>Instead of the typical questing design that MMO players intuitively recognize - go to down, pick up quests, complete quests, return to town for reward - The Elder Scrolls Online aims to allow players to enjoy whatever piques their interest as they wander the world
>Townsfolk naturally point players toward some adventures
>a moderate break from the traditional tank/healer/damage "holy trinity"
>Zenimax Online intends for any five reasonably skilled players to be able to form a group capable of clearing most content
>The limitation on the number of skills available at one time mostly does away with the concept of skill rotations
>"We can just make every ability really cool, and how you build your 'hand' in advance is what defines you"
>currently equipped weapon determines the first two slots
>the final slot is taken up by an ultimate ability
>another combo the studio showed off has a fighter running into a firestorm dropped by a friendly mage and activation his spinning whirlwind attack, which turns into an inferno cyclone shooting deadly Fireballs in all directions
The Elder Scrolls: Guild Wars Online