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https://forums.elderscrollsonline.com/en/discussion/684716

Racial Origin Story Concept

Kalifas
Kalifas
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http://dragonage.wikia.com/wiki/Origins

https://www.youtube.com/watch?v=bcNQtgo5A0U

The idea for this concept is inspired by Dragon Age Origins racial story. Yes it is not born from Elder Scrolls but it was the best idea for adding backstory to your characters and added explanations for motivations as to why your character is driven to whatever it is they aspire to. Also it adds replay-ability and purpose to rolling a new race beside just passives and skin variations. You are allowed to live through a backstory rather than read about it through some lore. I included a link and video to the game above I am referencing just in case there is anyone here who hasn't played it and doesn't know what I am talking about.

eso_races_alliances.jpg

  • There are nine origins—background stories for player characters—that are playable in Elder Scrolls Online.
  • These playable backstories will allow the vestige to put themselves in a specific role within the social structure of their faction.
  • This will help explain motivations for the joining one of the three alliances, by not just reading about lore but living a backstory.
  • The origins are open to both genders, but they are dependent upon both race and class.
  • The racial origin story will differ based on parameters chosen at character creation and what faction you start the game in.
  • I didn't include a possible origin for Imperial because the site I was referencing didn't give enough backstory for this race

I just listed some very,very basic story ideas based off a website I was referencing on racial backstory. I am sure some of you or ESO writers/storytellers could come up with something way more deeper or interesting for conceptual origin stories. These origin stories could be introduced into the base game or added as a DLC called The Origin Stories Pack. They would consists of 3-10 hours of unique personal story that can only be experienced based on the race you pick on a character at the character creation screen. I say 3-10 hours because I doubt ZoS would go back and add more hours than that for something that enhances the beginning intricacies of leveling a new character. If this was introduced, whatever unique story per race that is introduced will have it's purpose designed to lend credence to why or what causes your character to join the faction it is in. I am not sure if this would be introduced before the beginning prison stage or shortly after that or even later on. Some dialogue choices during the quests whether they are for only flavor or change the story some are welcomed.

The Daggerfall Covenant
Breton:
Starting Area: Stros M’kai
Racial Bonus: Breton Racial Skills
Suggested Classes: Sorcerer or Templar
Strength: Magicka Builds
The racial skills of the Bretons reflect their affinity with spellcraft and swordplay, giving them bonuses to magicka, spell resistance, Light Armor and Conjuration Magic.
Recommended Classes: Sorcerer or Templar

"The men and women of High Rock were once ruled by High Elf overlords. Some Elven blood still runs in their veins, giving Bretons an innate grasp of magic that distinguishes them from the other human races. Passionate and flamboyant, intelligent and resourceful, the Bretons are renowned and talented craftsmen, shrewd merchants, gallant cavaliers, and inventive wizards. They can also be proud and quarrelsome. Tales of warfare between the kingdoms of High Rock account for much of their history, but most revere the Eight Divines and value prosperity over glory. "
The origin story for this race would revolve around warfare between the kingdoms of highrock. Or being part of a traveling band of craftsman making hand over fist money then something goes awry or you are betrayed.

Redguard
Starting Area: Stros M’kai
Racial Bonus: Redguard Racial Skills
Suggested Classes: Dragonknight or Nightblade
Strength: Stamina Builds
The racial skills of the Redguard reflect their ancestral legacy as swordmasters, giving them bonuses with Shields, stamina regeneration and increased power.

"The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik’r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik’r as a test of endurance and discipline. Only the strongest survive."
The origin story for Redguard would be tied to the history of the Yokuda. Their origin story would entail respecting the divine and being wary of some magical artifact that was found. It could have you visiting Sentinel or participating in a rite of passage in the desert of Alik'r.

Orsimer
Starting Area: Stros M’kai
Racial Bonus: Orsimer (Orc) Racial Skills
Suggested Classes: Templar or Dragonknight
Strength: Tanking
The racial skills of the Orcs reflect their people's harsh mountain environment, giving them bonuses with heavy armor and health regeneration.

"Though other races often regard the Orcs as barbarians and even beasts, these noble warriors have an ancient culture forged from endless warfare in their harsh mountain homelands. Orcs live under a simple code of honor by which the strong survive and the strongest rule. As the greatest smiths in Tamriel, their weapons and armor are prized by warriors everywhere. During the reign of the Second Empire, when their kingdom of Orsinium was finally granted provincial status, its restoration helped solidify their devotion to the new Daggerfall Covenant. "
The origin story for Orcs would be taking part in the endless warfare in their harsh mountain homelands. Or it could involve you smithing a majestic sword for the leader of the Daggerfall covenant then something shady happens to you or someone you know.
Ebonheart Pact
Nord
Starting Area: Bleakrock Isle
Racial Bonus: Nord Racial Skills
Suggested Classes: Templar or Dragonknight
Strength: Tanking
The racial skills of the Nords reflect their strong and hardy natures giving them bonuses with two-handed weapons, health regeneration and frost resistance.

"The Nords once conquered most of Tamriel, and as a result, feel a certain entitlement to rule. They broke the power of the Ayleids, nearly drove the High Elves out of High Rock, and conquered much of Resdayn, the precursor to Morrowind. The Nords are excellent with arms. They are quick to anger, boisterous, and strong. They are natural-born warriors who fight with an ecstatic ferocity that terrifies their enemies. "
The Nord origin story would involve feeling entitled due to their past history in Tamriel. It would entail fighting in some battle where an opposing faction is trying to subdue you and you stand defiant with your sense of pride which would be broken.Perhaps a family member of yours dies in this incursion.

Argonian
Starting Area: Bleakrock Isle
Racial Bonus: Argonian Racial Skills
Suggested Classes: Templar or Nightblade
Strength:Stealth or Potion Consumption
The racial skills of the Argonians reflect their people's perilous swamp environment, giving them bonuses to healing, restoration and poison resistance.

"The Argonians are possessed of a cool intellect, and are well-versed in the magical arts, stealth, and the use of blades. They are also guerilla warfare experts, long accustomed to defending their borders from invaders. They often serve as the scouts and skirmishers for the forces of the Pact. "
The origin story for the Argonian would entail running a stealth operation within the confines of a war on your borders. Maybe you end up killing one of your fellow Argonians turned traitor and this sets you on the path to find out who corrupted them.

Dunmer
Starting Area: Bleakrock Isle
Racial Bonus: Dunmer (Dark Elf) Racial Skills
Suggested Classes: Sorcerer or Dragonknight
Strength: Flame Damage
The racial skills of the Dark Elves reflect their intellect and natural agility, giving them bonuses in dual wielding, fire magic and fire resistance.

"The Dark Elf homeland of Morrowind has been invaded many times by the Akaviri and the Nords. This history of conflict has transformed the Dunmer into hardened warriors. They also have a natural affinity for magic and great intellect, making them skillful sorcerers. "
The origin story of Dunmer would entail defending your home against invaders. After the outcome this sets you on a journey for the person responsible for marking your territory for attack.
Aldmeri Dominion
Khajiit
Starting Area: Khenarthi's Roost
Racial Bonus: Khajiit Racial Skills
Suggested Classes: Nightblade or Dragonknight
Strength: Stamina and Stealth
The racial skills of the feline Khajiite reflect their natural agility, giving them bonuses to stealth and melee combat.

"The population of the proud feline Khajiit has dwindled in recent years following a devastating outbreak of Knahaten Flu. They owe a great debt to Ayrenn, Queen of the High Elves, for her help in restoring order from the chaos that followed the plague. They have a wry wit and a hedonistic outlook, but they are fearsome on the field of battle. They are the strong arm of the Aldmeri Dominion. "
The origin story for Khajiit would entail going on an important mission for Aryenn. Something would happen during the mission that would call into question your purpose of existence.

Bosmer
Starting Area: Khenarthi's Roost
Racial Bonus: Bosmer (Wood Elf) Racial Skills
Suggested Classes: Nightblade or Dragonknight
Strength: Stamina and Stealth
The diversified racial skills of the Wood Elves reflect their woodland affinity. Improved archery, stamina and stealth makes them dangerous foes.

"The Wood Elves, or Bosmer, are mischievous, curious and nimble. Because their homeland of Valenwood is often attacked by the Colovian Imperials, Wood Elves are experts at the art of defense. They are also gifted archers, perhaps the best in all of Tamriel. The capital of the Aldmeri Dominion, Elden Root, lies in the heart of their homeland. It has evolved into a center of political and cultural importance and is of vital strategic importance in the battle to control Tamriel. "
The origin story of Bosmer would entail traveling to Valenwood or Elden Root and participating in a hunting game which could be won or lost and affect where your story goes to next depending on the outcome.

Altmer
Starting Area: Khenarthi's Roost
Racial Bonus: Altmer (High Elf) Racial Skills
Suggested Classes: Sorcerer or Templar
Strength: Magicka Builds
The racial skills of the High Elves reflect their magical affinity by increasing their damage with destructive spells and increasing their rate of regaining Magicka.

"The High Elves, or Altmer, arrived in Tamriel thousands of years ago from Old Aldmeris. They see themselves, perhaps justifiably, as the ruling race of Tamriel. They are a highly cultured people, known for their breathtaking architecture and massive libraries of histories and creative works. They tend to be isolationists, largely remaining on Summerset Isle, and only emerge when they perceive a great threat to their homeland. They are powerful mages and warriors, and the de facto leaders of the Aldmeri Dominion. "
The origin story for Altmer would entail a childhood experience when first really taking in the architecture and libraries of your people. Then fast forward to a modern day Altmer ruin or such that you are investigating and discover something phenomenal.

So what do you think about ZoS adding Origin Stories to ESO? What type of story would you like to see for specific a race in game? You might have already even roleplayed your own stories.


An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
  • phaneub17_ESO
    phaneub17_ESO
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    Anything they add to the game, existing characters have to be able to jump into it.
  • Kalifas
    Kalifas
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    So does that mean it can't work here? Maybe if you buy the DLC or it gets put into the base game to expand the experience it could be offered as a flashback of when you first began pondering of joining a faction. Or did you mean something else?
    An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
  • BlackSparrow
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    While I'll agree that the playable origins was one of the many reasons DA:O was great, it is just not realistic to have something like that implemented in ESO. Why?

    Nine. Races.

    DA:O dealt with just 6, and that was through masterful writing and making the origins a major part of the appeal of the game. It had "Origins" right in the title because this was a feature they spent developing hour upon developing hour slaving over to make sure each origin integrated with the rest of the story... to the point where all (with possible exception of the Dalish elf, technically) were revisited throughout the rest of the game.

    Implementing something like this equally to nine different races in a story that already is branched across three alliances, especially so long after the game came out, is just not feasible. And, unlike DA:O, chances are most people are not going to be able to experience most of the specialized origin content, what with the limits on character slots and deletions. This just isn't that kind of game.

    Not saying it isn't an intriguing idea... just that it's not really doable.
    Living vicariously through my characters.

    My Girls:
    "If you were trapped in your house for, say, a year, how would you pass the time?"

    Nephikah the Houseless, dunmer assassin: "I suppose I could use the break. I have a lot of business holdings now that need management."
    Swum-Many-Waters, elderly argonian healer: "I think that I would enjoy writing a memoir."
    Silh'ki, khajiit warrior-chef: "Would this one be able to go outside, to the nearby river? It's hard to fish without water!"
    Peregrine Huntress, bosmer hunter: "Who is forcing me to stay inside, and where can I find them?"
    Lorenyawe, altmer mechanist: "And why would I want to go outside in the first place? Too much to be done in the workshop."
    Lorelai Magpie, breton master thief: "I'd go nuts. Lucky for me, I have a little experience sneaking out!"
    Rasheda the Burning Heart, redguard knight: "I would continue my training to keep my skills sharp."
    Hex-Eye Azabi, khajiit daedric priestess: "I suppose it would be lucky, then, that I built a shrine to Mephala in my backyard."
    Yngva Stormhammer, nord bandit (reformed...ish): "I hate being inside even when I'm not forced to be. GET. ME. OUT."
    Madam Argentia, vampire dunmer aristocrat: "I suppose it would be more of the same. I have a rather... contentious relationship with the sun."
    Mazie gra-Bolga, orc scout: "Uh... I'd have to house train my bear..."
    Felicia the Wanderer, imperial witch-for-hire: "What Lorelai said."
    Calico Jaka-dra, retired khajiit pirate: "This one would like a rest from her grand adventures. Her jewel shop runs out of stock!"
    Shimmerbeam, blind altmer psijic: "Provided that I am confined to Artaeum, I do not think I will want for things to occupy my time."
    Shauna Blackfire, redguard necromancer: "Sounds like paradise. I hate people."
    Kirniel the Undying, cursed bosmer warrior: "I would feel useless, not being able to fight."
    Echoes-from-Dragons, argonian who thinks she's a dragon: "All the better to count my hoard!"

    (Signature idea shamelessly stolen from Abeille.)
  • Enodoc
    Enodoc
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    Elder Scrolls games always start with you being an unknown prisoner to give you a blank slate. Everything that happened to your character before being a prisoner is irrelevant, as it's everything that happens afterwards that defines your character. Not saying it's a bad idea, I just don't see how it would link into the start of the story.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Kalifas
    Kalifas
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    In a single player game that rocks. But in an mmo I think different story per race is important. Because ESO wants you to reroll and seeing the same outcome narrative regardless of what you choose gets stale the 5th or six time around. They could offer it as a playable flashback at some point in the story and still preserve that blank slate at the beginning.
    An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
  • KiraTsukasa
    KiraTsukasa
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    To expand more on what BlackSparrow said, nine playable races, ten if you have the Imperial upgrade, and for those with the any race any faction upgrade, three different possibilities per race. With Dragon Age Origins, you have six possible backstories leading into the same storyline. With ESO, there would be 30 different backstories leading toward three possible time lines. That's simply too much for any game, let alone an MMO.
  • Kalifas
    Kalifas
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    Well the any race any faction does throw a wrench in there for sure. They could just have a possible 1-3 hour storyline per 8-9 races preceding the faction joining storyline. And once you reach the faction joining storyline section that part would join the the storylines as a global 3 faction story and which faction story you start out in depends on what faction your race is attuned to. The faction is still pre-decided but your story is colored differently based off race preceding the faction story.
    • Begin in the prison
    • A hour or so into gameplay the unique racial origin flashback kicks in like a playable memory of your character(racial story)
    • You then join a faction
    • Here there is only 3 story options which are faction storylines(faction story)
    • Rest of the game is main story and the faction arc you chose

    So it would only be 9 brand new unique race origin stories, it is more than six but not 30 story possibilities. Nine doesn't seem like too much because unlike a single player game that has an end and definite development cutoff. An mmo is neverending until the servers shutdown and has infinite development during that time.
    An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
  • AshTal
    AshTal
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    I wish they had done something like this. But agree any new content has to be available to everyone.
  • Kalifas
    Kalifas
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    What do you guys/gals mean by available to everyone? Free or purchased DLC? Because I don't know if they would go through any trouble to add it for free.
    An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
  • BlackSparrow
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    Kalifas wrote: »
    So it would only be 9 brand new unique race origin stories, it is more than six but not 30 story possibilities. Nine doesn't seem like too much because unlike a single player game that has an end and definite development cutoff. An mmo is neverending until the servers shutdown and has infinite development during that time.

    Continuous development? Yes. Infinite development? Not even close.

    See, the problem is that, as KiraTsukasa pointed out, you're not just talking 9 storyline options... you're talking 30... 10 races that could go across three factions, and that's not even touching if they make any decisions in the backstory that might affect later events.

    See, to make this at all meaningful, you'd need to somehow make sure the backstory is somehow pertinent to the rest of the story. The Dragon Age series does this through backstory NPCs showing up again, visiting backstory-related places, and offering certain dialogue options based on someone's background.

    This is already something that ESO, for all its breadth, doesn't implement very well. Very rarely is your race acknowledged in-game, even if it's pertinent to a particular quest. And this change would require that the quests even further take your choices into account, which is something that ESO just does not tend to do.

    And that's before you take Any Race Any Alliance or On Tamriel into account. Because what if your Khajiit ends up in the EP, which means there would be similar overtones of racism against them as for Argonians? Or you have a human character in AD, where they should be treated as outsiders (but aren't because, as I said, meaningful race choices is not something that ESO implemented very well, as it is)?

    To make these origins meaningful, they need to affect what happens later in the story, which means that the devs would be retouching almost every aspect of the game. That is a crazy amount of work... especially for a feature that, let's face it, most players are not going to care about. Roleplayers like myself and, from the sounds of it, you could make an origin story meaningful just through our own personal narratives and the way we play, but most players who are more interested in PvP or endgame play would hate this feature. This is proven by the fits that were thrown in beta about everyone having to go through the starter islands every time, which resulted in the rushed release of people being dropped in the starter cities at game launch.

    You make it sound like it wouldn't be much work, and maybe if the devs just threw it together haphazardly and stuffed it in with a "flashback NPC" in the starter city or something, that could be true.

    But done well? With nine races? Nope. Not feasible.

    So let's just keep using our imaginations to create backstory, because I suspect those would be better fleshed out and more unique than any 1-2 hour questline the devs could implement anyway. :)
    Edited by BlackSparrow on July 6, 2016 6:28PM
    Living vicariously through my characters.

    My Girls:
    "If you were trapped in your house for, say, a year, how would you pass the time?"

    Nephikah the Houseless, dunmer assassin: "I suppose I could use the break. I have a lot of business holdings now that need management."
    Swum-Many-Waters, elderly argonian healer: "I think that I would enjoy writing a memoir."
    Silh'ki, khajiit warrior-chef: "Would this one be able to go outside, to the nearby river? It's hard to fish without water!"
    Peregrine Huntress, bosmer hunter: "Who is forcing me to stay inside, and where can I find them?"
    Lorenyawe, altmer mechanist: "And why would I want to go outside in the first place? Too much to be done in the workshop."
    Lorelai Magpie, breton master thief: "I'd go nuts. Lucky for me, I have a little experience sneaking out!"
    Rasheda the Burning Heart, redguard knight: "I would continue my training to keep my skills sharp."
    Hex-Eye Azabi, khajiit daedric priestess: "I suppose it would be lucky, then, that I built a shrine to Mephala in my backyard."
    Yngva Stormhammer, nord bandit (reformed...ish): "I hate being inside even when I'm not forced to be. GET. ME. OUT."
    Madam Argentia, vampire dunmer aristocrat: "I suppose it would be more of the same. I have a rather... contentious relationship with the sun."
    Mazie gra-Bolga, orc scout: "Uh... I'd have to house train my bear..."
    Felicia the Wanderer, imperial witch-for-hire: "What Lorelai said."
    Calico Jaka-dra, retired khajiit pirate: "This one would like a rest from her grand adventures. Her jewel shop runs out of stock!"
    Shimmerbeam, blind altmer psijic: "Provided that I am confined to Artaeum, I do not think I will want for things to occupy my time."
    Shauna Blackfire, redguard necromancer: "Sounds like paradise. I hate people."
    Kirniel the Undying, cursed bosmer warrior: "I would feel useless, not being able to fight."
    Echoes-from-Dragons, argonian who thinks she's a dragon: "All the better to count my hoard!"

    (Signature idea shamelessly stolen from Abeille.)
  • dodgehopper_ESO
    dodgehopper_ESO
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    It all sounds interesting but I would like to suggest that there are some very thematic reasons why some of the favored classes should probably change, or at the least have all classes listed. The Templar class for instance very much favors common themes among Redguards as does Nightblade, but there are elements of Sorcerer (hurricane skill) or DK that would work for them. Orcs are often raiders and bandits as well, so Nightblade would definitely suit them. I think it all sounds interesting but the amount of work it would take to build multiple story choices for 10 differences might be overly heroic for ZoS to consider, at least they might not view it in a profitable light. It can't be 9 simply because Imperial has always been one of the main races in the series, and its a PAID race. Pay more to get less? That doesn't make sense.

    I think instead of focusing on the classes a character plays, it might make more sense to give cultural choices and specialty choices. I'll use Dunmer as an example.

    Cultural Choices for the Dunmer could include: Ashlander (by tribe perhaps?), House (Hlaalu, Telvanni, Redoran, Indoril, Dres, etc) and possibly 'Outsider' which could be a catch all group of Dunmer who do not hold to their own culture.

    Specialties could then fall into elements like: Magic DPS, Healer, Stamina DPS, Tank. In terms of theme though each culture would have its own specialists by name. In the realm of the Ashlanders for instance Healer or Magic DPS could be a tribal shaman.

    The nice thing about this is it could offer further specialization for races and offer more customization. For instance a Nord from Winterhold might have bonuses to Magic and Frost Magic. A Colovian Imperial might have bonuses that would befit a tough warrior type. I'm not going to flesh out the concept fully, but I think it could be a lot of fun. I'd also like to add @Kalifas that I bet @TheShadowScout or @Gidorick probably has posted a similar suggestion so they might also make good collaborators on this topic.
    Edited by dodgehopper_ESO on July 6, 2016 7:07PM
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Kalifas
    Kalifas
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    Kalifas wrote: »
    So it would only be 9 brand new unique race origin stories, it is more than six but not 30 story possibilities. Nine doesn't seem like too much because unlike a single player game that has an end and definite development cutoff. An mmo is neverending until the servers shutdown and has infinite development during that time.

    Continuous development? Yes. Infinite development? Not even close.

    See, the problem is that, as KiraTsukasa pointed out, you're not just talking 9 storyline options... you're talking 30... 10 races that could go across three factions, and that's not even touching if they make any decisions in the backstory that might affect later events.

    See, to make this at all meaningful, you'd need to somehow make sure the backstory is somehow pertinent to the rest of the story. The Dragon Age series does this through backstory NPCs showing up again, visiting backstory-related places, and offering certain dialogue options based on someone's background.

    This is already something that ESO, for all its breadth, doesn't implement very well. Very rarely is your race acknowledged in-game, even if it's pertinent to a particular quest. And this change would require that the quests even further take your choices into account, which is something that ESO just does not tend to do.

    And that's before you take Any Race Any Alliance or On Tamriel into account. Because what if your Khajiit ends up in the EP, which means there would be similar overtones of racism against them as for Argonians? Or you have a human character in AD, where they should be treated as outsiders (but aren't because, as I said, meaningful race choices is not something that ESO implemented very well, as it is)?

    To make these origins meaningful, they need to affect what happens later in the story, which means that the devs would be retouching almost every aspect of the game. That is a crazy amount of work... especially for a feature that, let's face it, most players are not going to care about. Roleplayers like myself and, from the sounds of it, you could make an origin story meaningful just through our own personal narratives and the way we play, but most players who are more interested in PvP or endgame play would hate this feature. This is proven by the fits that were thrown in beta about everyone having to go through the starter islands every time, which resulted in the rushed release of people being dropped in the starter cities at game launch.

    You make it sound like it wouldn't be much work, and maybe if the devs just threw it together haphazardly and stuffed it in with a "flashback NPC" in the starter city or something, that could be true.

    But done well? With nine races? Nope. Not feasible.

    So let's just keep using our imaginations to create backstory, because I suspect those would be better fleshed out and more unique than any 1-2 hour questline the devs could implement anyway. :)
    I do understand where you are coming from and it makes sense. I did show a way to make it work with 9 race origin stories and 3 faction global stories.I would be fine with the backstory not affecting later events if that is too much work, just the initial origin quests for added flavor and freshness when rolling alternate characters.I think the game would be even better if npcs reacted to you differently based on choices you made like a Khajiit rolling Ebonheart. I don't think people would like permanent choices in an mmo though because it scares them that they might get screwed by making wrong choices. That is why we have vending machine conversation choices in basically any quest based mmo.

    It is it alot of work, the most expensive features are story additions, especially when voice acting is implemented but other mmos do it so why can't ESO?

    FFXI has 22 class/jobs and each one has 3 unlock quest with story, race specific armor and weapon quests, a level break questline, in addition to a three faction story.

    FFXIV has 9 base classes, 13 jobs, and 9 crafting classes which even have their own story. All these have class specific quests, race specific armor and weapons, and a main story of one hundred hours.

    Swtor has 8 classes all with 50 hours of fully voiced story each class, which stung them at first with so much development put into it, the rest of the game was bare at launch.

    So while expensive and difficult, it is not impossible and I am not even asking for anything on the level of those games for character specific. Just a couple of hours of unique story content so when I reroll it is not the same exact story everytime I play a new race which now is 3 factions and main story.



    An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
  • Kalifas
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    It all sounds interesting but I would like to suggest that there are some very thematic reasons why some of the favored classes should probably change, or at the least have all classes listed. The Templar class for instance very much favors common themes among Redguards as does Nightblade, but there are elements of Sorcerer (hurricane skill) or DK that would work for them. Orcs are often raiders and bandits as well, so Nightblade would definitely suit them. I think it all sounds interesting but the amount of work it would take to build multiple story choices for 10 differences might be overly heroic for ZoS to consider, at least they might not view it in a profitable light. It can't be 9 simply because Imperial has always been one of the main races in the series, and its a PAID race. Pay more to get less? That doesn't make sense.

    I think instead of focusing on the classes a character plays, it might make more sense to give cultural choices and specialty choices. I'll use Dunmer as an example.

    Cultural Choices for the Dunmer could include: Ashlander (by tribe perhaps?), House (Hlaalu, Telvanni, Redoran, Indoril, Dres, etc) and possibly 'Outsider' which could be a catch all group of Dunmer who do not hold to their own culture.

    Specialties could then fall into elements like: Magic DPS, Healer, Stamina DPS, Tank. In terms of theme though each culture would have its own specialists by name. In the realm of the Ashlanders for instance Healer or Magic DPS could be a tribal shaman.

    The nice thing about this is it could offer further specialization for races and offer more customization. For instance a Nord from Winterhold might have bonuses to Magic and Frost Magic. A Colovian Imperial might have bonuses that would befit a tough warrior type. I'm not going to flesh out the concept fully, but I think it could be a lot of fun. I'd also like to add @Kalifas that I bet @TheShadowScout or @Gidorick probably has posted a similar suggestion so they might also make good collaborators on this topic.
    Now what you are saying does sound very interesting. I see the Imperial race as already being worth it simply by the fact that you can play a race someone else can't without buying it first. Even though I didn't give a possible story for Imperial, it isn't because I thought they should be excluded but more that I could not find a good backstory explanation for it on the web.

    The cultural thing is cool, that is kind of what DaO did with common, noble, and city cultural. I am not sure about them adding combat specializations based off culture though, because players already complain about things now and that is before cultural becomes a big thing.

    I think Gidorick is on hiatus due to the game going places he feels is not good. I am sure he will be back.
    An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
  • TheShadowScout
    TheShadowScout
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    It has been mentioned, TES games -always- left the character a blank slate... a "prisoner born of uncertain parents" or something along those lines, for the player to better identify with their character.

    The dragon age thing works very well for single player games - but not so much for MMOs, due to the "Oh, I am a nobles child who had to leave home after a coup by a rival family and am now looking for vengeance" - "hey, I too" - "me as well" - "Me too" - "I also!"... it gets a bit silly as soon as more people come together... ESO does sidestep this nicely with a "backstory" that leaves a lot of room for who your character might have been before getting sacrificed by Mannimarco and thus sent to coldharbour...

    What -has- been mentioned before was that there could be an additional "background" selection fo the race... like, say you make a character, and then get to pick one out of three backgrounds, say, "Noble/Traditionalist", or "Commoner/Reformer" or "Outsider", and have some background flavor and maybe some minor differences... like, say, the "noble" could have an small advantage in magica due to sorcerous training, and the commoner in stamina due to hard work, and the outsider in toughness due to wilderness living... that sort of thing. Perhaps also some non-combat advantages - outsiders being better at gathering, and the third better at merchatile haggling... something like this.
    Then these backgrounds could be matches to the races... for the Dunmer example - "House Noble" / "House Commoner" / "Ashlander Outcast"; or for Orsimer - "Malacath Traditionalist" / Trinimac Reformer" / "Wood Orc Outsider"; or for Bretons "Castle Noble" / "Townsfolk Commoner" / "Wyrd Outsider"; or for Redguards "Crowns Traditionalist" / "Forebear Reformer" / "Ash'aba Outsider" and so on, something along those lines...
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