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This is why it's a bad idea to take the way the game's mechanics work as lore gospel. They're designed to be playable, not a reflection of Nirn's physics.
but it is really annoying. We cannot soul trap dragons. We should not.
You didnt trap the dragon, only the souls of his flees
Worldsimulating sandboxes are long gone. Ryzom had seasons and migrating beasts. Some travels only have been possible in winter. Ultima once had an ecosystem where rabbit eats grass and wolf eats rabbit. They had to take it out of game because player eats wolf and rabbit andn o one did the mowing xp addicted little buggers.
"Soul" is a very hazy, ill-defined term in TES Lore. TES Souls do not fit any IRL definition of the soul that I have ever come across. TES Souls are not indivisible and they are not a spark of the divine.
"Animus" is a word that is used interchangeably with "Soul" in TES Lore. Animi are divisible. I find it helps my immersion in TES to think in terms of animus rather than in terms of souls.
I find that a good way of thinking about soul-trapping Dragons in ESO, that is lore friendly, is to assume that what we are trapping is just a part of the animus of the Dragon, some of its "energy" if you like, and the special part of the Dragon's animus which constitutes the "Soul" the Dragonborn would be able to consume, is not trapped.
Soultrap works on quite a few things it shouldn't, like feral soulshriven in Coldharbour or drawven spiders. I suspect ZOS thought it was more likely to bother players who don't care about the lore if it's inconsistent and only works on certain enemies than it would bother lore fans to see it working on everything. Or they just thought it wasn't worth the time to program in the restrictions.
PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
"Remember in this game we call life that no one said it's fair"