SerafinaWaterstar wrote: »@Eric_Prince
Top class plot ideas!
If only ESO was so good.
I just wish they would not dumb everything down. Like make ‘puzzles’ that my dog could solve. Or incredibly obvious plot developments & cartoon ‘baddies’.
Other games manage to do this well without losing players, so that excuse is not valid. It’s an 18+ game, so please treat us as adults.
prof-dracko wrote: »Personally I felt there was very little connection between the stories this year. Galen felt very disconnected from High Isle, besides thematically, and only barely connected with the "tie together at the end" quests. Galen could have been it's own isolated story perfectly fine (if you include the two dungeons and prologue quests), and if it had been I think it'd have felt far more successful. It all fell apart really at the end when. It felt very rushed.Spoilerthe Bacaro plotline tried to merge itself with the Druid plot when, to my recollection, they'd had no real intersect until that point
prof-dracko wrote: »Personally I felt there was very little connection between the stories this year. Galen felt very disconnected from High Isle, besides thematically, and only barely connected with the "tie together at the end" quests. Galen could have been it's own isolated story perfectly fine (if you include the two dungeons and prologue quests), and if it had been I think it'd have felt far more successful. It all fell apart really at the end when. It felt very rushed.Spoilerthe Bacaro plotline tried to merge itself with the Druid plot when, to my recollection, they'd had no real intersect until that point
MreeBiPolar wrote: »
From that point, Murkmire was the best shining thing. It was just a small zone, with nothing at all tying it up to anything else besides some minor character interactions, but it was so rich on the lore, it easily feels more than High Isle and Galen combined.
MreeBiPolar wrote: »
From that point, Murkmire was the best shining thing. It was just a small zone, with nothing at all tying it up to anything else besides some minor character interactions, but it was so rich on the lore, it easily feels more than High Isle and Galen combined.
The first half of Q4 DLC stories have consistently been the better ones so far because of this. They are more self-contained, whereas the chapter MQ sets up the year long story and the second half of the Q4 content finishes it.prof-dracko wrote: »
Honestly I think it was. It was a nice breath of air after the year and a half Daedric War story (which worked largely because of its scope). It was very self contained, the threat was entirely local, the villain had a believable motive that wasn't to conquer or destroy everything. It felt entirely personal, and that made it easy to get invested in. Orsinium did the same thing, by making the story about the region and the people in it instead of the fate of the world. I'd like more of that.
Valessea was my favorite char the whole year, of course they would shove her to the side. She's so sweet and smart and humble, a real breath of fresh air in a sea of quippy marvelites.I found it kind of funny, in a sad way, that Valessea was completely absent from the epilogue. It's like she was so forgettable that even the writers forgot about her. She only shows up at the very end when all of the participants of the peace talks need to show up. They didn't even re-hire the voice actress to record some new dialogue for her, she just repeats the same things she said at the end of High Isle.
roqueforty wrote: »ESO's writing peaked at Summerset. This was the example of a world-ending event done right.
Thieves Guild and Darkbrotherhood both were the great representation of how to write a compelling local event story.
They also had a sleeper hit with Elsweyr, but nothing too outstanding.
Clockwork City was ok, but a lot of storiylines felt disjointed, same for Morrowind.
DC storyline was fine, but it was singlehandedly carried by Darien Gautier's character.
Everything else is like an unseasoned guar meat: bland, dry and uninspiring.
Usually I do not really make post likes this, but I felt compelled to having just finished the whole Legacy of the Bretons main quest.
I am sorry to say that this year's writing is a big low for Elder Scrolls Online. Grounded political story became another world ending threat. It's not even in the same universe as Wrothgar's political writing.
For a story advertised as being Legacy of the Bretons, we got basically nothing in terms of new Breton lore. There was some good bits of druid lore, but this was few and far between.
But here's the big elephant in the room: the writing for the main quest epilogue treats The Vestige and by extension the players like they’re stupid. Insultingly stupid. It was obvious who the Ascendant Lord was from the start, but then towards the end we go into a cave find the armour and diary and it’s like “why is that here? Why wouldhave this here?” I am actually mad at how insanely badly written this was.SpoilerBacaro
The only good bits of this story were the bits with the Alliance leaders and they end it. This is also really bad, but I get it. We can't move the world state on because of ESO's approach to game design. The world must remain as is and nothing can change. This is also a big pain point of ESO. No character growth, nothing changes.Spoilerwith the peace talks starting
The writing has been treating The Vestige like they have minus IQ points for years now, but this year was just ... bad. There's no other way to say it.
We need more dialogue options. Like any good RPG, there needs to be more things to do through this. Use persuade, use intimidate, things like that. Make The Vestige into more of a character with even a faint glimpse of being more than just something to go punch things to end the threat.
If you are doing a political story, look back to Wrothgar. That was brilliantly handled and written.
Don't make threats so obvious. And when they are revealed, please, PLEASE do not write dialogue like the Ascendant Lord reveal.
If you are going to continue with year long themes, it is okay to make the chapter and zone DLC into two different self contained stories in the same region. The year long stories were a neat idea to begin, but it is obvious now that they strangle storytelling as opposed to help it.
And I know this one will never get approved, but please, PLEASE let the world move on. If characters are to grow, if things are to develop, then the world can't stay in this static state. Continue rebuilding Abbey of the Blades. Let the peace talks happen. Rebuild Bleakrock, heck, rebuild Imperial City. Let Mannimarco escape Coldharbour. Let Meridia have a go at us. There's so much more you could do by letting the world move on.
Wrothgar and the whole Daedric War arc were some of the finest writing in this game and indeed of any ES game. Please let's have more of that.
Talosgobrrrr wrote: »
You are falling into a fallacy, it is not an argument to say that you have been playing since 1994, the creator of the post has argued with FACTS, not opinions, why the writing of this chapter has been of very poor quality, in this type of post , debate is welcome, but with arguments based on facts, not opinions, opinions are useless, it is pure sand.