Andy Chalk said:
Firor said The Elder Scrolls Online is a "world," ...
This is only true if, as with early MMOs, there is more to do in the game than combat. And, to be clear, I mean non-combat gameplay as a
viable playstyle. Look at games like
Star Wars Galaxies, where early on in that game's life, you could be a full-time crafter and
never find yourself without something engaging to do.
Then WoW-like games came along that reduced all non-combat gameplay to combat-adjacent -- crafting was just to make combat gear, and you'd have to play the combat side of things to get the most important ingredients, and the crafting process was "put ingredient in box and click and get exact copy of item everyone else has." This, along with the removal or heavy instancing of player housing, took away any claims that MMOs had to being "worlds."
They're lobbies. Visual lobbies in which you wander and putter about while waiting for a group to fill up to go to Instance X or Battleground Y. There's no life to them, and there's no opportunity for players to leave a footprint in the world when they're not logged in. Early MMOs provided value-for-dollar by creating the feeling that players were buying
real estate in a virtual world, not just paying admission to a theme park.