This trend of NPCs repeating quest objectives three times in one minute or less is driving me nuts. It's the worst part about the newer dialogue for me, and this makes me think if they're aiming to please zoomers with TikTok brainrot...
spartaxoxo wrote: »NotaDaedraWorshipper wrote: »HatchetHaro wrote: »Yeah the dialogue writing for this prologue was just especially terrible. It feels like AI was used somehow and there was little to no review on the script. Even the player response options had cheesy writing.
"Let's head to the Fighter's Guild in Shornhelm." My guy, we are in Shornhelm; we are underground, in the Mages' Guild, in Shornhelm. You don't need to specify "in Shornhelm" while we are in Shornhelm. "Let's head to the Fighter's Guild topside" would be much more suitable.
You know what? Sure! Let's just rename the Fighter's Guild in Shornhelm the "Fighter's Guild in Shornhelm".
This is not a new thing in ESO's writing, though, and it's very common, much to my chagrin. The Vestige or the npc, or sometimes both! Need to repeat the quest objective in a very unnatural way. For example, when the usual quest duo finds the next piece of information and where to go next, either from overhearing, seeing or reading something.
The more natural responses (here shortened and simplied) to move on would be something like: "Seems we need to go to the local temple for more information." "Indeed. Let's go/I'll see you there".
But what we usually get is "Did I hear that right, we need to go to Temple of Bla in Blaville?" "Yes, the information we need seems to be in Temple of Bla in Blaville." "Ok. I will meet you in Temple of Bla in Blaville."
People don't talk like this!
People don't talk like that but the latter is far more accessible
I can understand a location name being mentioned once in a dialogue, but I don't see the need for repeating it several times within not even a minute.
This trend of NPCs repeating quest objectives three times in one minute or less is driving me nuts. It's the worst part about the newer dialogue for me, and this makes me think if they're aiming to please zoomers with TikTok brainrot...
spartaxoxo wrote: »NotaDaedraWorshipper wrote: »HatchetHaro wrote: »Yeah the dialogue writing for this prologue was just especially terrible. It feels like AI was used somehow and there was little to no review on the script. Even the player response options had cheesy writing.
"Let's head to the Fighter's Guild in Shornhelm." My guy, we are in Shornhelm; we are underground, in the Mages' Guild, in Shornhelm. You don't need to specify "in Shornhelm" while we are in Shornhelm. "Let's head to the Fighter's Guild topside" would be much more suitable.
You know what? Sure! Let's just rename the Fighter's Guild in Shornhelm the "Fighter's Guild in Shornhelm".
This is not a new thing in ESO's writing, though, and it's very common, much to my chagrin. The Vestige or the npc, or sometimes both! Need to repeat the quest objective in a very unnatural way. For example, when the usual quest duo finds the next piece of information and where to go next, either from overhearing, seeing or reading something.
The more natural responses (here shortened and simplied) to move on would be something like: "Seems we need to go to the local temple for more information." "Indeed. Let's go/I'll see you there".
But what we usually get is "Did I hear that right, we need to go to Temple of Bla in Blaville?" "Yes, the information we need seems to be in Temple of Bla in Blaville." "Ok. I will meet you in Temple of Bla in Blaville."
People don't talk like this!
People don't talk like that but the latter is far more accessible
I can understand a location name being mentioned once in a dialogue, but I don't see the need for repeating it several times within not even a minute.
I have noticed a cartoonish quality to NPCs for at least a couple years now. The druids in High Isle and Galen were particularly egregious. And Azzandar... ugh.
As I see Azandar being mentioned: I think he's awesome in the German translation. Compared to what I read on UESP, they've toned it down to a believable level (probably because the localisation team knew that expectations and humour are different in Germany - most people here are a bit more serious in comparison and don't like exaggerations). He's still a scholar, slightly out-of-touch and overly complicated (I can relate) probably due to his long stay in Apocrypha (and I also see some autism traits: not relating much to other people, not being very social, sensory oversensitivity - maybe it's just a conincidence, maybe not; in case you had that in mind, ZOS, thank you for just writing him like that, as a ordinary part of a world where all kinds of characters exist, and not doing it in-your-face and introducing him as the "first autistic companion!!!") - but (that was a long interjection - I said I could relate) he doesn't seem like a unrealistic cliché. He's just the slightly scatterbrained old academic; I've come across several professors like him during my studies. His speech isn't over the top weird, he just uses scholarly terms and a slightly dated language, due to his age. Not sure if there are big language differences across the generations in English, but in German it really works well. Anyway, I like slightly confused but highly educated GrandpaAnd I'm somehow wondering if most people would like the way they've written him in German more than the original texts - then maybe ZOS should check back with the localisation team, as they definitely know how to write an amusing, unique and still believable character.
emilyhyoyeon wrote: »I also play the German localization and also have always loved Azandar. I was really skeptical about him when he was described (by Rich Lambert IIRC) on stream during the Necrom year; I thought I wouldn't really care for him at all. I did his quests for the content experience and was pleasantly surprised. I've kept him around since, and stick to him, Zerith-var or Mirri. He definitely feels like a real person to me as well and in fact reminds me of the boss whom I've had the past year--a quirky academic in his 80s.
Everyone involved with the Stirk meeting seemed to have forgotten that the alliance leaders did absolutely nothing to solve the Planemeld crisis except agree not to get in the way of the Fighters and Mages Guilds doing the actual work. The Pact representative even said something about Jorunn setting aside hostilities to defeat the Worm Cult, and I was like "he did what now, lady?" I guess the post-Planemeld propaganda game was strong and everybody's got their rose-colored memory goggles on.
WhiteCoatSyndrome wrote: »Everyone involved with the Stirk meeting seemed to have forgotten that the alliance leaders did absolutely nothing to solve the Planemeld crisis except agree not to get in the way of the Fighters and Mages Guilds doing the actual work. The Pact representative even said something about Jorunn setting aside hostilities to defeat the Worm Cult, and I was like "he did what now, lady?" I guess the post-Planemeld propaganda game was strong and everybody's got their rose-colored memory goggles on.
That isn’t entirely truethey apparently did at least a little off-screen recruiting among the civilian population, there’s a Dunmer shopkeeper (this guy) who spells out that Almalexia convinced him to come. And most of the other shopkeepers you can recognize from other places in Tamriel, so I don’t believe it’s a stretch to say the other Alliance higher-ups did similarly.
I acknowledge it’s not much compared to the Guilds’ efforts, but it’s enough they can technically count themselves to have helped.