And honestly, it's a little weird coming from an M Rated video game. We're all supposed to be adults, right? The storytelling really should reflect that.
Don't get me wrong. The storylines I'm playing through aren't necessarily *bad*. In many cases, the writing is a Solid B (and i'll exclude the Goblin Quest in Gold Road, here, because *yikes*).
So what do I mean by this, then?
- Characters have a habit of overexplaining obvious situations. They'll exposit when there is no need to expoxit. They'll reiterate themselves in moments that we really don't need them to reiterate things.
- Characters will point out things while we're in the middle of watching it happen right in front of us. "Hey look. It's character X. You should go talk to them.". Not only is this blatantly obvious, but it also removes any mystique and gravity in certain story moments, especially in Gold Road. Approaching a mysterious figure that we've never seen before? Better shout out who they are, just in case it isn't obvious by the giant name tag. Heck, how much more weight would certain reveals be if they *didn't* do this?
- Characters will tell us to do certain things that, again, should be obvious. The quest objective is right in front of us? The NPC will explain, verbatim, what we should do to complete that objective.
- Characters will open portals *everywhere* instead of letting us walk for five minutes to get to a location. They'll also explain, verbatim, that they're opening said portal, as though the giant glowing gateway weren't indication enough for that.
- Characters will tell their entire backstories to a complete and total stranger instead of letting us figure that out on our own. They'll also tell us everything we need to know about anything and everything without letting us do some digging ourselves.
- Characters will call out attacks verbally like a JRPG character when the effects they're putting down are blatantly obvious.
- Quests will present situations that might be fun to actually "figure out", only to then remove any question as to what you should be doing in an area. Come to a maze? Don't let the player actually try to make it from point A to point B on their own. Have the entire map laid out for you. No thinking required.
Not only does all of this undermine the actual storytelling, at best it breaks the immersion of what you're doing (which is a key part of any Elder Scrolls game), it insults the player's ability to deduce some of these things on their own. Heck, some of the stuff i'm listing above is painfully obvious. Even if you skip all the dialogue and pay even the smallest bit of attention, you'll notice it.
As a returning player, i've been largely catching up on story content I haven't done, starting with Necrom and Gold Road. It's particularly egregious in these two places, though it's *particularly* bad in Gold Road. There was a really cool moment that was completely ruined by Laramil opening her mouth and telling me who someone was instead of letting me see it for myself. Any thought of "oh, wow, it's (spoilers!). What are they doing here!?" was taken away immediately by the storytellers or designers.
And honestly, that's a tragedy. The premise of Gold Road and Necrom are excellent. Moments like the one I just described would have landed super hard if the developers and writers just exercised a little restraint.
They didn't, and moments like that continue to be impacted as a result.
I'm posting this because I think the writers are *so close* to hitting the nail on the head. Right now, though, it's a swing and a miss.
Edited by GatheredMyst on December 20, 2024 9:12PM