starkerealm wrote: »ESO does use theater scenes, where NPCs stand in the environment and talk to one another. But, you're not going to see these in-engine cutscenes they way you did in Skyrim for two reasons:
First: few players play ESO in first person, so even if you did in-engine cutscenes you couldn't safely assume players will be in first or third person.
Second: These can't play the way you want in a multiplayer environment. Imagine, you walk into a barrow and get darted by an arrow and collapse. As you wake up and pull yourself off a bed somewhere else in the world, you see a clowncar of players spilling out of that same bed.
Goregrinder wrote: »starkerealm wrote: »ESO does use theater scenes, where NPCs stand in the environment and talk to one another. But, you're not going to see these in-engine cutscenes they way you did in Skyrim for two reasons:
First: few players play ESO in first person, so even if you did in-engine cutscenes you couldn't safely assume players will be in first or third person.
Second: These can't play the way you want in a multiplayer environment. Imagine, you walk into a barrow and get darted by an arrow and collapse. As you wake up and pull yourself off a bed somewhere else in the world, you see a clowncar of players spilling out of that same bed.
It just does not work the same way in an MMORPG. SWTOR can do it because it's practically a single player MMORPG as far as the storyline goes. ESO is not this way, so it just would not work.
VaranisArano wrote: »One key similarity is all your examples is that the player is forced to be helpless in order to advance the plot.
We're bound at Helgen, shouted down in Apocrypha, chained up by the Worm Cult, and ambushed in Greymoor.
I despise enforced helplessness when - if I had full control of my character, I'd be able to do something. For example, ESO likes to play with height. I met Zumog Phoom in a monastery, but because he was two floors up, I had to listen to him monologue instead of pelting him with light attacks. Rada Al-Saran was worse - there was a moment in Markarth where he's doing diabolical things on a much lower level that you view from a higher balcony. Varanis would have jumped, died, and rezzed herself in order to stop him from killing innocents, but no, I'm stymied by a chest high wall because the writers can't have me fight Rada right now.
The Greymoor intro is an example of "Cutscene Incompetence" - now many times have our Vestiges been ambushed and walked away unscathed? That's the point of a cutscene, to take away control from the competent player and make them do what the game writer wants.
Sorry, cutscenes have their places, but cutscenes that take away control of our characters or"scenes" that rely on us being rendered helpless shouldn't be overused. I feel like ZOS already does it too much to railroad us along the story encounters with recurring villains.
I just completed Star Wars: The Old Republic and the story presentation in Fallen Empire was great, and I love how dialog choices matter in that game. It made me wonder what ESO would be like had they implemented such a system when building this game. Realistically however, I can't see a game as old as ESO adopt that. Still, if there's ever an ESO 2.0, I would love to see an improved story telling experience. Or even at the least, hopefully Bethesda revamps the story telling in TES 6.
I just completed Star Wars: The Old Republic and the story presentation in Fallen Empire was great, and I love how dialog choices matter in that game. It made me wonder what ESO would be like had they implemented such a system when building this game. Realistically however, I can't see a game as old as ESO adopt that. Still, if there's ever an ESO 2.0, I would love to see an improved story telling experience. Or even at the least, hopefully Bethesda revamps the story telling in TES 6.
As I said ESO is different from FF14 and World of Warcraft, and Star Wars Old Republic MMO. Star Wars Old Republic, and FF14 both have in depth cutscenes because of numerous reasons. Like it or not guys Elder Scroll Online ,and Skyrim are two different Elder Scrolls, and people that play this game believe Elder Scroll Online should just be like skyrim.
I just completed Star Wars: The Old Republic and the story presentation in Fallen Empire was great, and I love how dialog choices matter in that game. It made me wonder what ESO would be like had they implemented such a system when building this game. Realistically however, I can't see a game as old as ESO adopt that. Still, if there's ever an ESO 2.0, I would love to see an improved story telling experience. Or even at the least, hopefully Bethesda revamps the story telling in TES 6.
As I said ESO is different from FF14 and World of Warcraft, and Star Wars Old Republic MMO. Star Wars Old Republic, and FF14 both have in depth cutscenes because of numerous reasons. Like it or not guys Elder Scroll Online ,and Skyrim are two different Elder Scrolls, and people that play this game believe Elder Scroll Online should just be like skyrim.
Not quite - I just think that some moments in the games story could have better presentation