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Playing Fallout 3, noticed interesting Imperial City parallel

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Spoiler for those who don't want to know about the White-Gold Tower quest!
Zenimax/Bethesda have a lot of fantastic quests in their games, and two have really stuck with me recently. First, there's the Planemeld Obverse quest in White-Gold Tower. You help an extremely intelligent and driven red-headed lady named Sister Terran Arminus fulfill her goals and it has a profound effect on the world. She isn't a big-name hotshot, but she has a mission she made up for herself and gosh darnit she's going to do it! Then in Fallout 3 there's Moira Brown, and extremely intelligent and driven red-headed lady who isn't a big-name hotshot, but who wants to do something important for the world, and so she sets about doing it! Sure, they both contract the player to handle some of the more violent details, but in both cases it's not because they're weak, it's because they're resourceful and are aware of their own strengths and capabilities, and doing violence is not part of the scope of their training. It still feels like Their Quest, even while rewarding the player with a sense of sharing in that accomplishment.

Anyway, this is something that I really feel Bethesda/Zenimax tends to consistently nail, especially in the Elder Scrolls series, this focus on personal agency, but also a nod to the fact that teamwork is necessary, too. In the lore there's CHIM, which even scrubnerds have heard of at this point, and that's this kind of personal apotheosis of a type, but then there's also Amaranth (this is more fuzzy lore, but it's widely accepted), which is a kind of parental birthing of other beings capable of CHIM. I'm going to gloss over the birthing part, and focus a bit more on another conclusion to the idea of multiple beings achieving CHIM: the idea that there is, in fact, a community of people exercising agency and making their impact on a shared world (or multiple Dreamers, if you're a giant nerd). This means that we get the opportunity to create strong player characters (both in martial prowess and character depth) and that the world is full of other, equally strong and deep characters. In the case of ESO it's even better, because we not only get fascinating NPCs, but other players as well!

Another important aspect of these games tends to be that "prophecy is fake as hell", or, in a more general/nonmystical sense, the expectations of others bow to the actual actions taken by proactive characters. Sure, there are prophecies, and sure, the Elder Scrolls contain all of time or some nonsense like that, but so much of it is simply a focus for channeling the divine agency of the player. Nerevarine prophecy? Plenty of Nerevarines failed before the player stepped in. Everyone thinks the Wasteland Survival Guide is a fool's errand? Forget that, we made it and it was awesome. An Elder Scroll says you were going to save the White-Gold Tower from being sucked into Coldharbor? LOL j/k it was blank. But at the same time, It Was Blank, and that carries a much more important, much more meaningful message to the player: you make your own choices, and they really, really matter.

Anyway, I just wanted to mention to The Creators that they have really put together an inspiring game that I'll be sure to cherish for a long time to come. I look forward to all the new content and hope that it's as fantastic as what's been produced thus far!
Men'Do PC NA AD Khajiit
Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
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