Are there quests with moral decisions?

Post » Thu Mar 27, 2014 6:43 pm

what I mean for example if anyone remembers the saadia/kematu quest from skyrim where you had to side with one of them leading to the death of the other

are there choices like that in ESO quests?

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Jessica Nash
 
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Post » Thu Mar 27, 2014 3:43 am

Yes, and they can be pretty grim.

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Anna Beattie
 
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Post » Thu Mar 27, 2014 7:11 am

This is a boone to my spirits indeed!

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k a t e
 
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Post » Thu Mar 27, 2014 6:43 am

Yeah, i was getting the motivation from the NPC for why they gave the quest and i was like, "You dirty mothe..." :D

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Emma
 
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Post » Thu Mar 27, 2014 12:45 pm

Yes, there are quests for thieves and killers and even murderers (ah... I mean assassins).

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sarah simon-rogaume
 
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Post » Thu Mar 27, 2014 12:36 pm

Based on the betas - yes there are choices to benefit from bad things or sacrifice gain for better results. Very TES.

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Justin Hankins
 
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Post » Thu Mar 27, 2014 12:46 pm

The quests with moral choices will have their options in red text, so you'll know your choice in that quest will matter a lot.

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Emily Graham
 
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Post » Thu Mar 27, 2014 10:37 am

Yes, an example would be on EP side, you have to decide who to help during an attack, a fort or those at the docks. Depending on who you help will alter the game, not sure how far reaching that effect is though.

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Harinder Ghag
 
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Post » Thu Mar 27, 2014 6:27 pm

That quest isn't really about choices. It would have been if there was a time limit until DC invades, and you had to choose who to save or be too late to save anyone at all. But as it is with that quest chain, you can save all the npcs on the island before the event triggers, just make sure to actually find them all. :D

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Gen Daley
 
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Post » Thu Mar 27, 2014 6:57 pm

Im talking about the next 'island' after that.

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Nicole Elocin
 
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Post » Thu Mar 27, 2014 11:30 am

DC has a whopper right on the starter islands, too.

So yes, there are moral choices. And they are doozies. It's pretty awesome.

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Sanctum
 
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Post » Thu Mar 27, 2014 5:13 pm

I'm hoping there are more quests like the taste of death one in skyrim. I was pretty pissed at the game afterwards but I would never drop a quest so close to completion.

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Emilie Joseph
 
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Post » Thu Mar 27, 2014 8:04 am

That is one of the things I've always liked about TES, the moral decisions.

I'll be honest, some of the choices I've made still bug me now in regards to what I chose to do, and that right there is how I know it's a good game I'm playing. If it can make me think about my actions good or bad, make me either regret or affirm my choices, then it's a game that obviously holds my attention and imagination.

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Tiffany Castillo
 
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Post » Thu Mar 27, 2014 11:42 am

Seriously, some of my accidental morrowind choices bothered me for the entire game.

I played skyrim as a very amoral servant to any daedra or god that requested something of me. On the other hand, I played Morrowind with a lot more morality. I really loved freeing slaves.

in retrospect, I made another character for skyrim to be a paladin type and the majority of the quests are amoral. It sort of encourages that in the player.

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Lily
 
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Post » Thu Mar 27, 2014 4:00 am

There were a few quests where it wasn't a moral decision, but like, 2 areas being attacked, and you have to choose which one to help.

I'd say those quests gave me a fair dislike of the Daggerfall Covenant :P I plan to avenge my dead pixel friends in Cyrodil.

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brenden casey
 
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Post » Thu Mar 27, 2014 6:46 pm

you will come across many quests with the fate of spirits in your hands. and WHO do you help......

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casey macmillan
 
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Post » Thu Mar 27, 2014 4:24 am

man I'm thinking about one quest I did and I was way too nice about things. I need to play things from a more evil perspective, none of that flowery kindness crap.

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Dan Wright
 
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Post » Thu Mar 27, 2014 11:51 am

I've sat for what seemed like forever agonizing over some decisions. And I've been both horrified and pleasantly surprised by the outcomes and the unintended consequences.
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ruCkii
 
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Post » Thu Mar 27, 2014 1:38 pm

DC has three quests where you have to make a decision before you leave the starter islands.

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Russell Davies
 
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Post » Thu Mar 27, 2014 6:51 am

Yes, and sometimes the outcome is not the expected one.

Do a quest for someone and find out the person who sent you on the quest was lied to in a major way. Now decide; do you tell the quest-giver the truth, or lie to them?

I told the truth. On one character I'm going to try the lie and see if I can change what happened.

Another quest I told the rescuee to stay where I thought it was safe. Let's just say I was rather badly mistaken, and rather startled by the outcome.

I'm looking forward to the game.

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Rob Davidson
 
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Post » Thu Mar 27, 2014 10:12 am

So far, I have found a lot of moral dilemmas, but no long-lasting consequences for those decisions.

Side with boat captain, get to use boat

Side against boat captain, earning her everlasting enmity, still get to use her boat

Let a boat captain die, never see her again

Save the boat captain, never see her again

Save people in fort, dock is screwed, but now leaving this area anyway

Save people on dock, fort is screwed, but now leaving this area anyway

And more... those are just near beginning, not much of a spoiler for anyone who plays more than 3 hours of the game. Point is, it makes you feel REALLY bad about any decision you make, but then gives you the same reward no matter what way you picked... one of the areas in the game that really rubs me bad... game is awesome, but some details are just like, "Why?" Especially when you are borderline (or worse) OCD... because decisions have to be weighed, calculated, sized up, pros/cons, etc... and after spending 10 minutes to make a decision, you find out that the whole dilemma was absolutely pointless??

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Oscar Vazquez
 
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Post » Thu Mar 27, 2014 7:11 pm

There are, and it's quite funny to see who dies and who lives.

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Oscar Vazquez
 
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Post » Thu Mar 27, 2014 6:24 pm

Ya I found at least 2 I believe where you go to choose to execute someone which was awesome. I decided to have mercy and let them live tho because I dont think they gave a better reward if I killed them haha. If you got more items and stuff from executing people tho I probably would of executed and done more ruthless things. At launch I probably will just kill everyone, haha.

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Jimmie Allen
 
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Post » Thu Mar 27, 2014 5:25 am

The woman thanked me for the information and gave me an item.

Later I passed her ghost, still later I found her body in a different area. Every time I see her I wonder how it would have turned out had I done the opposite.

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NO suckers In Here
 
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Post » Thu Mar 27, 2014 7:25 pm

Yeah, but everyone I have talked to that has done flip-side of each dilemma, says that besides a little in-game chat and maybe graphical differences, the results are the same, because they wrote the script to cover for people being good OR evil, lawful OR chaotic, etc...

The best example is the boat captain (DC area)... you save the artifact, she is ecstatic, thanks you, and you get to ride on her boat to the next area; Or, you destroy the artifact, she curses you out pretty harshly, swearing that if she even lays eyes on you again that she will run you through (or something similar to that)... then the Orc Chieftain says to not worry, he told her to let you on board and carry you to the next area, which she does and even sounds mildly pleasant about the whole thing...

The reward you get for the quest is the same exact reward, and the gold is the same amount of gold... the only difference is a small bit of dialogue.

With the fort/dock situation, yeah, everyone at the 'other' place dies, and that 'makes' you figure that you are going to suffer due to not having a place to do crafts or sell stuff... but there is another town less than 2 minutes away (plus a shrine right in middle of it)... so only difference between the two are seeing dead bodies all over the place in two different places that you don't even NEED to visit, but if you do, you get to see dead bodies and I think even some birds feasting on them...

So, flip side is same rewards, exactly same rewards, so only reason to choose one over other is because that is what YOU would do if you were your character! But, part of moral decision making in real life is being rewarded differently, and making a reputation of doing things... if there are no different rewards, and no reputation... then... what's the point?

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ruCkii
 
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