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Exploring Quests In The Elder Scrolls Online

Fans of MMOs have killed their fair share of monsters. They've collected enough pelts and have returned plenty of missing items to quest-givers. The team behind The Elder Scrolls Online has the challenge of creating thousands of quests for their MMO that will hook players and share similarities with the Elder Scrolls games of the past. By implementing an exploration-focused quest structure and bringing in fan favorite quest-lines such as the thieves guild, creative director Paul Sage and lead content designer Rich Lambert hope fans of the series will feel right at home. Watch the video below to see Game Informer's Ben Reeves talk to Paul and Rich about their approach to designing quests, the main story of the game, and how the world will change depending on your actions as a player.

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Comments
  • frist
  • first
  • D-D-D-D-D-D-D-D-D-DOUBLE POST!!!
    Also, good video.

    Two bad I'm on Xbox...
  • I like this, unlike most people i love to see 100 unfinished quests, it makes me feel like i have stuff to do
  • looks great... but how much will this cost monthly?
  • This looks really cool even though I don't really play MMOs. Does anyone know if its subscription based or just pay up front?
  • Awesome info

  • I like that they are focusing on exploration and I hope they'll make nice Thieves Guild, so I'll be able to find a place good for Bosmer.
  • So why is this an MMO?
  • A lot of their ideas sound well and good; not new, but good. They better not be expecting a sub fee for their own sake.
  • This was my single biggest problem with MMO's: lackluster quest design. I really hope they can pull off something new.
  • Soooo. Any of you down there above the age of twelve and having the slightest experience with MMORPGs? =)

    I am one of those who are not yet bored of faculty-skill-based fight, plus I am rather positive, the rumors of "round-based fight" are untrue. Thus, the skill-system of the game might in fact not be all bad to me, nor to most casual players.

    Also, this game partly being developed by Matt Firor [Dark Ages of Camelot] and Co will make sure that there will be a more or less decent ReamVsRealm environment, covering battles over fortesses. This has proved to be the very b e s t way of assuring long-term entertainment for players. It does not exactly go "deep", but it always motivates the players to exercise their skill and is usually a great deal of fun.

    All these things speak for a very good, even though highly theme-parkish MMO.
    But. Their focus on quests is making me quiver with fear. You cannot make an MMO and then tell everyone to do his very own gameplay.
    Forcing the player to focus on quests is basically promoting sole playing. That is not what MMOs are for, SWTOR was the very best [Or should I say 'worst'? What an abhorrent game.] example for this. But, in fact, this would not not have to be the case. If they do a very good job on making quests suitable for community-play, things are quite alright.

    However, this is what I fear most of TES Online, as of any other casual MMORPG. A group-searching system ["LFG"], or 'instanced' dungeons would be what is sadly to be expected, and game-killing.


    Stay informed, everyone, but should the things mentioned above occur, do not count with anything.
  • Lvl.up in commenting.

  • Please, put text from video near... special for Russian languages peoples..

  • Fatty and Four eyes. Do you still have people working on Skyrim because my game still freezes! or have you given up hopeing to pump out another game for more cash?
  • Make it free to play and your player base will explode the first day. Make it subscription and it will die out withing a year.
  • Every time I see a new article on the Elder Scrolls Online, I get more and more anxious to buy it.
  • That sounds awesome, but I can't play it.

  • That sounds awesome, but I can't play it.

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