ESO has a core problem with their story telling: it's quite standardized, for new players this may not be a problem, but for seasoned (you don't have to be good, just stayed long enough) players, ESO stories are getting harder and harder to hype on
1.Always world saving. The only exception being orsinium, otherwise even dark brotherhood and thieves guild is about ass saving their guild. And it is always the same path: Coming along to help - discover dark plot - suffer loses - kill 3rd/2nd in command - kill final big boss - you are such a hero. One thing about linear world saving is that there is no wiggle room for players, you can't choose the dark side like SWTOR hence there isn't a dark side victory, you ALWAYS win and ALWAYS the light side. It gets boring knowing you just need to click the dialogue and next and eventually you will beat the new storyline
2.No NPC death. You just know it they will bring back people, the very few important decision you made back in vanilla is thrown away, we don't have a worthy death like the last ayleid king anymore, all death are like "I don't think there was a way he would have survived, but who knows" or "yeah I died but I'm back, for reasons". It's hard to invest in what NPCs are doing, knowing that they will be fine no matter what
3.No player decisions. I can hardly think of any player decisions that can cause the change of more than 10 dialogues, in fact 5 would be hard to achieve already, not to mention actual world changing. Sure we got to select a mane, but guess what happens next. Point 1 also enhanced this problem, since you are always the glory knight in shining armor, there is no side to choose, hence of course all paths lead to rome
4.No actual cross zone events. Once you complete a zone it froze in time, finishing dragonhold and go back to Rimmen and Kamira would still be celebrating her first day as queen. The king of redguard would still be in that vault while his palace fill with people with message for him, the fact that ZOS go to great length (by that I mean 1 nonsense dialogue to explain why Sai Sahan is back) to make the story work by bypassing player decision and completely ignore old zones, shows how lazy they are handleing such things. You just know what happens in this zone happens in this zone only, no decision, no NPC will matter once you are out of here, and when you go back to old zones, the NPCs will lose their memory and stay in their last known location and talk about what happened there
ESO has a core problem with their story telling: it's quite standardized, for new players this may not be a problem, but for seasoned (you don't have to be good, just stayed long enough) players, ESO stories are getting harder and harder to hype on
Nemesis7884 wrote: »ESO has a core problem with their story telling: it's quite standardized, for new players this may not be a problem, but for seasoned (you don't have to be good, just stayed long enough) players, ESO stories are getting harder and harder to hype on
1.Always world saving. The only exception being orsinium, otherwise even dark brotherhood and thieves guild is about ass saving their guild. And it is always the same path: Coming along to help - discover dark plot - suffer loses - kill 3rd/2nd in command - kill final big boss - you are such a hero. One thing about linear world saving is that there is no wiggle room for players, you can't choose the dark side like SWTOR hence there isn't a dark side victory, you ALWAYS win and ALWAYS the light side. It gets boring knowing you just need to click the dialogue and next and eventually you will beat the new storyline
2.No NPC death. You just know it they will bring back people, the very few important decision you made back in vanilla is thrown away, we don't have a worthy death like the last ayleid king anymore, all death are like "I don't think there was a way he would have survived, but who knows" or "yeah I died but I'm back, for reasons". It's hard to invest in what NPCs are doing, knowing that they will be fine no matter what
3.No player decisions. I can hardly think of any player decisions that can cause the change of more than 10 dialogues, in fact 5 would be hard to achieve already, not to mention actual world changing. Sure we got to select a mane, but guess what happens next. Point 1 also enhanced this problem, since you are always the glory knight in shining armor, there is no side to choose, hence of course all paths lead to rome
4.No actual cross zone events. Once you complete a zone it froze in time, finishing dragonhold and go back to Rimmen and Kamira would still be celebrating her first day as queen. The king of redguard would still be in that vault while his palace fill with people with message for him, the fact that ZOS go to great length (by that I mean 1 nonsense dialogue to explain why Sai Sahan is back) to make the story work by bypassing player decision and completely ignore old zones, shows how lazy they are handleing such things. You just know what happens in this zone happens in this zone only, no decision, no NPC will matter once you are out of here, and when you go back to old zones, the NPCs will lose their memory and stay in their last known location and talk about what happened there
there is an interview with matt i think from gamescom, could have been e3 as well with the german outlet gamestar where he talks about why they moved away from points 2 and 3 - they did this in the past, where you made decisions that had lasting effects in the world...
And while this sounds great and is amazing in single player games, i agree that it just causes to many problems in multiplayer games where you want to play with a lot of different people at a lot of different times - to make that work they need to be in the same world state...
It would be really weird or not work at all if you would play with someone else and in his world state your quest giver is already dead or a city youre in is already destroyed...
Instead of trying to figure this out and get really weird results no one is happy about, i think their time is better spent just focusing on good characters and stories we can enjoy... i agree to your nr 1 tough - i think smaller less world saving stories, more character focused stories can be really interesting for a change...
1.Always world saving. The only exception being orsinium, otherwise even dark brotherhood and thieves guild is about ass saving their guild. And it is always the same path: Coming along to help - discover dark plot - suffer loses - kill 3rd/2nd in command - kill final big boss - you are such a hero. One thing about linear world saving is that there is no wiggle room for players, you can't choose the dark side like SWTOR hence there isn't a dark side victory, you ALWAYS win and ALWAYS the light side. It gets boring knowing you just need to click the dialogue and next and eventually you will beat the new storyline
2.No NPC death. You just know it they will bring back people, the very few important decision you made back in vanilla is thrown away, we don't have a worthy death like the last ayleid king anymore, all death are like "I don't think there was a way he would have survived, but who knows" or "yeah I died but I'm back, for reasons". It's hard to invest in what NPCs are doing, knowing that they will be fine no matter what
4.No actual cross zone events. Once you complete a zone it froze in time, finishing dragonhold and go back to Rimmen and Kamira would still be celebrating her first day as queen. The king of redguard would still be in that vault while his palace fill with people with message for him, the fact that ZOS go to great length (by that I mean 1 nonsense dialogue to explain why Sai Sahan is back) to make the story work by bypassing player decision and completely ignore old zones, shows how lazy they are handleing such things. You just know what happens in this zone happens in this zone only, no decision, no NPC will matter once you are out of here, and when you go back to old zones, the NPCs will lose their memory and stay in their last known location and talk about what happened there
Your biggest mistake is assuming that ZOS wants to pander to an actual MMO audience. They simply want to pander to those Elder Scrolls casuals (who only joined up after Skyrim ) who want to feel like some messiah.
Which is why Orsinium is still the best zone DLC..
No world-ending threat, just political power struggle with divine elements.
Decisions with notable affects, including character deaths.
And King Kurog gets actually replaced in that one Mages Guild quest IIRC, so there's even a cross-zone consequence.
If we're really going to Skyrim next year, I hope it's just about the different holds and maybe Snow Elf / Falmer mystery. Nothing that threatens THE WHOLE OF TAMRIEL!1