sprints… you get the idea. The combat controls are also taken directly from previous TES titles. Clicking the left mouse button will swing your weapon, whereas holding it down will charge up a power attack and holding right-click will block incoming attacks.

So while we’re on the subject, let’s talk about combat. I mentioned earlier that TESO varies from previous titles in a few ways, mostly by necessity, and combat is one of those ways. It’s obviously very difficult to implement the combat of, say, Skyrim directly into an MMO. And honestly, I always thought that combat was one of the series’ weaker points. As a dual-wielding character in Skyrim, I got very familiar with the “strategic” combat style of running up, spamming power attacks, and backpedaling furiously. Maybe it’s just me, but I never found it terribly tactical or exciting. TESO captures the spirit of the series’ combat in a way that is better-suited to an MMO environment, and in my opinion, considerably more engaging.

The closest comparison I can draw to an existing combat system would be Champions Online, but it has a few twists of its own. One of the features I thought was pretty awesome was the finesse system. During each fight, you’re rated on your combat prowess based on how efficiently you take down your foes. For instance, enemies will periodically charge up power attacks that can be blocked by holding down right-click. After the player blocks a foe’s power attack, the enemy will briefly be “exploitable,” which means that performing a power attack on that enemy will do major damage and knock him to the ground. Properly blocking attacks and exploiting enemies will earn you finesse points, which serve a few different purposes.

Going handson with The Elder Scrolls Online

First, you’re granted an experience bonus based on your finesse score, and if the score is high enough, you will also be given a loot chest that can contain shiny new gear. Secondly, finesse points charge your ultimate ability, the first of which is unlocked at level 5. My Dragon Knight’s first ultimate ability (I was told that players can unlock different ultimates as they progress through the game) was called Dragon Armor, and when activated, it gave me a sweet set of spiky armor that caused fire damage to any enemies within proximity. All of the abilities I was given access to had pretty high “wow” factors. My personal favorite was Fiery Reach, which shot a flaming chain to my target, pulled him to me, and stunned him momentarily so I could take my leisurely time in laying the smack down.

Overall, the combat has a strong action flavor and flows really well. Taking on a group of enemies and surgically blocking, retaliating, and using abilities while watching your finesse score rise has a way of making you feel like a badass. Unfortunately, the combat suffers from an incredibly finnicky targeting system that can make fights involving multiple mobs and/or ally players somewhat frustrating.

In essence, you can attack or use abilities only if your targeting reticle is currently over a valid target, so if you and three of your best buddies are going to town on some hapless zombie, it’s pretty easy for abilities to simply not trigger because your friend’s attack animation put his pinkie finger in the way of your targeting reticle. I’m admittedly a bit disappointed that there’s no real-time hit detection, so you can’t simply swing your sword and hit the enemies in the arc of the blade, and there doesn’t seem to be any way to dodge incoming projectiles. I can understand why those things can be problematic to implement, but the current targeting system needs a great deal of work.

Another thing that long-time players of The Elder Scrolls are surely familiar with is robbing entire towns blind by looting every last wheel of cheese from the poor townsfolks’ cupboards. Those players will be happy to know that this capability returns in TESO but in an understandably more limited fashion. While every single urn and crate isn’t lootable, many are. And unfortunately, no, you can’t put a basket on a shopkeeper’s head and then rob him blind. In fact, most of the containers I came across contained crafting materials, which were useless to me because crafting hasn’t been implemented, but the devs assured me that crafting will be quite valuable in the finished game.

Going handson with The Elder Scrolls Online

One thing that really stood out to me was TESO’s quest design. You always hear people talk about how they want to nix the kill-ten-rats style of quest design, but TESO is actually taking strides in that direction. While there were a few kill X mob quests, most of the quests I encountered weren’t so tedious. The moment I noticed the change in design happened when I was given a quest to free some members of the Fighters Guild from spider webs in a cave. In any other game, there would be a number of generic “Wriggling Web” NPCs that I’d have to destroy, and some of them would contain enemies I’d have to fight, while others would contain nothing at all, and I’d end up searching 20 webs before I found the three people I was looking for.

But this was not the case at all. Instead, all of the webbed NPCs were the guild members I was looking for (and I’m fairly positive it wasn’t just some fluke of the RNG), and the combat of the quest came simply from fighting the nearby spiders as I searched for the trapped folks. The game also attempted to put a more entertaining twist on the kill X mobs quests it did have.

One that comes to mind is a quest in the Bal Foyen area of Morrowind that had me throwing netch eggs at Daggerfall Covenant troops to cause nearby bull netches to attack them. Overall, I noticed that I wasn’t constantly looking at my quest tracker, wondering when I’d complete this stupid objective, and I wasn’t fixated on my XP bar, either. It also helps that the game actively encourages exploration with out-of-the-way points-of-interest that can contain shiny loot or interesting side-quests, which mimics the time-honored Elder Scrolls experience.

I also had the chance to experience some of the game’s group content in the form of a public dungeon known as the Crow’s Wood, set in a plane of Oblivion. The surreal flavor of The Elder Scrolls’ outer planes was well-captured by a series of quests involving talking crows, giant bats, and a sorcerer’s deal gone sour. That last one is of particular interest because it served up an interesting moral dilemma.

Going handson with The Elder Scrolls Online

Long story short: A sorcerer made a deal with a hagraven that involved the hagraven’s granting the sorcerer arcane knowledge under the condition that the sorcerer spend the rest of his (presumably unnaturally long) life with her. Surprising absolutely no one, the sorcerer tries to renege on his end of the deal, and it’s up to the player to decide how things play out. Do you force the sorcerer to keep his part of the bargain or free him from the hagraven’s bondage? Or maybe you just kill ’em both because you can’t be bothered with such silly trifles. Personally, I made sure Mr. Magician upheld his word because I don’t like a double-crosser and anyone who’s making bargains for eldritch power is never a good sort.

Group combat against champion monsters was satisfying aside from the combat targeting quirks I mentioned earlier. The champions present a reasonable challenge that requires a bit of strategy, but of course the loot they drop is usually worth it. I wasn’t able to go up against any bona fide bosses, but if the champion mobs are any indication, players should expect fights that rely on quick reactions and high mobility to survive.

One of the last bits of TESO I got a look at before my playtime was over was a Dark Anchor. Dark Anchors are anchors sent by Molag Bal from his plane of Coldharbour in an attempt to pull Tamriel into his domain. Of course, we can’t allow that to happen, so players are able to destroy these Dark Anchors in a public-quest-style encounter. All players have to do is run up to the Anchor and get to killin’. All players in the area will get credit for helping to send the Dark Anchor back to Molag Bal, and destroying Dark Anchors will earn players favor with the Fighters Guild. While I took down my Dark Anchor solo (we had about five minutes left, so everyone was running around like a madman), I can see them being a fun distraction but not much more than that unless the difficulty ramps up immensely when more players are participating.

Ultimately, I left my time with The Elder Scrolls Online feeling considerably more optimistic than I had expected. The team at ZeniMax Online has done a great job so far recreating not just the world of Tamriel but also the feeling of an Elder Scrolls title. A few small quirks aside (and really, it’s pre-alpha; I didn’t go in there to nitpick bugs), TESO is shaping up very nicely. If you’re one of the folks who thinks that what ZeniMax is doing to The Elder Scrolls is tantamount to blasphemy, I urge you to fight back the rage and keep an eye on this game because it may end up surprising you as it surprised me. If you’ve got any questions or if you’d like to question my loyalty to The Elder Scrolls, feel free to speak up in the comments and I’ll answer everything the best I can.

 

What 2013 MMO are you anticipating the most?

The Daily Grind - The Elder Scrolls Online screenshot

It’ll probably be hard to top 2012 when it comes to MMORPG hype. Several big-name games came out this year, and another launched so late in 2011 that it might as well have been a 2012 release.

Next year looks much calmer, though the impending arrival of The Elder Scrolls Online and possibly ArcheAge will no doubt register on everyone’s hype meter. So how about it, dear readers. What 2013 MMORPG release are you anticipating the most?