Just finished Cadwell's Gold, and while I enjoyed the game overall, I did notice some glaringly bad inconsistencies and plot holes in some of the quests I did which seriously impacted my enjoyment of the game. Here are some examples:
The Thunder Breaks - At the end of this quest, you're forced to choose between either chasing after the bad guy necromancer, or talking down the thane from killing himself. You're told that if you go after the bad guy, the thane dies, if you go to talk down the thane, the bad guy escapes. Here's the thing though: why am I forced to choose to begin with? Why can't the thane's daughter just go inside to talk down her father from committing suicide. while I, the hero, go after the bad guy? That way we get to kill two birds with one stone. And if anything, the daughter would be the one better suited to talk to her father seeing as, you know, they're family and all, whereas I'm just some random dude who just came in off the road who he has no relationship with. Surely he would be more likely to listen to the words of his daughter, rather than the words of some random stranger, right? But no, we're forced to choose. It just felt like the writer for this quest was desperately trying to shoehorn in a "tough, moral choice" for this quest without even considering that the so-called "choice" made absolutely no sense whatsoever. SMH
Crawling Chaos - For this quest, you must decide whether or not to sacrifice Shagora so that Seqbar can be freed, or hand both of them over to the daedra to be enslaved. That's all, those are our only options. We're not even given the option of fighting and killing the daedra so that we can rescue the both of them. My question is, why is this the case? In pretty much every other quest, we're given the option of killing daedra to rescue people. So why not this one? I mean FFS, my character defeated the Daedric Prince of Domination in single combat for crying out loud! But we're not allowed to fight and kill a simple spider daedra? Are you for real? We're not even given any plausible reason in the quest as to why that's the case. We're simply not allowed to, just because. SMH
The Lion's Den - In this quest, the captain says he betrayed the entire town because the imperials have taken his daughter hostage. He asks you to go rescue his daughter for him. Now when he says "rescue" I thought he meant I would have to fight my way through dozens of imperial lackeys to get to his daughter. The reality? All I had to do was casually stroll on over, say a few mean words to the Imperial dude and BOOM you've rescued the daughter. That's literally it. Now if it was that simple, why didn't the captain simply go over and do that himself to begin with, and save me the trouble? While I guess it's possible that the captain was just a weak-willed little *** who didnt have the guts to stand up to the Imperial dude to get his own daughter back, I'm thinking this is more likely just another example of lazy hand-waving on the ZOS writers' part. SMH
A Thirst for Revolution - In this quest, the Ufa dude tasks me with finding the grandeya of the city, saying something along the lines of "We have no idea where she is! You must find her as quickly as you can!" I find her and it turns out she was sitting out right there the whole time. In public. In plain view. In front of the palace. In the stocks. For everyone to plainly see. And yet for some reason they had absolutely no idea where she was and she "needed to be found". Either everyone in Hallin's Stand suddenly became afflicted with collective blindness, or the writers screwed up again. I lean towards the latter. SMH
There are probably other examples I can't think of off the top of my head right now, but the ones I've mentioned above are probably the most egregious ones that stuck out to me the most. ZOS seriously needs to hire some better writers for their staff.