I want to make a clear statement that me, as well as many people who would support me in this topic, do not like the way ZeniMax Online maintains lore of The Elder Scrolls Online.
It seems like each zone of the game lives it's own life, allows such confusing things as:It's definitely clear that each zone represents it's own story which is put near to other stories, but connections between them are very, very selective and contradicting to each other. This way of maintaining the overall story is abusive to players who came to TESO as to The Elder Scrolls game, not as to online game.
- Dead/disappeared characters appear with no explanation (e.g. Darien Gautier);
- People you already met don't know you (e.g. Coldharbour characters if you meet them after it, alliance leaders in "Messages Across Tamriel" and their alliances' quests);
- You can't choose dialogues which would fit into conversations better (e.g. meeting Gabriella Benele on a Gold Coast vs meeting her in Western Skyrim after completing Coldharbour);
- People refer you and your character refers themselves as soulless in the base game zones - with some quests based on this feature (e.g. "Heart of Evil" quest in Bangkorai);
- ...and so on.
Definitely, game's lore, continuity and timeline should be officially explained or fixed by ZeniMax Online. Players who come here for lore and story may leave it after they see some of these inconsistencies! I love this game, but I'm tired of making my headcanon theories to explain all of these things.
And no, this is not a demand. This is a very important require - an urgent one. Since most of the other aspects of the game are definitely good or even nearly perfect, lore aspect starts to be the most important one.
ZeniMax Online, please give us the official explanation of The Elder Scrolls Online timeline - after seven years since the game's launch, old players and newcomers deserve to have it and understand the game's main problem as a part of The Elder Scrolls series.
If we compare with TESO quest system it would be like: Dragonborn/Champion of Cyrodiil starts own story > Dragonborn infiltrates to the Thalmor Embassy/Champion of Cyrodii meeting Mankar Camoran > Dragonborn going to Greybeards/Champion of Cyrodiil going to Bruma > Dragonborn killing Alduin/Champion of Cyrodiil watching a monsters fight > Dragonborn watching the Dragon resurrection/Champion of Cyrodiil telling to Martin the truth.It's all tradeoffs.
A more linear and directed story has less contradictions and more consistent characters and developments, but it is obviously more restrictive.
TES games have always been about freedom, and that freedom comes with a cost. The Dragonborn ping-pongs between ruthless murderer and goodie two shoes, the Hero of Kvatch can save the world in a couple weeks, or faff around for years collecting flowers.
- Dead/disappeared characters appear with no explanation (e.g. Darien Gautier);
- People you already met don't know you (e.g. Coldharbour characters if you meet them after it, alliance leaders in "Messages Across Tamriel" and their alliances' quests);
- You can't choose dialogues which would fit into conversations better (e.g. meeting Gabriella Benele on a Gold Coast vs meeting her in Western Skyrim after completing Coldharbour);
- People refer you and your character refers themselves as soulless in the base game zones - with some quests based on this feature (e.g. "Heart of Evil" quest in Bangkorai);
- ...and so on.
I want to make a clear statement that me, as well as many people who would support me in this topic, do not like the way ZeniMax Online maintains lore of The Elder Scrolls Online.
It seems like each zone of the game lives it's own life, allows such confusing things as:It's definitely clear that each zone represents it's own story which is put near to other stories, but connections between them are very, very selective and contradicting to each other. This way of maintaining the overall story is abusive to players who came to TESO as to The Elder Scrolls game, not as to online game.
- Dead/disappeared characters appear with no explanation (e.g. Darien Gautier);
- People you already met don't know you (e.g. Coldharbour characters if you meet them after it, alliance leaders in "Messages Across Tamriel" and their alliances' quests);
- You can't choose dialogues which would fit into conversations better (e.g. meeting Gabriella Benele on a Gold Coast vs meeting her in Western Skyrim after completing Coldharbour);
- People refer you and your character refers themselves as soulless in the base game zones - with some quests based on this feature (e.g. "Heart of Evil" quest in Bangkorai);
- ...and so on.
Definitely, game's lore, continuity and timeline should be officially explained or fixed by ZeniMax Online. Players who come here for lore and story may leave it after they see some of these inconsistencies! I love this game, but I'm tired of making my headcanon theories to explain all of these things.
And no, this is not a demand. This is a very important require - an urgent one. Since most of the other aspects of the game are definitely good or even nearly perfect, lore aspect starts to be the most important one.
ZeniMax Online, please give us the official explanation of The Elder Scrolls Online timeline - after seven years since the game's launch, old players and newcomers deserve to have it and understand the game's main problem as a part of The Elder Scrolls series.
VaranisArano wrote: »It's important to keep in mind that ESO does have an internal chronological order. Zones may be free to travel in any order post-One Tamriel, and all the events may have been flattened in 2E 582. ZOS even changed some dialogue to indicate alternate meetings.
But if you want everything to "make sense", then you need to play in chronological order of release.
ZOS isn't ever going to force that on players, because they don't want to create the impression that you have to play hours and hours of old content before you can jump into the latest expansion you just bought. And they usually manage a pretty good new player experience! Eveli probably seems like a pretty fun character when we meet her in Blackwood - the cognitive dissonance won't hit until much later when the now no-longer-new player heads to Orsinium and meets the original Eveli.
At least it's not as bad as introducing Cadwell, Tharn, Sai Sahan or Lyris before new players had done the Main Quest, like Elsweyr, Dragonhold, and Greymoor did.
ZOS should just have players start in Coldharbour
it is way easier to explain to new players that they can go to any DLC they want after experiencing the intro rather than trying to explain how to properly start at the REAL beginning of the game and to make sense of the story timeline
THIS is how you hook a player into the game, all the other starts were lackluster and had Zero direction.
https://youtu.be/jY6070A_hi8
@VaranisArano, I agree with the opinion that the DLC content you bought with your money should be accessible almost always.
The problem is that you may be interested in some particular DLC and not ready to pay for others which were chronologically before. This is why there should be an universal explanation which will tell you: "You are welcome in any part of Tamriel and shouldn't be worried if time goes ahead of itself or goes before of what you've already seen". All the purchases should be respected with this explanation.
It can be unlimited. The story suffers from trying to happen at the same time as the rest of the stories. Okay, our Hero can "possibly" to be in different places at the same time, but what about the others? I think the global timeline should moving through a quests. This can help storywriters not to think through all the variations of a situation depending on the completed quests (where is possible to forget about something), but to focus on only one option.They acted pretty.. aggressive because my suggestions wanted to take this freedom away from them. However, when we're talking about plot consistency, I believe that there definitely should be limitations.
@VaranisArano, very, very good explanation of all the problems.
It may be a sad thing for most of people who are interested in this question too, but making "universal explanation" which makes feature out of bug seems to be the most "cheap" decision. Like, yes, I paid for TESO, but who am I to look into a deep budget of Bethesda and say like: "Alright, now you use these money for fixing ALL the content"?
I just want an explanation, like Dragon Break or something. It's not bad because it touches metaphysics - and many players would love to see some metaphysical stuff in TES games. Even though it will, once again, be used to explain inconsistencies and fix plot holes.
As I told earlier, the official acceptance of Dragon Break in 2E 582 will save ZOS from so, so many questions. It's very hard to tell when and why Dragon Break would like to appear. Want it or not, Numidium's remains are still exist somewhere, so maybe it was used once more after The War of The First Council and The Tiber Wars? Anyway, it can be for us to make theories, but only one statement about Dragon Break can open many ways for both us to explore the content and ZOS to have more creation freedom.
what they don't seem to get though is that they give players NO direction in the start of the game, which is alienating and just makes for a boring experience.
VaranisArano wrote: »I dislike the Dragonbreak explanation because I feel it's overused by fans. I think it's better saved for big events that make no sense otherwise, as in Daggerfall, when it's used to reconcile irreconcilable outcomes.
@VaranisArano, one part of me agrees with you, a different part still feels like it's time for a Dragon Break.
You're right from the perspective that if player doesn't play the game with the intended order, well, it's players' fault.
For example, in Skyrim you can stand on the Throat of The World, speak to Paarthurnax... But then suddenly exit the dialogue, use fast travel and go playing bowling with cabbage. It won't be explained by any Dragon Break, it's just a player...
From this perspective, reaching some zones before they were intended to be visited by you is less hardcore version of what I've just wrote.
However, there are many howevers...
First of all, visiting other alliance, as well as visiting DLC zone when there are no urgent quests is a normal thing. You will be punished for this normality by broken timeline if you do this.
Then about Dragon Break... Yes, it is overused by community, but the The Elder Scrolls Fandom page about it shows only five instances of it during all the eras. This means that it's not overused by Bethesda.
After it, I think that our protagonist is a very, very cool guy. This scene where he or she slashes Molag Bal in a single combat proved it. I think that his or her story should have an epic outcome - and Dragon Break is a specially good situation for this.
Finally, there is a statement on the Three Banners War page of the same site that it's outcome is... Unknown. The event which included Molag Bal's invasion, a huge battles between three alliances (not these street fights in Skyrim or Oblivion)... Is not referred anyhow in the Third and Fourth eras. It was literally erased from timeline.
This is why I'm ready for the Dragon Break explanation. As I told before, it will open more creative freedom for ZOS, more space for headcanon for us and even less problems for Bethesda Game Studios who are making The Elder Scrolls VI. Wish I could ask Todd Howard and Michael Kirkbride here about their vision of TESO...
If we compare with TESO quest system it would be like: Dragonborn/Champion of Cyrodiil starts own story > Dragonborn infiltrates to the Thalmor Embassy/Champion of Cyrodii meeting Mankar Camoran > Dragonborn going to Greybeards/Champion of Cyrodiil going to Bruma > Dragonborn killing Alduin/Champion of Cyrodiil watching a monsters fight > Dragonborn watching the Dragon resurrection/Champion of Cyrodiil telling to Martin the truth.It's all tradeoffs.
A more linear and directed story has less contradictions and more consistent characters and developments, but it is obviously more restrictive.
TES games have always been about freedom, and that freedom comes with a cost. The Dragonborn ping-pongs between ruthless murderer and goodie two shoes, the Hero of Kvatch can save the world in a couple weeks, or faff around for years collecting flowers.
The singles have the linear story that cannot be started from the middle or end, you have to follow a strictly defined scenario. This allows to write a good and logical story. But when a scenario tries to be "neutral" to timeline the story becomes limited, sometimes illogical, with a missing potential.
If we compare with TESO quest system it would be like: Dragonborn/Champion of Cyrodiil starts own story > Dragonborn infiltrates to the Thalmor Embassy/Champion of Cyrodii meeting Mankar Camoran > Dragonborn going to Greybeards/Champion of Cyrodiil going to Bruma > Dragonborn killing Alduin/Champion of Cyrodiil watching a monsters fight > Dragonborn watching the Dragon resurrection/Champion of Cyrodiil telling to Martin the truth.It's all tradeoffs.
A more linear and directed story has less contradictions and more consistent characters and developments, but it is obviously more restrictive.
TES games have always been about freedom, and that freedom comes with a cost. The Dragonborn ping-pongs between ruthless murderer and goodie two shoes, the Hero of Kvatch can save the world in a couple weeks, or faff around for years collecting flowers.
The singles have the linear story that cannot be started from the middle or end, you have to follow a strictly defined scenario. This allows to write a good and logical story. But when a scenario tries to be "neutral" to timeline the story becomes limited, sometimes illogical, with a missing potential.
ESO is not entirely devoid of structure. Every Alliance, and "Year of" has a structure not unlike what you described.
I think the best thing ZOS could do is to prepare a few sets of "Journeys", a list of areas to complete, that all form a cohesive narrative.
They'd look something like
- The Ebonheart Pact:
Bleakrock Isle -> Bal Foyen -> Stonefalls -> Deshaan -> Shadowfen -> Eastmarch -> The Rift -> Coldharbour- The Daggerfall Covenant:
Stros M'kai -> Betnikh -> Glenumbra -> Stormhaven -> Rivenspire -> Ailk'r -> Bangkorai -> Coldharbour- The Aldmeri Dominion:
Khenarthi's Roost -> Auridon -> Grahtwood -> Greenshade -> Malabar Tor -> Reaper's March -> Coldharbour- The Daedric Triad:
Orsinium -> Vvardenfell -> Clockwork City -> Summerset- A Rage of Dragons:
Wrathstone Dungeons -> Northern Elsweyr -> Scalebreaker -> Southern Elsweyr- The Dark Heart of Skyrim:
Harrowstorm -> Western Skyrim -> Stonethorn -> The Reach- The Gates of Oblivion:
Flames of Ambition -> Blackwood -> SomethingFireBrimstonesomething -> The Deadlands
They'd just be suggestions on the player's UI, of course. Not unlike the current new player guides and map completion trackers that are currently in the game.
VaranisArano wrote: »
I dislike the Dragonbreak explanation because I feel it's overused by fans. I think it's better saved for big events that make no sense otherwise, as in Daggerfall, when it's used to reconcile irreconcilable outcomes.
In ESO, there is a simple explantion already available: where it matters, everything happened in the intended order. Where it doesn't matter, the Vestige can do it in whatever order they want. The momentary confusion of the player who doesn't play all the content or stumbles through it out if order need not impact the established lore and story.
There's no choice in ESO that's anywhere near as consequential as "I handed the Mantella and a reality shaping Numidium to the Emperor/Daggerfall/Hammerfell/Mannimarco/the Underking etc." that results in greatly different endings. There's not even any choice as consequential for the story as picking a side in Skyrim's Civil War.
If it's so, I'd like ZOS to simply make a statement that there is a Dragon Break, saying that their previous statements about it were "made very hastily and without good inner knowledge of this lore aspect".
If we were in a Dragon Break would we know it? Seems to me a scholar somewhere in the distant future would stumble across inconsistencies and thing hmmm.
VaranisArano wrote: »It's important to keep in mind that ESO does have an internal chronological order. Zones may be free to travel in any order post-One Tamriel, and all the events may have been flattened in 2E 582. ZOS even changed some dialogue to indicate alternate meetings.
But if you want everything to "make sense", then you need to play in chronological order of release.