MMORPGs have always been a hugely popular genre of game whose players are invariably fiercely protective, mostly because of how well they feel the game has been made, and that really is key for those games. The goal for MMO game developers is simple, make the players come back time and time again to play the game and many iconic brands have managed to do this from World Of Warcraft to Guild Wars 2. This year, there's a new player in the game. The Elder Scrolls Online is set to be released in April, with early beta impressions proving favourable, but they're going to have to enforce a few things and make a few changes if they are to survive in what is already an unscrupulous industry with some big competitors on the line. They do however have a significant advantage for a first-time MMO, because they already have a fanbase thanks to the enduring success of The Elder Scrolls series, which is legitimately one of gaming's most recognised brands. Bethesda clearly saw an opportunity after the success of The Elder Scrolls: Skyrim, to add a multiplayer aspect to the already-vibrant and extensive world of Tamriel. The Maryland-based company had been receiving floods of messages day in and day out about adding a multiplayer option to the game but as development slowed down following the release of several DLCs, it was clear that this wasn't going to happen, and instead, they announced that they'd just create a whole new game instead, one that was solely multiplayer, which is where The Elder Scrolls Online comes in. So how do Bethesda ensure they are successful where other eye-catching MMORPG titles with huge potential have failed?
13. Keep Adding New Weapons & Spells
Ok so let's say you're a High Elf Sorcerer and you've managed to gain a few skill points to spend on some spells and you're gradually building up your spell-set; after a while, your Storm Calling branch might start getting a bit stale, and your Dark Summoning a little too familiar, or you might suddenly feel that your sorcerer deserves a fresh set of new and fun spells to chuck at some unfortunate mudcrabs. This is why the game needs to receive a brand spanking-new wave of spells and skill-branches for us the players to explore and enjoy at regular intervals. The same applies to the non-magical based classes and characters who might want to taste the blood of their enemies on a different sword or different mace. These key weapons and spells play the biggest part when fighting opponents, and some may argue that having a more limited set of items to use in combat is better as it makes you think more but in the long run that might start to get a bit monotonous. It would also be a good idea to add in some new lootable items from time to time just to keep the interest going; the core mechanic of MMOs is to reward the player for having explored an area and so keeping that reward new and interesting would mean you would keep the player hooked at all times.