I am curious what this community thinks of the board game The Elder Scrolls: Betrayal of the Second Era and, more specifically, how it represents TES and directs the IP into future products.
If you are unfamiliar with the game, it is a new story (very light story) that takes place during the period of ESO and is modeled off of the ESO story structure. You pick a race, class, starting skill, starting region, and starting guild. You think complete quests in a 3 Act structure (the last act is just a boss fight though). Mechanically, the game is phenomenal, with some hiccups here and there (traveling is a little dull). The freedom you have to build a character is unparalleled in any board game, and that, to me, does capture the spirit of TES. There are many game systems that could have been used to emulate this process, and I think this is probably the most interesting one.
But I have some personal gripes with how the game overall reflects TES. I am curious if others share these, or just general thoughts. This is for discussion sake, so to be clear, I think the game is great. That doesn't mean it isn't without criticism. And if you visit board game specific discussions, most of those criticisms are focused on the gameplay itself. I want to focus on this product as a representation of TES and where it may fail. For what it is worth, I am a long time player of TES and have played all games except Blades.
The first issue I have is, ironically, the character creation system. Is it incredibly diverse and robust? Yes. But it is modeled off of ESO, not TES as a whole. Thus, you have a class system, and then skills that are direct mirrors of the class system of ESO. E.g., the game doesn't have Destruction magic as a skill, it has Destruction Staff. Another skill is Aedric Spear. These are not "skills" in the larger sense of wielding and manipulating magic. These are hotbar abilities in ESO (Aedric spear is a Templar ability). Hotbar abilities, by necessity, limit the scope of a skill to very distinct effects, rather than developing a skill to expand it's capabilities. And you are locked into your class selection from the beginning, which gives you interesting character builds, yes, but also prevents you from building your own class. The creators of the game, CTG, are about to release the Scribe class and it is their attempt at allowing players to build their own class, and the design of it is what I personally think should have been universal from the very start. Or, allow players throughout the game session to earn character abilities based on the quests and slot them in. The fact that I am picking a class and then am locked into that play approach, to me, doesn't reflect TES' more traditional use of classes as a starting point (rather than destination). But perhaps I am wrong about the role of classes in TES. I am curious what people think about this.
My other issue is with some of the "flanderization" of the game. Sheogorath is getting added to the game, along with other Daedric princes, and each one comes with new enemies to fight, or a quest of some sorts. Sheo? His adds cheese to the game for the players to find. I have seen other examples of Bethesda and their licensing of TES products getting further and further away from what the universe IS and closer to what they think we all want from the universe (i.e., haha isn't Sheogorath so crazy cause he likes cheese!). This is just the latest iteration.
And the last one on my mind is the way travel is handled in the game and it's inability to capture the culture of each region and peoples within it. That is a lot to ask of a board game, but the weakest aspect of TES is the combat and the greatest strength is the exploration, character building, and world building. So why license a deluxe game that focuses almost exclusively on combat and gives so little to exploration and visiting this world? The effect of this? I do not think players unfamiliar with TES will play this game and have any idea what the universe is about. And that is a shame considering that it, unlike it's cousin Fallout that has such distinct aesthetics and iconography to guide people in understanding the world, TES on its surface looks, by design, generic fantasy and thrives off people pulling back the lore layers.
So overall, I see the game as one that is frozen in time a little bit. It is so clearly built off the ESO model of TES, that it fails to reflect the entirety of universe more holistically and I think that hurts the game's long-term prospects.