SilverBride wrote: »They introduced adult female dwarfs, not children. Huge difference.
SilverBride wrote: »The context of the suggestion does matter. So let's just agree to disagree and leave it at that.
I do not really get what would be so disturbing about children compared to giant spiders, the undead, khajit roleplayers and login queues.
As the title says where are all the children, babies, and pregnant women/mer? The closest I can find are argonian eggs which as far as i can tell hatch as full adults. What horrible cataclysm took place that wiped out all the children? I can't be the only one to have noticed this!
It prevents child murder.
SilverBride wrote: »There is a huge difference. Children are vulnerable in ways that adults aren't. Bringing children into this game would open a huge can of worms and make a lot of players uncomfortable.
Ajaxandriel wrote: »SilverBride wrote: »There is a huge difference. Children are vulnerable in ways that adults aren't. Bringing children into this game would open a huge can of worms and make a lot of players uncomfortable.
Friendly NPCs can't be harmed anyway, so this explanation does not explain much.
ZOS probably excluded children, babies, and pregnant women/mer because some player would discover a way to do things to them that would upset others playing the game.
Grizzbeorn wrote: »I find it disturbing that so many people are fixated on this. (your thread is far from being the first on the topic, OP.)
This isn't a Sims game; it doesn't have to be a direct analog of real-life.
Let. It. Go.
Ajaxandriel wrote: »It prevents child murder.SilverBride wrote: »There is a huge difference. Children are vulnerable in ways that adults aren't. Bringing children into this game would open a huge can of worms and make a lot of players uncomfortable.
Friendly NPCs can't be harmed anyway, so this explanation does not explain much
Childhood is an interesting stage in life since a child is comparatively defenseless, inexperienced and impressionable. This opens up ways to set up plots that would make a lot less sense for adult characters (saving imbeciles is annoying). Also they are useful to believably increase the emotional gravity of a situation.
Babies could literally be non-interactable world decorations/furnishings or part of the mother-NPCs mesh.
Fantasy games are far from an analog of real life.
And the fact that we can craft things like this:
is wierd and creepy to say the least.
Childhood is an interesting stage in life since a child is comparatively defenseless, inexperienced and impressionable. This opens up ways to set up plots that would make a lot less sense for adult characters (saving imbeciles is annoying). Also they are useful to believably increase the emotional gravity of a situation.
I know some people will strongly disagree, but no, for me, it doesn't matter at all if a child, teen, adult in their prime of life, or an elderly person is in danger. They're all humans and age shouldn't measure a person's worth, nothing should. So while a child is more helpless than an adult person (although one could argue if some adults aren't just as helpless, for example some of the elderly or some people with disabilities), it still doesn't "increase the emotional gravity" for me in any way. No matter what age people are, they are all living, breathing, feeling and sentient beings just the same, so I make no difference when it comes to sympathy. And of course that doesn't change in any way when it's about immersing myself into a fictional story.
I understand that with kids, partly other stories could be narrated. But in the end, what difference would it make if a bandit kidnaps someone's daughter instead of someone's wife? Does it really matter if we search for a child that disappeared while hunting butterflies or a group of scholars during an expedition (or a group of hunters, or wedding guests on their way to a party, or a farmer on his way to the market to sell crops)?Babies could literally be non-interactable world decorations/furnishings or part of the mother-NPCs mesh.
I'm not sure if it's immersive in any way if they lie around like dolls or loaves of bread.Fantasy games are far from an analog of real life.
So why the need for child npcs then?
I think you are overvaluing this.
Children are just normal,
I don't get why there is this weird emotional barrier.
Also, there is no reason to give it this humanitarian "everyone is worth saving spin". This is about a video game and the pragmatic nature of building interesting plots.
I am not even invested in this topic, but you people are so foreign to me. I understand verbally what you are saying, but I can not relate one bit.
Unfortunately the game tells you that since the name of this furniture is: Breton Cradle, Infant
Haha I would give you a Kuta for your effort of googling that
I think you are overvaluing this.
I was replying to your statement that involving children in the quest would make them emotionally more intense. I stated that for me, it makes no difference.Children are just normal,
Exactly, that's the reason I'm not sure why ZOS would have to make efforts to suddenly include them after 10 years (while there are so many more pressing things ZOS should take care of), because they're normal people just like everyone else. So it makes no difference for me whether to save a kid or an adult in a quest.I don't get why there is this weird emotional barrier.
About that, you have to ask other people, because my reasoning is that I don't see a difference emotionwise, so the effort of designing kid characters, writing dialogues, voicing them, creating idle animations seems like a lot of wasted time to me.Also, there is no reason to give it this humanitarian "everyone is worth saving spin". This is about a video game and the pragmatic nature of building interesting plots.
This is not about humanitarian ideals, but about the fact that it makes no difference to me whether I save a child in this game or an adult. Is it so hard to understand that it really doesn't matter to some people?I am not even invested in this topic, but you people are so foreign to me. I understand verbally what you are saying, but I can not relate one bit.
Who is "you people"?Unfortunately the game tells you that since the name of this furniture is: Breton Cradle, Infant
"Breton" is actually a good point:
Dogs are unable to speak, so this cradle can also be used by dogs
Grizzbeorn wrote: »I find it disturbing that so many people are fixated on this. (your thread is far from being the first on the topic, OP.)
This isn't a Sims game; it doesn't have to be a direct analog of real-life.
Let. It. Go.
I understand the point, personally. Kids existed in Skyrim, no reason they couldn't exist in ESO with similar "essential" mechanics. Not that ESO and Skyrim are anywhere near the same, but from a world and content perspective, they could exist, and I feel like non-adults do make the game feel a little more realistic. Because of course there would be kids in the world, somewhere, and it just feels a little odd that they're nowhere to be found.
Now imagine an NPC. He has to decide wether he will take the risky approach. He has a fully grown daughter in one version and a young child (who he visibly interacts with, a tangible sympathetic character that the player can relate to, in both cases). Knowing nothing else about these characters but this, what would enhance the internal conflict the character goes through more?
There is an intuitive emotional connection that can be transported with children as plot devices, to raise stakes. They are often a metaphor for future prospects and where the loss of child who didn't get to live a fulfilling life is considered traumatizing.
Children who have been mistreated in young years can be permanently emotionally damaged.
I could go on for a long time, but I anyway feel like this is painfully obvious. But yes, I do think there is an inherent emotional difference to it, when children are involved. They are an inseparable part of humanity.
And if you are cool with plain and redundant quests: good for you.
ClowdyAllDay wrote: »So. If there are people in the game who would make untoward representations involving children if children existed in game then perhaps adding children is the thing to do. If people then engage in such behaviors they can be promptly gotten rid of and the community is better as a whole without them. We should also then refer such persons to the authorities for investigation into lucid activities involving children. Seems to me that adding children in the game would be good for everyone.
Now imagine an NPC. He has to decide wether he will take the risky approach. He has a fully grown daughter in one version and a young child (who he visibly interacts with, a tangible sympathetic character that the player can relate to, in both cases). Knowing nothing else about these characters but this, what would enhance the internal conflict the character goes through more?
The thing making the emotional difference is not the age of the kid, but the degree of helplessness. It wouldn't be any less tragic if it was the helpless grandma duffering from dementia who can't take care of herself.There is an intuitive emotional connection that can be transported with children as plot devices, to raise stakes. They are often a metaphor for future prospects and where the loss of child who didn't get to live a fulfilling life is considered traumatizing.
That's a personal sentiment. To me, a lost life is a lost life.Children who have been mistreated in young years can be permanently emotionally damaged.
Trauma can ruin everyone, also adults.I could go on for a long time, but I anyway feel like this is painfully obvious. But yes, I do think there is an inherent emotional difference to it, when children are involved. They are an inseparable part of humanity.
Men and women are an inseparable part of humanity, too. Without them, kids wouldn't even exist.And if you are cool with plain and redundant quests: good for you.
I'm all for good quest designs and interesting writing. I just don't think changing the age of the npc quest giver makes any difference. It's just superficial make-up, if that's the only change. A stupid boring fetch quest is a stupid boring fetch quest, no matter if we have to bring an adult Breton farmer his farming tools or a kid their stolen toy. Actually the situation would even be more severe for the farmer, because without his tools, he couldn't harvest his crops, the harvest would be destroyed, meaning he (and his family members) would end of without food and money.
But the thing is, with these shallow world quests, you have to transport a lot on the implicit layer. Exploiting humans instinct just makes it easier.
Either you are genuinely wired differently, or you are making it too easy for yourself.
Maybe there are cultural differences, but I am certain the average human can see the connection. May I ask, where are you from, region wise?
But the thing is, with these shallow world quests, you have to transport a lot on the implicit layer. Exploiting humans instinct just makes it easier.
But wouldn't actually good writing be a better solution than just the usual bad writing with an emotional ploy as a tear-jerker (children and small animals usually work)?Either you are genuinely wired differently, or you are making it too easy for yourself.
There are probably two aspects in which my character differs from the majority (although I'm not the only one, most of my friends aren't that different to me): I know cultural expectations, but don't care much for them. I am more rational than sentimental. And from that perspective, a human is a human, age doesn't change the worth of a person in any way. And a helpless person is a helpless person, no matter which age.Maybe there are cultural differences, but I am certain the average human can see the connection. May I ask, where are you from, region wise?
I know very well that there are insticts that work for many people, they are used everywhere, including in advertising and propaganda. Especially everything related to mating and breeding (to use the biological terms, as this is a biological phenomenon) works best, so we have principles like "sex sells" as well as kids and cute puppies being slapped on all kinds of ads, from cars to yoghurt. It doesn't work for everyone, though, and it's the cheapest solution, really. Normally it's not more than a distraction from the fact that there's no actual content that would be valuable alone. Referring to ESO, that means: I want actual good stories, not bad stories masked by "oh, there's a cute kid in it".
And while there might be cultural differences world-wide, in my country it isn't that much different from how it's in the USA, btw. Although you could argue what my cultural origin actually is. I was born in Germany, currently still live in Germany, my ancestors on my father's side are Germanized Old Prussians most probably from the Sembai tribe, on my mother's side, we were Chinese nobles spread over the world (with a focus on East and South East Asia, though) after the end of monarchy. (I know it's a very unusual parentage, so if someone who reads this recognizes me from somewhere else and wants to renew contact, feel free to PM me).
I can not say that I agree with branding the engagement with instinctive behaviour as cheap, though.