JemadarofCaerSalis wrote: »However, while I do think the lack of expanding student's horizons in school with various books is part of the issue, I think a larger part is the fact that people no longer want to be confronted with anything that might give a different perspective on their beliefs. They want echo chambers. They don't *want* morally gray, or nuanced characters. At least not 'heroes'. They are fine with the 'redeemable villain who just wants a hand to reach out to save them' trope it seems.
I have the feeling that them being okay with "redeemable villains" is also just a consequence of that other thing you described in your earlier post: They want a "happy world where everyone gets along and no one is (actually) evil". So of course the baddie is also actually not that bad, or becomes not that bad at least, and can be easily explained and then "healed"/corrected, so everyone is happy afterwards and everyone is friends.
In the end it's the idea that everything that could feel slightly uncomfortable about the depicted fictional world can - no: must - be corrected, so in the end everything is "good". Inoffensive, nice, and of course following their specific moral ideas. Which is horribly boring when it comes to a fictional world; even fairytales, which is probably the genre that has the clearest and unchanging good/evil schemes, have evilness lurking somewhere in their world, after all!
And to be honest, it's not only boring, it's also slightly creepy. Not when murderers stop murdering and thieves stop stealing, of course, but the demand seems to be that everything that they don't agree with (that they feel "uncomfortable" about) is unacceptable and must be changed. How can I be sure that this demand is only about things that are illegal or actually harmful to others, and suddenly stops at things that are just about an individual way of living and aspects like mindset, personal habits, beliefs, philosophies, etc? I don't believe they're tolerant about those.
JemadarofCaerSalis wrote: »I remember, tangentally, as I wasn't active online at the time, hearing about how people were getting upset at players of Skyrim choosing the Imperials to side with during the Civil War quest line.
JemadarofCaerSalis wrote: »I have heard of people being upset that some people want to play Altmer in these games, because Altmer = Racist elves.
JemadarofCaerSalis wrote: »It is okay to create a world in which bad things happen
JemadarofCaerSalis wrote: »I feel that too many people believe that, if they had been born 200+ years ago, they would have been the exceptions and just somehow known that 'bad thing' was actually a 'bad thing', and they want writing to reflect that. The 'good guys' must somehow just know that their society has to change because it does 'bad thing' even though every other society does it as well.
JemadarofCaerSalis wrote: »It is the same for the flirty characters in ESO. No way to say 'sorry, not interested', which leads to people dreading interactions with those NPCs.
JemadarofCaerSalis wrote: »On a related note to this, I do think one thing that drives this type of writing and lack of decisions is voice acting.
JemadarofCaerSalis wrote: »I remember, tangentally, as I wasn't active online at the time, hearing about how people were getting upset at players of Skyrim choosing the Imperials to side with during the Civil War quest line.
The Imperial vs Stormcloak situation is, if looked at all background lore in its entirety, not that clear. Objectively, none of both sides is clearly "the good one". In the end the problem here seems to be making judgements without a thorough understanding of the situation - or, maybe more clearly: Having a very simplified understanding about "good" and "bad" that never scratches the surface of the situation (a situation which in the end makes it a question of personal interpretation whom to support, if at all, but there is not "the one correct choice"). Sadly, similar behavior isn't only seen when it comes to TES.JemadarofCaerSalis wrote: »I have heard of people being upset that some people want to play Altmer in these games, because Altmer = Racist elves.
That's honestly ironic: Putting individuals into a box and condemning them based on nothing but their race is racism. A random Altmer could also be a trader (or adventurer, or travelling scholar,...) whose family has grown up outside of Summerset for generations. Maybe even a refugee from Morrowind.
Also: Creepy if some people believe how someone else plays a video game (or generally: what others are doing with their life) is any of their business. Even if someone actually chooses to play an "evil" character. Are they also upset about actors playing "evil" roles? Do they understand the difference between reality and fiction? If not, that's concerning.JemadarofCaerSalis wrote: »It is okay to create a world in which bad things happen
I wouldn't only say it's okay, I would say that's the very basis of fantasy fiction: Creating a different fictional world. And when it comes to stories with a big scope, that span a whole continent or planet: The more complexity and "realism" (different cultures with different beliefs and habits, etc) the better. And innate to a complex world is dissent because different people will believe vastly different things.
What stories can even be told if everyone was the same and there was no conflict? Of course there seems to be "feel good fiction" now where everything is just awesome, but usually, literary works have some kind of friction going on. Whether it's about entire groups of people, or an individual and their environment, doesn't matter - the point is that something is "off" which leads to the story developing. Even learning something about a prophecy, for example, is a "disturbance" from the "everything's awesome, calm and the same". Same goes for all kinds of events that could lead to whatever - it's always something that deviates from the usual. "Conflict" in the broader sense is the essence of most stories.JemadarofCaerSalis wrote: »I feel that too many people believe that, if they had been born 200+ years ago, they would have been the exceptions and just somehow known that 'bad thing' was actually a 'bad thing', and they want writing to reflect that. The 'good guys' must somehow just know that their society has to change because it does 'bad thing' even though every other society does it as well.
Probably based on a lack of understanding that humans of different cultures and eras had different habits, ideas and morals and not everyone thinks exactly the same way as them. Not surprising if people don't want to learn about different view points anymore. Also a consequence of not reading much, I guess, especially not literature from other eras. One big aspect of classic literarature is learning about how other people of different times saw the world, after all (though I'm not saying it's the only way to learn that, but it's one way that students came across for generations because it was a normal part of the curriculum).JemadarofCaerSalis wrote: »It is the same for the flirty characters in ESO. No way to say 'sorry, not interested', which leads to people dreading interactions with those NPCs.
The flirtyness by itself - that specific type of "flirtyness" with innuendos, not the presence of romantic themes in general - always reminds me of a decades-old marketing principle: "Sex sells". And while it certainly appeals to some people, there sadly seems to be not enough consideration that not everyone enjoys this.JemadarofCaerSalis wrote: »On a related note to this, I do think one thing that drives this type of writing and lack of decisions is voice acting.
Sure, needing to get all lines voiced restricts the number of lines that can be produced. But when it comes to that flirting, it could be easily put into side dialogue with a player dialogue option to stop it, so those lines could just be omitted. Or now that they even do give us different dialogue options, there should be at least a yes/no option to such situations (that would be more important than giving us, what we've seen in Solstice, friendly/flirty/funny instead, which often didn't even make a big difference). I rather think the problem is that there's no awareness (yet) that not everyone likes this. Just as the fact that not everyone enjoys the hyped "fan favorites".
Apollosipod wrote: »Am I the only one that really hates this?
JemadarofCaerSalis wrote: »On a related note to this, I do think one thing that drives this type of writing and lack of decisions is voice acting. When you have to have an actor say every single line your write out, it leads to situations where you don't want to have a robust dialogue system so that players can actually have choices in how they interact with NPCs.
It reminds me of Morrowind. Since, to my recollection, the vast majority, if not all, dialogue was text based, it meant that you could have branching dialogue choices. You could have your NPC change their whole attitude based upon one choice the PC made. Because it was just text so you just wrote it out. You didn't have to worry about paying a voice actor to say it.
Then compare it to games like Skyrim and Fallout 4, where all the dialogue, or at least the vast majority, is voiced, and their dialogue systems are so limited compared to Morrowind. ESO falls into this same category. Dialogue is voiced, so they likely don't want to have to get into the whole 'well, if the PC says 'no flirting' we now have to write dialogue, and have it voice acted, where this NPC is not flirty' (and change flirty to whatever description you want). So, they just make a flirty character and now the Players have to just deal with it, or not interact with that character.
Then, with time constraints and how many people like seeing 'fan favorites' come back time after time, it becomes easier to just go the easiest, quickest and cheapest route of making stereotypical characters and tossing fan favorites into places and having simple dialogue options.
Which really sucks.
JemadarofCaerSalis wrote: »Also, completely agree with you on the other things as well, because I have seen that very thing. People are seemingly becoming more inflexible with regards to their beliefs. Not just big ones we can't talk about on this forum, but even the smaller ones. Us vs Them mentality.
JemadarofCaerSalis wrote: »Take a debate that I see constantly on reddit. Shoes on or off. Do you wear shoes in your house or do you have people take off their shoes in your house?
This debate gets spun off into a whole lot of morality, with people basing their entire idea of people based on whether they wear shoes in their house or not.
JemadarofCaerSalis wrote: »And, this circles right back around to writing, where daring to want to have characters who aren't necessarily good (or at least not completely) or having a villain that doesn't have a tragic backstory, or a group of people who are the 'underdogs' but *don't* have the moral high ground gets you dog piled upon. Depicting a nation that has bad things happen in it, or don't have all the current attitudes, in a favorable light is a cardinal sin to these types of people.
Then, because these people, while maybe not the majority, are the most vocal, the people who are writing these stories (especially for money) cater to them, because, after all, they want the audience, they want the money, they want to please people. (whatever their reason is) Then, either those same people or others like them focus on a different aspect and complain about it, and the cycle continues.
JemadarofCaerSalis wrote: »Then, to top it all off, you have people who have grown up reading these types of stories, seeing this type of feed back, and think that is what people want, so that is what they write when they do so.
JemadarofCaerSalis wrote: »Yeah, I personally would like to see a character who at first is just normal or even a little standoffish, but as they get to know your character, THEN they start getting flirty, as if they are opening up.
I think that is what bothers me the most about many of the characters in ESO, especially the flirty ones.
It is all or nothing. Either they already know all about the vestige or they have been living under a rock (maybe the same one that is repeatedly hitting the vestige to cause that memory loss). They are either flirty from the first second they lay eyes on you, or they never are.
tomofhyrule wrote: »JemadarofCaerSalis wrote: »On a related note to this, I do think one thing that drives this type of writing and lack of decisions is voice acting. When you have to have an actor say every single line your write out, it leads to situations where you don't want to have a robust dialogue system so that players can actually have choices in how they interact with NPCs.
It reminds me of Morrowind. Since, to my recollection, the vast majority, if not all, dialogue was text based, it meant that you could have branching dialogue choices. You could have your NPC change their whole attitude based upon one choice the PC made. Because it was just text so you just wrote it out. You didn't have to worry about paying a voice actor to say it.
Then compare it to games like Skyrim and Fallout 4, where all the dialogue, or at least the vast majority, is voiced, and their dialogue systems are so limited compared to Morrowind. ESO falls into this same category. Dialogue is voiced, so they likely don't want to have to get into the whole 'well, if the PC says 'no flirting' we now have to write dialogue, and have it voice acted, where this NPC is not flirty' (and change flirty to whatever description you want). So, they just make a flirty character and now the Players have to just deal with it, or not interact with that character.
Then, with time constraints and how many people like seeing 'fan favorites' come back time after time, it becomes easier to just go the easiest, quickest and cheapest route of making stereotypical characters and tossing fan favorites into places and having simple dialogue options.
Which really sucks.
This is true… with one major recent exception.
Baldur’s Gate 3.
It’s fully* voiced, and yet the dialogue branches are astronomically complex. There are voiced dialogue lines that will only trigger with a player who plays a specific race or class, and even then ends up choosing that specific line. There is so much dialogue that a normal player would never hear in the game since there are insane numbers of options. IIRC they even had one of the main characters throughout all three acts record his lines twice in different tones, so if you trust a certain character the lines sound more sympathetic and if you distrust him he sounds harsher even when he says the same thing things. The narrator also recorded several of her lines twice for standard playthroughs and again as the Dark Urge to add a more sinister undertone.
(*ok fine, the player character is not fully voiced, but every response line is)
But yes, BG3 has epically spoiled me on what an RPG can be like. Actual game-altering choices. Grey and grey morality. Branching dialogue. Dialogue based on race and class.
I need TES6 to give us something more like BG3 and less like Dragon Age the Veilguard.
mdjessup4906 wrote: »Ascendant lord used to be complex, then they turned him into volcanoman im gonna destroyeverythinghrrrr.
mdjessup4906 wrote: »Ithelia and rada were good, some story/timeline oddity aside.
I feel like im the only one who liked the Blackwood story too. Pacing was weird and the unique characters and implications underused, but thats eso in general.
One day ill finish orsineium lol
Yes, unfortunately, in recent years there have been more and more dialogues that are absolutely immersion-breaking because they feel like someone from our present day has been teleported to Tamriel. And you can think what you want about Tanlorin as a character, but this is exactly where things have gone way too far in this regard. I can't stand hearing all the comments while gathering resources anymore, especially the question about whether I sometimes pretend to be a beaver. Besides, I've never even seen a beaver anywhere in Tamriel...
While we were obviously meant to pity Ithelia, the dialogue just pushed the idea that she was dangerous and Mora was good (probably because he's a fan favourite). Euch.
mdjessup4906 wrote: »They should have hired the writer for Alchemy for Tanlorn. I cant take them seriously either. Just a big walking cliche. Or maybe sharps writer, he's the best lol.While we were obviously meant to pity Ithelia, the dialogue just pushed the idea that she was dangerous and Mora was good (probably because he's a fan favourite). Euch.
I mad got this impression too. My current main remembers what that tentacled [redacted] did in solsteim though. Even base game has him being fairly well characterized if I remember the quest right. Even more wordy than in skyrim if you can imagine, but I think esos voice actors are paid by the minute lol.
Moras one of my faves but making him Mr nice guy altruism is doing the character a disservice. Yeah yeah if the universe goes boom he goes too, but the voice and dolialouge choices were very "good guy" sounding if that makes any sense.
That goes for almost every main story line character. You can literally tell who the good/bad guy is supposed to be by the sound of their voice.
Like, why is that necessary?
Edit: ok tbf, if with tanlorn they were going for young and naive with a good heart still trying to "find themselves" and is way in over their head with all this revolutionary stuff, then yeah they nailed it lol. but is that what they were going for?