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How necessary are player character backstories to you? (anonymous poll)

Erickson9610
Erickson9610
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Edited by Erickson9610 on July 31, 2025 2:43AM
PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

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Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).

How necessary are player character backstories to you? (anonymous poll) 166 votes

Very Necessary
27% 45 votes
Somewhat Necessary
22% 37 votes
Neutral
12% 20 votes
Somewhat Unnecessary
5% 9 votes
Very Unnecessary
33% 55 votes
  • AzuraFan
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    In ESO, not necessary at all. None of my characters have a backstory. In some other games (not all), I like to have one. The SP Elder Scroll games, for example. I like to come up with a story for why my character is in prison, or in Skyrim, why they were crossing the border.
  • tomofhyrule
    tomofhyrule
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    Imperative.

    I can't make a character without a several month long process of planning, involving a fully-researched backstory of at least 5+ pages. Every character needs to have even the most minute details figured out, from their birthday to their hometown and family, and how they came to be where they are. I want everyone to fit as perfectly into the world as possible, and in a lot of cases that means connecting them to other NPCs in the world as well. I need at least a whole PTS cycle to refine their sliders, their fashions, their sets and skill visuals, and everything else because I can't just start a character.

    This also means I will go through the whole levelling process slowly - no grinding, just playing through to get up to level 50 with no CP allotted just like a brand new character. I want to experience the levelling process as organically as I can so I can get a feel for them over time, before they finally hit 50 and I can give them their 'real' setup. I'm actually desperate to do that again since I have another character idea, but I need ZOS to release a new Class first - I like each of my characters to be unique with each other, and a lot of that is that their Class is the foundation of who they are and as such I like having only one character per class.

    I actually was on a friend's stream during ESOTenfest specifically to talk about my whole process. I know most people don't consider that they need to start prepping a google doc at least 6 months in advance to take notes as they go through minor lorebooks as a required part of the character creation process, but there is nothing more important to me than how my characters are built and how they fit into the world.

    If only I could give them some of the cosmetics I have in my mind though... And yes, each new Class is a new opportunity to bring a new character into the world, so I want to see more Classes sooner rather than later.
  • bmnoble
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    I sometimes have to double check what I named some of my characters.

    It is subjective for some it is important for others like me it isn't, the most important thing is it is optional.
  • SilverBride
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    I don't have back stories for my characters when I create them. Their stories and the directions they take develop as I play them. And it is very important to me for them to develop this way.
    PCNA
  • DreamyLu
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    Same than @SilverBride (post above), plus the fact that ESO is just a "side" game for me, so that I don't really feel linked to my toon here.

    One exception: When GW2 arrived, I retook for my chars the same names than those I was using in original GW. So it was like those new toons are the descendants of the GW's ones. However, the reason wasn't to give them a background story. It was more that I so much loved GW, that I needed to build up a link between new and old.
    I'm out of my mind, feel free to leave a message... PC/NA
  • Auberon1983
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    I voted “Neutral”, only because two of my five toons have dedicated backstories (my main and my pure crafter). My other 3 don’t really have one.

    I do, however, enjoy reading people’s backstories they’ve created for their various characters. I like the creativity and personal touches people put into them.
  • Nestor
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    Some more than others, but all my characters have back stories.

    Heck my latest Inventory Mule is named Jake Jabs. He holds a bunch of excess furniture. He is or was a famous furniture chain owner of American Furniture Warehouse. He was on ads all the time in Colorado.

    There is my Survey Farmer named Fumnog, cousin to Bumnog a character in some quests.

    One of other Mules is Carry Burdens who inspired a Companion NPCs life purpose in Skyrim.

    Just to name a few.
    Edited by Nestor on August 1, 2025 6:33PM
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  • Soarora
    Soarora
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    It isn't necessary for other people to have backstories, though I find it hard to view player characters as extensions of a player rather than their own people. All of mine have backstories. I would say my process is kind of a mix between the two expressed here already where the story comes to me ahead of creation but then builds both in the future and the past as I play them.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
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  • Vulkunne
    Vulkunne
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    Not absolutely necessary to start with but it helps guide things along sometimes.
    Perhaps this is where a ronin such as you belongs. Today, Victory is mine. Long Live the Empire.
  • Erickson9610
    Erickson9610
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    My custom character in a lot of games is typically meant to be a character without an identity, which is a really strange identity to have. The idea of playing a character whose identity was removed from them sounds cool, so long as I never have to go into the painfully boring details about what kind of person they were like before. I'd rather focus on what they are currently doing, rather than constantly referencing the past to figure out what they'd do in the present.

    Sometimes I combine that idea of the "missing identity" character with that of a "loner" character, but not always. The "loner" character is typically meant to be a generic face in a crowd; the focus of the story is not supposed to be on them. If they were an enemy, they'd be cannon fodder. It's fun to play as one in a multiplayer setting because — while everyone is busy playing the hero of the story — my character can be an observer who is less important and is not protagonist or even side character material. It's truly the best way to remain anonymous, alone, and without any remarkable identity. Not even mysterious enough to be interesting! Plus, it saves me time having to come up with trivial details that nobody should have to care about.
    Edited by Erickson9610 on July 31, 2025 5:22AM
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Grizzbeorn
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    I've been playing RPGs since the 1970s, so my brain automatically starts crafting a story as soon as a name for a character materializes in my mind. It just happens.
      PC/NA Warden Main
    • RaddlemanNumber7
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      Developing backstories gives me a lot of extra enjoyment from the game. It is an essential part of my role play.
      PC EU
    • Zodiarkslayer
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      I have 11 characters. All have backstories. Most of them intertwine. They practically live in their own pocket universe.
      If it wasn't for the bad state the game is in ever since U46, I would have 12.

      But as it stands right now, I will not invest a single cent into a game that is getting worse with each patch. I don't mean subclassing, balance or content. I mean the technological side of the game. The connection issues, the stuttering, the sudden fps drops and the fact that they are unable to fix a missing sound file. For MONTHS!

      I really miss the ka'ching when I sell stuff. 😫
      Edited by Zodiarkslayer on July 31, 2025 11:57AM
      No Effort, No Reward?
      No Reward, No Effort!
    • LunaFlora
      LunaFlora
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      Somewhat Necessary.

      i usually have a little backstory for my characters, otherwise it is pretty difficult to create them.
      miaow! i'm Luna ( she/her ).

      🌸*throws cherry blossom on you*🌸
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    • LikiLoki
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      All my characters have the same backstory.: They are empty shells that are put on by an alien who controls them through a computer. ;)
    • Hapexamendios
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      Completely unnecessary. I don't care about them.
    • Xarc
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      As an MMO, TESO cannot be placed on the same level as single-player games.

      In an MMO, immersion is much less present, so the importance of the character's background is strongly impacted. I always like to imagine a little story around my character but it is not mandatory, I also play TESO for pvp and so it is not very important.

      Many of my characters have absolutely no story and are content to have their own style, that's something.
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      "Death is overrated", Xarc
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    • Danikat
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      It's important for me. I don't work out every detail of their story in advance but I need at least a general outline and a few highlights to give me a sense of who they are for when I'm going through the character creator and starting the game, and more gets added as I'm playing them.

      As much as possible I like to link it to the events of the game. I restarted my warden when Greymoor came out because I never liked that she had to start on a boat to Vvardenfell, there was no reason for her to do that, especially since she went straight back to Daggerfall afterwards. The Greymoor tutorial worked much better.
      AzuraFan wrote: »
      In ESO, not necessary at all. None of my characters have a backstory. In some other games (not all), I like to have one. The SP Elder Scroll games, for example. I like to come up with a story for why my character is in prison, or in Skyrim, why they were crossing the border.

      I knew exactly how my character ended up on that cart in Skyrim, but all I knew about how she ended up in prison in Oblivion is she says it was a misunderstanding and she didn't do it...and I'm not sure I believe her. :smiley:
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    • whitecrow
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      I have a general idea of personality and preferences, but there is no backstory.
    • karthrag_inak
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      All of khajiit's 20 characters predate ESO by a decade at least, and many of the 'khajiit' characters predate elder scrolls - back in the silly days of his youth, this one LARPed as the first incarnation of Karth, which was effectively a khajiit before there were khajiit.

      So they already have a backstory whether khajiit likes it or not.

      PC-NA : 19 Khajiit and 1 Fishy-cat with fluffy delusions. cp3600
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    • AzuraFan
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      DreamyLu wrote: »
      One exception: When GW2 arrived, I retook for my chars the same names than those I was using in original GW. So it was like those new toons are the descendants of the GW's ones. However, the reason wasn't to give them a background story. It was more that I so much loved GW, that I needed to build up a link between new and old.

      I did the same! Unfortunately GW2 didn't grab me, but when I was giving it a really good try, that's how I thought of my characters.
    • Barovia87
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      One of my favorite features of the Star Trek Online MMO (which is rated T for Teen) is the ability to write your character's backstory, if you want, and other players can inspect your toon to read it.

      I have yet to find the character limit. They let you go wild. I've had so much fun with it.

      ESO is rated M for Mature. Arguably, ESO would have even less of a problem with censorship and reporting problematic/TOS breaking content.

      I don't see any reason they can't do it, and it's a quality of life update I'd love to see implemented. I've spent hours just reading the cool, silly, tragic, hilarious, absurd, amazing backstories people wrote for themselves in STO, not to mention the hours I've spent writing my own.
      Edited by Barovia87 on July 31, 2025 2:59PM
      "Anyone who can play a stringed instrument seems to me a wizard worthy of deep respect." - J.R.R. Tolkien, Letter 142 Dec. 1953
    • logan68
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      i tied my main character to all my other characters in the games I played. Its the same person he is always a vampire and like the Deedra but on Nirn,( to explain why he seems immortal at least to himself).
    • cyclonus11
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      I find character backstories (and backstories in Elder Scrolls games in general) to be impossible as the game constantly takes that away from you by forcing you to be completely ignorant about yourself and literally anything else in Tamrielic lore.

      If you're an Argonian, you don't know what the Hist is.
      If you're an Imperial, you don't know who Alessia is.
      If you're a Dunmer, you don't know who the Tribunal are.
      If you're an Orsimer, you don't know who Malacath is.
      If you're a Bosmer, you don't know what the Green is.
      If you're an Altmer, you don't know who Auri-El is.
      If you're a Nord, you don't know what Sovngarde is.
      If you're a Redguard, you don't know who Tu'whacca is.
      If you're a Breton, you don't know who the Wyrd are.
      If you're a Khajiit, you don't know who Jone and Jode are.

      And you can't be from anywhere because you are a stranger everywhere.
    • Xarc
      Xarc
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      cyclonus11 wrote: »
      If you're an Argonian, you don't know what the Hist is.
      If you're an Imperial, you don't know who Alessia is.
      If you're a Dunmer, you don't know who the Tribunal are.
      If you're an Orsimer, you don't know who Malacath is.
      If you're a Bosmer, you don't know what the Green is.
      If you're an Altmer, you don't know who Auri-El is.
      If you're a Nord, you don't know what Sovngarde is.
      If you're a Redguard, you don't know who Tu'whacca is.
      If you're a Breton, you don't know who the Wyrd are.
      If you're a Khajiit, you don't know who Jone and Jode are.

      And you can't be from anywhere because you are a stranger everywhere.

      so true

      and if you're imperor in cyrodiil nobody recognize you, even npc in cyrodiil !!
      Edited by Xarc on July 31, 2025 3:35PM
      @xarcs FR-EU-PC -
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    • CatoUnchained
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      Combat mechanics is what matters to me. Couldn't care less about lore and housing and all that stuff.
    • Credible_Joe
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      Good poll. Buckle in, my ADHD meds just hit and I'm awful at time management. This one's gonna be long.

      TL;DR: PC depth is complicated, and I'm excited for the potential the industry has to expand the scope of what's possible in game design. I hope it can be done ethically and creatively.

      This is a very complex topic when designing RPGs. Especially sandbox games with a high volume of content.

      On one extreme you have games like Disco Elysium, where the player character's background is VERY concretely defined. Your arc as an amnesiac is discovering it and choosing to either return to it, grow from it, or reject it. In my opinion, the best written player character in all of gaming with a miraculous hat trick of still giving the player agency in defining the character going forward.

      On the other extreme we have games like Oblivion. We are an undefined entity with no evident past whose present is in no way affected or influenced by the past. In the remaster we got backgrounds, but other than affecting our character stats a little bit, they are not relevant to the narrative in any way.

      Most creation titles are like this because the game isn't about the player, they're about the world. And the experience of the game is exploring and discovering that world, and overcoming its adversity. In more recent titles, the narrative has expanded to include more meaningful engagement with NPCs, culminating in Starfield, in which the narrative is centered around the characters in Constellation.

      But, because Constellation members have to meaningfully engage with a PC that's necessarily shallow by design, most of the weight of the narrative still relies on headcanon, just like in Oblivion and Skyrim. The game cannot possibly express what we, the player, have to say about anything; we have to choose from a list, and no list will ever be comprehensive enough for the depth that the narrative in Starfield was trying to achieve.

      So, Starfield's narrative suffered critically, even though it has so much potential to be great. Players engaging with it on a creative level can fill in the narrative gaps the game couldn't convey, and got a good experience from it. Players that engage games with the reasonable expectation that the game should deliver the full experience without offloading that weight onto them had a bad time.

      So what can ESO do to make the narrative more engaging to our characters specifically? These new flavored dialogue options are nice, but have the same issue with lists that I mentioned above. In a lot of ways, if the game can't accommodate depth in interaction between NPCs and the player, Oblivion style might be the better approach, since there's no expectation of depth on that front to begin with. The understanding is clear: the PC is a blank slate, it's on the player's headcanon to paint them, and the only thing NPCs can work with will be their quest log and strength.

      Alternatively, dump voice acting. Now, that sounds and is awful, we all love voice actors. But the depth they bring to the performance is taken away from the narrative. With pseudo-speak and purely written dialogue, the scope of the narrative expands by orders of magnitude. NPCs could say our names, ad-lib elements of our chosen background, get access to an insane volume of branching dialogue trees that would otherwise be impractical to voice.

      Trade-off on that is it's REALLY weird for higher fidelity games to use pseudo speak. There's an aesthetic sweet-spot where read dialogue and pseudo-speak is the right choice, and ESO is not at that spot. Not to mention it'd be just awful to kick all the VAs to the curb like that. Way too high a price. So what else?

      New option: AI. Another approach that sounds and is awful for a bunch of different reasons, starting with the plagiarism that's required to make them and the metric tons of energy they consume. On the other hand: with restrained, creatively ethical application, they can fill those narrative gaps that rely on headcanon without cutting into VA work OR creative writing, both of which could even expand to provide a better foundation that AI could build off of to produce dynamic PC / NPC engagement. If AI is applied exclusively to expand the scope of what's possible in game design, nothing gets left behind or displaced.

      Cons: while we can be creatively ethical when using AI, it's not at a spot presently where it can be justified from an energy consumption perspective. Megaservers already push what's reasonable for the sake of entertainment; adding AI on top of it is presently out of the question.

      Where do we go from here? I dunno. Personally, hope for the best. I can't tell executives that they're squandering AI by displacing creatives, but maybe if some studio makes something that's never been made before using its full potential, it'll become more apparent that creative work is always a good human investment.

      Bottom line, PC depth takes a lot of compromise from both the player and designer as the scope of the game increases. It's possible that compromise can be eliminated in the near future. We'll see.
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    • ghastley
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      Without backstories as reasons to be different, all characters would just follow the current META. So I would only need one, until that changed and a different class was required. I might end up with four of five after a time, or maybe a few more to play tank, healer and DD.

      I don't expect every NPC to know that story, but I would like some in-game way to tell some of it.
    • MasterSpatula
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      I can't imagine playing an RPG (even one as nominal as ESO) without your characters being, well, characters.

      That said, the vast majority of my friends/guildies play that way, so maybe I'm the one who's wrong.
      "A probable impossibility is preferable to an improbable possibility." - Aristotle
    • ArchMikem
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      I want Characters to have identity, a personality. They're their own person, and a backstory helps.
      I can't imagine playing an RPG (even one as nominal as ESO) without your characters being, well, characters.

      That said, the vast majority of my friends/guildies play that way, so maybe I'm the one who's wrong.

      You are very much not wrong.
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