mdjessup4906 wrote: »For the writing, I prefer when everything isn't spelled out specifically for you; npcs as exposition dumps aren't that interesting to me. I understand they want to give people the chance to learn more about the situation/lore, but sometimes there's no way to advance the quest without asking the dummy question that tells you what you already know. I much prefer the option to skip dialogue choices if they don't align with your character. Like in Morrowind, though you had the option to ask about the Tribunal early on, you didn't have to take that conversational strand if your character already knew about them.
I think curbing this constant over-explaining would go a long way towards making quests not sound like they were written for especially dull witted kindergarteners.
Especially the main quests. Side quests dont have this problem as much for some reason.
mdjessup4906 wrote: »For the writing, I prefer when everything isn't spelled out specifically for you; npcs as exposition dumps aren't that interesting to me. I understand they want to give people the chance to learn more about the situation/lore, but sometimes there's no way to advance the quest without asking the dummy question that tells you what you already know. I much prefer the option to skip dialogue choices if they don't align with your character. Like in Morrowind, though you had the option to ask about the Tribunal early on, you didn't have to take that conversational strand if your character already knew about them.
I think curbing this constant over-explaining would go a long way towards making quests not sound like they were written for especially dull witted kindergarteners.
Especially the main quests. Side quests dont have this problem as much for some reason.
I think that might be because side quests, being generally smaller in scope, don't have as many steps during the quest, so there's no need for the "previously on" recap. If there are people who like the recaps, by all means keep them; just give those of us who don't the option to skip them.
mdjessup4906 wrote: »I think curbing this constant over-explaining would go a long way towards making quests not sound like they were written for especially dull witted kindergarteners.
Especially the main quests. Side quests dont have this problem as much for some reason.
In a different thread someone wrote that simplified writing was a general tendency also in other online games. I found that interesting (I don't play any other MMOs).
The only other MMO I play is Lord of the Rings Online, and the writing there has not gotten simplified. If anything, as they've introduced areas that aren't as well known, it's gotten more complex as they are attempting to get across the history and lore of the places. Perhaps it helps that they don't have fully voiced npcs--some of the quest text can be quite long and intricate. They also have options sometimes when you talk to some of the npcs where you can get a lot more information from them if you want to, so you can have something like a deep dive on the lore.
There is the books in ESO, true, and there is a good number of additional dialogues, from various NPC usually, which really help to get more informations, but in some ways I feel that you rarely get interesting additional informations, but mostly rehash of the same things you already know ( and I'm not even talking about the 'What are we doing here already ? Remind of who the guy we talked about non-stop since the beginning of the chapter is ? Explain me once again what just happened secondes ago ?'; thinking of that, it's a bit of wasted talking time for NPC ).
Recently, I thought about the lack of political elements in the recent stories ( aside from some catch-phrase from the Telvanni Magisters ), which is something I really miss. In many ways, the vanilla stories were about highly dysfunctionnal alliances trying not to implode, and quests here and there showing you the problems, and the attempt at finding solutions : the aldmeri cadres academy in Auridon ( can't remember the name ), all the Inheritance Mouvement, the Fullhelm story ( grandpa get kicked aside because he was a hero ), argonian / dunmer feud like the ambush in Mournhold, and other tensions between them, a lot of tensions between orcs, bretons and redguards, and so on. They tell the story of a world where people have made alliances out of necessity, alliances that are causing problems, which they try to resolve - a world living, evolving toward something.
And quite ironically, when the new chapter is going to be a follow-up on past events, the exploration of what the worm cult became after their failure in vanilla, a step forward I would be really welcoming, it also don't feel like a real evolution, but more like... well, necromancy actually ( sorry ! ). They brought back the old foe, hey look they still bad, beat them dead once more, well done ! The fact that it is happening in a remote island is also quite telling.
The only other MMO I play is Lord of the Rings Online, and the writing there has not gotten simplified. If anything, as they've introduced areas that aren't as well known, it's gotten more complex as they are attempting to get across the history and lore of the places. Perhaps it helps that they don't have fully voiced npcs--some of the quest text can be quite long and intricate. They also have options sometimes when you talk to some of the npcs where you can get a lot more information from them if you want to, so you can have something like a deep dive on the lore.
I have myself recently get back to lotro, and I would slightly disagree - though I havent played the most recent DLC, so my assesment of the situation is very incomplete ( and I really hope the new zones are interesting ).
I have done Swanfleet, though, and most of the Angle, and... it was slightly disapointing, story wise. Not going into details since this is not lotro forums, but there was some cheap lines here and there, a lack of cohesion between some quests ( and the stories behind them ) and the world as a whole, contradictions sometime, and a case of a very, very forced plot evolution.
Recently, I thought about the lack of political elements in the recent stories ( aside from some catch-phrase from the Telvanni Magisters ), which is something I really miss. In many ways, the vanilla stories were about highly dysfunctionnal alliances trying not to implode, and quests here and there showing you the problems, and the attempt at finding solutions : the aldmeri cadres academy in Auridon ( can't remember the name ), all the Inheritance Mouvement, the Fullhelm story ( grandpa get kicked aside because he was a hero ), argonian / dunmer feud like the ambush in Mournhold, and other tensions between them, a lot of tensions between orcs, bretons and redguards, and so on. They tell the story of a world where people have made alliances out of necessity, alliances that are causing problems, which they try to resolve - a world living, evolving toward something.
And then, with the coming of the DLC, the world stalled. Nothing new is coming, there is only additions, details, story of things happening here and there, but never happening following that event, because of that decision, as the consequence of that battle / treaty / you name it. The world is dead. Even the very little evolution of High Isle, the peace summit, led to absolutely nothing, and by contrast made the world feeling even more dead for me.
And quite ironically, when the new chapter is going to be a follow-up on past events, the exploration of what the worm cult became after their failure in vanilla, a step forward I would be really welcoming, it also don't feel like a real evolution, but more like... well, necromancy actually ( sorry ! ). They brought back the old foe, hey look they still bad, beat them dead once more, well done ! The fact that it is happening in a remote island is also quite telling.
I still hope that I am mistaken, that the new chapter will show an interesting evolution of the worm cult, from their defeat some years ago toward there rebuilding now, etc. I still hope, but I won't bet on it.
Anyway, @metheglyn I'm gonna take the good news you're bringing. I most likely won't see the newer regions before some time, I started back from old Archet, savouring the vanilla zones ( ah, nostalgia ), laughing nonetheless at some dialogues - but I am looking forward reaching the far south !
And I will still hope for ESO.
I agree that the base game stories had a lot of interesting smaller tensions and political elements relating to the three alliances that made the game feel like a living world, and I've never been a fan of the "everything is happening in the same year" decision, precisely because we're never moving forward, never having a real resolution to the larger matters.
I agree that the base game stories had a lot of interesting smaller tensions and political elements relating to the three alliances that made the game feel like a living world, and I've never been a fan of the "everything is happening in the same year" decision, precisely because we're never moving forward, never having a real resolution to the larger matters.
I really hope that "play in any order" will be given up now, so the world can actually evolve. Even better if they assign different years to the events we saw in the chapters so far.
In my honest opinion, characters aren't bad or good based on the type that they are but rather how well they are written.
A truly evil villain can still be an amazing and well written character, and honestly... To a degree, I miss these kind of villains in general media.
I'm happy that there has been a recent increase of truly evil villains in recent years and wouldn't mind seeing the writers do such a thing in ESO. It's way much better than the overly complicated, and usually poorly written, twist villains we were getting for over an decade straight.
Yes, indeed. I noticed regularly that there's a lorebook lying around in the proximity somewhere and if you read it first, the following dialogue will basically be void of new info because it's nothing more than a shorter summary of the book. That's truly a pity as it feels redundant. Why not use the dialogue to convey more info, or the character's perspective, on the book's content or subject? That would surely be more interesting.
I just, a few seconds ago, set my foot on the new island. Approached the quest start character in front of the wayshrine. He tells me the Order of the Black Worm is pestering the island of Solstice.
The only dialogue option I have is to ask who/what that order is.
So much for that.
(Will write more later).
mdjessup4906 wrote: »Plz tell me that your on a new char thats never done the mq.
Honestly, every dialogue part so far made me laugh. It continued immediately after the obvious problem the Altmer had in terms of orientation - where he suddenly - I play in German - called the Writhing Wall "schwindende Mauer" instead of "windende Mauer". As an explanation:
windende Mauer = writhing wall
schwindende Mauer = shrinking wall
...
Second choice, only one choice too : "LOL WHAT'S THE STIRK FELLOWHSIP ?"
And when I finally have 3 choices, I can say that I'm with Stirk, even if 3 seconds before it seemed I didn't know what it was.
Looks like a bug. But if it's not, that's the worst written content ever
Wait, now I get it: The island is cursed! People's minds are so messed up by dark magic that they're unable to have a meaningful conversation.
The only thing I could give a slight pass to is when he tells us about the Order of the Black Worm (and our only response option is to say: Order of the Black Worm?) because then he says, "You know them as the Worm Cult." So, apparently the Vestige can't make the connection between the new name and the old, and Mirmal is just kindly filling us in. It's still odd, because if he knows we know them as the Worm Cult, why doesn't he just say Worm Cult?
Second choice, only one choice too : "LOL WHAT'S THE STIRK FELLOWHSIP ?"
And when I finally have 3 choices, I can say that I'm with Stirk, even if 3 seconds before it seemed I didn't know what it was.
Looks like a bug. But if it's not, that's the worst written content ever
And even worse: When you say you're part of the Stirk Fellowship and ask if you missed something in the meantime, that guy will give you a very short summary of the prologue (x was killed, y was kidnapped, Fellowship was founded).
At the same time he mentions "the Three Queens" in dialogue, and that people usually avoided Solstice for many centuries because they thought the island was cursed - Why can't I ask anything about that? These would be much more interesting things than to ask what the Worm Cult is!
The only thing I could give a slight pass to is when he tells us about the Order of the Black Worm (and our only response option is to say: Order of the Black Worm?) because then he says, "You know them as the Worm Cult." So, apparently the Vestige can't make the connection between the new name and the old, and Mirmal is just kindly filling us in. It's still odd, because if he knows we know them as the Worm Cult, why doesn't he just say Worm Cult?
It's no new name, but has already been used in lorebooks in the base game:
https://en.uesp.net/wiki/Online:Necromancy_in_Modern_Tamriel
https://en.uesp.net/wiki/Online:Guild_Memo_on_Soul-Trapping
https://en.uesp.net/wiki/Online:The_Order_of_the_Black_Worm
Maybe also in dialogues, but I won't check that now. Maybe later.
And of course I fully understand that mistakes happen. That's human. I'm not bothered by a typo or a translation mistake once in a while (even if I'd think that there's some quality control that minimizes that). But if one short dialogue is full of mistakes and all kinds of oddness... and it's even the very first conversation you have in a new story...
Anyway. Tea time! Will write more later.