I actually really liked the scribing questline
I played the prologue in the German translation yesterday evening.
The first negative thing that came to my attention was how repetative the dialogues were - once again. One situation seems especially absurd: You search for documents together with an npc, if you pick the document up it will open - and I think people interested in the story will read it - , and then you have to describe everything you just read to the npc through dialogue a second time once you found all of them, lenghtily, in detail?! It's probably nice for people who don't care to read lore books, so they still know what's going on, but for people who read them, it feels very redundant. It also made me wonder whether they expect the player not to read the lore books anyway, which would be a little sad.
Then of course, I also noticed the "mood swings". Something horrible happens, people are distraught - five minutes later they're fine again. I understand that they don't want the prologue to end pitch-black, with everybody just depressed and mourning. But it doesn't feel realistic either if it gets too cheerful again too fast. Showing a subtle hope for the future would had been more fitting, if they want the ending to be a tiny tad more positive. But I've been posting about that problem - the lack of subtility - since High Isle now. Of course I can only speak for myself, but I am very capable of understanding dialogues also when they're not totally clichéd, overly obvious and in-your-face (in High Isle it was mostly the "flirting" - although it's actually more like "anti-flirting", unless flirting has the intention to make people run away nowadays - but I digress). And I think the average ESO player is just as capable. It also worked in the base game and earlier chapters, after all.
So, what else did I notice... I also didn't have the impression that the new dialogue choices really have a lasting impact. The direct, next reply you get upon them might differ depending on your choice - but, after that everything seems to continue just normally. You can literally throw a clear insult at somebody (and someone with a big ego, of all things), the reply will be accordingly, but from the next line on it's like you're friends again. Or another situation, where you've caught a (former) cultist - even if you've chosen to show him mercy and friendliness the npc accompanying you still threatens him. And you can't even tell him to leave him alone. Feels especially jarring after the cultist just thanked you for your mercy and declared something along the lines of he's been shown that there are friendly people, he'll try to build an earnest life from now on and repent for what he did in the past. And then the other npc immediately jabs at him again. Feels like the development right before that was totally in vain. If I'm allowed to make a choice in this game, I don't want it sabotaged in the end.
While we're at it: I'm not sure if it's a translation problem where they didn't get the right tone, but I've also had the impression that some lines didn't really fit the tone that was marked with the icon next to it. At least to me, offering someone to get drunk just after a close friend had died is not a "supportive, compassionate" reply. I can't remember the wording of the "negative" reaction right now, but even that one seemed more appropriate for the situation. The "postive" one sounded mocking, like "Yeah yeah, he's died - let's have a drink and you'll be fine again!" - Who would say that to a mourning friend who just learned another friend died?
Oh, and then there are a few situations where you just tell people that you just found a "soul reaper" (or whatever that new Wormcult device is called in English) without explaining to them what it is. There's no way they can know what you mean because you have just discovered that thing and returned, but they don't ask either. Although that problem could be solved easily but putting a short explanation into the dialogue ("I've found and destroyed a soul reaper, a new device the cultists invented,...").
In general, though, I think the prologue wasn't bad. The new reply choices seem a little experimental, but it's a start that can be built upon, especially taking more care about the replies having a more serious and longer impact on the npc's mood. Then it's a very welcome addition for me. I've always hoped to have more reply options to actually roleplay my character better.
Another thing I found positive is that the prologue dares to be a little more serious and impactful again. There is a character death - the last big one was years ago... Generally, the mood seems more serious and a little darker than the years before (base game and first few years were fine, but then it somehow became more and more trivial - and even the dead always returned, there were no real tragedies anymore, nothing that felt really dire - it might have been a nice fun story to walk through, but it wasn't creating any big emotions). For me, that's a step into the right direction.
In general, though, I think the prologue wasn't bad. The new reply choices seem a little experimental, but it's a start that can be built upon, especially taking more care about the replies having a more serious and longer impact on the npc's mood. Then it's a very welcome addition for me. I've always hoped to have more reply options to actually roleplay my character better.
GatheredMyst wrote: »And while i'm at it, being we're playing a video game:
Instead of: *EXPLOSION HAPPENS!* "Oh no! So and so got caught in the explosion!"
Do this: *EXPLOSION HAPPENS!* ..... *Nobody says anything because we saw the explosion happen.*
The way the dialogue is structured is a writing choice.I just want them to see that, and as we all do as writers every day we're writing, grow from it.
Because they've got something here. They're just hamstringing themselves along the way.
I do wonder to what extent some of these issues may not be coming out of how teams work together.
Anyone know if the new response choices to the NPC's in the prologue is it going to be part 2025 Content Pass and / or future story lines or was it a one off / test to see if players like it??
colossalvoids wrote: »Apart from writing being weaker and weaker each year the new "system" feels so off it pains me they can't make a compelling choices even in such a narrow and basic short story. I get there's probably inexperienced writers at hand and they had no experience with RPGs and choices to date but man, just play one even for a reference.
Cooperharley wrote: »colossalvoids wrote: »Apart from writing being weaker and weaker each year the new "system" feels so off it pains me they can't make a compelling choices even in such a narrow and basic short story. I get there's probably inexperienced writers at hand and they had no experience with RPGs and choices to date but man, just play one even for a reference.
Hey at least it's something. Seems with subclasses and these dialogue choices were moving closer and closer to RPG gameplay, which im a fan of personally. Step in the right direction, this is the first iteration.
I think all of the "roleplay" options were things my character would not say, just overall really bad.
Maybe they intentionally try to keep a happy "Disney" vibe to the game because of feedback from players. Over the years I've seen many comments here about how swamps or tundra's are depressing, how vampires are ugly, etc, etc... It seems quite a few players don't want a heavy atmosphere in this game. And that's quite a difficult thing when the actual lore for the Elder Scrolls is pretty harsh and brutal. We're "literally" capturing souls on a daily basis after all.
I would like a more serious tone, but I'm probably part of a minority here.
Apart from my general irritation on how the lines of the characters were delivered and the new "emotion" options in the dialogues... it still bothers me quite a bit that at the same time you can have other quests open that don't correlate at all with this prologue.
Here is the example:You find Prince Azah and he tells you to look for Guildmaster Merric... wait a minute, Guildmaster Merric? But I just came to Daggerfall and the Warrior's Guild contacted me to speak with "Sieht-alle-Farben" (DE, I believe it's "sees-all-colours" in EN?) who is the current guildmaster. So I speak to her and she tells me to speak outside with Merric + the other lady as they are on a quest.... AHA, so Merric is NOT LOST IS HE??!! And he's not a guildmaster either...
Now I have played the Warrior's guild quest with another char, so I kinda now the story, but still it HURTS. How must a new player feel?
I also started with my arcanist (I haven't quested much with him) the main quest, so spoke to the prophet and you start the quest in the little cave close to Daggerfall... we all know it by heart now... and you get to know how the five companions came together etc. etc. He also explains this was the start of the Melting between Nirn + Coldharbour AND SO ON.
Now when you speak to Skordo in the follow up quest in Malabal Tor after you spoke initially with Prince Azah (yes, you're still on the way to find Merric!) he tells you that he heard this great tale of the heros who killed Mannimarco and saved Nirn, etc.
If I would not know it better, this would actually have been a HUGE spoiler for me now if I would be a new player. Now in my case, I know the main story already, but as this is another character that has the main story line still active, THIS HURTS AS WELL.
I'm pretty sure, that those things should definitely not happen, especially not when in the ESO Stream the developers were saying how much they invite new players and returners (back) to the game, and then nothing really fits together questwise.
Maybe they intentionally try to keep a happy "Disney" vibe to the game because of feedback from players. Over the years I've seen many comments here about how swamps or tundra's are depressing, how vampires are ugly, etc, etc... It seems quite a few players don't want a heavy atmosphere in this game.
colossalvoids wrote: »Was really eye opening reading about depressive Coldharbour screen and such, even such minor things can throw people off nowadays to my surprise.