The Elder Scrolls Online: Necrom similar games & best alternatives

The Elder Scrolls Online: Necrom

Xbox Series X|S, PlayStation 4, PC (Microsoft Windows), PlayStation 5, Xbox One • 2023

Should you play it?

Traverse the Telvanni Peninsula in Morrowind and preserve secrets ascribed to the unfathomable realms of Apocrypha. Unlock the runic power of a brand-new class - the Arcanist - and fight to uphold reality itself.

What works
  • Engaging new arcanist class with unique mechanics
  • Beautiful and atmospheric new zones (telvanni peninsula and apocrypha)
  • Rich lore and improved storytelling compared to recent expansions
  • Challenging group content including trials and dungeons
  • Strong exploration and collectible systems
Things to keep in mind
  • Main story ends on a cliffhanger requiring future dlc
  • Some quest bugs and pacing issues reported
  • Visual effects can be overwhelming for players with photosensitivity
  • New class perceived as overpowered by some
  • Reused assets and some zones feel repetitive

What to play next

Top picks

Games that feel the closest overall

  • The Elder Scrolls® Online

  • RIFT

  • Guild Wars® Reforged

  • Neverwinter

  • Monster Hunter: World

  • Darksiders Genesis

  • The Lord of the Rings Online™

  • V Rising

  • Granblue Fantasy: Relink

Hidden Gems

Less popular games with surprisingly high similarity

  • Reign of Darkness

  • Shard Squad

  • Nienix: Cosmic Warfare

If you liked…

Recommendations by what you enjoyed most

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • Scroll or double-click the chart to zoom out and see more games.

Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers (hidden on purpose).

The Elder Scrolls Online: Necrom: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Competition, Status, Fellowship, Domination. Here, the score leans higher than usual among comparable games on Story, Fantasy, Exploration.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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    "Players have freedom to choose farming style, combat spells, and exploration paths in dungeons, though some progression is linear via quests."

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    "Players have freedom to choose class builds and explore large zones, but some quest progression is linear and requires following set paths."

  • Competence

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    "The game offers skill challenges in combat, spellcasting, and exploration, with mods increasing complexity and feedback."

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    "The new Arcanist class offers unique mechanics and skill challenges; some content is challenging, but much questing is straightforward."

  • Competition

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  • Continuation

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    "Many players report long play sessions and habitual engagement despite bugs."

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  • Cooperation

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    "Group raids and dungeons encourage teamwork, though solo content and solo raids are also available."

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    "Group dungeons, trials, and world bosses encourage teamwork; some content requires party play and cooperation."

  • Creativity

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    "Players can customize builds through upgrade choices and character abilities, but overall structure and levels are fixed and repetitive."

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    "Players can customize builds with three skill branches per class; housing and character customization exist but are not deeply emphasized."

  • Domination

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    "Community emphasizes mutual respect and cooperation; no strong evidence of dominating or toxic behavior."

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    "Community interactions emphasize cooperation and shared experiences; no strong evidence of domination or toxic behavior as a core feature."

  • Escapism

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    "Players use the game to immerse in a rich fantasy world, escaping real life through story, exploration, and lore."

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  • Expectation

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    "Most players engage voluntarily for enjoyment; some feel pressure from community or grind but generally intrinsic motivation."

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  • Experimenting

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    "Players experiment with different classes, skills, and tactics; game encourages trying various builds and strategies."

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    "The new class and builds encourage experimentation; however, some players follow established strategies and routines."

  • Exploration

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    "Large, colorful zones with collectibles and secrets encourage curiosity-driven discovery and re-exploration."

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    "Large new zones with detailed environments and hidden lore encourage discovery and curiosity-driven exploration."

  • Expression

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    "Character customization and housing allow for some self-expression, though limited by game design."

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  • Fantasy

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    "Set in a high fantasy world with magic, daedric realms, and mythical creatures."

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    "Strong fantasy setting with Daedric princes, magic, and otherworldly realms central to the experience."

  • Fellowship

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    "Community and guild systems foster social connections, though some players prefer solo play."

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    "Players form social bonds through guilds, group content, and shared achievements, though solo play is also supported."

  • Growth

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    "Players develop skills, learn complex mechanics, and improve over time; progression is slow but meaningful."

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  • Health

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  • Idle

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    "Requires focused attention during quests and combat; not designed for casual or background play."

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  • Intimacy

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    "Some social interactions and relationships exist but are limited in emotional depth."

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  • Leadership

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    "Guilds may have leaders, but most players participate collaboratively without strong leadership emphasis."

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    "Guild leaders and group leaders exist, but most players participate in cooperative roles without strong leadership emphasis."

  • Progression

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    "Strong focus on leveling, acquiring items, upgrading gear, and unlocking new content."

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  • Relaxation

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    "Some players find the game relaxing and immersive, though others note frustration with bugs and slow pacing."

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    "Some players find the game relaxing and immersive; others note pacing issues and bugs that cause frustration."

  • Sensation

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    "Visual and auditory effects create exciting and immersive sensory experiences."

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    "Visual and auditory effects, especially for the Arcanist class and new zones, provide stimulating sensory experiences."

  • Status

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    "Recognition through guild rank, rare items, and PvP success is valued but not dominant."

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    "Recognition through achievements, rare items, and guild status is present but not a dominant motivation."

  • Story

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    "Narrative and lore are integral, with multiple endings and character interactions, though some find story pacing uneven."

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    "Narrative is engaging for many, with rich lore and character development, though some find pacing uneven and story incomplete."

  • Strategy

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  • Thrill

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    "Combat and survival provide some suspense and challenge, but overall experience is moderate in thrill."

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  • Value

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  • Violence

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    "Combat and destruction are central gameplay elements, with magical and physical battles."

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  • Survival

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Last update: 11/07/2026