Matt Firor on How The Elder Scrolls Online Differs from WoW

Posted Fri, Jun 15, 2012 by Martuk

The term "WoW clone” is often tossed around when a new MMORPG is announced. Forgetting that WoW itself is extremely derivative of mechanics inspired by EverQuest and other MMORPG titles that came before it, it’s become the staple of what most games are compared to. Some mechanics are a necessity to the genre, but how does a game like The Elder Scrolls Online avoid being lumped into the "WoW clone" pile?

Speaking with Kotaku, Game Director Matt Firor discussed the concerns that The Elder Scrolls Online would end up being too WoW-like and how the MMORPG will set itself apart from the pack.

I think the answer there is: the more information that comes out about it—and 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. And the fact that it's based on health, stamina and magicka—you have to maintain your stamina bar to block and it's all real-time—gives it a completely different feel from any MMO."

Firor was joined by Creative Director Paul Sage, who went on to discuss accessibility design and managing combat resources in The Elder Scrolls Online. The article also describes a half-hour press demo hosted by the team and what the writer experienced during that time.

Be sure to check out our preview of The Elder Scrolls Online from this year's E3 event for more.

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