I've read in several previews that the game has a system that's kinda like phasing, but at the same time really isn't.Comocat said:I think you are right. TES and Fallout both are games built around a heroic character and the choices they make. Subsequently the game world reflects those choices. One of the first choices in Fallout 3 was blowing up (or saving megaton) could you imagine an MMO where a single player could decide to destroy and quest hub? IMO TES and Fallout are mediocre games at best when it comes to mechanics, but they shine in the fact your choices seem to matter. I can't see how an MMO can capture this spirit. Give players freedom and the majority of players will turn npcs into thralls then heard them into a penis formation. Don't allow player freedom and congrats on creating generic fantasy #1000. Best of luck to the designers though, I hope it works out.
Like in one mission you can choose to save a fort, or some civilian place, and the one you save actually stays saved, and they remember you, while the other does get destroyed.
but you can group/interact with people who chose the other option.
http://www.mmorpg.com/gamelist.cfm/game/821/feature/6819/The-Elder-Scrolls-Online-The-Comprehensive-Preview.html
This is where the first interesting design decision of ESO is seen. The game uses a form of "phasing" for the lack of a better word. As you complete missions, the world changes, and choices you make stay in that zone throughout the rest of your character's life. At one point after Bleakrock when you've made your way to Morrowind, you're asked to choose between defending docks or a keep from the encroaching forces. Whichever one you choose ultimately means the other suffers. And this choice stays that way permanently for that character. You might wonder how you'll be able to group with friends who choose the opposite. I wondered too, and was assured by ZOS that there will be a work-around so that you can always help your friends and group up even if your "statuses" in the world differ from one another.