katanagirl1 wrote: »Not so true in this chapter. The last boss battle was a long, drawn-out process with all those invulnerability and add phases. I don’t advocate making story mode battles any more difficult because there are already players who cannot finish them. The stories should be for every skill level, especially beginners. I don’t enjoy long battles for that content myself because the character I do them on is not my trials character and I am there for the story. Save the furious button mashing for hard mode trials, PvP and IA.
Another thing I recently noticed with the writing is that stories and dialogues have a lot of modern tv tropes but also generally speech that we see in media today (the blurb about a pet that was something like 'I've just seen it but it's so cute I'm ready to die for it' and the 'valkynazes' plural are two of the most recent things that seemed too much like internet speech to me) that are a sharp turn from the previous years in the game.
there is not even tomato paste in the form of blood.
The fox in the scribing quest was where they hit absolute rock bottom- so far, I can only hope things climb back up from there, rather than 2025 showing us even more zos spelunking.
...
Necrom and gold road treated me like I was a total utter idiot.
colossalvoids wrote: »whole "main" storyline where we've just accompanied the quest with our presence doing literally nothing, helping the antagonist(s) etc.
colossalvoids wrote: »whole "main" storyline where we've just accompanied the quest with our presence doing literally nothing, helping the antagonist(s) etc.
What, you did nothing? In my headcanon I did a lot of things It's 80% headcanon by now, I'd say... And that's sad if this becomes more engaging than what we actually get presented (and most ideas aren't even really triggered by what's on screen; can't even say it makes me think much - although I did wonder why we assisted Ithelia at that one point, though...).
Reading this, I realize that most of the zones where I did pay almost full attention to the story and not mindlessly click were DLCs. Dragonhold, Markarth, the Fargrave stuff, I thought Galen was way more interesting than actual High Isle.... it's kind of odd because one would think they'd have the same writers to some extent.Just think they did better stories in the smaller DLC's.
or whether the current writers actually frequently consume these types of media and basically mimic what is familiar to them (we are all influenced by what we're exposed to, after all). Well, in any way, it's not exactly what I like to see in a fantasy series that formerly made a more complex and "mature" impression (speaking of TES as a whole).
I think this is spot on (and why I think they had changes in their team), and like you said earlier in the comment, probably to attract a younger audience. But it does feel out of place compared to previous writing and to the universe as a whole.
Reading this, I realize that most of the zones where I did pay almost full attention to the story and not mindlessly click were DLCs. Dragonhold, Markarth, the Fargrave stuff, I thought Galen was way more interesting than actual High Isle.... it's kind of odd because one would think they'd have the same writers to some extent.
Reading this, I realize that most of the zones where I did pay almost full attention to the story and not mindlessly click were DLCs. Dragonhold, Markarth, the Fargrave stuff, I thought Galen was way more interesting than actual High Isle.... it's kind of odd because one would think they'd have the same writers to some extent.
I have the same impression - Q4 dlcs were usually more interesting story-wise than the summer chapters.
But I think Elsonso had story/dialogues in mind, not fights? When it comes to that, I think a bit more complexity and especially giving the player character choices would be preferable. So we get the feeling that our deeds actually have an influence on the story, instead of us just running from checkpoint to checkpoint on a prescribed path, basically just like being the viewer of a movie. I understand that in an MMO we can't have big choices that change the whole story of Tamriel, but with good writing, it should be possible to give the player at least an illusion that what they are saying or doing somehow matters.
Another thing I recently noticed with the writing is that stories and dialogues have a lot of modern tv tropes but also generally speech that we see in media today (the blurb about a pet that was something like 'I've just seen it but it's so cute I'm ready to die for it' and the 'valkynazes' plural are two of the most recent things that seemed too much like internet speech to me) that are a sharp turn from the previous years in the game.
Luckily, this is not that noticeable in the translation I'm playing (tropes - yes, but not speech). Makes me wonder though whether ZOS does that on purpose because they think this is what players want (or that it was a successful method to attract new, younger audiences; the next generation that grew old enough to play an MMO within the last 10 years, so to say - reminds me of some older teachers who try to act "cool" and "youthful" to appeal to students, but fail horribly in the process), or whether the current writers actually frequently consume these types of media and basically mimic what is familiar to them (we are all influenced by what we're exposed to, after all). Or maybe they wrote exactly these things before they joined ZOS? Well, in any way, it's not exactly what I like to see in a fantasy series that formerly made a more complex and "mature" impression (speaking of TES as a whole).
Yes. The assumption is that any boss fights in the game are ultimately going to resolve in the favor of the player. This is especially true when the death of the boss is preordained and must happen for the story to continue. Of course, the whole outcome of the story is preordained, so that isn't much of a revelation. That is part of why we are just the audience in the story, pushing buttons to move it forward.
Writing teams often stray from their scope. Real world priorities like to take hold and manifest. With ESO, they simply expand the lore to include whatever real world thing they want to address. If they had to. If lore does not conflict, then ZOS is free to do whatever BGS lets them do, I guess.
World of Warcraft did this a lot and it was not unusual to wander across things like the "CSI Miami" character. I never got the impression they took their stories seriously. They were more of an open joke.
FabresFour wrote: »
I mean, the last time I felt any urgency in ESO was with Markarth, when Arana, an incredible NPC, died, and I decided I would keep playing just to avenge her. And then, suddenly, the story brings her back… Why? Why throw away the impact, the suffering?
katanagirl1 wrote: »I did enjoy the Ithelia story, but it seemed to wrap unexpectedly, the Recollection story was an awkward tie in, it all had its moments but it seemed like the budget ran out before the story was completed. I think the writers like to shepherd the player with npc guidance that tends to take up too much time instead of letting the player figure out what to do and resolve the situation. I mean we had both Beregon and the Skingrad legion lady this time. Maybe we need more action and less dialogue.
ZOS stories are too "easy chair accessible". They are like watching a movie that won't progress until you press a button, then it continues on. The button is a meaningless signal to continue. The quest actions are busy work that lead to the point where the button is pressed that moves the story forward. The entire purpose of the player is to press that button.
We are zombies.
But I think Elsonso had story/dialogues in mind, not fights? When it comes to that, I think a bit more complexity and especially giving the player character choices would be preferable. So we get the feeling that our deeds actually have an influence on the story, instead of us just running from checkpoint to checkpoint on a prescribed path, basically just like being the viewer of a movie. I understand that in an MMO we can't have big choices that change the whole story of Tamriel, but with good writing, it should be possible to give the player at least an illusion that what they are saying or doing somehow matters.
Yes. The assumption is that any boss fights in the game are ultimately going to resolve in the favor of the player. This is especially true when the death of the boss is preordained and must happen for the story to continue. Of course, the whole outcome of the story is preordained, so that isn't much of a revelation. That is part of why we are just the audience in the story, pushing buttons to move it forward.
It is also why boss fights cannot be overwhelming, as the outcome is that the boss dies. If the player cannot accomplish this, the story stops. Ergo, the player needs to kill the boss and be able to accomplish this with a reasonable amount of ease.Another thing I recently noticed with the writing is that stories and dialogues have a lot of modern tv tropes but also generally speech that we see in media today (the blurb about a pet that was something like 'I've just seen it but it's so cute I'm ready to die for it' and the 'valkynazes' plural are two of the most recent things that seemed too much like internet speech to me) that are a sharp turn from the previous years in the game.
Luckily, this is not that noticeable in the translation I'm playing (tropes - yes, but not speech). Makes me wonder though whether ZOS does that on purpose because they think this is what players want (or that it was a successful method to attract new, younger audiences; the next generation that grew old enough to play an MMO within the last 10 years, so to say - reminds me of some older teachers who try to act "cool" and "youthful" to appeal to students, but fail horribly in the process), or whether the current writers actually frequently consume these types of media and basically mimic what is familiar to them (we are all influenced by what we're exposed to, after all). Or maybe they wrote exactly these things before they joined ZOS? Well, in any way, it's not exactly what I like to see in a fantasy series that formerly made a more complex and "mature" impression (speaking of TES as a whole).
Writing teams often stray from their scope. Real world priorities like to take hold and manifest. With ESO, they simply expand the lore to include whatever real world thing they want to address. If they had to. If lore does not conflict, then ZOS is free to do whatever BGS lets them do, I guess.
World of Warcraft did this a lot and it was not unusual to wander across things like the "CSI Miami" character. I never got the impression they took their stories seriously. They were more of an open joke.
katanagirl1 wrote: »If the story is interesting enough and resolves in a satisfactory way for me, I don’t mind clicking through all that dialogue.
It's the writing, it has gone downhill since Elsweyr (where, incidentally, we had one of the last big NPC sacrifices), the quality of the stories we get now is really low compared to the base game and, what was peak storytelling imo, the CWC/Summerset era. I don't know how much their writing team changed throughout the years, and whether the fact that the Loremaster position also changed a few times has played a part, but the difference is like that between night and day. Nothing has consequences anymore, and whatever happens in each chapter, we can still expect at the end a nice gathering to celebrate the Vestige, which while very moving and beautiful the first time around, becomes trite and meaningless by the 5th... They need to change their formula. Also, I really wish they hadn't done the Ithelia storyline or that they had done it much differently; they invented a new Daedric Prince whose powers have so many consequeces for the whole TES universe (how does her powers fit into the concepts of world-eating entities in the universe, for instance) but not really talking about how she affected the past, besides what Hermaeus Mora told us, and built her up as a terrible antagonist only to get rid of her very quickly and neatly. I would much rather have them do inane political drama like in High Isle, than half-heartedly invent new lore, and give us forgettable stories that fiz out the moment you close the dialogue screen. Another thing I recently noticed with the writing is that stories and dialogues have a lot of modern tv tropes but also generally speech that we see in media today (the blurb about a pet that was something like 'I've just seen it but it's so cute I'm ready to die for it' and the 'valkynazes' plural are two of the most recent things that seemed too much like internet speech to me) that are a sharp turn from the previous years in the game. The stories feel tiring, formulaic, more like a cheap thrill and lacking in depth, unfunny humour, with a Hero who sometimes feels like a robot, and antagonists that are either boring or like an evil carricatoure (by the way OP, I also love Rada-al-Saran, he was one of the most interesting villains we've had and I liked how his motivations were complex so that defeating him didn't feel like a true victory. I wish they wrote more villains like this).