Final thoughts
Ultimately, I'm having much more fun in ESO than I expected. A couple of years ago I personally wrote the game off as yet another themepark made by yet another single-player game developer attempting to cash a big fat recurring revenue check courtesy of an IP with a massive built-in fanbase.
ESO is very much a themepark, but it's one that places a premium on exploration and out-of-the-box progression. It's also one that's been built with a high level of craftsmanship, which makes it worth playing for a while. I still have some long-term questions, but right now I'm happy to be eating a bit of crow and exploring Tamriel's latest iteration.
With all that said, it's time to wrap up this launch week diary. Massively doesn't do review scores, of course, because frankly how could we when it takes months if not years to competently review an MMORPG. In lieu of that, here's a bullet point summary of my personal likes and dislikes from ESO's 1 to 15 Daggerfall Covenant experience.
The good
Vast, immersive world design, varied topography
Flexible skill-based progression, large number of possible builds
Immersive UI
Fun (and useful) crafting
Lots of 1 - 15 PvE quest content
Access to large-scale PvP at level 10, siege weapons
Gameplay incentives/rewards for exploring
Lore, Elder Scrolls story, books, etc.
Franchise staples like lockpicking, container looting
Subscription model (yes, I still prefer one price for everything)
The bad
Forced public account login
Clunky combat/movement animations
Quickslot interface is awkward with a keyboard/mouse
Overcrowded public dungeons
Quest bugs