» Wed Aug 26, 2009 10:09 am
So far, the OP has proven the opposite point of what he set out to do with this thread... His story ideas cannot be considered "Good" for a TES game, partially because as Umbrage has pointed out, you need to start at a point where you could have been "Anyone" prior to game start.
I'm going to use the respective "meh" and "horrible" qualities of Star Trek I and V to defend the Developer's position. The first Star Trek movie was bankrolled, production started, but they had no script. The entire movie was based around the premise that "Star Trek can't go Wrong". They finally worked out a script that was "Not great, it works, it fits the Mythos, and won't entirely disappoint the fans". We got "Meh". The lesson: Don't start spending money until you have a workable idea, and don't rush the brainstorming.
Star Trek V ran off with the premise you suggested. By then, the Star Trek movies were an established franchise, continuously cranking out New Star Trek movies while the profits supported them. So they said, "We need a script and fast"... So they bought William Shatner's on-the-spot. The Executive Producer, upon learning they were stuck with it, threw a fit and tried to cut down on the glaring "Un-Star-Trek" qualities, but it was unsalvagable. So, the Star Trek fandom got hit with the Worst Star Trek Movie ever. I find this a very appropriate parallel to draw, considering that we are working on the Fifth mainstream Elder Scrolls installment. Your "story" ideas stink as bad as Shatners for different reasons.
Important elements for TES stories include:
1. A generic start such as a prison, ship, or similar area anyone could be for any reason, regardless of background or actions. Boat on Morrowind and Daggerfall, Prison in Arena and Oblivion.
Example: You start on a ship bound for a small town in Skyrim. You generate your character, it gets attacked by Pirates, you can either hack your way to the Lifeboats (Fighter), Sneak past the action to the Lifeboats (Thief), Offer magic support to clear a path to the lifeboats (Mage), Kill all the Pirates and abandon the inevitably doomed ship (Heroic [censored]), or just kill everyone aboard before abandoning the ship (Sociopathic [censored]).
2. Slow start based around an impersonally personal relation with someone. Caius Cosades from TES III, Jauffre/Martin in TES IV, any of the powers of the Illiac Bay in TES II, or Ria Silmane in TES: Arena.
Example: You were on the boat to visit a friend acquaintance in a small town in Skyrim. When you arrive, you find him murdered, and if you search the place out of curiosity, it's not hard to learn he was secretly a member of the Blades, with information to allow the player to contact his superior and rough details of his mission conveniently available. This would allow the player, if he were so inclined, to start the Main Quest by speaking with this Superior, and taking over your friend/acquaintence's position... All four numbered TES games take this start.
3. The plot is more than it initially seems. Not seen in TES I, but TES II had the awakening of Numidium and discovery of the Mantella Crux, when you only went there to put a ghost to rest and destroy a "personal, sentimental letter". TES III had mild Blades tasks to learn about a prophesy to lead to the Awakening of Red Mountain and Horrible Truth of the Sixth House. Oblivion's is actually more dramatic and complex, but the engine makes it too obvious too soon (Inventory Window Spoiler for the lose)
My example: Your excursions for the Blades to evaluate the crumbling Empire's situation in Skyrim, eventually lead to learning that there are several dissident Nordic Warlords and Nobles on the brink of successful secession. This can also be learned just from freelancing, albeit at a slower rate. Once you learn of the schemes, you can choose to side with any of the numerous factions, sort of like the Plot of Daggerfall. As another twist, as the story progresses, you learn that there are spies and Advance Scouts from Akavir, either Tsaesci or Ka'Po'Tun, who are going to invade shortly. You can even have the option to join them, on the condition you and those you indicate will be spared in the invasion.
4. Eventual World-changing scale/disruption of the Status Quo. This is mandatory in all TES games. In Arena, you overthrew Jagar Tharn, but the events cause the empire to fracture, weaker than before. In TES II, you change the political dynamic of the entire Illiac Bay, though that gets a Cosmic Retcon. In TES III, you save the world from Dagoth Ur's Zombie Apocolypse, while overthrowing Morrowind's tribunal. In Cyrodil, you stop Dagon from destroying Tamriel again, but the empire is still on the verge of collapse.
My example: Your actions lead to Skyrim being dominated by your chosen faction. Either a Warlord/Greater Noble conquers the land and the Akaviri remain a looming threat, the vestigial Empire consolidates its hold on Skyrim, creating a strong Skyrim/Cyrodillic empire, or the Akaviri come in and establish a powerful foothold in Skyrim.
5. An ending that can be declared "canon" as long as it's assumed the player does the Main Quest. Jagar Tharn was overthrown, Morrowind is in a state of Disarray, Dagoth Ur Lost, Almalexia and Sotha Sil are dead, and the Septim Line is at an end, with the Empire crumbling. We don't want a Dragon Break as seen in Daggerfall.
My example's canon storyline has Akavir win, then lose, then assimilate for a metastable situation. Pretty much, the game ends in a full war between Akavir and Tamriel, they eventually brush away the remains of the empire but lack the manpower to prevent a rebellion from driving the most obstinate Akaviri off, while a vast number remain and become part of a new series of cultures.
Also, judging from the sheer number of high-quality fanfics based on the Oblivion Crisis, that is an awesome story, just poorly executed.