Sorry but the writing in the Necrom chapter is some of the worst in the game.

  • MerguezMan
    MerguezMan
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    Necrom storyline (honest version)
    Hermaeus Mora chooses you as his "agent" because you have a plot armor that prevents any madness afflictions, and/or because all those hits you took to the head make you instantly forget what you just heard, which is rather nice for keeping secrets a secret.

    Some random outcast daedra is not tied to any known realm and has no memory of his past except a weird dream he is having repeatedly. A wet dream with tentacles, involving Mora, Peiryite, and Vaermina. I won't judge other people's fantasies.
    This daedra is pretty sure Mora stole some memories, and allies with Peiryite and Vaermina to get those memories back directly from Mora in his own realm.

    After a full-on daedric invasion of the Telvanni Peninsula, the opening of 2 portals that lead directly to Apocrypha in the middle of Necrom city, and absolutely no reaction of any member of the Tribunal, you get to chase the outcast daedra in Apocrypha.

    For some reason, the outcast daedra also has a plot armor, and cannot be seen by Mora.

    Peiryite and Vaermina have indirectly corrupted the energies that bond Mora to his own realm, so he is somewhat on sick leave and is waiting for you to fix things. The stolen memories do exist in 3 hidden places of Apocrypha, Mora clearly tells you that each part of the memory unlocked is a threat to the future of existence: if your ennemies succeed, it's endgame.

    You consistently fail your main mission of keeping the secret memories locked, 3 times in a row. Mora will tell you it's not the end, but might be the begginning of the end, which can still somewhat be avoided if you buy next year's chapter. It is still not clear at which point things will be messed up enough to definitely end things.

    Vaermina tries to take advantage of the situation, but the outcast daedra has the memories he was seeking for, and helps you stop Vaermina before he completely destroys Apocrypha. So in the end you saved Apocrypha, but did not stop the threat to all that exist. You get congratulations at a party where you meet all the NPCs that gave you quests, no drinks or dancing allowed, they just stand in the same room, idle.

    We finally have confirmation from Mora, that he made everyone forget another daedric prince existed. Ithelia has been erased from history, as Mora considered his ability to control fate was a too big threat for everything,
    For some reason, Ithelia was not able to stop Mora, nor other daedric princes were able to prevent Mora erasing their memories, so we have hope we might again use the plot hole power to save the day.
  • Hurbster
    Hurbster
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    ✭✭
    I'm enjoying the expansion... I look at it like this, there are a lot of older TSR (That's who owned D&D before WoTC) writers working on this game...so it's not going to be King Lear, it's going to be your Basic AD&D module...and that's cool.


    .... and Before anyone brings up BG III that is some of the most cringiest dialog I have ever heard that game is flying off the shelves because of the "Private Scenes" not for the Nobel Laurette writing...which is creepy.....so...creepy

    Er, no. That's not why BG3 is incredibly popular at all. Cool take, though.
    So they raised the floor and lowered the ceiling. Except the ceiling has spikes in it now and the floor is also lava.
  • Hurbster
    Hurbster
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    Frogmother wrote: »
    I'm quite at the beginning of the main story and did some sidequests, the writing is a lot better than blackwood or high isle. There is still room for improvement but I did not feel like an idiot while playing. something I cant say about the previous two addons.

    Unfortunately, being better than Blackwood or High Isle isn't a very high barrier to cross at all.
    So they raised the floor and lowered the ceiling. Except the ceiling has spikes in it now and the floor is also lava.
  • MerguezMan
    MerguezMan
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    Necrom storyline (meme version)
    7wtak2.jpg

    7wtduw.jpg

    7wte9y.jpg

    7wtel0.jpg

    7wtb9o.jpg

    Also, not Necrom-chapter-specific:
    7wtbkx.jpg
  • Warhawke_80
    Warhawke_80
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    Hurbster wrote: »
    I'm enjoying the expansion... I look at it like this, there are a lot of older TSR (That's who owned D&D before WoTC) writers working on this game...so it's not going to be King Lear, it's going to be your Basic AD&D module...and that's cool.


    .... and Before anyone brings up BG III that is some of the most cringiest dialog I have ever heard that game is flying off the shelves because of the "Private Scenes" not for the Nobel Laurette writing...which is creepy.....so...creepy

    Er, no. That's not why BG3 is incredibly popular at all. Cool take, though.

    /*Looks at all the news articles and YouTubes videos


    Okay if you say so. :|
    ““Elric knew. The sword told him, without words of any sort. Stormbringer needed to fight, for that was its reason for existence...”― Michael Moorcock, Elric of Melniboné
  • Dragonnord
    Dragonnord
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    I stopped reading when you said "ESO has never had particuarly engaging writing".
     
  • Bo0137
    Bo0137
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    I absolutely disagree. Necrom is the best content story wise ESO has ever had in my opinion. And I’ve done every single story content in ESO
    Advocating for crown crates to return to the store of adult Brazilians.

    I am an adult, I want to spend the money I earn on crown crates.

    ZOS can comply with Brazil's legislation and still sell crown crates to adults.
  • LannStone
    LannStone
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    I pretty much enjoyed Necrom
    The only thing I recall consistently getting on my nerves was that adolescent whining voice of Scruut, always complaining about something and calling me "mortal" all the time
  • Warhawke_80
    Warhawke_80
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    Bo0137 wrote: »
    I absolutely disagree. Necrom is the best content story wise ESO has ever had in my opinion. And I’ve done every single story content in ESO

    I actually prefer Orsinium,,,,but to each his own.
    ““Elric knew. The sword told him, without words of any sort. Stormbringer needed to fight, for that was its reason for existence...”― Michael Moorcock, Elric of Melniboné
  • Destai
    Destai
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    MerguezMan wrote: »
    Necrom storyline (honest version)
    Hermaeus Mora chooses you as his "agent" because you have a plot armor that prevents any madness afflictions, and/or because all those hits you took to the head make you instantly forget what you just heard, which is rather nice for keeping secrets a secret.

    Some random outcast daedra is not tied to any known realm and has no memory of his past except a weird dream he is having repeatedly. A wet dream with tentacles, involving Mora, Peiryite, and Vaermina. I won't judge other people's fantasies.
    This daedra is pretty sure Mora stole some memories, and allies with Peiryite and Vaermina to get those memories back directly from Mora in his own realm.

    After a full-on daedric invasion of the Telvanni Peninsula, the opening of 2 portals that lead directly to Apocrypha in the middle of Necrom city, and absolutely no reaction of any member of the Tribunal, you get to chase the outcast daedra in Apocrypha.

    For some reason, the outcast daedra also has a plot armor, and cannot be seen by Mora.

    Peiryite and Vaermina have indirectly corrupted the energies that bond Mora to his own realm, so he is somewhat on sick leave and is waiting for you to fix things. The stolen memories do exist in 3 hidden places of Apocrypha, Mora clearly tells you that each part of the memory unlocked is a threat to the future of existence: if your ennemies succeed, it's endgame.

    You consistently fail your main mission of keeping the secret memories locked, 3 times in a row. Mora will tell you it's not the end, but might be the begginning of the end, which can still somewhat be avoided if you buy next year's chapter. It is still not clear at which point things will be messed up enough to definitely end things.

    Vaermina tries to take advantage of the situation, but the outcast daedra has the memories he was seeking for, and helps you stop Vaermina before he completely destroys Apocrypha. So in the end you saved Apocrypha, but did not stop the threat to all that exist. You get congratulations at a party where you meet all the NPCs that gave you quests, no drinks or dancing allowed, they just stand in the same room, idle.

    We finally have confirmation from Mora, that he made everyone forget another daedric prince existed. Ithelia has been erased from history, as Mora considered his ability to control fate was a too big threat for everything,
    For some reason, Ithelia was not able to stop Mora, nor other daedric princes were able to prevent Mora erasing their memories, so we have hope we might again use the plot hole power to save the day.

    After put that way, I can’t help but change my opinion on the expansion.
  • MerguezMan
    MerguezMan
    ✭✭✭✭
    Destai wrote: »
    In terms of writing quality, I'd put Necrom above Greymoor, Blackwood, and High Isle.
    Destai wrote: »
    After put that way, I can’t help but change my opinion on the expansion.

    I could write an honest version of Greymoor, Blackwood and High isle storylines, and you'd see they're far behind the writing quality of the base game main story, Murkmire, or even Gold Coast.

    All 3 chapters have almost the same issues:
    - end of the world threat that is being totally ignored by the rest of the world, and especially by the most appropriate beings to deal with the matter and that should be concerned.
    - super-potent powers that cannot be ignored when used but went totally forgotten until then, and that nobody will ever use again (remember ESO is a prequel, so ...).
    - uni-directional characters that do questionable things but noone cares because they are on our side, and evil plans that go against their own interests because they are evil anyway.

    Greymoor has one of the silliest villains I've seen in a while.
    Blackwood hits hard nonsense with the counter-productive concept of "Ambitions".
    High Isle is a totally demented version of how to manage peace negociations.
  • FantasticFreddie
    FantasticFreddie
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    I enjoyed the story but not necessarily the writing if that makes sense.

    I also LOVE it when 1) side quest people make an appearance and have unique interactions based on the choices you make and 2) love stories. Since Necrom had both, I was pleased.
  • Farin_nith
    Farin_nith
    ✭✭✭
    Poor Writing in video games dont bother me.

    Im not reading a book.

    Im playing a video game where the focus is the gameplay so I judge eso on that.

    In that regard eso is a 9/10 for me.

    As for the writing i have only done the original main quest line and necrom's so I will give my opinion on those two.


    Main Quest:

    Pros:

    Molag Bal is the big bad which I wanted since skyrim.

    Abnur Tharn is a great character and i love the voice acting.



    Cons:

    Lyris immediately calls us her friend after breaks us out of jail. Really weird.

    Our allies except Abnur Tharn treats us like the second coming of Ahkatosh and it comes off as extremely creepy.

    Didn't keep my interest beyond the soul magic skill line unlocks.

    The premise of the quest hurt my roleplay extensively. How am i supposed to go explore Auridon and gather mats when the world is ending?

    4/10


    Necrom:

    Pros:

    It kept my interest and the characters where better than the original Five Companions because they all had vastly different personalities and didn't automatically treat me like an accomplished hero when all I did was get out of the character creator.

    Premise helped my roleplay a lot. Now I can do anything in the game before the story because its fate.



    Cons:

    The 9 quests while interesting where to cluttered in dialogue.

    Hermaeus Mora still talks slower than a melting glacier

    The budding romance should have been fleshed out more.

    10/10
  • Necrotech_Master
    Necrotech_Master
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    ✭✭✭✭✭
    Poor Writing in video games dont bother me.

    Im not reading a book.

    Im playing a video game where the focus is the gameplay so I judge eso on that.

    In that regard eso is a 9/10 for me.

    As for the writing i have only done the original main quest line and necrom's so I will give my opinion on those two.


    Main Quest:

    Pros:

    Molag Bal is the big bad which I wanted since skyrim.

    Abnur Tharn is a great character and i love the voice acting.



    Cons:

    Lyris immediately calls us her friend after breaks us out of jail. Really weird.

    Our allies except Abnur Tharn treats us like the second coming of Ahkatosh and it comes off as extremely creepy.

    Didn't keep my interest beyond the soul magic skill line unlocks.

    The premise of the quest hurt my roleplay extensively. How am i supposed to go explore Auridon and gather mats when the world is ending?

    4/10


    Necrom:

    Pros:

    It kept my interest and the characters where better than the original Five Companions because they all had vastly different personalities and didn't automatically treat me like an accomplished hero when all I did was get out of the character creator.

    Premise helped my roleplay a lot. Now I can do anything in the game before the story because its fate.



    Cons:

    The 9 quests while interesting where to cluttered in dialogue.

    Hermaeus Mora still talks slower than a melting glacier

    The budding romance should have been fleshed out more.

    10/10

    the original story made a lot more sense when the tutorial was the wailing prison, and you slowly built up the quests (since it only gave them to you every 10 levels) because at the end of each quest they are like "we need time to find where we need to go" and it is much more jarring story wise that you are contacted when you walk 50 ft from the harborage that the next step is ready

    initially when you started the game, you started with your soul being stolen by molag bal, and your main goal in the game was to get it back

    once they changed the tutorial, and giving out the harborage quests immediately, it doesnt have the same impact it used to
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • MerguezMan
    MerguezMan
    ✭✭✭✭
    [Main Quest] Cons:

    Lyris immediately calls us her friend after breaks us out of jail. Really weird.

    Our allies except Abnur Tharn treats us like the second coming of Ahkatosh and it comes off as extremely creepy.

    Didn't keep my interest beyond the soul magic skill line unlocks.

    The premise of the quest hurt my roleplay extensively. How am i supposed to go explore Auridon and gather mats when the world is ending?

    - At the very moment you meet Lyris, she is leading a riot to escape a Colharbor prison. OF COURSE anyone able to fight and also willing to escape is her friend. You're also the only one except Lyris to make it out of the prison, as the other vestiges stayed behind to hold the doors and/or got killed in the riot. I guess intense experiences like that can make bonds.

    - You then risk you own life and manage to successfully get out of Coldharbor each of your allies. Except Abnur Tharn, they were imprisoned and tortured for and undefined amount of time. Tharn had to trade his escape ticket, while the 3 others are willing to help you anyway. Being thankful and friendly to your savior seems normal to me.

    - Actually, there is some dialog of importance in "the Harborage" mission:
    "By tradition, only the Dragonborn can lay claim to the Ruby Throne and rule as the one, true Emperor by divine right.
    Varen conquered Cyrodiil and took the throne, but unless he became Dragonborn, he feared he'd always be thought of as a pretender."
    Which means the whole alliance war is a fools game, as none of the alliance rulers has been confirmed to be a dragonborn, and so none would legitimately claim the throne or lit the dragonfires, nor fix the veil between Oblivion and Tamriel.

    - Well, the world has been constantly ending for about 9 years, so I guess you have time to pick flowers if you feel so.
    Edited by MerguezMan on August 25, 2023 6:39PM
  • Destai
    Destai
    ✭✭✭✭✭
    ✭✭✭✭
    MerguezMan wrote: »
    Destai wrote: »
    In terms of writing quality, I'd put Necrom above Greymoor, Blackwood, and High Isle.
    Destai wrote: »
    After put that way, I can’t help but change my opinion on the expansion.

    I could write an honest version of Greymoor, Blackwood and High isle storylines, and you'd see they're far behind the writing quality of the base game main story, Murkmire, or even Gold Coast.

    All 3 chapters have almost the same issues:
    - end of the world threat that is being totally ignored by the rest of the world, and especially by the most appropriate beings to deal with the matter and that should be concerned.
    - super-potent powers that cannot be ignored when used but went totally forgotten until then, and that nobody will ever use again (remember ESO is a prequel, so ...).
    - uni-directional characters that do questionable things but noone cares because they are on our side, and evil plans that go against their own interests because they are evil anyway.

    Greymoor has one of the silliest villains I've seen in a while.
    Blackwood hits hard nonsense with the counter-productive concept of "Ambitions".
    High Isle is a totally demented version of how to manage peace negociations.

    High Isle could've been something really cool. Visually and thematically, it's one of my favorites. Story wise, just fell flat. I'd honestly say it's the weakest story they've put out.

    They had so many opportunities to come up with a captivating story, all the elements were there. The noble houses, the druid clans, the mixed race heritage of Bretons - but none of that was realized in any fascinating way for me. I find with this game, I like elements of most of its stories, I just don't like some of the delivery. High Isle especially suffered from some pacing problems and I feel like there were just too many ideas in the story. They were good ideas that didn't get time to breathe.

    And you're right, I will never understand how the peace negotiations thing made any sense either. Like these people are at war with each other and now they're stuck in a room chatting like old friends on a Saturday morning sitcom. How did they get to that point?

    Agreed, on Greymoor. It's only saving grace is Antiquities. Markarth was at least some redemption to that story arc, and it had some good side quests too.

    Blackwood is only mildly better than High Isle and Greymoor. Again, really strong elements. I liked the ideas of the longhouse emperors and the promise of evil bargains and falling empires. Cool stuff. I liked the idea of the ambitions. I really like BDV and Dread Cellar too. Fargrave was a promising setting too. But then we get Eveli. We get the totally obvious daedra that betrays the Ambitions. Some of that I could live with. For me, Blackwood really fell apart at the ending.
    Edited by Destai on August 25, 2023 8:20PM
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    Destai wrote: »
    MerguezMan wrote: »
    Destai wrote: »
    In terms of writing quality, I'd put Necrom above Greymoor, Blackwood, and High Isle.
    Destai wrote: »
    After put that way, I can’t help but change my opinion on the expansion.

    I could write an honest version of Greymoor, Blackwood and High isle storylines, and you'd see they're far behind the writing quality of the base game main story, Murkmire, or even Gold Coast.

    All 3 chapters have almost the same issues:
    - end of the world threat that is being totally ignored by the rest of the world, and especially by the most appropriate beings to deal with the matter and that should be concerned.
    - super-potent powers that cannot be ignored when used but went totally forgotten until then, and that nobody will ever use again (remember ESO is a prequel, so ...).
    - uni-directional characters that do questionable things but noone cares because they are on our side, and evil plans that go against their own interests because they are evil anyway.

    Greymoor has one of the silliest villains I've seen in a while.
    Blackwood hits hard nonsense with the counter-productive concept of "Ambitions".
    High Isle is a totally demented version of how to manage peace negociations.

    High Isle could've been something really cool. Visually and thematically, it's one of my favorites. Story wise, just fell flat. I'd honestly says it's the weakest story they've put out.

    They had so many opportunities to come up with a captivating story, all the elements were there. The noble houses, the druid clans, the mixed race heritage of Bretons - but none of that was realized in any fascinating way for me. I find with this game, I like elements of most of its stories, I just don't like some of the delivery. High Isle especially suffered from some pacing problems and I feel like there were just too many ideas in the story. They were good ideas that didn't get time to breathe.

    And you're right, I will never understand how the peace negotiations thing made any sense either. Like these people are at war with each other and now they're stuck in a room chatting like old friends on a Saturday morning sitcom. How did they get to that point?

    Agreed, on Greymoor. It's only saving grace is Antiquities. Markarth was at least some redemption to that story arc, and it had some good side quests too.

    Blackwood is only mildly better than High Isle and Greymoor. Again, really strong elements. I liked the ideas of the longhouse emperors and the promise of evil bargains and falling empires. Cool stuff. I liked the idea of the ambitions. I really like BDV and Dread Cellar too. Fargrave was a promising setting too. But then we get Eveli. We get the totally obvious daedra that betrays the Ambitions. Some of that I could live with. For me, Blackwood really fell apart at the ending.

    the entire blackwood story (including what happened in black drake villa) is why i absolutely hate eveli now and i find her voice grating

    like to me they couldnt have painted eveli as more of a blonde bimbo as possible than they did in that story
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • Deter1UK
    Deter1UK
    ✭✭✭✭✭
    the original story made a lot more sense when the tutorial was the wailing prison, and you slowly built up the quests (since it only gave them to you every 10 levels) because at the end of each quest they are like "we need time to find where we need to go" and it is much more jarring story wise that you are contacted when you walk 50 ft from the harborage that the next step is ready

    once they changed the tutorial, and giving out the harborage quests immediately, it doesnt have the same impact it used to

    I didn't know that. That was a mistake. The story would be much better spaced out.
  • YstradClud
    YstradClud
    ✭✭✭✭
    Bo0137 wrote: »
    I absolutely disagree. Necrom is the best content story wise ESO has ever had in my opinion. And I’ve done every single story content in ESO

    I actually prefer Orsinium,,,,but to each his own.

    Orsinium is still my favourite main story plot by far as well.
    |Pascweten| Breton Templar PC NA
    |Ceaulin| Bosmer Templar Xbox NA

    https://x.com/x_CHEMIST_x
  • Gray_howling_parrot
    Gray_howling_parrot
    ✭✭✭✭✭
    YstradClud wrote: »
    Bo0137 wrote: »
    I absolutely disagree. Necrom is the best content story wise ESO has ever had in my opinion. And I’ve done every single story content in ESO

    I actually prefer Orsinium,,,,but to each his own.

    Orsinium is still my favourite main story plot by far as well.

    Totally agree. Orsinium was incredible and was just the classic political intrigue and betrayal story arc with lots of surprises and good character development; haven't seen anything like it sense unfortunately. Greymore wasn't good, but I absolutely love TES V, so the nostalgia just bumped it up a bit for me and then High Isle started off cool, but didn't end well - BUT, I still vastly prefer it to the typical daedric prince bringing about the end of the world as we know it story line that we get every single year.

    Definitely ready for something new and I'm hoping that with the multi-year story arc that this year is the last in this specific story where the world is ending. It gets boring for sure.

    Funny enough, I actually think the stories in a lot of the smaller zone DLCs were great - Murkmire, Dark Brotherhood, Thieves Guild, etc.
    ESO YouTube Content Creator & Templar Tank/Healer Main
  • Anumaril
    Anumaril
    ✭✭✭✭✭
    I really do hope that ZOS doesn't take High Isle's lack of popularity as an indication that they should go back to end-of-the-world storylines. Personally, I'm so tired of every questline being about something that could end Nirn, especially when this game is SUPPOSEDLY meant to take place within a single year.

    I much prefer storylines that are more locally focused and character-driven. I think to this day my favourite questline is the Thieves Guild questline. Wrothgar was also pretty good, but there's something about the TG story that sold me on it. Dark Brotherhood was also pretty good.

    I've not yet played High Isle (want to finish a couple other zones before getting started on it), but when the promotion material said it was about the Alliance War and NOT an end of the world crisis I nearly danced with joy. The Alliance War is a huge conflict ripe for engaging stories, as well as endless political intrigue a-la Game of Thrones). You don't need the world to be ending to make an engaging story/questline, you just need good writing.
  • Gray_howling_parrot
    Gray_howling_parrot
    ✭✭✭✭✭
    since*
    Anumaril wrote: »
    I really do hope that ZOS doesn't take High Isle's lack of popularity as an indication that they should go back to end-of-the-world storylines. Personally, I'm so tired of every questline being about something that could end Nirn, especially when this game is SUPPOSEDLY meant to take place within a single year.

    I much prefer storylines that are more locally focused and character-driven. I think to this day my favourite questline is the Thieves Guild questline. Wrothgar was also pretty good, but there's something about the TG story that sold me on it. Dark Brotherhood was also pretty good.

    I've not yet played High Isle (want to finish a couple other zones before getting started on it), but when the promotion material said it was about the Alliance War and NOT an end of the world crisis I nearly danced with joy. The Alliance War is a huge conflict ripe for engaging stories, as well as endless political intrigue a-la Game of Thrones). You don't need the world to be ending to make an engaging story/questline, you just need good writing.

    Absolutely agree with this 100000%. The zone of High Isle was incredible, I think Dreadsail Reef is also a great trial albeit a bit long, and the story was definitely better than others in my opinion - not the BEST, but definitely not the worst; however, thematically, it was drastically better than end-of-the-world scenarios as you stated. I think one of the biggest reasons it was received so poorly had nothing really to do with the story.

    Many of us play ESO like a single player RPG FIRST and then utilize MMO elements later - it's a casual MMO and as such, it makes sense to focus on that stuff first. But, while the card game is fine for people that enjoy it, that was the main selling point really and the "big feature" for the expansion. It's definitely fine to be in game and good for people that engage with it, but it's definitely not a main feature of an expansion - or SHOULDN'T have been and I think this is mainly why it was received poorly. It's more of a Q3-Q4 addition and with all of the suggestions and feedback prior to the expansion releasing, it disappointed a large percentage of the playerbase when they released something no one asked for.
    ESO YouTube Content Creator & Templar Tank/Healer Main
  • YstradClud
    YstradClud
    ✭✭✭✭
    Jaustink wrote: »
    High Isle started off cool, but didn't end well.

    The ending was nothing that I expected and actually made me take a break from the game for a while but the build up and release was very good imo. You only have to look at the views on the cinematics to see how many people were taking an interest in game. Three million views for the announcement trailer and five million views for the release trailer.

    https://youtu.be/XaI-EOVpDvo?si=2uz5IK0591TgJf3b

    |Pascweten| Breton Templar PC NA
    |Ceaulin| Bosmer Templar Xbox NA

    https://x.com/x_CHEMIST_x
  • Gray_howling_parrot
    Gray_howling_parrot
    ✭✭✭✭✭
    YstradClud wrote: »
    Jaustink wrote: »
    High Isle started off cool, but didn't end well.

    The ending was nothing that I expected and actually made me take a break from the game for a while but the build up and release was very good imo. You only have to look at the views on the cinematics to see how many people were taking an interest in game. Three million views for the announcement trailer and five million views for the release trailer.

    https://youtu.be/XaI-EOVpDvo?si=2uz5IK0591TgJf3b

    Yea absolutely! Like I said, I enjoyed High Isle but the ending I didn't enjoy that much was the Galen stuff. The whole build up was sick and that trailer is awesome
    ESO YouTube Content Creator & Templar Tank/Healer Main
  • Elsonso
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    Hurbster wrote: »
    I'm enjoying the expansion... I look at it like this, there are a lot of older TSR (That's who owned D&D before WoTC) writers working on this game...so it's not going to be King Lear, it's going to be your Basic AD&D module...and that's cool.


    .... and Before anyone brings up BG III that is some of the most cringiest dialog I have ever heard that game is flying off the shelves because of the "Private Scenes" not for the Nobel Laurette writing...which is creepy.....so...creepy

    Er, no. That's not why BG3 is incredibly popular at all. Cool take, though.

    /*Looks at all the news articles and YouTubes videos

    Many internet press articles and videos are designed to get people to watch them (viewer hits/ad revenue) more than they are designed to provide accurate or balanced information. Like with the forums here for ESO, a large swath of players have probably never seen these articles or videos and may not necessarily agree with what is said in them. Just because someone says something on the internet does not mean it is fact.

    My opinion? With ESO, ZOS wants to tell some story with what they are doing. The writing team sits down with the people who pay the bills and decide on what is going to happen, then the writing team writes that, staying within the budget. It is like a book or movie, presented as a game. The players are passive participants in the plot of the story. All we are doing is turning the pages to experience the story the writers want to tell.

    I expect that these stories will be written for a generic protagonist, identical across all of the players, and with goals and aspirations that match what the writers want from the protagonist, our characters. The story resembles a tree, with branches, in much the same way as a rope does. This is why there are so many dialogs with only one path forward. The player can either abandon the story or continue with the story as imagined by the writers. Any choice, or "branch", is an illusion that I expect will not substantially change the plot. We are turning the pages in a book.

    ESO stories need to be evaluated based on how a book, TV show, or movie story is evaluated, not as a role playing story. ESO does not have role playing stories, it just has fantasy short stories collecting into an anthology. ESO is not like BG3 and comparing the stories in these two games is like comparing a guar to a mushroom.

    Exactly how well do the new chapter stories fit with the other stories in the anthology? How well are the characters presented? Do the actions of the characters match that presentation? Is there depth to the characters we meet, or are they cardboard cutouts? How is the pace of the story? Is it skipping things, making it easy to get lost, or spending too much time dwelling on details, making it boring?

    As this story telling format involves player action between pages. We also have to evaluate whether the amount of effort between the pages is commensurate with the advancement in the story. The player cannot fail between pages. It is the illusion of participation in the story. The player actions are a means to extend the length of story, and it needs to be evaluated whether that delay is appropriate and meaningful, or just "busy work" to make up for a lack luster story.

    The most important thing that the Necrom stories need to do is fit with the rest of the stories in the game. From what I have seen, so far, they do that. I have not done enough of the Necrom stories to tell how good of a story it is, relative to the other stories in the anthology.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • bulbousb16_ESO
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    Does Necrom have a they tree too?
    Lethal zergling
  • Androrix
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    the original story made a lot more sense when the tutorial was the wailing prison, and you slowly built up the quests (since it only gave them to you every 10 levels) because at the end of each quest they are like "we need time to find where we need to go" and it is much more jarring story wise that you are contacted when you walk 50 ft from the harborage that the next step is ready

    initially when you started the game, you started with your soul being stolen by molag bal, and your main goal in the game was to get it back

    once they changed the tutorial, and giving out the harborage quests immediately, it doesnt have the same impact it used to

    Yes. And the generic tutorial with choices does not allow our choice to be "begin the main quest". New players are hopelessly lost.

  • RaddlemanNumber7
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    I really enjoyed the Necrom writing, especially the choices we got to make in so many quests. My RP toons were able to give expression to their character in a satisfying way.

    This chapter works well as the start point of a new character's career. Being "Fate's Chosen" is a good alternative to being the Vestige.
    PC EU
  • jommerryrth
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    Writing in an mmo is kinda like soap opera acting. It's a certain type for a certain purpose. You won't get dances with wolves story type with a soap opera acting or a an mmo. It's meant to tell the story of an amazing hero and everyone has to be able to play that hero and be that hero so the bar for the story is set very low, for the most common denominator. I really dont know a video game that isnt all flashy graphics with mediocre at best writing. i set my expectations accordingly.
  • wilykcat
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    I don't really pay attention to the lore, and, instead I play the game.
This discussion has been closed.