Tenthirty2 wrote: »Couldn't agree more.
Not all the dialogue is bad of course and there are moments of brilliance. But there is a larger majority of dialogue like OP describes that's just eye-squintingly bad.
I have to believe that it's written that way on purpose bcuz the game content needs to cater to a WIDE audience variety.
Then again, I wrote that sentence thinking that yeah there are some very young kids who play.
But now that I think on it I bet most kids would even be like "Wait? Why do I have to talk so dumb??"
Even NPCs talking to each other have some fairly ridiculous statements, for example:
In W. Skyrim, Morthal.
It's an intro to a side quest, two Nord women are talking about a 3rd guy who is traumatized:
Eirann: "Wolves of ice and bone attacked Brun, my lady! And he saw ghosts!"
Lady Ninetha: "Ghosts? Nonsense. Get him to the inn and I'll do what I can."
Ok, what.
Excuse me ma'am, have you taken 2 steps out of Morthal... EVER??
Your land is littered with UNDEAD, they're more common than birds. I accidentally ran over two with my wolf on the way here.
And ghosts? They're everywhere!
Walk to another town? Ghosts.
Go fishing by the stream? Ghosts.
Go into your cellar? More ghosts.
Under your bed? Yup, ghosts.
Open a cupboard, ok well that's just some old chicken meat.
But open the toilet lid? GHOSTS.
That great mead hall in the sky must be pretty dang lonely because all the dead are still shuffling around your vegetable gardens.
You don't even have to be some well-traveled world-class adventurer to know these things. Just throw a stone, in any direction, you'll hit one guaranteed. Just listen for the groan.
And nearly every commoner you talk to with an arrow floating above their head is complaining about some variation of evil people who are conspiring with a powerful daedric prince came into their small town and stole everyone or turned them all into zombies or just plain disintegrated them all.
There are entire guilds devoted to magic, races that are imbued with it, places where these people can literally go and talk to their dead ancestors.
And that lady wants to pish posh about ghosts...
The extraordinary in Nirn is ordinary, so nothing should really surprise anyone.
And the things that should be considered ordinary would be horrifying.
But it's like the story writers won't or can't figure out how to write with that in mind while still making it interesting I guess?
So they try for a bit of shock factor but anyone who has played the game longer than 5 minutes is like "Um. Yep and?"
I mean, just once I'd love to ride up to some farmer in his field like:
Me "Hello, you seem distressed and I notice an arrow floating above your head. Can I help?"
Farmer "Ah yes, traveler am I grateful you stopped. You see I was out here trying to pull weeds and-"
Me "You saw ghosts?"
Farmer "No? No ghosts. I was-"
Me "Cultists then? Cultists stole your family? Or magic portals appeared under everyone and they dropped out of sight! No wait it's zombies! Your family turned into zombies and wandered off? Or..."
Farmer "NO! No cultists or zombies or magic portals! I just... needed some help pulling all these weeds."
Me "..."
Farmer "I took an arrow to the knee years ago and my leg gets terribly sore. Please? I can offer a bit of gold for your trouble?"
Me "I will help you weed."
Now THAT? That would be a terrifying quest.
ZOS has to make the game like this, as the game is created in the real world.
Meaning players can start anywhere, with no idea what's what or who's who. So they have to act like the player is dumb.
Also, the questrecaps are there because it is an MMO. MMO's are meant to be played for a long time period, meaning players could take long breaks, or only return to a certain quest after they have completed other content. So there is the possibility of them not remembering what they were doing or what happened. Hence the recaps.
Some dialogue options are there to keep the character on track of the quests(on rails), so they don't talk about one thing and all of a sudden there is no more dialogue for that. Halting the quest. So the quest has to keep the player on track of the quest.
There also need to be stop/continue points in quests, for in-case a person crashes or logs off and misses important dialogue. This way they can repeat the missed dialogue by talking to the NPC, so they can continue where they left off without missing anything.
All of these are real world issues, solved by in-game applications. That is just the nature of MMO's. And ZOS does a great job at all this, especially with so much content in the game.
PS: Just skip dialogue you do not wish to hear, this won't negatively impact your experience in any way. As this dialogue is optional, with the few exceptions of important/main quests.
Tenthirty2 wrote: »
Farmer "NO! No cultists or zombies or magic portals! I just... needed some help pulling all these weeds."
Me "..."
Farmer "I took an arrow to the knee years ago and my leg gets terribly sore. Please? I can offer a bit of gold for your trouble?"
Me "I will help you weed."[/i]
ZOS has to make the game like this, as the game is created in the real world.
Meaning players can start anywhere, with no idea what's what or who's who. So they have to act like the player is dumb.
Also, the questrecaps are there because it is an MMO. MMO's are meant to be played for a long time period, meaning players could take long breaks, or only return to a certain quest after they have completed other content. So there is the possibility of them not remembering what they were doing or what happened. Hence the recaps.
Some dialogue options are there to keep the character on track of the quests(on rails), so they don't talk about one thing and all of a sudden there is no more dialogue for that. Halting the quest. So the quest has to keep the player on track of the quest.
There also need to be stop/continue points in quests, for in-case a person crashes or logs off and misses important dialogue. This way they can repeat the missed dialogue by talking to the NPC, so they can continue where they left off without missing anything.
All of these are real world issues, solved by in-game applications. That is just the nature of MMO's. And ZOS does a great job at all this, especially with so much content in the game.
PS: Just skip dialogue you do not wish to hear, this won't negatively impact your experience in any way. As this dialogue is optional, with the few exceptions of important/main quests.
Basically this.
Put down the game for two months, when you come back and are trying to remember who these people are and what you are doing, you will be happy about the dialogue recaps.
"Wait Vestige! Before we open this door and continue into the ruin on this quest we've been on for the past half hour, I REALLY think I need to remind you of everything you just did and why you did it. Nope, sorry you can't open that door until you hear me out."
Problem is you never know if that question will give just short answer or some really new information. Will she say "that's daedric prince of knowledge" or give you a new branch of dialog about Apocrypha and her connections with Mora?And more importantly - you don't have to ask Leramil who HM is. The conversation carries on without choosing that option. The only thing forcing you to "play dumb" in that instance is the overwhelming urge to grey out all dialogue options.
ZOS has to make the game like this, as the game is created in the real world.
Put down the game for two months, when you come back and are trying to remember who these people are and what you are doing, you will be happy about the dialogue recaps.