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.
When I read that dialogue option about go drinking I was like - what is happening here?!
Agree with everything you said, and I will add that I think I only used the red option on the cultist but other than that the better options always felt the default ones, not the additional ones, which seems "a wasted opportunity".
spartaxoxo wrote: »I don't know about others and I haven't done the prologue yet but I will say that culturally, people where I live do offer someone a drink when they're grieving.
spartaxoxo wrote: »
I don't know about others and I haven't done the prologue yet but I will say that culturally, people where I live do offer someone a drink when they're grieving.
spartaxoxo wrote: »I don't know about others and I haven't done the prologue yet but I will say that culturally, people where I live do offer someone a drink when they're grieving.
Where I live that would be just as awful as inviting someone whose spouse died in a car crash to binge-watch a show about the most spectacular traffic collisions or to offer a mother whose child just died to just make a new one. Which will probably be a "playful/flirty" reply if we ever get into that situation in ESO, if they continue like in the prologue.
spartaxoxo wrote: »
I don't know about others and I haven't done the prologue yet but I will say that culturally, people where I live do offer someone a drink when they're grieving.
Perhaps - but the response to that was "Oh look how ridiculous you are! You just offered me a drink so I'd come to my senses!" It was truly a bizarre dialogue. I chose it as it was supposed to be the "kind" option but the whole scene just came across bad because of it.
I mean, maybe it was supposed to be an invitation to spend time together to talk, and maybe have a drink while talking (which would be okay here, offering alcohol to a guest is fine regardless of the occasion - but the focus is talking, not getting drunk), but the wording sounded more like it was a suggestion to get drunk because then, everything would be fine again. Like "You're being overdramatic, it's not a big deal, you see, after a night of getting wasted everything will be okay again!" Totally not taking the character's grief seriously. Upon reading that line I really thought they might have accidentally swapped the positive and the negative reply (which doesn't seem to be the case because the negative one isn't really friendly either).
Finedaible wrote: »The writing and dialogue in Orsinium, Thieves' Guild, and Dark Brotherhood is so much higher quality than anything else and took itself seriously, while anything from High Isle on sounds like a phoned in cartoon sketch.
... It also made me wonder whether they expect the player not to read the lore books anyway, which would be a little sad.
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,...").
I specifically paid attention to that, and it never was an issue. Skordo tells you about the thing at the camp; you find one below the Mages Guild. In a background dialogue (while you're free to leave), Skordo tells Gabriele what the thing is while she moves the remnants upstairs (or wherever). At that point, people in the questline (i.e. Mages and Fighters Guild in Shornhelm) should know. Also, turns out Galerion knew about the devices already, though maybe not under that name.
I actually really liked the scribing questlineIn the middle of it was a great story about the growth and decay in relationships and eventually parting ways. It hit home for me in many ways.
I think a challenge for ESO is that it's not a particularly cinematic experience. There is a lot of "tell" via long speeches and less "show." As long as no enemies prove any sort of challenge, any threat supposedly in the story is undermined.
While it's great to have some recurring NPCs, our relationships with them remain surface level as our involvement in the story is that mostly of "listener" with no return in the relationships. As OP hinted at, they do seem to process sorrow and grief very quickly. It is often ignored or the tone has to return to light-hearted/fun very quickly.
I haven't done this prologue yet, but I did also notice the trend towards silly/"Comedic" tones in many quests which also lowered the stakes in what was happening.
Punches_Below_Belt wrote: »Is there anything more jarring than Vanus offering his assistance in a fight especially when your overpowered meta build has already obliterated the foes. Prince Azah is terrible.
ZOS writing has definitely been off since Blackwood turned Evelie into captain obvious. That Disneyesque Fox in the Gryphon scribing line was bad. I found Bergson and the other sidekick in West Weald awkward in a really bland and boring way.
But then you go to Infinite Archive and the Filers seem well done. Funny, genuine, appropriate.
HatchetHaro wrote: »Yeah the dialogue writing for this prologue was just especially terrible. It feels like AI was used somehow and there was little to no review on the script. Even the player response options had cheesy writing.
"Let's head to the Fighter's Guild in Shornhelm." My guy, we are in Shornhelm; we are underground, in the Mages' Guild, in Shornhelm. You don't need to specify "in Shornhelm" while we are in Shornhelm. "Let's head to the Fighter's Guild topside" would be much more suitable.
You know what? Sure! Let's just rename the Fighter's Guild in Shornhelm the "Fighter's Guild in Shornhelm".
I didn't play this year's prologue yet. But I must say the Scribing questline was the best thing I ever experienced in ESO questing!
I don't wish to name names as it's simply not fair on the people who work really, really hard on this game, but there was what I'm guessing was a pretty fundamental departure in the writing/lore team around the time of Elsweyr and perhaps they are still trying to stake out the game's identity and tone in the aftermath of that.
NotaDaedraWorshipper wrote: »HatchetHaro wrote: »Yeah the dialogue writing for this prologue was just especially terrible. It feels like AI was used somehow and there was little to no review on the script. Even the player response options had cheesy writing.
"Let's head to the Fighter's Guild in Shornhelm." My guy, we are in Shornhelm; we are underground, in the Mages' Guild, in Shornhelm. You don't need to specify "in Shornhelm" while we are in Shornhelm. "Let's head to the Fighter's Guild topside" would be much more suitable.
You know what? Sure! Let's just rename the Fighter's Guild in Shornhelm the "Fighter's Guild in Shornhelm".
This is not a new thing in ESO's writing, though, and it's very common, much to my chagrin. The Vestige or the npc, or sometimes both! Need to repeat the quest objective in a very unnatural way. For example, when the usual quest duo finds the next piece of information and where to go next, either from overhearing, seeing or reading something.
The more natural responses (here shortened and simplied) to move on would be something like: "Seems we need to go to the local temple for more information." "Indeed. Let's go/I'll see you there".
But what we usually get is "Did I hear that right, we need to go to Temple of Bla in Blaville?" "Yes, the information we need seems to be in Temple of Bla in Blaville." "Ok. I will meet you in Temple of Bla in Blaville."
People don't talk like this!
spartaxoxo wrote: »NotaDaedraWorshipper wrote: »HatchetHaro wrote: »Yeah the dialogue writing for this prologue was just especially terrible. It feels like AI was used somehow and there was little to no review on the script. Even the player response options had cheesy writing.
"Let's head to the Fighter's Guild in Shornhelm." My guy, we are in Shornhelm; we are underground, in the Mages' Guild, in Shornhelm. You don't need to specify "in Shornhelm" while we are in Shornhelm. "Let's head to the Fighter's Guild topside" would be much more suitable.
You know what? Sure! Let's just rename the Fighter's Guild in Shornhelm the "Fighter's Guild in Shornhelm".
This is not a new thing in ESO's writing, though, and it's very common, much to my chagrin. The Vestige or the npc, or sometimes both! Need to repeat the quest objective in a very unnatural way. For example, when the usual quest duo finds the next piece of information and where to go next, either from overhearing, seeing or reading something.
The more natural responses (here shortened and simplied) to move on would be something like: "Seems we need to go to the local temple for more information." "Indeed. Let's go/I'll see you there".
But what we usually get is "Did I hear that right, we need to go to Temple of Bla in Blaville?" "Yes, the information we need seems to be in Temple of Bla in Blaville." "Ok. I will meet you in Temple of Bla in Blaville."
People don't talk like this!
People don't talk like that but the latter is far more accessible