Most stories in this thread been crap. Short summaries without any kind of depth. There's nothing of importance to learn here.
True, at best, in here we might find a few plot summaries that could provide good bases for story ideas. If you want inspiration for the writing in a story that could actually work as the main quest for an Elder Scrolls game, you need something a bit more than a forum post. If Bethesda wants to look for inspiration, they would be better off looking to works of fiction that are considered great (But not Lord of the Rings, while I won't deny that it was a good story, there's already far too many fantasy writers copying everything Tolkien did, despite the fact that most of it wasn't original to begin with, he just inspired the popular perception of many fantasy concepts we see in fiction now.) Taking inspiration from other people's work is fine (though blatently ripping off their ideas is not so good.) but if you're going to look for inspiration, you should find the best source you can.
Cause then it wouldn't be a real plot. It would be a list of events you can ignore entirely in favour of skipping ahead. It's alright to ignore the MQ, but to be able to skip through loads of it doesn't sit well with me. Of course, there SHOULD be numerous paths that branch off at a certain point that takes into account what kind of character you are playing. Playing a hard-bitten mercenary with no scruples? Threaten and coerce your way into the ruins or into getting the cult to stand down. Roleplaying this enterprising acrobat you speak of? As soon as you find out that the ruins are actually there, and...eliminate obstacles in your path to get there.
I have to agree with this. The truth is that, as nice as options are in a game that boasts freedom as a selling point, as long as the game still tries to tell a fictional story, and for the sake of narrative, it's sometimes necessary to force the player to do things that you could conceivably think of ways around, because it's boring if the hero just says "Screw destiny!" and walks up to the villian and stabs him until he dies, skipping over everything that would have happened to reach that final encounter, not to mention it makes for a rather short story. Some games manage to provide logical reasons for forcing choices on you (Like Bioshock, for example,
Spoiler Atlas wasn't just being polite when he said "Would you kindly".
.) but sometimes, that's not really an option. Sometimes, you just have to accept that the game is going to force a few choices on you, even if had you been given the chance to choose, you might have ignored them.
Save the world stories are clich?. Some guy that manages to get out of prison suddenly is the one and only that can save the whole universe from supreme demigod.
All I ask is that the person(s) who write the story for the new TES game would be bit more original and come up with story that hasn't been done by pretty much every western RPG there is.
If you try to avert the "save the world" story, you'll probably run into one of the other also very often used story archetypes, not to mention sometimes the options you can use with story archetypes become somewhat limited by the genre a story takes place in, save the world stories are so common in high fantasy because they work in the genre. You won't see a high fantasy game, movie, book, or TV show built around something mundane, like say... a boy looking for his missing dog, because that's COMPLETELY MISSING THE POINT of the genre, unless of course that mundane task just provides your character motivation to get into something much more complex.
Saving the world is merely a basic story structure authors like to use, there are a lot of ways you can approach it. Who saves the world? From what threat? How? Why? Depending on the answers to those questions, and possibly a few more, you can get a wide variety of different stories. Maybe it turns out that whatever threat you're supposed to save the world from is actually a kindly old man who just wants to make the world a peaceful place where everyone can live happily ever after and just has a really extreme way of realizing his goals, or maybe the antagonist is your typical evil overlord who wants to rule the world, maybe the real threat is a guy named http://tvtropes.org/pmwiki/pmwiki.php/Main/MikeNelsonDestroyerOfWorlds, a story would be nothing without its antagonist. As far as deciding
who the hero is or his own personal motives, in the Elder Scrolls series, that's left up to the player to choose, but you still have to decide how the hero saves the world, Of course, to get the point of this story type, it doesn't necessarily have to be saving the world, it can also be saving a country for something slightly less epic, or a province. Ultimately, if you're looking for mundane stories, you're looking in completely the wrong genre. That's not what high fantasy is about, it's about fantastic tales that we can never hope to experience on our own, the impossible made plausible. This doesn't mean that it doesn't have an element of reality in it, of course, having something in the story that is similar to the world and life we know helps us to better connect to characters in a fantastical setting. Even characters in fantasy still need to deal with things like eating, sleeping, money, and such (though oddly enough, the occassional need to relieve oneself never seems to be adressed.) While fantasy characters do have to deal with problems the audience is likely to face, this is just there to help to make them characters you can relate to instead of just plot devices which happen to be given names and a humanoid appearance. The central story is still killing the tyrant, restoring the rightful king to throne, fighting off a demonic menace, or whatever other potential plot the story could have.
Of course, there are other basic goals a fantasy story can use aside from saving the world, it's just one of the options, and a popular one. In any case, don't expect your fantasy to revolve around normal people living normal, peaceful lives.
Twenty Minutes with Jerks" in the "Doomed Hometown" stories is a bad story idea, considering it's based on the premise that the "Real" story doesn't happen until "The event"... The five minutes going through customs at the beginning of Morrowind is enough to drive me crazy... Having to got through 3-4 hours of gametime to test out a new character would make me put the game down.
My story idea averts the "Get on with it" problem.
This is true, while having the character living a normal life might sound like a good idea on paper, as it allows a work to establish that before the character got into whatever events the story involved, he lived a life you or I might live if we lived in the same world, audiences are also more likely to care about the character's hometown being destroyed or his parents being killed if you actually got to know what those characters were like before their death. But if a story takes too long to actually get to the real point, audiences may start to get bored, which is why if a story begins like this, the event that sets off the actual story likely happens before the end of the frist chapter, if this part isn't just put in a prologue. Take Fallout 3 for example, it starts out relatively mundane aside from the bit about how the world was devastated by nuclear war and you've lived all your life in a high-tech futuristic underground vault. It shows how you were born and your mother (Who you probably don't care at all since hearing her voice in this sequence was all you ever got to know of her before she died.) then the story fast forwards through your character growing up in the vault, stoping on a few important occasions that serve both to introduce you to life in the vault and some of the people you share it with as well as provide tutorial and character creation functions, then on your 19th year your father leaves without telling you where he went or why and things start to get troublesome, forcing you to leave the vault into the radioactive wasteland full of mutants, raiders and other dangers.
I would say Morrowind had a pretty good way of beginning the main quest, once you get off the boat, you're given orders that will lead you to the main quest, but it's very easy to ignore them if you so choose, and even if you choose to report to Caius immediately, he will suggest you should go get some training, establish a cover identity, and such before you start doing quests for him. In this way, the game gives you a clear direction at the start, but doesn't force the main quest on you too much. And should also be noted that Caius doesn't immediately tell you what your actual goal is, he just sends you on errands to collect information on the Nerevarine Prophecies and House Dagoth so things have a bit of time to build up before getting into the epic fantasy whelm (Though genre savvy players will likely not be at all surprised when they learn that the player character is supposed to fulfill the Nerevarine prophecies. The general rule of fantasy is that if a prophecy is ever mentioned, it's going to become relavent to the plot, and odds are that it either foretells the coming of a hero who will turn out to be the protagonist, or it foretells some sort of horrible event you have to stop. Either way, if there's a prophecy, you have an important role to play in it. But that's beside the point.) essentially, it was clear what you should do if you wanted to pursue the main quest, but the game didn't try to pretend that there was any sense of urgency at the start. Oblivion fell into the trap of constantly telling you that you need to waste no time and do this or that immediately. However, whereas the game tries to imply a sense of urgency, it isn't reflected in the gameplay. You can take as long as you want to go to take the Amulet of Kings to Jauffre, and in every other quest. The gates of Oblivion won't open unless you actually pursue the main quest. Implying a sense of urgency has its value in the narrtive department as it can help to build tension (Though as with Morrowind's prophecy plot, where this will lead is probaly somewhat predictable to experienced audiences, it may become predictable, as fans know that the heroes will either be just in time if it's near the end of the story and the time has come to wrap up the central conflict, or, if it's still too early in the story to have the villian be defeated, effect the heroes to fail to get there in time, but survive, possibly with the sacrifice of some other character, and they have to spend the rest of the story cleaning up whatever mess their failure caused.
I entirely agree, aside from my previous bit about the genre naturally lending itself to more epic plots, the main quest of the Elder Scrolls series has always been about that as well, it's even in the title. If your story is going to be in an Elder Scroll, it must be something pretty major. If this sort of thing bothers you, then don't do the main quest, if even having a main quest in a game at all that involves this sort of thing bothers you, then you're playing the wrong game.
Gee, thanks, pal. I suppose you prefer "good vs. evil" stories?
No one said good vs evil stories can't be good, sure, it's a very simple way to approach questions of morality, and it's used a lot, but sometimes, simple has its own virtues, and while I like originality in stories, even I must admit that sometimes ideas are used a lot
because they work. And sometimes, great stories can be made by taking what at first seems to be a fairly simple, and possibly quite overused idea, and take a complicated, unique approach to it.
More importantly, though, "short summaries without any sort of depth" has nothing to do with not being good vs evil, it's more a problem of the posted stories mostly not going in-depth enough to make full length stories.
And any story that forces your character to be from the province involved in the game (Even worse a specific town in said province!) automatically fails at everything that can be failed at in videogame storytelling design for The Elder Scrolls.
I seem to be saying it a lot in this post, but once again, I agree. Being able to create any character you like is a major appeal of the Elder Scrolls series, without having and background forced on you. Your character is whoever you want. Defining where your character comes from would go against that part. The story should not force any background on you.