Finedaible wrote: »Ultimately we know the plot will involve helping/being betrayed by the rulers and fighting some secret organisation or cult who plan to rule/destroy the world as told over an “epic” year long adventure. So I guess setting doesn’t really matter outside of what art assets we want to see more of.
I'm still hoping they're ditching that format. It's just... Not doing it for me.
Think about it though, what else is there? The Questline HAS to have a big bad, so it's either a Mortal Cult/Organization, or a Daedric Entity. Otherwise, would people pay for content where everything was pretty peaceful? No conspiracies or plots, not much fighting. I don't say this as an insult this time but most people have short attention spans, and need big bads to keep interested.
It is incredibly narrow writing brought on by the likes of Marvel plots which require a big bad. Wrothgar did it best by having a villain with morally ambiguous goals. A great villain is often one you can partially identify with. Thieves' Guild dlc didn't even have a main villain per-say, it was more about the adventure and the people you get to know as you find out who betrayed the guild, but then it left it entirely up to the player what to do with that information at the end; it was brilliant. Even Murkmire had better writing where you could actually sympathize to an extent with the antagonist.
I agree with you, but...
Marvel/DC/Superhero movies still make bank at the box office, despite people complaining at their simplistic plots. It's easy to see how a writer could be inspired by that. Why work hard on a plot when a straightforward good-vs-evil story line will suffice?
Finedaible wrote: »Ultimately we know the plot will involve helping/being betrayed by the rulers and fighting some secret organisation or cult who plan to rule/destroy the world as told over an “epic” year long adventure. So I guess setting doesn’t really matter outside of what art assets we want to see more of.
I'm still hoping they're ditching that format. It's just... Not doing it for me.
Think about it though, what else is there? The Questline HAS to have a big bad, so it's either a Mortal Cult/Organization, or a Daedric Entity. Otherwise, would people pay for content where everything was pretty peaceful? No conspiracies or plots, not much fighting. I don't say this as an insult this time but most people have short attention spans, and need big bads to keep interested.
It is incredibly narrow writing brought on by the likes of Marvel plots which require a big bad. Wrothgar did it best by having a villain with morally ambiguous goals. A great villain is often one you can partially identify with. Thieves' Guild dlc didn't even have a main villain per-say, it was more about the adventure and the people you get to know as you find out who betrayed the guild, but then it left it entirely up to the player what to do with that information at the end; it was brilliant. Even Murkmire had better writing where you could actually sympathize to an extent with the antagonist.
I agree with you, but...
Marvel/DC/Superhero movies still make bank at the box office, despite people complaining at their simplistic plots. It's easy to see how a writer could be inspired by that. Why work hard on a plot when a straightforward good-vs-evil story line will suffice?
FlopsyPrince wrote: »Finedaible wrote: »Ultimately we know the plot will involve helping/being betrayed by the rulers and fighting some secret organisation or cult who plan to rule/destroy the world as told over an “epic” year long adventure. So I guess setting doesn’t really matter outside of what art assets we want to see more of.
I'm still hoping they're ditching that format. It's just... Not doing it for me.
Think about it though, what else is there? The Questline HAS to have a big bad, so it's either a Mortal Cult/Organization, or a Daedric Entity. Otherwise, would people pay for content where everything was pretty peaceful? No conspiracies or plots, not much fighting. I don't say this as an insult this time but most people have short attention spans, and need big bads to keep interested.
It is incredibly narrow writing brought on by the likes of Marvel plots which require a big bad. Wrothgar did it best by having a villain with morally ambiguous goals. A great villain is often one you can partially identify with. Thieves' Guild dlc didn't even have a main villain per-say, it was more about the adventure and the people you get to know as you find out who betrayed the guild, but then it left it entirely up to the player what to do with that information at the end; it was brilliant. Even Murkmire had better writing where you could actually sympathize to an extent with the antagonist.
I agree with you, but...
Marvel/DC/Superhero movies still make bank at the box office, despite people complaining at their simplistic plots. It's easy to see how a writer could be inspired by that. Why work hard on a plot when a straightforward good-vs-evil story line will suffice?
Things always boil down to good vs. evil now matter what. Some things fuzz the lines a bit, but ultimately you have a winner and a loser and the winners write the history, as the saying goes!
Aardappelboom wrote: »I loved the guild DLCs, especially DB. the idea of building up trust, doing missions, learning about the characters and unraveling an underlying plot is all I need.
They should start properly revisiting the guilds by the way, I loved being part of a guild in all the elder scrolls games but they are kind of dormant now...
Aardappelboom wrote: »I loved the guild DLCs, especially DB. the idea of building up trust, doing missions, learning about the characters and unraveling an underlying plot is all I need.
They should start properly revisiting the guilds by the way, I loved being part of a guild in all the elder scrolls games but they are kind of dormant now...
Ultimately we know the plot will involve helping/being betrayed by the rulers and fighting some secret organisation or cult who plan to rule/destroy the world as told over an “epic” year long adventure. So I guess setting doesn’t really matter outside of what art assets we want to see more of.
I'm still hoping they're ditching that format. It's just... Not doing it for me.
Think about it though, what else is there? The Questline HAS to have a big bad, so it's either a Mortal Cult/Organization, or a Daedric Entity. Otherwise, would people pay for content where everything was pretty peaceful? No conspiracies or plots, not much fighting. I don't say this as an insult this time but most people have short attention spans, and need big bads to keep interested.
Ultimately we know the plot will involve helping/being betrayed by the rulers and fighting some secret organisation or cult who plan to rule/destroy the world as told over an “epic” year long adventure. So I guess setting doesn’t really matter outside of what art assets we want to see more of.
There is a noble in Vastyr that is so sick and tired of all the trouble on the Systres Archipelago that she's considering moving to the Telvanni Peninsula, saying the weather should be nice this time of year (iirc).

I agree with you, but...
Marvel/DC/Superhero movies still make bank at the box office, despite people complaining at their simplistic plots. It's easy to see how a writer could be inspired by that. Why work hard on a plot when a straightforward good-vs-evil story line will suffice?
Finedaible wrote: »Wrothgar did it best by having a villain with morally ambiguous goals. A great villain is often one you can partially identify with. Thieves' Guild dlc didn't even have a main villain per-say, it was more about the adventure and the people you get to know as you find out who betrayed the guild, but then it left it entirely up to the player what to do with that information at the end; it was brilliant. Even Murkmire had better writing where you could actually sympathize to an extent with the antagonist.
FlopsyPrince wrote: »
Its what you get when you rely on the income of an upgrade sale each year, with DLC packs, as in the current approach.
Changing would likely throw off their current business model, so I wouldn't hold my breath waiting for something different. The business end usually drives most companies.
Aardappelboom wrote: »I loved the guild DLCs, especially DB. the idea of building up trust, doing missions, learning about the characters and unraveling an underlying plot is all I need.
They should start properly revisiting the guilds by the way, I loved being part of a guild in all the elder scrolls games but they are kind of dormant now...
Supreme_Atromancer wrote: »Finedaible wrote: »Wrothgar did it best by having a villain with morally ambiguous goals. A great villain is often one you can partially identify with. Thieves' Guild dlc didn't even have a main villain per-say, it was more about the adventure and the people you get to know as you find out who betrayed the guild, but then it left it entirely up to the player what to do with that information at the end; it was brilliant. Even Murkmire had better writing where you could actually sympathize to an extent with the antagonist.
I agree with this, strongly.
Even moreso, I'd love for the writers to give us more device or agency. Exploring some story through different factions/lenses. Controversial, but I think Skyrim did it really well- there were great reasons to support or oppose Tullius or Ulfric. Neither was a villain in the true sense, but the pacing format remains the same- build up, showdown etc.
Imagine if in Orsinium you could have opted to support the Winterborn instead. Or you could join the Iron Wheel or Order of the Hour in TG/DB. More complex, interesting stories, more replayability, more to explore.
I think we experience more of the Contiki Tour- hit all the checkboxes, then move on. The SPTs had the luxury of immersive writing.
I think the year-long chapter format has problems with pacing, and I think the release cadence has very strong constraints to writing. I also personally wish that there was more time and space for writing. Everything is on a real tight budget.
RaddlemanNumber7 wrote: »Having played all the way through the "Legacy of the Bretons", I must say this feels like a very good place to end the story of ESO. Time to move on to ESO 2.
Perhaps that's what that map of Tamriel shows - starting again from a clean sheet.
Ultimately we know the plot will involve helping/being betrayed by the rulers and fighting some secret organisation or cult who plan to rule/destroy the world as told over an “epic” year long adventure. So I guess setting doesn’t really matter outside of what art assets we want to see more of.
I'm still hoping they're ditching that format. It's just... Not doing it for me.
Think about it though, what else is there? The Questline HAS to have a big bad, so it's either a Mortal Cult/Organization, or a Daedric Entity. Otherwise, would people pay for content where everything was pretty peaceful? No conspiracies or plots, not much fighting. I don't say this as an insult this time but most people have short attention spans, and need big bads to keep interested.
FluffyBird wrote: »If they make one more chapter leeching off nostalgia and make it Skyrim again so soon after DHoS, I'm out.
Yeah, I was disappointed we didn't get Whiterun in Greymoor, it was my favorite city in The Elder Scrolls V.... but I'd hate to see them take us back to Skyrim so soon. Andddd I can't help doubting ESO would manage to do it justice anyway so hahahahaaaa