I see the Corelanya Manor quest coming up quite often here as the one (or one of few) quests that people liked this year (and it was also my favorite quest, as I mentioned before). It shows they do have someone who can write engaging stories on their team still. It makes me wonder why so many other quests get so bland, moralistic, terrible in terms of lore, or just silly/childish then?!
I see the Corelanya Manor quest coming up quite often here as the one (or one of few) quests that people liked this year (and it was also my favorite quest, as I mentioned before). It shows they do have someone who can write engaging stories on their team still. It makes me wonder why so many other quests get so bland, moralistic, terrible in terms of lore, or just silly/childish then?!
I think, in some cases, it's just a matter of the writers trying to create a variety of quests that will appeal to a variety of players. Take Rigurt, for example. I cannot stand him and I dislike any quest he shows up in. Other people really like him and enjoy seeing him pop up. While I really liked the Corelanya Manor quest, I'm sure there are people who didn't, or thought it wasn't anything special.
Why some quests have contradictory lore is a different matter, I think. That seems to point to some lack of oversight/editing on the part of whoever has the job of keeping quests lore-consistent.
I see the Corelanya Manor quest coming up quite often here as the one (or one of few) quests that people liked this year (and it was also my favorite quest, as I mentioned before). It shows they do have someone who can write engaging stories on their team still. It makes me wonder why so many other quests get so bland, moralistic, terrible in terms of lore, or just silly/childish then?!
I think, in some cases, it's just a matter of the writers trying to create a variety of quests that will appeal to a variety of players. Take Rigurt, for example. I cannot stand him and I dislike any quest he shows up in. Other people really like him and enjoy seeing him pop up. While I really liked the Corelanya Manor quest, I'm sure there are people who didn't, or thought it wasn't anything special.
Why some quests have contradictory lore is a different matter, I think. That seems to point to some lack of oversight/editing on the part of whoever has the job of keeping quests lore-consistent.
But these are just my two cents!
This. It’s all very subjective at the end of the day. I’ve seen a huge lore person who writes on the Imperial Library website stating that the main villain from the Greymoor chapter is one of her most favorite characters, up there with Dagoth-Ur. If I recall correctly, she hated Morrowind DLC though, but loved CWC. This was all on the Imperial Library Discord.
Conversely, I’ve seen other Elder Scrolls lore geeks hating on Greymoor but loved Morrowind.
I’ve come to realize that one of the main causes for huge differences in opinion on how ESO tackles lore is simply put: interpretation.
Elder Scrolls lore is very much like reading real history. As such, the accounts are biased, dramatized and/or exaggerated. Much of the cities in ESO have never appeared in any other game (except Arena/Daggerfall, but those are old) but were described in lore books from the mainline games. This can lead people to think ESO cities will or should be a literal illustration and design that adheres to past descriptions. Especially, but not limited to, Alinor.
Fun fact: the natives in Central America actually called Conquistador galleons “moving mountains” upon first sighting. But that was not literally the case. Same goes with Elder Scrolls.
So when people say ESO’s writing or lore has “fallen off,” I think a lot of that reaction comes not just from uneven writing quality, but from wildly different expectations about how literally Elder Scrolls lore should be portrayed.
This. It’s all very subjective at the end of the day. I’ve seen a huge lore person who writes on the Imperial Library website stating that the main villain from the Greymoor chapter is one of her most favorite characters, up there with Dagoth-Ur. If I recall correctly, she hated Morrowind DLC though, but loved CWC. This was all on the Imperial Library Discord.
Conversely, I’ve seen other Elder Scrolls lore geeks hating on Greymoor but loved Morrowind.
I’ve come to realize that one of the main causes for huge differences in opinion on how ESO tackles lore is simply put: interpretation.
Elder Scrolls lore is very much like reading real history. As such, the accounts are biased, dramatized and/or exaggerated. Much of the cities in ESO have never appeared in any other game (except Arena/Daggerfall, but those are old) but were described in lore books from the mainline games. This can lead people to think ESO cities will or should be a literal illustration and design that adheres to past descriptions. Especially, but not limited to, Alinor.
Fun fact: the natives in Central America actually called Conquistador galleons “moving mountains” upon first sighting. But that was not literally the case. Same goes with Elder Scrolls.
So when people say ESO’s writing or lore has “fallen off,” I think a lot of that reaction comes not just from uneven writing quality, but from wildly different expectations about how literally Elder Scrolls lore should be portrayed.
As a real-life historian, I'm aware of this. I read lorebooks as nothing else but unreliable sources, subjective accounts and sometimes metaphoric or symbolistic descriptions. What bothers me are lore inconsistencies about things our player character sees with their own eyes - often even within the same story. And when it comes to that, things have gotten worse since High Isle - where we got ToT, the both "brand-new" and "ages-old, traditional" card game. The same year also introduced the Zenithar event where the player character had to congratulate Naryu on saving the Tribunal. This year both lorebooks as well as npcs' accounts (from Regent Carinwe, for example) that told us that no one from West Solstice has set foot into East Solstice since about 40 years - then, with the second part of the story, we suddenly find the College of Sea and Sword there, which is a branch of the Collegium Praxis, whose students regularly and casually walk over to Sunport in West Solstice (or at least they did before the accursed Wall appeared, they say). Also, the island is so unknown it's not found on any map (based on people's supersticious beliefs that it was cursed), which is also given as a reasoning for why the Stirk Fellowship needs months to locate the place, but still its inhabitants have friends on mainland Tamriel. And don't get me started on Mannimarco's sarcaphagus randomly showing up where ever it is needed for the story.
I found Rada al-Saran to be a well-written antagonist, by the way. Definitely one of the more interesting ones.
I think, in some cases, it's just a matter of the writers trying to create a variety of quests that will appeal to a variety of players.
I think, in some cases, it's just a matter of the writers trying to create a variety of quests that will appeal to a variety of players.
Is this a good idea, though? Let's, very simplified, assume there were 15 different styles people could like - so they do a quest each in one of those styles, so there's "something for everyone". Wouldn't that mean, if the whole chapter only has 15 side quests, that there's only 1 or 2 quests each person could like, which in the end just means disappointment for everyone?
I think it might be wiser to concentrate on the unique "TES style". No matter if a quest is serious, funny, sad or heroic in tone, I think there was once a certain aspect to it that made it "typical TES". This disctinctiveness in style was, from my experience, one of the things that attracted many TES-interested players in the first place (at least of those who came here for stories and lore). Seeing this being watered down to more generic and less lore-specific quests/themes is one aspects that reduces interest.
I understand very well that not everything in a game will be according to my taste. I don't PvP and don't play ToT, still I don't mind at all if things are added to these "systems". I can also live with a small percentage of quests not meeting my personal interest much. Fine with me, I know I'm not the center of the universe. But still, there's a certain minimum that must be met to keep me interested, or more precisely: willing to pay money for it. With the decreasing number of quests per release altogether it gets even more problematic if quests are "off" for me because each single one already makes up a bigger percentage of the whole content. 5 not too interesting side quests aren't a problem if there are 40 in total. If there are only 15 in total though, it becomes a problem.
spartaxoxo wrote: »I see the Corelanya Manor quest coming up quite often here as the one (or one of few) quests that people liked this year (and it was also my favorite quest, as I mentioned before). It shows they do have someone who can write engaging stories on their team still. It makes me wonder why so many other quests get so bland, moralistic, terrible in terms of lore, or just silly/childish then?!
I think, in some cases, it's just a matter of the writers trying to create a variety of quests that will appeal to a variety of players. Take Rigurt, for example. I cannot stand him and I dislike any quest he shows up in. Other people really like him and enjoy seeing him pop up. While I really liked the Corelanya Manor quest, I'm sure there are people who didn't, or thought it wasn't anything special.
Why some quests have contradictory lore is a different matter, I think. That seems to point to some lack of oversight/editing on the part of whoever has the job of keeping quests lore-consistent.
Yeah. I agree. Like it was inconsistent whether or not the Stirk Fellowship badly needed money or was well funded. But I thought Solstice had a good variety of quests in terms of tone. I actually think the writing for Solstice improved on Gold Road/Necrom, which for me was also an improvement on High Isle and Blackwood. But High Isle was the series low for me and I wouldn't call Necrom/Gold Road good, especially as the 10 year anniversary storyline.
So is it more they style of the writing than the content of the quests themselves that you'd like to be more cohesive/consistent?
If they had written the Nord Village quest in a different tone, would you have liked it better? For me, having it associated with the Nord Cultural Exchange and Rigurt's sister was what bothered me--the Nord Cultural Exchange lends itself to a silliness I don't care for.
Could they have written the 'magic hat' story in a way you would have liked it? (Not trying to sound combative, so apologies if I come across that way).
So is it more they style of the writing than the content of the quests themselves that you'd like to be more cohesive/consistent?
It's different things that bother me. The worst problem for me are the inconsistencies - the clear lore mistakes (things that can't be explained with unreliable sources or different interpretations). Then, I'm bothered by quests becoming more generic in themes, not making much of the unique fictional world we have here. Not adding to the lore, immersion or atmosphere of the world also makes a quest less interesting for me. Also the tone matters. As I said, there was some specific "TES style", which, for me, borders on all these things - a specific lore/world background that needs to be considered (including the peculiarities of the different fictional cultures), certain themes typical for this world, a certain language style, a certain depth that might not be Shakespearean but still more than we see in many quests recently. I'm personally rather open to what topic gets presented to us in a quest - as long as the story fits this fictional world and its cultures and the established lore.
If they had written the Nord Village quest in a different tone, would you have liked it better? For me, having it associated with the Nord Cultural Exchange and Rigurt's sister was what bothered me--the Nord Cultural Exchange lends itself to a silliness I don't care for.
The thing is that the Rigurt quests also became more silly from year to year. The first one in the base game wasn't that silly. Sure, Rigurt was never smart, but it wasn't just a joke but a story about cultural differences based on the lore background how difficult it is to unify the different nations that now were supposed to fight together as the Ebonheart Pact - people with very different cultures, beliefs, habits, values, morals, and, on top of that, former enemies. The main problem for me with the Rigurt quests is that it became less about showing us the differences of these cultures (and adding a bit to lore with that) with a bit of humour, but about Rigurt acting clownish (and dumber every year until it became nothing more but silly). Also, too much repetition makes a thing bland, especially if there's not much of a new story to tell. "Clumsy ambassador makes horrible mistakes" might be a more or less amusing story once, or maybe twice, but not seven or eightt times, or how often it was now.
Could they have written the 'magic hat' story in a way you would have liked it? (Not trying to sound combative, so apologies if I come across that way).
Just the theme of "People of a town are horrified by some spooky creature and it turns out in the end that it was just something harmless"? In principle I think there would have been ways to write it in a less silly way, yes. And that other topic about the village speaker not believing his adult offspring was able to be a good fighter? Sure that can be made a good story in a TES game.
Cooperharley wrote: »Pops_ND_Irish wrote: »Great stuff
Interesting rank! If you don't mind me asking, have you been playing for a while? Glad you enjoyed it so much!
I see what you're saying, and I agree that the writing has slipped overall in the past few years/chapters. I also wonder how difficult it might be to maintain a consistent tone over many years and different writers.
I agree that the Rigurt quests have gotten sillier over the years, and he's used way too much. However, his base game quests weren't that great, either. The Mournhold one had some merit, but the Windhelm one was pretty much just a big joke. Of course, I can't view them without bias, as I've never liked him.
I think the Nord village had some good lore moments (sadly, only moments) but the whole thing being overlaid by the Cultural Exchange and Britt's silly way of talking bummed me out.
I could have even been OK with the sloth and a magic hat causing chaos if everyone hadn't kept talking about the magic cap like it was a meme.
redlink1979 wrote: »You can do better, ZOS. Yes you can!
*while looking at Wrothgar*
Cooperharley wrote: »Pops_ND_Irish wrote: »Great stuff
Interesting rank! If you don't mind me asking, have you been playing for a while? Glad you enjoyed it so much!