Some last-minute rewrites or restaging of parts of the main quest certainly could account for some of the awkward moments.
I think one problem might indeed be the notion that things have to be flashy, spectacular and absolutely extraordinary to be seen as successful or as even just worthy of attention. So of course...a mine isn't spectacular enough, no, it must be a daedric realm. And of course, the Worm Cult must be back under the leadership of a powerful necromancer and/or lich (that for some reasons no one has ever heard anything about before) because just a young Altmer getting fascinated by some family secret too much and doing dangerous things he should not isn't quite as grandiose.The sad thing is, I don't think it's true - it's not necessary to have sensational effects and huge armies of enemies to tell a good story; and the other way round, just big effects don't make a story interesting. Look at Lovecraft's stories, they focus so much on individuals who learn horrible things, from a very personal perspective. There are also narrations where dark family secrets play a huge role. There's nothing bombastic about them, quite the opposite. But they are successful, many people from all over the world love them. So in a way I do think that a story such as the one I outlined above could have worked well. The Corelanya Manor quest also got mostly positive critique from what I saw on this forum. And if we want to focus on TES, I think part of the success of TES3's main story was that you weren't just some great hero, but there were very personal aspects to it through background lore.
But who knows, maybe something like that had even been the original first concept in writing? Maybe something linked to Corelanya Manor? There must be some reason this all is taking place on Solstice, so who knows. All we know is that this is not what we saw finally - something more effectful, but sadly shallower in terms of narration. With no infos about Wormblood at all, and all those plausibility mistakes we saw.
Whether we'll see more personal background lore on Wormblood or Mannimarco in Part 2? I hope so, but somehow I fear that most of that side of the island will just be Coldharbour, and as for the remaining locations that had been there before the miniature Planemeld, most is probably Argonian? So I don't expect anything Altmer on that side of the fence somehow, which isn't the best basis if they'd want to do Mannimarco family lore. Maybe we'll learn a bit through diaries, if we're lucky.
The Corelanya Manor quest was so well done, and when I saw there was a crypt that wasn't linked to the quest, I thought,
I also don't think we need flashy and spectacular to have a compelling and intriguing story. The stories that work best to me, or hit hardest with me, are the ones that touch on the essence of being a person. The companions' stories are popular, and they're as far from flash and spectacle as you can get. They speak to a lived experience, and people grappling with personal torments, and that makes those characters interesting, whether you like them or not.
colossalvoids wrote: »A bit of a side note, or an observation of recent. Just noticed how all the people I know who are really into TES aren't anymore interested in zenimax stories for awhile now, but interestingly ones who are into it are just regular fiction fans or people who played Skyrim a bit, like this relaxing fantasy novels (yes, I also never heard of them previously, apparently it's a genre goldmine nowadays) or are just tired of complexity overall, be it life or entertainment. Probably the devs do actively aware of this and are aiming at the population.
Really? I think I never saw anyone lauding ESO's writing for a few years now, to be honest. People emphasizing that the stories and quests should be thought of as the strong and unique point for ESO, since TES lore has lots of fans and it's generally a strong franchise - yes, of course; but usually it's connected with an appeal to focus on good writing because of that, to show more care to it. Most people I know see the years between Morrowind and Summerset as peak quality in terms of writing, some also enjoyed Greymoor, but there seems to be a general consensus that the writing declined from that point on, with High Isle being... well. But are there really so many players who like the more recent stories? Maybe I should check social media more often.
It's a little strange, by the way; I just realized lately that Summerset is 7 years ago now. I'm also one of the people who found the writing of those times to have been the peak - but even though everything that came after that was not as good, I'm still here... and still hoping that the writing would improve again. I guess I'm horribly optimistic
colossalvoids wrote: »Makes me think if they want to "transcend" tes into more generic fantasy for the broader appeal
colossalvoids wrote: »characters talk certainly not comes from the same universe a lot of the times and overall tone is off personally. (...) how characters don't take their world seriously and how we can relate to that after such encounters, how Skingrad's count is forever engraved in by brain with this bear pet of his... It should've been a comedic relief (like every other quest it seems?) but it's more of a haunted lucid dream of a lore nerd on a bad night.
colossalvoids wrote: »Sadly can't say I'm overly optimistic myself, just glad I found other things in this game that do still bring be enough joy and cooperation to not abandon it all together. But the last chapter I also had hopes still, maybe it's the "return to form" cause this and that, all the legacy of the zone but times and times again the answer is still the same.
Yes. There's too much... how to put it? Like they're just putting today's real world's sentiments or ideas into the game without checking whether it's plausible for Tamriel and its inhabitants or not. Like all that "Protect the environment!" talk in the newest content, that just doesn't seem plausible for a medieval world, at least not in the way they it comes across (Plausible for a medieval world: "The water has to be kept clean; if our crops die, people will hunger."; Implausible for a medieval world: "Protect the environment, it's the correct moral thing to do!"). It always makes me wonder how this may happen. Aren't they aware that these things are too un-medieval to seem plausible for this fictional world and therefore break immersion? Or doesn't plausibility have a big priority in writing for them? Or might they think the audience wants just that and appreciates it if things aren't "too foreign" compared to the modern real world they know? (Which seems strange to me. If I wanted to see a copy of the current real world, I wouldn't choose a medieval fantasy game.)
[...]
I think one strong point of the stories of the first years was that they were serious, there were tragic and sad situations (lots of them!), and the player was treated as an adult who can handle that - and not only handle it, but appreciate the stories for the emotions and thoughts they provoked, even if they were sad. I replayed base game quests some weeks ago and truly, they were emotionally much more impactful. A friend is currently also questing in older zones, and has absolutely the same impression. Yes, they are often sad stories - but they're meaningful and not just some superficial joke that's forgotten again in half a minute. Players still talk about Sotha Sil's dialogue or about Leythen's death today, and if I mention Shazah and Khali, they still know who they were. Or what happened to the Silvenar. Or the tragedy of the inhabitants of Bleakrock. Do they still remember quests from the last 3 or 4 years that well? I usually don't see them being mentioned (except for the pet bear, as a negative example).
I also have noticed that the stories of the earlier years often alluded to real world classical literature and myths. Stories known for centuries, sometimes even millennia. In another thread we just recently discussed whether Artaeum might be strongly modeled after Elysium, the island in Greek mythology. Or a general depiction of paradise. We found clear hints that the writers took John Milton's "Paradise Lost" from 1667 as an inspiration for some aspects. We know that the story of Pelinal Whitestrake has aspects borrowed from the story of Achilles; and there are more things clearly inspired by ancient myths. And honestly, these stories work. They incite emotions. I'd rather see something like that than writing based on memes or the latest trends that no one will remember anymore in 3 years.
[...]
TheMajority wrote: »I saw this in other mmo games too in these past years. A narrative about these specific things: Protect the environment, implication of climate change, and lecture on saving animals from it, even if it fit to the game or not. I found it annoying, like they are trying to fit to a narrative or standard that others also are compliant to, when fantasy is to break away from the real world, not lecture you on being a conscious citizen.
Finedaible wrote: »On the opposite spectrum though, even the romantic stories in older content were far, FAR more mature and memorable. The quest to reunite Velsa with her long-lost love was my absolute favorite romance story in the game.
I'm by far no expert on romance fiction, but what I can surely say is that, yes, the older stories feel more meaningful and mature, and most of all, there were actual emotions. And then, in some year, these stories were somehow dismissed for weird superficial stories where the "love" aspect was usually some woman swooning over some "handsome" (and possibly topless and buff) guy, and where everything seemed completely random. Like "Oh, he's handsome, I love him!" without any deeper context or meaning. Wasn't that especially strange in Blackwood, or where was it? Add to that the very clichéd flirting that's always brash and filled with innuendo and leaves no space for anything more subtle... It doesn't feel like these narrations were taken seriously anymore, either.
On Stros Makai, where we first meet Jakarn, he ends up with several people swooning over him, but it works in that situation because of how he's portrayed then.
There's a small quest in Greenshade where an older couple has journeyed back to the place they fell in love to see the flowers that were a big part of their initial relationship, and it's a very moving/emotional quest that is romantic and subtle. Players can relate to it and it fits with the world. Would we ever get a quest like that again? Romance is so much more than just flirting and sex, but lately it seems all we get is the wild flirting aspect of it presented to us.
spartaxoxo wrote: »Wood Elves have always been caretakers to the green and environmentalists have been a fantasy staple for ages?
But still I never had any Bosmer in this game bluntly informing me about how important it is to protect the environment (just because it's the right thing to do) as I've experienced it with the Altmer of Solstice now. And that makes one think, no?
spartaxoxo wrote: »Not really. It's a common enough theme in fantasy that entire races are dedicated to it. I get the real world relevancy. But elves that like nature and think we're supposed to take care of it wouldn't make me blink. It's a huge cliche.
spartaxoxo wrote: »Wood Elves have always been caretakers to the green and environmentalists have been a fantasy staple for ages?
There's a small quest in Greenshade where an older couple has journeyed back to the place they fell in love to see the flowers that were a big part of their initial relationship, and it's a very moving/emotional quest that is romantic and subtle. Players can relate to it and it fits with the world. Would we ever get a quest like that again? Romance is so much more than just flirting and sex, but lately it seems all we get is the wild flirting aspect of it presented to us.
Exactly. It's like they're only going for the most crass and most obvious now. That's a general thing I've noticed in writing within the last few years: There's no subtlety anymore. Flirting is brash, jokes are crass, characters often seem like over the top stereotypes, moral lessons are bluntly presented as such. I'm wondering: Why? Is there really an assumption that people want that or can't understand a story otherwise?
For ESO more specificaly, while I kinda like Wood Elves, well, how to put it... it's absurd. The whole 'Protect the Green' is just weird, and really don't look like a working relationship - to the point where you have a NPC in early Reaper's March saying that, yes, the Green Pact is nice and all - but they're not gonna abide to it entirely. And how the Pact really word, how it is really enforced, all of that - maybe it's because it's been a long time since I've done the quests, but it's a bit muddy. Not talking about the fact that apparently if you have other people doing the job, it's fine ( kinda, just don't touch the sacred flower ), if you're outside of Valenwood, it's fine, and I guess the list could go on.
I've wondered why, too. I know that, in fiction writing, romantasy is currently a very popular sub-genre. Perhaps it's an acknowledgement of that? I mean, as far as they can. ESO writing will never be as explicit as romantasy writing gets, so the ESO version ends up being brash, untimely flirting. I have no idea if it's actually an influence, but I do find it interesting that the rise of romantasy sort of coincided with the rise of reckless flirting in game.
I've wondered why, too. I know that, in fiction writing, romantasy is currently a very popular sub-genre. Perhaps it's an acknowledgement of that? I mean, as far as they can. ESO writing will never be as explicit as romantasy writing gets, so the ESO version ends up being brash, untimely flirting. I have no idea if it's actually an influence, but I do find it interesting that the rise of romantasy sort of coincided with the rise of reckless flirting in game.
These are novels? Then they surely consist of some kind of storyline and invoke emotions? Or is it really just "Hey handsome!" and then it's off to bed? Where would be the appeal in that?
They are novels, and they are long, and they have world-building and some character development, and they seem to all be a series (as many fantasy novels are). The storylines are fairly generic (of the few I've read) all along the lines of: threat to the world, chosen one protagonist, etc. They are stuffed to the brim with tropes. The main character is usually female, is usually written in first person, and has lustful thoughts about the main male character almost moments after meeting him, even if those thoughts are mixed up with the tired old, "I hate him!" so the author can shoehorn in an "enemy to lover" trope. It's a little more involved than "hey handsome!" and off to bed, but not by much, and the "off to bed" scenes are very explicit.
They are novels, and they are long, and they have world-building and some character development, and they seem to all be a series (as many fantasy novels are). The storylines are fairly generic (of the few I've read) all along the lines of: threat to the world, chosen one protagonist, etc. They are stuffed to the brim with tropes. The main character is usually female, is usually written in first person, and has lustful thoughts about the main male character almost moments after meeting him, even if those thoughts are mixed up with the tired old, "I hate him!" so the author can shoehorn in an "enemy to lover" trope. It's a little more involved than "hey handsome!" and off to bed, but not by much, and the "off to bed" scenes are very explicit.
That sounds like those small story brochures with corseted ladies and long-haired buff guys with torn-open frilled shirts on their covers, but as a full paperback novel, so with a bit more detail as staffage to fill the pages. To each their own, I guess. But would the people who enjoy these also play TES games? Because otherwise trying to appeal to this demographic doesn't seem to be a reasonable decision, especially if it includes warping the world of TES accordingly (and probably alienating many other fans in the process).
I wouldn't even say the Bosmer are environmentalists. They're not protecting the forest because they think it's morally right, but because they have a religious pact with an entity that grants them protection, but the price for it is not being allowed to touch this forest that belongs to the entity in any way. So harvesting from other forests is fine. It's basically like being allowed to stay at someone's house, but only so if one follows the rules set by that person. What you do somewhere else doesn't matter.
And of course some aspects don't need to make much sense, as it's a cultic belief, and those are man-made (or mer-made in this case) and often arbitrary, habits form over the centuries, etc. It's culture, not (following rules of) nature, and that's also why aspects like actual ecology and natural cycles don't matter much in that regard.
In a way it subverts the "elves love nature" trope. And also, so Dunmer or Dwemer care much? Or Orsimer? The Altmer love their gardens, but that's more because of their beauty and high culture thing (with ideals and perfection everywhere - in aesthetics, in architecture, in life, in landscapes, etc; there's a lot of the Classicist era's idea of antique times in that, but we've already discussed elsewhere how much of ancient Greece there is in Altmer and earlier Aldmer culture).
I also don't say that this style of romance has no place in the game; it just bums me out that it seems right now to be the only style we get. It's as if the writing in general is becoming more one-note when in the past it has been nicely varied--like how we see with more and more npcs and quests becoming just comic relief.
I also don't say that this style of romance has no place in the game; it just bums me out that it seems right now to be the only style we get. It's as if the writing in general is becoming more one-note when in the past it has been nicely varied--like how we see with more and more npcs and quests becoming just comic relief.
It's a tendency towards less complexity in general, it seems.
I've also wondered if there's a tendency to generally avoid negative emotions now, and everything bad that happens is actually just some keyword to progress the (positive) hero's story?
Like, if someone dies, there's no big mourning, but it's just a trigger for some revenge story. The big threat of the chapter? Doesn't actually feel dire, but it's basically just the backdrop for the hero's story, because there has to be some problem the hero solves. The "evil" characters? Who cares who they are and why they do it, but the story needs some baddies for the hero to beat up.
That would be a pity, because even while I'm playing the "hero" in this game, this "hero story" has never been the thing I was interested in most, if that makes any sense? I don't need my character to be glorified, I don't want to be the praised saviour of whatever, but my focus while playing is what happens around me - the fictional world, the lore, the stories there, the characters I come across. Turning these things to simple backdrops for our shiny hero's story only would be something I'd absolutely not enjoy.
I also don't say that this style of romance has no place in the game; it just bums me out that it seems right now to be the only style we get. It's as if the writing in general is becoming more one-note when in the past it has been nicely varied--like how we see with more and more npcs and quests becoming just comic relief.
It's a tendency towards less complexity in general, it seems.
I've also wondered if there's a tendency to generally avoid negative emotions now, and everything bad that happens is actually just some keyword to progress the (positive) hero's story?
Like, if someone dies, there's no big mourning, but it's just a trigger for some revenge story. The big threat of the chapter? Doesn't actually feel dire, but it's basically just the backdrop for the hero's story, because there has to be some problem the hero solves. The "evil" characters? Who cares who they are and why they do it, but the story needs some baddies for the hero to beat up.
That would be a pity, because even while I'm playing the "hero" in this game, this "hero story" has never been the thing I was interested in most, if that makes any sense? I don't need my character to be glorified, I don't want to be the praised saviour of whatever, but my focus while playing is what happens around me - the fictional world, the lore, the stories there, the characters I come across. Turning these things to simple backdrops for our shiny hero's story only would be something I'd absolutely not enjoy.
I also don't want to be some glorified hero. They used to take into account that some of our actions would not be seen as "great" by everyone, in the idle comments npcs can make around you, based on quests you've done. There's an Altmer line that goes something like, "You saved our high and mighty queen. I still think Naemon should have been king." (I don't think it's exactly that, but close enough). The voice line isn't complimentary at all; the npc isn't appreciative of your efforts. There's another, more directly disapproving line you can get depending on which outcome you choose for the Phaer questline. These are very small touches, but they give the impression that the world has people in it with their own opinions on your actions. I liked the idea that people wouldn't necessarily agree with me, or think I was some great hero, even if I didn't like their judgy attitude about it.
But they don't seem to do that kind of thing anymore. Usually if an npc comments on the many things you've done, it's to praise you.
I would like a return to hard choices and morally grey outcomes. I know that no choice we ever make in an MMO is going to significantly alter the world, but at least give me something to think about before I make a decision.
Finedaible wrote: »I also don't want to be some glorified hero. They used to take into account that some of our actions would not be seen as "great" by everyone, in the idle comments npcs can make around you, based on quests you've done. There's an Altmer line that goes something like, "You saved our high and mighty queen. I still think Naemon should have been king." (I don't think it's exactly that, but close enough). The voice line isn't complimentary at all; the npc isn't appreciative of your efforts. There's another, more directly disapproving line you can get depending on which outcome you choose for the Phaer questline. These are very small touches, but they give the impression that the world has people in it with their own opinions on your actions. I liked the idea that people wouldn't necessarily agree with me, or think I was some great hero, even if I didn't like their judgy attitude about it.
But they don't seem to do that kind of thing anymore. Usually if an npc comments on the many things you've done, it's to praise you.
I would like a return to hard choices and morally grey outcomes. I know that no choice we ever make in an MMO is going to significantly alter the world, but at least give me something to think about before I make a decision.
I remember Stormhaven having some really tough decisions that I had to think about for a good while, weighing what consequences my character's actions would have on other characters or the stability of the Covenant as a whole. The whole experience was something extremely memorable and felt significant because WE made the choice. Honestly it felt as close as you could get to a single player Elder Scrolls title as you could in an MMO and nothing today comes even close.
I also don't want to be some glorified hero. They used to take into account that some of our actions would not be seen as "great" by everyone, in the idle comments npcs can make around you, based on quests you've done. There's an Altmer line that goes something like, "You saved our high and mighty queen. I still think Naemon should have been king." (I don't think it's exactly that, but close enough). The voice line isn't complimentary at all; the npc isn't appreciative of your efforts. There's another, more directly disapproving line you can get depending on which outcome you choose for the Phaer questline. These are very small touches, but they give the impression that the world has people in it with their own opinions on your actions. I liked the idea that people wouldn't necessarily agree with me, or think I was some great hero, even if I didn't like their judgy attitude about it.
But they don't seem to do that kind of thing anymore. Usually if an npc comments on the many things you've done, it's to praise you.
I would like a return to hard choices and morally grey outcomes. I know that no choice we ever make in an MMO is going to significantly alter the world, but at least give me something to think about before I make a decision.
I also don't want to be some glorified hero. They used to take into account that some of our actions would not be seen as "great" by everyone, in the idle comments npcs can make around you, based on quests you've done. There's an Altmer line that goes something like, "You saved our high and mighty queen. I still think Naemon should have been king." (I don't think it's exactly that, but close enough). The voice line isn't complimentary at all; the npc isn't appreciative of your efforts. There's another, more directly disapproving line you can get depending on which outcome you choose for the Phaer questline. These are very small touches, but they give the impression that the world has people in it with their own opinions on your actions. I liked the idea that people wouldn't necessarily agree with me, or think I was some great hero, even if I didn't like their judgy attitude about it.
But they don't seem to do that kind of thing anymore. Usually if an npc comments on the many things you've done, it's to praise you.
Who knows, maybe some people complained? I remember I saw complaints about companions' dislikes repeatedly, even things like a character written as morally good not being okay with killing random innocent people with the Blade of Woe. And yes, I see how for people who see companions as nothing more than some tool might be annoyed by them having likes and dislikes and something like a character - but removing it would make no sense for them, since they are supposed to be people, living beings with a world view and their own mind, within the world of Tamriel. Same goes for other npcs from my point of view: Of course they won't all like what I do. And I did like it that this was also reflected in game, earlier.
As for companions, I like that they have specific things they don't like and don't want to put up with. Aren't we all like that? It makes them more real as characters. I think people might exaggerate the inconvenience of it, too, in order to make their point. You lose, what, one rapport point with Mirri if you harvest a bug near her? And it's on a five minute timer? Well, go read a book and gain five rapport if losing that one point is really an issue. And if it's just her mentioning that you shouldn't do it that's irritating, well, you just irritated her by doing it, so you're even.(To be clear, was using the general 'you' in that example, not the specific 'you'.)
As for companions, I like that they have specific things they don't like and don't want to put up with. Aren't we all like that? It makes them more real as characters. I think people might exaggerate the inconvenience of it, too, in order to make their point. You lose, what, one rapport point with Mirri if you harvest a bug near her? And it's on a five minute timer? Well, go read a book and gain five rapport if losing that one point is really an issue. And if it's just her mentioning that you shouldn't do it that's irritating, well, you just irritated her by doing it, so you're even.(To be clear, was using the general 'you' in that example, not the specific 'you'.)
I sometimes tease Azandar deliberately. It really makes no big difference and automatically evens up at some point.
Slightly different topic, but also writing-related of course: By chance I came across a review of some entirely different work (not TES-related or even gaming-related at all; it was about a movie adaption of an older semi-autobiographical book - well, not even that old, actually, but from the late 1920's), and there was a positive mention that the movie would have been "adjusted" by removing "historical circumstances" which "a young audience can't identify with anymore" - like that's the ideal thing to do: Just change a historical work, remove everything that's historical about it (even worse in this case since it was about real world history), based on the assumption that today's public wouldn't be able to understand it anymore if it's not exactly like their everyday life. I found that rather strange. And of course it made me wonder how common that way of thinking is today, and whether our writers here might have the same thing in mind at times.
That quest I mentioned before about an older couple returning to a place important to them--that's an idea that can appeal to a broad audience, and it works because of a few specific details that set it in the world of Tamriel--the exact flowers and the meaning of them. So a broad appeal isn't necessarily bad; it's about how it's handled.
That quest I mentioned before about an older couple returning to a place important to them--that's an idea that can appeal to a broad audience, and it works because of a few specific details that set it in the world of Tamriel--the exact flowers and the meaning of them. So a broad appeal isn't necessarily bad; it's about how it's handled.
I think it's a big difference whether a story is about something very universal that could take place in all kinds of societies and eras (like a couple having spent their whole lives together) or whether one very specific cultural thing is changed to the current norms or moral ideas in assumption that today's audience would not understand or appreciate it otherwise. In ESO that would be things like removing some aspects of a game's culture (like, for example, Bosmer cannibalism), because people could dislike it. And I'm not sure whether we haven't seen a few cases of that already in ESO.
And because I'm already complaining, I received a newsletter from a bookstore chain and it's... interesting (not only because it's actually in German language, but still riddled with random English phrases because "cool"; and why do I even get this nonsense? My profile data clearly says that I'm male and in my late 30's and the only book I've ordered there was about aviation history... but anyway). Let me quote from it: "Booktok made me buy it!", "One click to your favorite tropes!", "Get ready to get obsessed!", (and the following ones translated from German) "Discover spicy stories and book boyfriends who ruin your standards!", "What are tropes? Tropes are recurring plot patterns, character dynamics, or story ideas that we recognize, expect, and celebrate." (And I just noticed that at the end of the newsletter it says I received this thing because I showed interest in "foreign-language books" - well, yes, the aviation book was in English.) Not sure if there's any more to say than: If I hadn't been suffering from gastroenteritis anyway right now, I'm quite sure this would have made me sick. I really hope, if this seems to be the current way to sell stories to the masses, that this style will not find its way to ESO. Ever.
(And in case anyone asks how this is ESO related: It does touch a few topics that also exist in ESO's writing - fan favorites, how they write "romance" content, and the use of tropes/clichés.)