Cyrodil's Explanation for Changing the Lore?

Post » Tue Feb 01, 2011 3:13 pm

Oblivion has been known to change quite a bit of lore. One of the biggest lore changes was Cyrodil changing from a jungle to the unimaginative and unoriginal landscape it has today. Is there any real explanation for this besides "Tiber Septim did it" which really doesn't work with the time line since that would have occurred before the pocket guide to the empire as created. Also, where are the werewolves and werelions which were supposed to be in Cyrodil, according to the lore that is where they live. My third lore question is why do the Ayleid Ruins just look like dungeons instead of the cities they are supposed to be? Did the Ayleids live in death-traps? Fourth, wasn't there supposed to be a city called Sutch in Cyrodil and if there was, what happened to it? Finally, what happened to the dozens of cults to Dibella which were supposed to exist in Cyrodil?

Also, is it me or did Morrowind not only stick to the lore but also have better, more interesting lore then Oblivion?

Also, before anyone states otherwise Daggerfall's Dunmer DO have the blue/gray skin. The only ones who don't are Barenziah, Helseth, and Morgiah and that was probably accidental. Especially the Barenziah thing.
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Stephy Beck
 
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Post » Tue Feb 01, 2011 8:51 pm

Welcome to the realizations that all lore afficandos have discovered, which has destroyed any sense of fun that might have been present in Oblivion.
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Darren
 
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Post » Tue Feb 01, 2011 9:31 pm

Welcome to the realizations that all lore afficandos have discovered, which has destroyed any sense of fun that might have been present in Oblivion.


I agree. The Mythic Dawn were good enough except for how stereo-typical they are. They are very clearly based on the "Evil people who summon demons stereotype" or something like that. Thankfully the expansions were better in terms of lore.
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Josh Lozier
 
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Post » Tue Feb 01, 2011 12:31 pm

Also, is it me or did Morrowind not only stick to the lore but also have better, more interesting lore then Oblivion?


Morrowind didn't "stick to the lore"; both it and Redguard threw out a lot of the old, boring Arena/Daggerfall lore in favour of more interesting, original stuff (Dwemer instead of Dwarves, as one example). Oblivion threw out the lore made on Cyrodiil in both of those games in favour of bloom and speedtree abuse.

I'm not against changing lore if it makes the world more interesting, which both Redguard and Morrowind succeeded at. I'm against changing lore for the sake of familiarity, which makes it boring.
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luis dejesus
 
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Post » Tue Feb 01, 2011 2:10 pm

Morrowind didn't "stick to the lore"; both it and Redguard threw out a lot of the old, boring Arena/Daggerfall lore in favour of more interesting, original stuff. Oblivion threw out the lore made on Cyrodiil in both of those games in favour of bloom and speedtree abuse.


At least the changes weren't as huge as Oblivion's, or as bad. What did Morrowind change anyway?
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Andy durkan
 
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Post » Tue Feb 01, 2011 9:46 pm

Oblivion has been known to change quite a bit of lore. One of the biggest lore changes was Cyrodil changing from a jungle to the unimaginative and unoriginal landscape it has today. Is there any real explanation for this besides "Tiber Septim did it" which really doesn't work with the time line since that would have occurred before the pocket guide to the empire as created. Also, where are the werewolves and werelions which were supposed to be in Cyrodil, according to the lore that is where they live. My third lore question is why do the Ayleid Ruins just look like dungeons instead of the cities they are supposed to be? Did the Ayleids live in death-traps? Fourth, wasn't there supposed to be a city called Sutch in Cyrodil and if there was, what happened to it? Finally, what happened to the dozens of cults to Dibella which were supposed to exist in Cyrodil?

Also, is it me or did Morrowind not only stick to the lore but also have better, more interesting lore then Oblivion?

Also, before anyone states otherwise Daggerfall's Dunmer DO have the blue/gray skin. The only ones who don't are Barenziah, Helseth, and Morgiah and that was probably accidental. Especially the Barenziah thing.


Tiber works fine, the PGE could have been written shortly before the event. other explanations include extremely selective and rapidly approaching global cooling.
there are plenty of lyconthropes, they are just hiding :ninja:
the dungeons proper are their temples, palaces, and vaults - hence death traps. the outside ruins actually work pretty well for cities if you image that the arches once had brilliant stained glass windows and elaborate domes (has the benefit of looking damn sixy).
sutch was once a city thriving on trade, but between wars and the growth of sea transport it lost its dominance and most people left. now its just some farmers and straglers around the ruins of what was once a mighty garrison.
diabella cults, and the rest of the cults too, exist, they are just hiding :ninja:


in other words, use your imagination. a third is game mechanics, a third has explanation, another third needs a bit of creative thinking. now can we please stop complaining about oblivion? its sooo 2006.

off the top of my head: morrowind made major geographical changes and messed with the imperial cult.
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CHangohh BOyy
 
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Post » Tue Feb 01, 2011 10:18 pm

We have a seven page thread about it: http://www.gamesas.com/bgsforums/index.php?showtopic=1015177&hl=
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neen
 
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Post » Tue Feb 01, 2011 11:05 am

Just let it go kid
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lacy lake
 
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Post » Wed Feb 02, 2011 1:05 am

We have a seven page thread about it: http://www.gamesas.com/bgsforums/index.php?showtopic=1015177&hl=


This isn't just about Oblivion not being a jungle, its about how it changes so much of the lore. Also, not everyone thinks that the Tiber Septim thing is acceptable. I don't and others probably agree. As for Sutch, if it was a city why does it look like any other Ruined Imperial Fort? Actually, ewhat happened to the other Imperial forts in the first place? We only have destroyed ones.

Also, I don't see how you could hide the Werecreatures and cults of Dibella without having some serious explaining to do.
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Alyesha Neufeld
 
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Post » Tue Feb 01, 2011 9:38 am

dagerdude, were you around for daggerfall's release? that oughta have made you crap bricks with all the lore they changed :P

if its not tiber then what? global cooling that suddenly eradicated miles of forests in the span of 50 years? i mean i'll pull something out of my behind if i have to, but tiber is the one and only official explanation (short of "cyrodiil was always temperate and all the books are lying")

the warecreatures and cults were game mechanics. beth chose to focus on other things, hence they didnt make it in the game. its save to assume that they are there but not shown to us.
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Davorah Katz
 
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Post » Tue Feb 01, 2011 6:23 pm

This isn't just about Oblivion not being a jungle, its about how it changes so much of the lore. Also, not everyone thinks that the Tiber Septim thing is acceptable. I don't and others probably agree. As for Sutch, if it was a city why does it look like any other Ruined Imperial Fort? Actually, ewhat happened to the other Imperial forts in the first place? We only have destroyed ones.

Also, I don't see how you could hide the Werecreatures and cults of Dibella without having some serious explaining to do.


Actually, I think the topic does fit in with the linked thread. Or you could just go straight to http://www.gamesas.com/bgsforums/index.php?showtopic=1025354(Oblivion vs. Morrowind)
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TIhIsmc L Griot
 
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