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Queen Ayrenn's Death (Lore)?

  • Aluneth
    Aluneth
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    Aluneth wrote: »
    DoctorESO wrote: »
    Aluneth wrote: »
    You can read about her death in a lore book in Morrowind. Her closest advisor resurrected her brother (for the 28th time), and no one took her seriously when she cried out for help, as they invaded the throne room. Her brother might have been resurrected as a lich, 27 times prior to this, but he was a noble and honorable man according to the queen, so how could he be butchering her in the throne room? Nonsense.

    Do you have the title of this book, or a link to the text?

    I would love to give you a link, but I can't copy it because of the huge Crown Store advertisement that is in the way.

    It's okay. Just show us, on the journal entry, where Sheogorath touched your Editic Memory entry.

    Please, make the memories go away. I was so innocent and naive, I had no idea that you could use cheese for such things!
  • swippy
    swippy
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    xeNNNNN wrote: »
    lygerseye wrote: »
    Rosveen wrote: »
    Radinyn wrote: »
    I'm pretty sure queen wasn't in lore until ESO.
    That is correct. There is no mention about the events of ESO in the previous games.

    I believe one of the prevailing theories is that the events in ESO take place during a Dragon Break, so not only is history recorded inconsistently, it’s also incomplete.

    In other words, nothing matters! LOL

    That theory is mostly coming from people who don't want the stories in this game to be cannon. Its a rather biased theory and considering the psijic questline (not the summerset story) its incorrect regardless.

    i disagree. i mean, it's true that some people don't want to consider ESO canon, but i don't think those are the same people proposing the Dragon Break theory. it's kind of necessary -- to preserve ESO's canonicity -- for something funny like that to be going on. like, with all the stuff going on on 6 megaservers, and then with the campaigns, like the fact that at any given moment it's possible for there to be 24 different Emperors simultaneously, or even just how i defeated Baron Montclair last year but i can walk directly past a guy in whose world he's still a serious threat... i think the fact that Dragon Breaks account for necessary gameplay weirdnesses perfectly and already exist in the lore, is, um, apparently i'm having trouble with sentence structure today but i hope my point still got through.
  • SilverIce58
    SilverIce58
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    ✭✭
    swippy wrote: »
    xeNNNNN wrote: »
    lygerseye wrote: »
    Rosveen wrote: »
    Radinyn wrote: »
    I'm pretty sure queen wasn't in lore until ESO.
    That is correct. There is no mention about the events of ESO in the previous games.

    I believe one of the prevailing theories is that the events in ESO take place during a Dragon Break, so not only is history recorded inconsistently, it’s also incomplete.

    In other words, nothing matters! LOL

    That theory is mostly coming from people who don't want the stories in this game to be cannon. Its a rather biased theory and considering the psijic questline (not the summerset story) its incorrect regardless.

    i disagree. i mean, it's true that some people don't want to consider ESO canon, but i don't think those are the same people proposing the Dragon Break theory. it's kind of necessary -- to preserve ESO's canonicity -- for something funny like that to be going on. like, with all the stuff going on on 6 megaservers, and then with the campaigns, like the fact that at any given moment it's possible for there to be 24 different Emperors simultaneously, or even just how i defeated Baron Montclair last year but i can walk directly past a guy in whose world he's still a serious threat... i think the fact that Dragon Breaks account for necessary gameplay weirdnesses perfectly and already exist in the lore, is, um, apparently i'm having trouble with sentence structure today but i hope my point still got through.

    I think the only thing you can describe the Alliance storylines as is a Dragon Break. Each dlc/chapter takes place a year or more after the first 3 alliance/Coldharbour storylines. I mean, the only way for what happened in each alliance to be canon would be for it to be a Dragon Break. I mean, think about when you go to Coldharbour, there's a quest where you can release one of three prisoners to help you, with each prisoner being from each alliance. That prisoner wouldn't be there if that alliance's questline didn't hapen. (Angof the Gravesinger/Kinlady Estre/Thallik Wormfather)
    Edited by SilverIce58 on June 3, 2018 9:27PM
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • Shgon_Dunstan
    Shgon_Dunstan
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    Honestly, if it is a Dragon Break then... Time is breaking. It wouldn't of been in any of the lore is the past games simply because it hadn't happened yet. But now that it has, everyone in Tamriel in TES seven could suddenly wake up with fifty new history books on their shelves all about the never before remembered legendary hero. The only one to have ever fought every single Daedric Prince and lived(kinda) to tell the tell... Or at least I'm assuming the Vestige will have done so by chapter ten of the like. What with the way things seem to be going.

    Which given that the Vestige is kinda "meh" power-wise compared to some of the other PCs, will be quite the track record.
  • MLGProPlayer
    MLGProPlayer
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    lygerseye wrote: »
    Rosveen wrote: »
    Radinyn wrote: »
    I'm pretty sure queen wasn't in lore until ESO.
    That is correct. There is no mention about the events of ESO in the previous games.

    I believe one of the prevailing theories is that the events in ESO take place during a Dragon Break, so not only is history recorded inconsistently, it’s also incomplete.

    In other words, nothing matters! LOL

    This is false. ESO is canon.
  • starkerealm
    starkerealm
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    Aliyavana wrote: »
    If you play on a vestige that started off in summerset and hasn't met darien yet, this dialogue will change to say that in oblivion time works differently and implies that darien will meet you.

    It's not that. The prereq is completing Coldharbour. I'm not sure what happens if you've cleared Camlorn, but haven't finished Coldharbour. This is not exclusive to characters created on Summerset.
    Aliyavana wrote: »
    My theory is that the vestige is the champion of coldharbor and darien is the champion of meridia and being the vessals of daedra affects how time flows to them. Which explains why the vestige can be in multiple places at once (cadwells silver and gold) and how darien can meet you before you meet him.

    It doesn't, actually. Even if your character is daedric in nature (which, to be fair, they kinda are), that doesn't grant them the ability to be in multiple places at once. Even the Daedric Princes don't have that capacity. Clavicus Vile and Sheogorath come closest to that. But, the former does it by carving off a chunk of himself and giving it autonomy (Barbas), and the other still needs to actually be there to assume the mantle of Jygglag.

    Darien knowing you before you've met is, straight up, non-linear time.
  • starkerealm
    starkerealm
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    swippy wrote: »
    xeNNNNN wrote: »
    lygerseye wrote: »
    Rosveen wrote: »
    Radinyn wrote: »
    I'm pretty sure queen wasn't in lore until ESO.
    That is correct. There is no mention about the events of ESO in the previous games.

    I believe one of the prevailing theories is that the events in ESO take place during a Dragon Break, so not only is history recorded inconsistently, it’s also incomplete.

    In other words, nothing matters! LOL

    That theory is mostly coming from people who don't want the stories in this game to be cannon. Its a rather biased theory and considering the psijic questline (not the summerset story) its incorrect regardless.

    i disagree. i mean, it's true that some people don't want to consider ESO canon, but i don't think those are the same people proposing the Dragon Break theory. it's kind of necessary -- to preserve ESO's canonicity -- for something funny like that to be going on. like, with all the stuff going on on 6 megaservers, and then with the campaigns, like the fact that at any given moment it's possible for there to be 24 different Emperors simultaneously, or even just how i defeated Baron Montclair last year but i can walk directly past a guy in whose world he's still a serious threat... i think the fact that Dragon Breaks account for necessary gameplay weirdnesses perfectly and already exist in the lore, is, um, apparently i'm having trouble with sentence structure today but i hope my point still got through.

    I think the only thing you can describe the Alliance storylines as is a Dragon Break. Each dlc/chapter takes place a year or more after the first 3 alliance/Coldharbour storylines. I mean, the only way for what happened in each alliance to be canon would be for it to be a Dragon Break. I mean, think about when you go to Coldharbour, there's a quest where you can release one of three prisoners to help you, with each prisoner being from each alliance. That prisoner wouldn't be there if that alliance's questline didn't hapen. (Angof the Gravesinger/Kinlady Estre/Thallik Wormfather)

    Yeah, worth noting those three do have different dialog if you played through their campaigns. I'm a little fuzzy on if they trigger on actually completing their quests and killing them, or if the game simply queries your alliance, (probably the former.)

    Some elements of those storylines are taking place, but it's unclear how much of them. If you had counterparts in the other alliances, it stands to reason that you'd meet them during Messages from Across Tamriel, but you don't. More likely, Raz, Copper, and Naryu sub in for you in the Alliances you're not playing in, so the results are similar, but not identical.

    Also, it's very likely there are a few major discrepancies sprinkled in, such as the entire Bangkorai plot being set in motion because of the vestage's immortality. So, the plot against Emmeric probably never happened in the alternate campaigns.
  • Skeletalkk
    Skeletalkk
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    9th era transdimensional mining bots can't die. :trollface:

    That's the KINMUNE. Proxy Queen Alwinarwe
    - PC EU -
    I JUST WANT MORE DAMN HOUSE ITEM SLOTS.
    Kireth Telvanni - Dunmer - MagSorc

    The Ending of Words is AlmSiVi.

    Accept Mephala's Embrace.
  • raj72616a
    raj72616a
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    Bruccius wrote: »
    lygerseye wrote: »
    Rosveen wrote: »
    Radinyn wrote: »
    I'm pretty sure queen wasn't in lore until ESO.
    That is correct. There is no mention about the events of ESO in the previous games.

    I believe one of the prevailing theories is that the events in ESO take place during a Dragon Break, so not only is history recorded inconsistently, it’s also incomplete.

    In other words, nothing matters! LOL

    That's not how a Dragon Break works, though. Everything taking place within the Dragon Break is canon.

    that's not how dragon breaks work.

    if the story sounds cool, then that's canon!
    if a conflicting story sounds cool too, then that's canon too!
    and if they come up with new cool stories that's in direct conflict with prior lore, then bro that must also be canon!
  • blacksghost
    blacksghost
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    There really ought to be one huge fantasy novel series based on all this. Does such a thing exist ???

    If not please ZOS write it up.
    Everything will be alright in the end, if its not alright its not the end.
  • VerboseQuips
    VerboseQuips
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    Bruccius wrote: »
    This is vital to keep in mind when discussing lore. Gameplay =/= Lore. As someone active on an Elder Scrolls wiki, I've come across these discussions quite a lot.

    In most cases, this is a very good point.
    Bruccius wrote: »
    It's the same reason why we can carry a hundred or more greatswords in our inventory and still sprint along a field, it's meant to have an enjoyable game. MMO's always work with this gameplay feature (excluding important characters that die as part of a questline).

    Your greatsword example is a good articulation for why gameplay and lore shouldn't always be taken as connected. A similar example would be quicksaving in Fallout.

    However. We are talking about a game that has already gone out of its way to establish connections between the lore and the gameplay mechanics.

    For example, respawning is something that, in most online games, can be taken as a contrivance for the purposes of furthering the mechanics. When you respawn in Call of Duty or reload an old save in Doom, there's no intrinsic idea that this is somehow bound into the nature of the world you're in. You're simply availing yourself of a mechanic designed to make the play experience more enjoyable (or, make it possible at all.)

    That's not The Elder Scrolls.

    When you die in ESO, and you revive, this isn't simply a contrivance to allow you to continue using the same character. It is an in game action that ties directly into the lore. Lore which is then used as part of the storyline, first as a background element, and later as a major plot point in the Alik'r and Bangkorai.

    In fact, the entire conclusion of Bangkorai's main plot is the antagonist looking for a way to persistently rid themselves of an opponent who can come back from death an unlimited amount of times.

    That's not gameplay divorced from lore, this is an example of gameplay mechanics being directly referenced in the lore. If you're paying attention, you can even glean a great deal more information from this, and other encounters scattered through the game, about the true nature of the player character in ESO.

    When you engage in a textual analysis of a work, you need to examine it and determine what is, and what is not, relevant. Excising irrelevant components needs to be done carefully, as you can lose critical portions of the material in the process.

    With video games, that actually includes examining the game mechanics, and determining which factors should be discarded (like your ability to carry 140 mauls in your pack, the other 60 are on your horse, not that it matters) and what should not.

    Ordinarily, things like saving and loading are not reasonable considerations, as they simply serve a utility function to make the piece more managable, however, because of Kirkbride, The Elder Scrolls decided to grab a lot of mechanics that would normally be disregarded, and drag them in.
    Bruccius wrote: »
    I mean, if we look at TES V, for example, as far as time is concerned. Yeah, people will acknowledge some events. But the Civil War in the game? Everybody acts as if it never ended. Well, everybody except for the people directly involved.

    The Civil War is a really complex topic because of development factors. Originally the entire system was supposed to be much more dynamic, however system limitations on the 360 severely curtailed the system. This included things like dynamic warfare, where both sides could attack and defend different holds. There were additional quest structures, including things like recruiting Giants to fight for the Stormcloaks. Dynamic economic changes as war conflicts destroyed mills and other infrastructure. Even the size of the battles had to be scaled back, as a 360 will hard crash if more than 50 NPCs are rendered at once (it might actually be lower than that), which resulted in tiny skirmishes being passed off as, "battles."

    Cell limits also applied restrictions on how NPC AIs could be activated, and the version of the game that shipped had a nominal limit of 20 active AI participants at a time (as I recall.)

    So, how much of that do we take as lore? Well, pretty much none of it, except for the knowledge that somehow the Stormcloaks could have rallied the Giants to fight for Skyrim.

    There's similar things with Morrowind and Oblivion. Original plans for the former saw Dagoth forces pouring down out of Red Mountain and gradually conquering cities and occupying the map as the calendar ticked forward. I forget what systems Oblivion tried to implement that the 360 hardware couldn't handle. Something with the cities being destroyed, the way Kvatch was, I think, but, I'm not certain.

    If Michael Kirkbride had decided to simply pick an outcome from Daggerfall and say, "yep, that's the ending that happened," we'd be fine. Instead he created this weird system, that, at the very least reflects the idea of multiple playthroughs all occurring simultaneously. This should sound familiar if you've played ESO.

    You stand in The Gold Coast, during The Sweetroll Killer. Naryu and Raz both recognize you as a friend who's been through multiple adventures with each. The problem is, Raz is Dominion, and you're an Eye of the Queen, and Naryu is an assassin for the Morag Tong. She met you while you were working as an agent of the Pact. Here's the problem, both of these events were happening at the same time.

    You played through one of their campaigns, Molag Bal invaded Tamriel, and was forced out, then you were sent back to before the invasion started and played through a completely, mutually exclusive, campaign. You know, pretty much the base line description of a Dragon Break. There is no possible way for Naryu and Raz to know you from your time in their alliance, when you were also working for the other one.

    The Vestige landed in the water off the coast of Skyrim, and they landed in the water off the coast of Elswyr, and they landed in the water off the coast of Stros M'kai. All three of these events happened at the same moment, but only one can occur.

    That's a Dragon Break, and the Psijic Order missed it.

    Something that could also be looked at, is Shadow Magic. This type of magic makes it possible to merge different possible versions of someone, as Azra Nightwielder did for himself.

    Also, there is something wierdly similar in "merging the three possible selves" of the player during the Cadwell quests, and merging the three shards of a sky prism, I wonder if it is pure coincidence or not.
    My characters:
    Main and crafter: A Breton magicka templar named Erwann Sorril
    Alt 1: A Bosmer sorcerer named Tuuneleg
    Alt 2: An Imperial dragonknight named Gaius Tullius Hastifer
    Alt 3: An Argonian vampire/nightblade named Observe-le-Xanmeer
    Alt 4: A Nord werewolf/dragonknight named Sigurd Hurlevent
    Alt 5: A Breton sorcerer named Gilian Sorril (he's Erwann's younger brother)
    Alt 6: A Khajiit nightblade named Jolan-dar
    Alt 7: A Nord warden named Sigurmar Hurlevent (he's Sigurd's younger brother)
    Alt 8: An Altmer templar named Oioriel
    Alt 9: An Argonian stamina Warden named Danse-avec-les-Rainettes
    Alt 10: A Redguard templar named Neemokh af-Corelanya
    Alt 11: A Nord stamina sorcerer named Olga Écoute-Vent
    Alt 12: A Breton magicka Warden named Ian Sorril
    Alt 13: A Dunmer magicka necromancer named Ilmoran Dren
    Alt 14: An Orc stamina necromancer named Norgol gro-Borziel
    Alt 15: A Nord magicka necromancer named Thorgen Givresang
    Alt 16: An Imperial magicka dragonknight named Publius Valeirus Hastifer (Just call him "Valerio" - he's Gaius younger troublemaker of a brother)
    Main in NA (For collaborative events): A Breton magicka nightblade named Titouan Sorril (long-lost brother of Erwann and Gilian)
  • lygerseye
    lygerseye
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    lygerseye wrote: »
    Rosveen wrote: »
    Radinyn wrote: »
    I'm pretty sure queen wasn't in lore until ESO.
    That is correct. There is no mention about the events of ESO in the previous games.

    I believe one of the prevailing theories is that the events in ESO take place during a Dragon Break, so not only is history recorded inconsistently, it’s also incomplete.

    In other words, nothing matters! LOL

    This is false. ESO is canon.

    I agree it’s canon. It’s been explicitly stated by ZOS. I don’t see where I said it wasn’t canon, and I never thought it wasn’t.

    The theory is addressing whether or not a Dragon Break was occurring during the events of ESO. While ESO is canon, details of what is happening are not completely known (to a great extent because ZOS is still publishing new material).
  • JobooAGS
    JobooAGS
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    Bruccius wrote: »
    This is vital to keep in mind when discussing lore. Gameplay =/= Lore. As someone active on an Elder Scrolls wiki, I've come across these discussions quite a lot.

    In most cases, this is a very good point.
    Bruccius wrote: »
    It's the same reason why we can carry a hundred or more greatswords in our inventory and still sprint along a field, it's meant to have an enjoyable game. MMO's always work with this gameplay feature (excluding important characters that die as part of a questline).

    Your greatsword example is a good articulation for why gameplay and lore shouldn't always be taken as connected. A similar example would be quicksaving in Fallout.

    However. We are talking about a game that has already gone out of its way to establish connections between the lore and the gameplay mechanics.

    For example, respawning is something that, in most online games, can be taken as a contrivance for the purposes of furthering the mechanics. When you respawn in Call of Duty or reload an old save in Doom, there's no intrinsic idea that this is somehow bound into the nature of the world you're in. You're simply availing yourself of a mechanic designed to make the play experience more enjoyable (or, make it possible at all.)

    That's not The Elder Scrolls.

    When you die in ESO, and you revive, this isn't simply a contrivance to allow you to continue using the same character. It is an in game action that ties directly into the lore. Lore which is then used as part of the storyline, first as a background element, and later as a major plot point in the Alik'r and Bangkorai.

    In fact, the entire conclusion of Bangkorai's main plot is the antagonist looking for a way to persistently rid themselves of an opponent who can come back from death an unlimited amount of times.

    That's not gameplay divorced from lore, this is an example of gameplay mechanics being directly referenced in the lore. If you're paying attention, you can even glean a great deal more information from this, and other encounters scattered through the game, about the true nature of the player character in ESO.

    When you engage in a textual analysis of a work, you need to examine it and determine what is, and what is not, relevant. Excising irrelevant components needs to be done carefully, as you can lose critical portions of the material in the process.

    With video games, that actually includes examining the game mechanics, and determining which factors should be discarded (like your ability to carry 140 mauls in your pack, the other 60 are on your horse, not that it matters) and what should not.

    Ordinarily, things like saving and loading are not reasonable considerations, as they simply serve a utility function to make the piece more managable, however, because of Kirkbride, The Elder Scrolls decided to grab a lot of mechanics that would normally be disregarded, and drag them in.
    Bruccius wrote: »
    I mean, if we look at TES V, for example, as far as time is concerned. Yeah, people will acknowledge some events. But the Civil War in the game? Everybody acts as if it never ended. Well, everybody except for the people directly involved.

    The Civil War is a really complex topic because of development factors. Originally the entire system was supposed to be much more dynamic, however system limitations on the 360 severely curtailed the system. This included things like dynamic warfare, where both sides could attack and defend different holds. There were additional quest structures, including things like recruiting Giants to fight for the Stormcloaks. Dynamic economic changes as war conflicts destroyed mills and other infrastructure. Even the size of the battles had to be scaled back, as a 360 will hard crash if more than 50 NPCs are rendered at once (it might actually be lower than that), which resulted in tiny skirmishes being passed off as, "battles."

    Cell limits also applied restrictions on how NPC AIs could be activated, and the version of the game that shipped had a nominal limit of 20 active AI participants at a time (as I recall.)

    So, how much of that do we take as lore? Well, pretty much none of it, except for the knowledge that somehow the Stormcloaks could have rallied the Giants to fight for Skyrim.

    There's similar things with Morrowind and Oblivion. Original plans for the former saw Dagoth forces pouring down out of Red Mountain and gradually conquering cities and occupying the map as the calendar ticked forward. I forget what systems Oblivion tried to implement that the 360 hardware couldn't handle. Something with the cities being destroyed, the way Kvatch was, I think, but, I'm not certain.

    If Michael Kirkbride had decided to simply pick an outcome from Daggerfall and say, "yep, that's the ending that happened," we'd be fine. Instead he created this weird system, that, at the very least reflects the idea of multiple playthroughs all occurring simultaneously. This should sound familiar if you've played ESO.

    You stand in The Gold Coast, during The Sweetroll Killer. Naryu and Raz both recognize you as a friend who's been through multiple adventures with each. The problem is, Raz is Dominion, and you're an Eye of the Queen, and Naryu is an assassin for the Morag Tong. She met you while you were working as an agent of the Pact. Here's the problem, both of these events were happening at the same time.

    You played through one of their campaigns, Molag Bal invaded Tamriel, and was forced out, then you were sent back to before the invasion started and played through a completely, mutually exclusive, campaign. You know, pretty much the base line description of a Dragon Break. There is no possible way for Naryu and Raz to know you from your time in their alliance, when you were also working for the other one.

    The Vestige landed in the water off the coast of Skyrim, and they landed in the water off the coast of Elswyr, and they landed in the water off the coast of Stros M'kai. All three of these events happened at the same moment, but only one can occur.

    That's a Dragon Break, and the Psijic Order missed it.

    Something that could also be looked at, is Shadow Magic. This type of magic makes it possible to merge different possible versions of someone, as Azra Nightwielder did for himself.

    Also, there is something wierdly similar in "merging the three possible selves" of the player during the Cadwell quests, and merging the three shards of a sky prism, I wonder if it is pure coincidence or not.

    I wonder if this means there are 3 identical vestiges happening at the same time doing stuff across tamriel, just one of them (the one of your alliance) does more (cyrodiil?)
  • crashen17b14_ESO
    crashen17b14_ESO
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    Honestly, there is nothing saying that the alliance storylines can't be going on at different times, so long as it's before you do the Guild and Main quest lines. Since One Tamriel, you don't have to drop into the ocean and be fished out to start the faction quests. I've played a few characters through where I completely skipped Coldharbour/Vestige questline until later. I just played through Covenant, then Pact, then Dominion, then after all that went back and did the Fighter's Guild and Main Quests.

    The story was still pretty cohesive, if you choose to believe your character isn't REALLY a member of any alliance, and is just a random mercenary adventurer with a good set of morals. Even the references to your soulless nature as a Vestige, and the handful of times where that actually lets you accomplish things (like shrugging off a mage's mind control or crossing a barrier that blocks souls or whatever) make sense if your character happens to be a vampire.
  • SilverIce58
    SilverIce58
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    Honestly, there is nothing saying that the alliance storylines can't be going on at different times, so long as it's before you do the Guild and Main quest lines. Since One Tamriel, you don't have to drop into the ocean and be fished out to start the faction quests. I've played a few characters through where I completely skipped Coldharbour/Vestige questline until later. I just played through Covenant, then Pact, then Dominion, then after all that went back and did the Fighter's Guild and Main Quests.

    The story was still pretty cohesive, if you choose to believe your character isn't REALLY a member of any alliance, and is just a random mercenary adventurer with a good set of morals. Even the references to your soulless nature as a Vestige, and the handful of times where that actually lets you accomplish things (like shrugging off a mage's mind control or crossing a barrier that blocks souls or whatever) make sense if your character happens to be a vampire.

    Actually, before Tamriel Unlimited, when you finished the main quest while doing your faction storyline, Cadwell says that by using meridia's power he can send you back in time or something of the sort into another faction to experience their storyline. Before Tamriel Unlimited, the whole "each alliance's storyline happening at the same time is a Dragon Break" actually made more sense. Once it was added that people can go anywhere at anytime and not follow the storyline in a coherent manner, is when people got this notion that "oh, well, I didn't do the main storyline until I finished all three alliances so it's not a Dragon Break" or some such theory.
    Edited by SilverIce58 on June 4, 2018 3:42PM
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • starkerealm
    starkerealm
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    raj72616a wrote: »
    Bruccius wrote: »
    lygerseye wrote: »
    Rosveen wrote: »
    Radinyn wrote: »
    I'm pretty sure queen wasn't in lore until ESO.
    That is correct. There is no mention about the events of ESO in the previous games.

    I believe one of the prevailing theories is that the events in ESO take place during a Dragon Break, so not only is history recorded inconsistently, it’s also incomplete.

    In other words, nothing matters! LOL

    That's not how a Dragon Break works, though. Everything taking place within the Dragon Break is canon.

    that's not how dragon breaks work.

    if the story sounds cool, then that's canon!
    if a conflicting story sounds cool too, then that's canon too!
    and if they come up with new cool stories that's in direct conflict with prior lore, then bro that must also be canon!

    No. It simply means that multiple, mutually exclusive events occurred simultaneously.
  • Chaos2088
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    She gets hit in the throat by a misguided rogue pigeon, she stumbles back and falls off a balcony....

    .....the end of the Queen. Raz takes over for a bit gets power hungry and kills off the whole High-Elf royal family.

    Revolt happens.....Cas you know kitty's can't rule Elves....pshhhh everyone knows that....and oh yeah and the murder thing.

    Summerset become a republic where every important decisions is sorted out by a very long overdrawn game of rock paper scissors.
    @Chaos2088 PC EU Server | AD-PvP
  • starkerealm
    starkerealm
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    Bruccius wrote: »
    This is vital to keep in mind when discussing lore. Gameplay =/= Lore. As someone active on an Elder Scrolls wiki, I've come across these discussions quite a lot.

    In most cases, this is a very good point.
    Bruccius wrote: »
    It's the same reason why we can carry a hundred or more greatswords in our inventory and still sprint along a field, it's meant to have an enjoyable game. MMO's always work with this gameplay feature (excluding important characters that die as part of a questline).

    Your greatsword example is a good articulation for why gameplay and lore shouldn't always be taken as connected. A similar example would be quicksaving in Fallout.

    However. We are talking about a game that has already gone out of its way to establish connections between the lore and the gameplay mechanics.

    For example, respawning is something that, in most online games, can be taken as a contrivance for the purposes of furthering the mechanics. When you respawn in Call of Duty or reload an old save in Doom, there's no intrinsic idea that this is somehow bound into the nature of the world you're in. You're simply availing yourself of a mechanic designed to make the play experience more enjoyable (or, make it possible at all.)

    That's not The Elder Scrolls.

    When you die in ESO, and you revive, this isn't simply a contrivance to allow you to continue using the same character. It is an in game action that ties directly into the lore. Lore which is then used as part of the storyline, first as a background element, and later as a major plot point in the Alik'r and Bangkorai.

    In fact, the entire conclusion of Bangkorai's main plot is the antagonist looking for a way to persistently rid themselves of an opponent who can come back from death an unlimited amount of times.

    That's not gameplay divorced from lore, this is an example of gameplay mechanics being directly referenced in the lore. If you're paying attention, you can even glean a great deal more information from this, and other encounters scattered through the game, about the true nature of the player character in ESO.

    When you engage in a textual analysis of a work, you need to examine it and determine what is, and what is not, relevant. Excising irrelevant components needs to be done carefully, as you can lose critical portions of the material in the process.

    With video games, that actually includes examining the game mechanics, and determining which factors should be discarded (like your ability to carry 140 mauls in your pack, the other 60 are on your horse, not that it matters) and what should not.

    Ordinarily, things like saving and loading are not reasonable considerations, as they simply serve a utility function to make the piece more managable, however, because of Kirkbride, The Elder Scrolls decided to grab a lot of mechanics that would normally be disregarded, and drag them in.
    Bruccius wrote: »
    I mean, if we look at TES V, for example, as far as time is concerned. Yeah, people will acknowledge some events. But the Civil War in the game? Everybody acts as if it never ended. Well, everybody except for the people directly involved.

    The Civil War is a really complex topic because of development factors. Originally the entire system was supposed to be much more dynamic, however system limitations on the 360 severely curtailed the system. This included things like dynamic warfare, where both sides could attack and defend different holds. There were additional quest structures, including things like recruiting Giants to fight for the Stormcloaks. Dynamic economic changes as war conflicts destroyed mills and other infrastructure. Even the size of the battles had to be scaled back, as a 360 will hard crash if more than 50 NPCs are rendered at once (it might actually be lower than that), which resulted in tiny skirmishes being passed off as, "battles."

    Cell limits also applied restrictions on how NPC AIs could be activated, and the version of the game that shipped had a nominal limit of 20 active AI participants at a time (as I recall.)

    So, how much of that do we take as lore? Well, pretty much none of it, except for the knowledge that somehow the Stormcloaks could have rallied the Giants to fight for Skyrim.

    There's similar things with Morrowind and Oblivion. Original plans for the former saw Dagoth forces pouring down out of Red Mountain and gradually conquering cities and occupying the map as the calendar ticked forward. I forget what systems Oblivion tried to implement that the 360 hardware couldn't handle. Something with the cities being destroyed, the way Kvatch was, I think, but, I'm not certain.

    If Michael Kirkbride had decided to simply pick an outcome from Daggerfall and say, "yep, that's the ending that happened," we'd be fine. Instead he created this weird system, that, at the very least reflects the idea of multiple playthroughs all occurring simultaneously. This should sound familiar if you've played ESO.

    You stand in The Gold Coast, during The Sweetroll Killer. Naryu and Raz both recognize you as a friend who's been through multiple adventures with each. The problem is, Raz is Dominion, and you're an Eye of the Queen, and Naryu is an assassin for the Morag Tong. She met you while you were working as an agent of the Pact. Here's the problem, both of these events were happening at the same time.

    You played through one of their campaigns, Molag Bal invaded Tamriel, and was forced out, then you were sent back to before the invasion started and played through a completely, mutually exclusive, campaign. You know, pretty much the base line description of a Dragon Break. There is no possible way for Naryu and Raz to know you from your time in their alliance, when you were also working for the other one.

    The Vestige landed in the water off the coast of Skyrim, and they landed in the water off the coast of Elswyr, and they landed in the water off the coast of Stros M'kai. All three of these events happened at the same moment, but only one can occur.

    That's a Dragon Break, and the Psijic Order missed it.

    Something that could also be looked at, is Shadow Magic. This type of magic makes it possible to merge different possible versions of someone, as Azra Nightwielder did for himself.

    Also, there is something wierdly similar in "merging the three possible selves" of the player during the Cadwell quests, and merging the three shards of a sky prism, I wonder if it is pure coincidence or not.

    If it was this simple, you'd run into your shadows in Messages from Across Tamriel and on Stirk. We do run across the characters holding the alliances together in your absence with those quests. It's Naryu, Raz, and Copper.
  • SilverIce58
    SilverIce58
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    Bruccius wrote: »
    This is vital to keep in mind when discussing lore. Gameplay =/= Lore. As someone active on an Elder Scrolls wiki, I've come across these discussions quite a lot.

    In most cases, this is a very good point.
    Bruccius wrote: »
    It's the same reason why we can carry a hundred or more greatswords in our inventory and still sprint along a field, it's meant to have an enjoyable game. MMO's always work with this gameplay feature (excluding important characters that die as part of a questline).

    Your greatsword example is a good articulation for why gameplay and lore shouldn't always be taken as connected. A similar example would be quicksaving in Fallout.

    However. We are talking about a game that has already gone out of its way to establish connections between the lore and the gameplay mechanics.

    For example, respawning is something that, in most online games, can be taken as a contrivance for the purposes of furthering the mechanics. When you respawn in Call of Duty or reload an old save in Doom, there's no intrinsic idea that this is somehow bound into the nature of the world you're in. You're simply availing yourself of a mechanic designed to make the play experience more enjoyable (or, make it possible at all.)

    That's not The Elder Scrolls.

    When you die in ESO, and you revive, this isn't simply a contrivance to allow you to continue using the same character. It is an in game action that ties directly into the lore. Lore which is then used as part of the storyline, first as a background element, and later as a major plot point in the Alik'r and Bangkorai.

    In fact, the entire conclusion of Bangkorai's main plot is the antagonist looking for a way to persistently rid themselves of an opponent who can come back from death an unlimited amount of times.

    That's not gameplay divorced from lore, this is an example of gameplay mechanics being directly referenced in the lore. If you're paying attention, you can even glean a great deal more information from this, and other encounters scattered through the game, about the true nature of the player character in ESO.

    When you engage in a textual analysis of a work, you need to examine it and determine what is, and what is not, relevant. Excising irrelevant components needs to be done carefully, as you can lose critical portions of the material in the process.

    With video games, that actually includes examining the game mechanics, and determining which factors should be discarded (like your ability to carry 140 mauls in your pack, the other 60 are on your horse, not that it matters) and what should not.

    Ordinarily, things like saving and loading are not reasonable considerations, as they simply serve a utility function to make the piece more managable, however, because of Kirkbride, The Elder Scrolls decided to grab a lot of mechanics that would normally be disregarded, and drag them in.
    Bruccius wrote: »
    I mean, if we look at TES V, for example, as far as time is concerned. Yeah, people will acknowledge some events. But the Civil War in the game? Everybody acts as if it never ended. Well, everybody except for the people directly involved.

    The Civil War is a really complex topic because of development factors. Originally the entire system was supposed to be much more dynamic, however system limitations on the 360 severely curtailed the system. This included things like dynamic warfare, where both sides could attack and defend different holds. There were additional quest structures, including things like recruiting Giants to fight for the Stormcloaks. Dynamic economic changes as war conflicts destroyed mills and other infrastructure. Even the size of the battles had to be scaled back, as a 360 will hard crash if more than 50 NPCs are rendered at once (it might actually be lower than that), which resulted in tiny skirmishes being passed off as, "battles."

    Cell limits also applied restrictions on how NPC AIs could be activated, and the version of the game that shipped had a nominal limit of 20 active AI participants at a time (as I recall.)

    So, how much of that do we take as lore? Well, pretty much none of it, except for the knowledge that somehow the Stormcloaks could have rallied the Giants to fight for Skyrim.

    There's similar things with Morrowind and Oblivion. Original plans for the former saw Dagoth forces pouring down out of Red Mountain and gradually conquering cities and occupying the map as the calendar ticked forward. I forget what systems Oblivion tried to implement that the 360 hardware couldn't handle. Something with the cities being destroyed, the way Kvatch was, I think, but, I'm not certain.

    If Michael Kirkbride had decided to simply pick an outcome from Daggerfall and say, "yep, that's the ending that happened," we'd be fine. Instead he created this weird system, that, at the very least reflects the idea of multiple playthroughs all occurring simultaneously. This should sound familiar if you've played ESO.

    You stand in The Gold Coast, during The Sweetroll Killer. Naryu and Raz both recognize you as a friend who's been through multiple adventures with each. The problem is, Raz is Dominion, and you're an Eye of the Queen, and Naryu is an assassin for the Morag Tong. She met you while you were working as an agent of the Pact. Here's the problem, both of these events were happening at the same time.

    You played through one of their campaigns, Molag Bal invaded Tamriel, and was forced out, then you were sent back to before the invasion started and played through a completely, mutually exclusive, campaign. You know, pretty much the base line description of a Dragon Break. There is no possible way for Naryu and Raz to know you from your time in their alliance, when you were also working for the other one.

    The Vestige landed in the water off the coast of Skyrim, and they landed in the water off the coast of Elswyr, and they landed in the water off the coast of Stros M'kai. All three of these events happened at the same moment, but only one can occur.

    That's a Dragon Break, and the Psijic Order missed it.

    Something that could also be looked at, is Shadow Magic. This type of magic makes it possible to merge different possible versions of someone, as Azra Nightwielder did for himself.

    Also, there is something wierdly similar in "merging the three possible selves" of the player during the Cadwell quests, and merging the three shards of a sky prism, I wonder if it is pure coincidence or not.

    If it was this simple, you'd run into your shadows in Messages from Across Tamriel and on Stirk. We do run across the characters holding the alliances together in your absence with those quests. It's Naryu, Raz, and Copper.

    Copper?

    Also, shadow magic doesn't make literal clones of oneself. Like the skill from the nightblade class, it literally creates a humanoid shadow that one would have to be a master of the craft to even send their shadows to another town, let alone another alliance.
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
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    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • adriant1978
    adriant1978
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    Copper?

    Copper Dariah

    The DC equivalent of Raz. She has a blink and you'll miss it walk on part in Messages Across Tamriel. I rather wish we'd seen more of her and the Ring of Daggers.
    Edited by adriant1978 on June 4, 2018 5:25PM
  • SilverIce58
    SilverIce58
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    Copper?

    Copper Dariah

    The DC equivalent of Raz. She has a blink and you'll miss it walk on part in Messages Across Tamriel. I rather wish we'd seen more of her and the Ring of Daggers.

    Ah that's why I don't remember her.
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • crashen17b14_ESO
    crashen17b14_ESO
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    Honestly, there is nothing saying that the alliance storylines can't be going on at different times, so long as it's before you do the Guild and Main quest lines. Since One Tamriel, you don't have to drop into the ocean and be fished out to start the faction quests. I've played a few characters through where I completely skipped Coldharbour/Vestige questline until later. I just played through Covenant, then Pact, then Dominion, then after all that went back and did the Fighter's Guild and Main Quests.

    The story was still pretty cohesive, if you choose to believe your character isn't REALLY a member of any alliance, and is just a random mercenary adventurer with a good set of morals. Even the references to your soulless nature as a Vestige, and the handful of times where that actually lets you accomplish things (like shrugging off a mage's mind control or crossing a barrier that blocks souls or whatever) make sense if your character happens to be a vampire.

    Actually, before Tamriel Unlimited, when you finished the main quest while doing your faction storyline, Cadwell says that by using meridia's power he can send you back in time or something of the sort into another faction to experience their storyline. Before Tamriel Unlimited, the whole "each alliance's storyline happening at the same time is a Dragon Break" actually made more sense. Once it was added that people can go anywhere at anytime and not follow the storyline in a coherent manner, is when people got this notion that "oh, well, I didn't do the main storyline until I finished all three alliances so it's not a Dragon Break" or some such theory.

    Having been playing since early PC beta, I am aware of how it was before One Tamriel and the veteran zones. But if you disregard one throwaway line that makes very little sense about time-traveling alternate histories where your relationships with people persists across timelines, and chalk it up to Cadwell being completely insane, it's not so unreasonable to think the three faction's storylines are happening at different times.
  • starkerealm
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    Honestly, there is nothing saying that the alliance storylines can't be going on at different times, so long as it's before you do the Guild and Main quest lines. Since One Tamriel, you don't have to drop into the ocean and be fished out to start the faction quests. I've played a few characters through where I completely skipped Coldharbour/Vestige questline until later. I just played through Covenant, then Pact, then Dominion, then after all that went back and did the Fighter's Guild and Main Quests.

    The story was still pretty cohesive, if you choose to believe your character isn't REALLY a member of any alliance, and is just a random mercenary adventurer with a good set of morals. Even the references to your soulless nature as a Vestige, and the handful of times where that actually lets you accomplish things (like shrugging off a mage's mind control or crossing a barrier that blocks souls or whatever) make sense if your character happens to be a vampire.

    Actually, before Tamriel Unlimited, when you finished the main quest while doing your faction storyline, Cadwell says that by using meridia's power he can send you back in time or something of the sort into another faction to experience their storyline. Before Tamriel Unlimited, the whole "each alliance's storyline happening at the same time is a Dragon Break" actually made more sense. Once it was added that people can go anywhere at anytime and not follow the storyline in a coherent manner, is when people got this notion that "oh, well, I didn't do the main storyline until I finished all three alliances so it's not a Dragon Break" or some such theory.

    Having been playing since early PC beta, I am aware of how it was before One Tamriel and the veteran zones. But if you disregard one throwaway line that makes very little sense about time-traveling alternate histories where your relationships with people persists across timelines, and chalk it up to Cadwell being completely insane, it's not so unreasonable to think the three faction's storylines are happening at different times.

    It is pretty unreasonable to think that an Agent of the Dominion would be allowed direct access to King Emmeric on a regular basis, particularly when said agent is also a known member of the Dark Brotherhood, especially during a time of war.

    It is extremely unreasonable to believe that Raz would permit an agent of the Pact or Covenant unrestricted access to Queen Ayrenn. Again, especially during a time of war.

    It is borderline insane to think that, after the events of Shadowfen, the Argonians would let anyone with even a hint of association with the Dominion get near the Nmemic Egg. In fact, it would be kind of baffling if Jorunn didn't have you executed on the spot for being a Dominion spy, if you were, you know, Dominion.

    That wasn't a throwaway line from a mentally impaired geriatric, that was a succinct explanation for why you could access those zones at all in the first place, spoken by someone with an uncanny understanding of the planes of oblivion.

    In fact, going into silver and gold actually changed dialog. Still does in fact. You're not being hunted down and murdered as a hostile spy because when you port into another alliance's zones, you're in a version of the world where you landed there.
    Edited by starkerealm on June 4, 2018 7:11PM
  • SilverIce58
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    Honestly, there is nothing saying that the alliance storylines can't be going on at different times, so long as it's before you do the Guild and Main quest lines. Since One Tamriel, you don't have to drop into the ocean and be fished out to start the faction quests. I've played a few characters through where I completely skipped Coldharbour/Vestige questline until later. I just played through Covenant, then Pact, then Dominion, then after all that went back and did the Fighter's Guild and Main Quests.

    The story was still pretty cohesive, if you choose to believe your character isn't REALLY a member of any alliance, and is just a random mercenary adventurer with a good set of morals. Even the references to your soulless nature as a Vestige, and the handful of times where that actually lets you accomplish things (like shrugging off a mage's mind control or crossing a barrier that blocks souls or whatever) make sense if your character happens to be a vampire.

    Actually, before Tamriel Unlimited, when you finished the main quest while doing your faction storyline, Cadwell says that by using meridia's power he can send you back in time or something of the sort into another faction to experience their storyline. Before Tamriel Unlimited, the whole "each alliance's storyline happening at the same time is a Dragon Break" actually made more sense. Once it was added that people can go anywhere at anytime and not follow the storyline in a coherent manner, is when people got this notion that "oh, well, I didn't do the main storyline until I finished all three alliances so it's not a Dragon Break" or some such theory.

    Having been playing since early PC beta, I am aware of how it was before One Tamriel and the veteran zones. But if you disregard one throwaway line that makes very little sense about time-traveling alternate histories where your relationships with people persists across timelines, and chalk it up to Cadwell being completely insane, it's not so unreasonable to think the three faction's storylines are happening at different times.

    So actually using meridia's power and that stone that literally sends you to the past for another alliance's storyline is just Cadwell being crazy? You do understand that just him saying that and him saying that while using the power are two very different things?
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • starkerealm
    starkerealm
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    Copper?

    Copper Dariah

    The DC equivalent of Raz. She has a blink and you'll miss it walk on part in Messages Across Tamriel. I rather wish we'd seen more of her and the Ring of Daggers.

    Yeah, she gets name dropped two or three times. You only meet members of the Ring once, I think (in Rivenpsire). At least, openly members. It's possible you encounter more scattered throughout, but aren't cued in. Though, I suppose it's possible that Roy was a member.

    I think beyond that, there's a line in Messages about Cariel trying to kill her. But, basically, she's the Covenant's spymaster.
  • MLGProPlayer
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    Honestly, there is nothing saying that the alliance storylines can't be going on at different times, so long as it's before you do the Guild and Main quest lines. Since One Tamriel, you don't have to drop into the ocean and be fished out to start the faction quests. I've played a few characters through where I completely skipped Coldharbour/Vestige questline until later. I just played through Covenant, then Pact, then Dominion, then after all that went back and did the Fighter's Guild and Main Quests.

    The story was still pretty cohesive, if you choose to believe your character isn't REALLY a member of any alliance, and is just a random mercenary adventurer with a good set of morals. Even the references to your soulless nature as a Vestige, and the handful of times where that actually lets you accomplish things (like shrugging off a mage's mind control or crossing a barrier that blocks souls or whatever) make sense if your character happens to be a vampire.

    Actually, before Tamriel Unlimited, when you finished the main quest while doing your faction storyline, Cadwell says that by using meridia's power he can send you back in time or something of the sort into another faction to experience their storyline. Before Tamriel Unlimited, the whole "each alliance's storyline happening at the same time is a Dragon Break" actually made more sense. Once it was added that people can go anywhere at anytime and not follow the storyline in a coherent manner, is when people got this notion that "oh, well, I didn't do the main storyline until I finished all three alliances so it's not a Dragon Break" or some such theory.

    I really don't like the concept of "Dragon Breaks". Bethesda invented them to cover up lore inconsistencies between games and to be able to more easily retcon aspects of the series. But at the end of the day, they're just a cop-out. I wish they'd focus on good, coherent writing from the start.

    The TES series hasn't been out long enough to need something like this. It's different for comics that have been out for over 70 years and have had multiple writers contrbute to the story. We're just taking about 6 mainline games here (if you include ESO) and a few minor side games. It shouldn't be that hard to keep a coherent plot going.
    Edited by MLGProPlayer on June 4, 2018 7:24PM
  • SilverIce58
    SilverIce58
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    ✭✭
    Honestly, there is nothing saying that the alliance storylines can't be going on at different times, so long as it's before you do the Guild and Main quest lines. Since One Tamriel, you don't have to drop into the ocean and be fished out to start the faction quests. I've played a few characters through where I completely skipped Coldharbour/Vestige questline until later. I just played through Covenant, then Pact, then Dominion, then after all that went back and did the Fighter's Guild and Main Quests.

    The story was still pretty cohesive, if you choose to believe your character isn't REALLY a member of any alliance, and is just a random mercenary adventurer with a good set of morals. Even the references to your soulless nature as a Vestige, and the handful of times where that actually lets you accomplish things (like shrugging off a mage's mind control or crossing a barrier that blocks souls or whatever) make sense if your character happens to be a vampire.

    Actually, before Tamriel Unlimited, when you finished the main quest while doing your faction storyline, Cadwell says that by using meridia's power he can send you back in time or something of the sort into another faction to experience their storyline. Before Tamriel Unlimited, the whole "each alliance's storyline happening at the same time is a Dragon Break" actually made more sense. Once it was added that people can go anywhere at anytime and not follow the storyline in a coherent manner, is when people got this notion that "oh, well, I didn't do the main storyline until I finished all three alliances so it's not a Dragon Break" or some such theory.

    I really don't like the concept of "Dragon Breaks". Bethesda invented them to cover up lore inconsistencies between games and to be able to more easily retcon aspects of the series. But at the end of the day, they're just a cop-out. I wish they'd focus on good, coherent writing from the start.

    The TES series hasn't been out long enough to need something like this. It's different for comics that have been out for over 70 years and have had multiple writers contrbute to the story. We're just taking about 6 mainline games here (if you include ESO) and a few minor side games. It shouldn't be that hard to keep a coherent plot going.

    I agree with not liking Dragon Breaks. The only way that they really work is when you have a game with mutiple endings (daggerfall). But on the other hand, we've only had 2 events that you could call a Dragon Break. Daggerfall's ending, and the Alliance storylines. It's not like every game that comes out uses a Dragon Break.
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • starkerealm
    starkerealm
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    Honestly, there is nothing saying that the alliance storylines can't be going on at different times, so long as it's before you do the Guild and Main quest lines. Since One Tamriel, you don't have to drop into the ocean and be fished out to start the faction quests. I've played a few characters through where I completely skipped Coldharbour/Vestige questline until later. I just played through Covenant, then Pact, then Dominion, then after all that went back and did the Fighter's Guild and Main Quests.

    The story was still pretty cohesive, if you choose to believe your character isn't REALLY a member of any alliance, and is just a random mercenary adventurer with a good set of morals. Even the references to your soulless nature as a Vestige, and the handful of times where that actually lets you accomplish things (like shrugging off a mage's mind control or crossing a barrier that blocks souls or whatever) make sense if your character happens to be a vampire.

    Actually, before Tamriel Unlimited, when you finished the main quest while doing your faction storyline, Cadwell says that by using meridia's power he can send you back in time or something of the sort into another faction to experience their storyline. Before Tamriel Unlimited, the whole "each alliance's storyline happening at the same time is a Dragon Break" actually made more sense. Once it was added that people can go anywhere at anytime and not follow the storyline in a coherent manner, is when people got this notion that "oh, well, I didn't do the main storyline until I finished all three alliances so it's not a Dragon Break" or some such theory.

    I really don't like the concept of "Dragon Breaks" . Bethesda invented them to cover up lore inconsistencies between games and to be able to more easily retcon aspects of the series. But at the end of the day, they're just a cop-out. I wish they'd focus on good, coherent writing from the start.

    I'll be honest, I think Kirkbride created Dragon Breaks because they were weird. There's a thematic element of bat**** bonkers that saturates his work. It makes it unique (and instantly recognizable.)

    It's the exact kind of, recursive, "but you're really playing a video game inside your video game," that fits with what I've seen from him. This wasn't Bethesda trying to clean up the endings for Daggerfall. The team could have picked one ending and run with it, or even pulled multiple endings without introducing the concept of the universe coming apart at the seams. Hell, Ion Storm did this with Invisible War. There's no way to recreate the canon ending for Deus Ex in the original game.

    The problem is, Kirkbride (more than the rest of the writing team on TES3), near as I can tell, set out to create an incomprehensible set of metaphysics. It's trying to recreate the experience of a college freshman getting in over their heads in a philosophy class. There's a lot of material in TES3 that exists, primarily, to confuse the player. Hell, there's an entire book written in Esperanto (though I'm not sure who's idea that was.)

    So, no, it wasn't a cop out. There were easier ways to do that. Dragon Breaks were a thing because someone wanted weird.
  • starkerealm
    starkerealm
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    It's not like every game that comes out uses a Dragon Break.

    It kinda is, though. The irony is, I don't think that's intentional.
  • SilverIce58
    SilverIce58
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    It's not like every game that comes out uses a Dragon Break.

    It kinda is, though. The irony is, I don't think that's intentional.

    Which others? I literally can't think of any others.
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
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