For me, going hands-on with The Elder Scrolls Online yielded a dishearteningly un-Elder-Scrolls-y experience in places. Admittedly, however, it was only the first few hours, and – even in rooms so quiet that everyone angrily shushes mice for skittering by – MMOs don’t generally demo well. With those things in mind, I aired some of my grievances to the game’s developers – the full results of which you’ll see very, very soon. For now, though, here’s the big one: Why does everything feel so rigid? Where’s the organic madness, the giants playing continental golf-hockey with wolves, pelting me with pelts while I fearlessly press on in a single cardinal direction, constantly stumbling into random adventure? Why not replicate that openness with actual, you know, people instead of NPCs? As part of a group interview, creative director Paul Sage explained the rather large gulf between the two experiences.
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