The Characters & The Player story
Elder Scroll games never really put much effort into NPCs because the single player titles always had considerable room for the players moral ambiguity. Serana from “Skyrim: Dawnguard” was really the only fleshed out character that the player could develop any emotional connection for. Which is why there’s a noticeable quantity vs quality difference between characters in Skyrim and Fallout 4. The truth is that Skyrim and ESO are really the first Elder Scroll games that make an effort to write NPCs that players can care about.
This is because Elder Scroll games were always about one person, you the player. Your character is the central protagonist of the plot and the only one that matters so your relationship with other characters was never a focal point. There were many people who weren’t a fan of being the main character in an MMO but it is an Elder Scrolls game and in my opinion they made it work with the Molag Bal story arc because they made a group of well written & acted companions for your player to engage with.
A relevant example of TES being about the player - TES V: Skyrim
- Skyrim was about our character, the Dragonborn, fulfilling a prophecy and saving the world from Alduin the World-Eater
- Dawnguard was about our relationship with the character Serana, no matter which side we chose
- Dragonborn was about us facing off against Miraak, the First Dragonborn, and our connection to the Daedric Prince Hermaeus Mora.
In all of these stories in Skyrim, it was about the player’s relation with Fate.
to quote Paarthanax
“The Kelle... Elder Scrolls, as you name them, they have often been used for prophecy. Yes, your prophecy comes from an Elder Scroll.”
“True… But qostiid - prophecy - tells what may be, not what should be. Qostiid sahlo aak. Just because you can do a thing, does not always mean you should. Do you have no better reason for acting than destiny? Are you nothing more than a plaything of dez… of fate?”
In Dawnguard you were always fated to meet Serana and end the Volkihar clan. No matter which side you choose that is what the outcome will always be.
This comes full circle when we meet once again with Hermaeus Mora, the Daedric Prince of Fate, in the Dragonborn DLC. It seems that no matter what we do, we are destined to take Miraak’s place to become Mora’s plaything, which was a position that Miraak desperately sought to escape.
In contrast look at the major MMORPG World of Warcraft.
Warcraft is essentially a cast of characters in a soap opera. These characters are the focus of the plot, while you’re there for the ride. The MMO had the advantage of its story & characters being set up back in the RTS games, so there were already people that were invested in their story.
Sure people can make their own characters in WoW but they are not the Main Character, rather they are more like observers playing second fiddle to the major characters. WoW focuses on engaging players emotions through cinematic over-the-top soap opera storytelling. The Players care more about the story of characters like Arthas, Thrall, Jaina, Sylvanas, Saurfang, etc. than they do about their own PCs - they’re just a soldier in the ongoing conflict of Warcraft. That’s how WoW get’s them invested in their factions - by giving them compelling characters that they want to support in the fight.
Which is what makes the Main Story Boss fights so engaging is because it’s everyone working with these major characters to take down the Main Antagonist. You went on an epic journey that led to this moment killing “The Big Bad” (Illidan, Arthas, Deathwing, etc)
Am I saying that Elder Scrolls Online should copy WoW?
No, what works for WoW is not going to work for ESO. In fact I would say that has been the problem - ZOS has been making their own NPCs the main characters as opposed to us the player.
It’s like a session of Dungeons & Dragons. The DM is not the main character, the players are. If a DM takes over a story with an NPC then the players lose interest because their characters have nothing to do but play second fiddle to the DM, which is not fun.
If ZOS wants players to be invested in a story then there has to be skin in the game for them. A personal motivation for the story.
The story has to affect the player in some way that they have a vested interest in seeing it through. Like Mannimarco and Molag Bal, they took your soul - there’s your personal motivation in a grand story.
Sure we help the five companions but the story comes full circle to ultimately being about us.
Emphasize how the player’s involvement in a story affects them and other characters. Implement dialogue options that are related to the choices the player has made to their character (race, class, curse,) as well as what they did in quests because all these variables should have more impact on how characters react and treat you.
Look at past installments of ESO
In Orsinium we befriended King Kurog, he seemed like a great guy who just wanted a hopeful future for his people. So when he killed his chieftain it was a shock because we worked with him up to that point. He became our friend but we had to kill him because he’d gone mad for power. The story became a tragedy because we lost a friend.
In Summerset, if you played the base game, we reunited with an old friend Daren, who we reminisce with. It felt bitter sweet because instead of an army like we had for Molag Bal, it was just us that was stopping the destruction of the Crystal Tower.
If you played Morrowind then you’re character played a part in Veya’s fate who became Nocturnal’s Champion.
Daren ultimately sacrificed himself to give us a shot at defeating the Veya. There was a sad feeling that over the course of time we were losing our friends. The story had an impact on our character, and it was partly our fault.
An issue with recent stories is that too much hinged on you liking the "good" characters and feeling for them vicariously. Feel for a character’s struggle as if it is your own. Here’s the thing, I can sympathize with Khamira in Elsweyr but Season of the Dragon really seemed to be about her and didn’t really have anything to do with my character, it didn’t affect me personally, except for losing Tharn (allegedly)
This could have been different if the story took into account the role we played in obtaining the Wrathstone & unleashing the Dragons. If Khamira was not only mad with Tharn but also with us, then we could have had character growth in our relationship with Khamira. The story becomes about facing the consequences of our actions.
However we hardly had much time to develop a relationship with Khamira due to a lack of interaction and our relationship with Tharn was only meaningful if we met him during the Planemeld.
So the Quest lines in the chapters need to be longer not only due to a lack of character interaction but also because the stories in Q2 & Q4 are too short which leads to my next point.
Stories have to be longer
Another thing that made the the Planemeld & The Daedric War Arcs good was the amount of time those stories took. In the Planemeld we had 6 zones of build up, Daedric War was 3, but Elsweyr had 2.
Sure there were Dungeons but only the first one mattered but even then you don’t need to play them to understand the story.
If ZOS is only going to use two zones for a story arc then there’s going to need to be more quests in order to have a more fleshed out story. Otherwise we’ll start to feel - “Was that it?”
Which is the last thing a writer wants to feel. There’s a difference between a cliff hanger and being cut short.
Take the time to tell the story, set up the characters, including the antagonist, and allow more time for them and the story to develop because otherwise we just aren’t invested.