VaranisArano wrote: »ESO has settled into a formula. The Chapter gets a handful of new major characters, but the weight of carrying the Chapter hangs on recurring characters from past content and the nostalgia that comes with it as they serve as a "companion" to the player and taskmaster pushing the plot along.
To some degree, I think the writers get a bad rap. They can still turn out fan favorites, like Fennorian and Arox. They can still write recurring characters that are allowed to have character growth, like Count Verandis and Lyranth Foolkiller. They even do a good job with new characters who we don't necessarily lift up to favorite status, but still are interesting, like Khamira or the four Ambitions.
Where I struggle is the reuse of older characters to carry the Chapter. It can turn out great: House Ravenwatch has a bunch of fans who like their portrayal. It can turn out badly: Eveli Sharp-Arrow's character growth at the end of Orsinium might as well not have happened. It can also mutilate new player's understanding of ESO's original plot, such as with Abnur Tharn and Cadwell in Elsweyr. In the case of Lyris Titanborn and Sai Sahan, it straight up sacrificed player choice for the sake of nostalgia.
I haven't played High Isle yet, so I can't say if reappearances like Jakarn and the Alliance Leaders will leave me happy or cold.
colossalvoids wrote: »Can not agree more and that's probably my main problem with the game currently. In the end i can live with bad combat or development decisions etc. but if the core of tes adventure is shattered everything starts to matter less, you're starting to skip dialogue out of annoyance and story falls apart, which was probably their main focus for last 3 years, as we didn't got any decent features along.
Characters like Eveli (as an example) still make me grind my teeth, she grew a lot in Orsinium and now it's a happy Disney movie character walking us along. Like yeah, let's pretend she hit a rock in a head or something at least. Same as any other character that's reoccurring still, can't remember any that was actually a well handled one, maybe Abnur in a sense but still it was a bit of a mess, you can clearly see dislike of him by the writers which I can't support myself (his base game remarks about Lyrics were chef kiss and still holds true).
Still remember Summerset as a story conclusion with a warm feeling, all the deaths and feelings were actually impactful and everything mattered. Now in the end of the story you can barely remember the names of main characters.
colossalvoids wrote: »Can not agree more and that's probably my main problem with the game currently. In the end i can live with bad combat or development decisions etc. but if the core of tes adventure is shattered everything starts to matter less, you're starting to skip dialogue out of annoyance and story falls apart, which was probably their main focus for last 3 years, as we didn't got any decent features along.
Characters like Eveli (as an example) still make me grind my teeth, she grew a lot in Orsinium and now it's a happy Disney movie character walking us along. Like yeah, let's pretend she hit a rock in a head or something at least. Same as any other character that's reoccurring still, can't remember any that was actually a well handled one, maybe Abnur in a sense but still it was a bit of a mess, you can clearly see dislike of him by the writers which I can't support myself (his base game remarks about Lyrics were chef kiss and still holds true).
Still remember Summerset as a story conclusion with a warm feeling, all the deaths and feelings were actually impactful and everything mattered. Now in the end of the story you can barely remember the names of main characters.
I think we all can benefit from smoothly running game but I must agree that story content is my last stand as well. Without it and characters I care about the only thing I might log in once a year for is to cry over my cosmetic collection.
Haven't read all the posts, but it seems to me that reccuring characters are a bigger pain point than the year long themes. Especially characters that (could) have died earlier, like Lyris and Sai Sahan.
I agree that the stories aren't as good as they used to be but I don't think that's tied to the year long theme either. There is praise here for the long Daedric storyline but Wrothgar often comes out on top of what the best expansion was.
In short: they need to up the story writing. High Isle was ok-ish, but while I liked the druid story on Galen, it took until the second part before it was even clear what it had to do with the story on High Isle.
Yes! Disconnecting every chapter/DLC was a shot in the foot. It killed any sort of character development or long term plot construction. Stories and shallow, they lack emotion and bonding to characters.
How could they fix this from now on? One thing that came to my mind was a possible return of the main questline. However, in order for it to work at this point, it should be unlocked only after completing all of the storylines from the maps that are somehow involved in the game's main plot (Three Banner's War/Planemeld) and/or with the game's main characters. All of the new content from now on would have it's regional storyline AND the main questline. This way they can keep future content both independent and meaningful/impactful in a main storyline. This is just one idea, I would like to hear more possible solutions.
It is a shame that we stay bound to seasonal short stories that have no deep implications in the world and it's characters. Especially in a TES game. Give us more bonding to your game, it surely has the potential. Let us see characters evolve, see throne successions, mourn losses... give us more emotion!
I'm a returning player, played since 2015. I was honestly gutted when Jakarn did not recognized my main character. No, "Hey nice to see you again", and, as silly as this sounds, I had a crush on him. I haven't finish Summerset yet, but I've happened to recently read a letter on one of the PoI in Summerset written by Veya and I was excited (not really suprised) to learn that she was well... you know, joined a certain group. I wanted to know more about it. This is what made storytelling by ZoS before made great. Is that you feel invested to these characters.
Before pre Tamriel Unlimited, I know even (some) hardcore PvP players and end game players were doing the storylines at least once, because they enjoyed the storylines. I remember veteran players will actually tell newer players who ask post level 50 questions, to not focus on it and just play through the storylines. It's kinda sad that, that level of storytelling is not as important anymore. I liked it when towns and cities were changed after you completed the quest. I like that recurring characters like Naryu and Gabrielle and Darien didn't felt like friends who were glad to see you again. I mean, let's be honest here, ESO's strength has always been it's storytelling, people can argue that combat, balance, gameplay and content is poor, and they may have a point, but this game's storytelling has always been rock solid. I wish they have played more to that strength rather than just thinking how they can add more players in.
stevenyaub16_ESO wrote: »I agree, it's why people praise story of FF and GW2. You have a recurring cast that holds everything together.
ESO story is considered rather mid and rarely enters the conversation.
I think it's too late for ESO to change direction. 2 more expansions and the world would be pretty filled in by then.
SerafinaWaterstar wrote: »(Sorry but “Summerset was an ‘emotional rollercoaster’” - really? Why do you think that?)
DMuehlhausen wrote: »They aren't changing how they are doing it. This is what they said they would be doing back in like 2015 when they talked future content. This is how they want to tell their story.
SerafinaWaterstar wrote: »(Sorry but “Summerset was an ‘emotional rollercoaster’” - really? Why do you think that?)
Because the amount of good characters who make a return, amount of new characters that is written well, amount of turns in the story as well as meaningful sacrifices happening on screen makes you feel joy one second and despair minutes later. All over again.
That might not be the case for everyone, it was for me and my friends, let's leave it at that.
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Tommy_The_Gun wrote: »I think the problem is that ZOS keeps re-using same characters over & over every year, instead of re-introducing other NPCs from the base game that for sure deserve it.
Carcamongus wrote: »I like the idea of year-long adventures, but my problem is with their writing. Last year, we concluded Blackwood's story with one of the characters as a hero, only for that person to do a U-turn and become a villain in Deadlands. That change was poorly explained, especially considering the character's initial motivations. Legacy of the Bretons was a wasted opportunity to make a memorable story: the Ascendant Order could have been far more interesting if it was actually an organization fighting for some form of freedom, as opposed to a bunch of thugs playing the "help the oppressed" card; the Ascendant Lord was one of the most uninteresting villains in the game, which is a bloody waste. The idea of ending the war and replacing the Ruby Throne with something better could have been so exciting, but instead we get an order of brutes led by a shallow and power-hungry Darth Vader impersonator.