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.
For those who complain about the verbosity of the quest-giving NPCs in ESO, I'd like to contrast what you get in FFXIV: reams and reams of dialogue, which you *have* to plod through in order to progress your quests.
All in all, methinks that ESO does a pretty good job, and their writers should be commended. In a game with so much content, it's inevitable that many players will forget, don't know, or may have confused one story for another, have taken breaks from the game, have just started and didn't follow the exact chronology of the chapters and DLCs, etc. Showing occasional story recaps helps. Being a returning player myself, I do appreciate those occasions to refresh my memory of events and characters.
NotaDaedraWorshipper wrote: »This is why I've not bought chapters at release since Elsweyr. I wait for big sales, because the writing we see is not worth full price. I hope every year it and lore implementation will get better, but so far it doesn't.
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.
I have to imagine my alts are saying different responses to the on screen options
{English Teacher: Ok class, who can name one of Shakespeare's plays? Some ESO Players: Man, what kind of idiot English teacher doesn't even know any of Shakespeare's plays? It's like they didn't even go to college.)
Leramil is over a hundred years old and is self-aware of how she sounds to the lay person.
NotaDaedraWorshipper wrote: »This is why I've not bought chapters at release since Elsweyr. I wait for big sales, because the writing we see is not worth full price. I hope every year it and lore implementation will get better, but so far it doesn't.
Oh, I wouldn't say the chapter was badly written in general (from what I've seen so far). No stupid innuendo or flirting yet, and many lines from Leramil and Hermaeus Mora are actually appropriately worded, as you'd expect from the character types they represent. There are some nice metaphors and pictorial descriptions, too. Also, the lorebooks I've come across so far were interesting (although they bear a different problem: typos. Not sure if it's just my localization, but there's typos everywhere! Like the Aldmer originating from "Almeris" or Camonnaruhn spelled "Camonnarhun" - it's weird, I've rarely seen typos in the previous chapters and now there's 1 or 2 in almost every lorebook, and some dialogues have them too).
NotaDaedraWorshipper wrote: »
Why is there so few roleplaying dialogue options nowadays. They don't have to make any big impact, they can just be the illusion of choice, but at least they will feel better.
NotaDaedraWorshipper wrote: »Why is there so few roleplaying dialogue options nowadays. They don't have to make any big impact, they can just be the illusion of choice, but at least they will feel better.
"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."
Due to being busy irl, I haven't seen much of the new chapter yet, I have to admit. But one thing that - again - caught my attention so far, is that, by default, our character seems to be considered an idiot dumb uninformed about the world and not quite capable of understanding more complex concepts. To word it in a friendly way.
I know it has been adressed again and again over the years, and maybe it has improved a bit, but there are still dialogue options that seem silly for an inhabitant of Tamriel. Of course players new to TES lore should be able to ask about Daedric Princes, the Planes of Oblivion and all that, but why can't it be implemented in a lore-friendly way, without making the character seem totally ignorant about the world they've been living in for decades or even centuries? It would be so easy to avoid it through clever and more vague wording. Why do we, for example, have to ask Leramil "Who is Hermaeus Mora?" when it could be instead easily neutrally worded as something along the lines of "So you've been working for Hermaeus Mora for a long time now. What insights do you have about him"?
While we're at it: Why does Leramil always have to cut off her explanations in mid-sentence, with a tone of "That's too difficult for you to understand anyway"? My main is a Telvanni mage and a scholar who has dealt with even more complex concepts in the past, not a Breton beet farmer. Nothing wrong with playing a Breton beet farmer, of course, just don't assume that was the only type of character to play.
Another example, a random encounter on Telvanni Peninsula that I had just this evening: Two Dunmer on a pilgrimage to Necrom, one female, one male (I can't remember their names, I'm sorry). The man has handmade gifts for his ancestors, the woman just bought random stuff at a shop. So we are given two dialogue options at a point: Either just agree with her, or tell him (at least that's the case in the German translation) "So you act as if your ancestors had any preferences" - why would a Dunmer character say that?! There's no way to simply agree with him that thoughtful handcrafted gifts are indeed a more appropriate offering. Althought that's probably what most Dunmer would agree on (let alone that doubting that the spirits of ancestors have likes, dislikes and wishes seems very weird for a Dunmer character in general - characters from other cultures might not understand that, but someone native to Dunmer culture where ancestral veneration is a very important, central part, would have to know - even from lived experience).
Very well. End of rant.
barney2525 wrote: »still not clear on this whole Sai Sahan / Amulet of kings thing. Not enough explanations of what happened.