Gleitfrosch wrote: »A good game story writer should be able to think beyond his own decisions and try to consider decisions and options which other people would choose, be it good or evil. It is still possible (but difficult) to lead these decisions to the same or very similar results, but it improves the experience of all players.
Of course that would require a bigger effort than writing the story just from one perspective ,like in a book. But that should also be the requirement if someone wants to write good game stories.
Gleitfrosch wrote: »A good game story writer should be able to think beyond his own decisions and try to consider decisions and options which other people would choose, be it good or evil. It is still possible (but difficult) to lead these decisions to the same or very similar results, but it improves the experience of all players.
Of course that would require a bigger effort than writing the story just from one perspective ,like in a book. But that should also be the requirement if someone wants to write good game stories.
Definitely.
If you stop and think about it, every player-driven or character-driven branch in the story is a different story, with different dialog, and potentially different scenes, locations, and outcome. This can easily escalate the size and complexity of the quest, which has to have limits set in place for a variety of reasons, from budget to technical.
Not disagreeing with anything in particular, but I am also never expecting the ESO writing team to create anything but a theme park ride. We get in on one end, ride through the story, then get out when the story is done.
VaranisArano wrote: »This "year long storyline written like a book for a generic hero" is a big problem when the writer(s) don't stop to think "Does my plot make sense for certain TES archetypes that I know Elder Scrolls players roleplay?"
Because whoever wrote Blackwood did not think about the archetype of the Dark Brotherhood assassin. They forgot about the Dark Brotherhood DLC where we become a Silencer of the Dark Brotherhood.
I'm sorry, but some of us have been playing Dark Brotherhood members since Oblivion, and one rule that's drummed into us from TES 4, repeated in Skyrim, and hammered in ESO is: Don't betray your family.
Guess what the Blackwood writer(s) make us do.
I'm sorry, but when ESO writer(s) think their story is so good it justifies railroading Dark Brotherhood members into breaking the Tenets because we're somehow now bestest friends with Eveli, they've lost touch with some of the lore of their series and the roleplaying aspects that make TES so good.
I'm glad I did Blackwood on my main. My Dark Brotherhood Silencer character will never do Blackwood. She literally cannot make it past the first quest without breaking the Tenets, and it only gets worse.
Next time you write a year-long storyline, writers? Try not to leave a gaping plot hole created by your lack of respect for the established lore and obvious player archetypes.
tohopka_eso wrote: »I've only played one MMO with the style of story you are looking for. Unfortunately all other MMO's with story has the same ending in it that I've played except for single player games.
I am sure they thought about it, and that makes it worse. I stopped doing Blackwood on my assassin once I discovered that the writers were writing their story in isolation.
I am seeing this a lot in ESO writing. As the OP has stated, the writers seem like they are mainly wanting to tell their story. We are expected to set aside our story to follow their story. When we are done, we take the achievement and resume our story where we left off, ignoring theirs, if required.
I mean... it is clear that they need some rules to follow.
1. No character dies in a story line that survived another story line. Stories can be done in any order.
2. Once a character is dead in a story, the character is off the table for all other stories, no matter how popular. Stories can be done in any order.
3. Resist the urge to reuse story NPCs in multiple stories unless willing to go back into all those other quests and make necessary updates to them that reflect the variable order that players can encounter the NPC.
4. Any time a character-joinable organization plays a central part of a story, the story has to branch when a member of that organization follows that story. If that is inconvenient, then use an organization that players cannot join. (Edit: if, by chance, this ends up being viewed by someone from ZOS... Blackwood failed on this score and some other organization should have been used)
5. If an organization that the player cannot join is used in a story, then that organization should never be turned into an organization the player can join.
6. If a character has done the prolog quest, or any preceding quest, the "remind me what I am doing" player responses need to be optional and phrased such it doesn't sound like the character has dementia.