VaranisArano wrote: »Its not actually true that the TES games have freedom of choice and consequences in the way you suggest.
As The Elder Scrolls series has gotten more complex, it generally doesn't let you side with the designated villains. The most you can do is ignore the main quest.
Daggerfall was the last time you could outright hand victory to a villain (and then the Dragonbreak nixed your choice by going with ALL the choices.)
Morrowind doesnt let you side with House Dagoth. The Devs originally considered it, but it got cut.
Oblivion doesn't let you side with the Mythic Dawn. You can't side with Mannimarco in overthrowing the Mages Guild.
Skyrim doesn't let you side with Alduin. You can pick the victor of the Civil War and take over the Volkihars (but even there, you have to kill Harkon), but you can't team up with Miraak.
Thing is, true freedom to join the enemy takes a lot of development time, effort, and money to design and voice act what's effectively an alternate questline. The more complex the game and the faster the release schedule, the less likely you are to get those choices. That's why we havent had that complete freedom even in the recent single player games.
ESO, like the most recent TES games, doesnt give you complete freedom to side with whoever you want.
TheGreatBlackBear wrote: »Saying you can't have branching quest outcomes because of how it'll affect other people's world is foolishness. Looking at those towns that are infested with daedra or pirates or whatever type of enemies. When you clear them via the related quest they transform into a regular town with inhabitants and merchants but that doesn't mean that the next player won't have the quest to do the same and save the town. Likewise the towns don't magically become enemy infested again once you beat the quest. Regardless of whether or not other people have done so. And if you really want to make that argument, then the consequences could be shown in a slideshow/cutscene form at the end of the quest line fallout New Vegas style. There's absolutely no reason to not have branching options in quests.
TheGreatBlackBear wrote: »VaranisArano wrote: »Its not actually true that the TES games have freedom of choice and consequences in the way you suggest.
As The Elder Scrolls series has gotten more complex, it generally doesn't let you side with the designated villains. The most you can do is ignore the main quest.
Daggerfall was the last time you could outright hand victory to a villain (and then the Dragonbreak nixed your choice by going with ALL the choices.)
Morrowind doesnt let you side with House Dagoth. The Devs originally considered it, but it got cut.
Oblivion doesn't let you side with the Mythic Dawn. You can't side with Mannimarco in overthrowing the Mages Guild.
Skyrim doesn't let you side with Alduin. You can pick the victor of the Civil War and take over the Volkihars (but even there, you have to kill Harkon), but you can't team up with Miraak.
Thing is, true freedom to join the enemy takes a lot of development time, effort, and money to design and voice act what's effectively an alternate questline. The more complex the game and the faster the release schedule, the less likely you are to get those choices. That's why we havent had that complete freedom even in the recent single player games.
ESO, like the most recent TES games, doesnt give you complete freedom to side with whoever you want.
I agree with you that even in other TES games you didn't have complete control over everything. But storylines had paths, and options and differences that could be made. There's nothing like that in ESO.
Nemesis7884 wrote: »the things you want work in a single player game where the world only has to revolve around you...they dont work in a multiplayer game where everyone needs to be able to group up with everyone in the same world regardless of choices and consequences...
In fact at gamescom matt firor gave an interview to gamestar that i recommend to anyone where he specifically adressed this and how when they initially had these types of choices and consequences implemented when eso started it caused a lot of issues...