» Sun Aug 15, 2010 12:03 am
The world of TES is not one built to acomidate writers. Look at what makes a story in the first place. Intro, character development, climix, and then conclution.
Intro? TES doesn't have an intro. Sure, you start off in a prisson, but its left open so us as a player can come up with our own intro. Thus...the writing has to be vague enough to acomidate all possible ideas.
Character development? We make our own characters with their own past. They can't develope a character they know nothing about. So once again, they have to leave it to us while trying to create dialoge that matches every possible outcome. Not to mention this game is a sandbox, so we can do any quest at any time.
climix? A few problems. One, we all ready know we'll survive, because we get to play after the main quest. Two, we can play the main quest at any time, so it could be the first thing we do or the last. There's no way to build up to a climix, because it is completely dependant on what the player wants to do. And three, any twist that players wouldn't see coming would be hard to pull off believably.
Like, remember how Martin said he dabbled in the daedric arts when he was a kid? Let's pretend that in the end of the quest Martin throws down the amulet and rejects his birthright, because Dagon is controling him by using the influence of that evil book we gave him along with some other mumbo jumbo magic. The player would then have to pick up the Amulet and somehow battle Dagon all by our lonesome. As cool as that sounds, it would come off stail, because we all ready know we're not able to ware/use the amulet so that would be out. Thus, a lowly little mortal would some how have to battle DAGON and win, with no mistical aid what so ever. Even freeing Martin would come off as strange and hardly believable, because we're still somehow out-doing a daedric god.
And finally the conclution. Any conclution is going to be weak when you can go pick carrots after the main quest like nothing happened. The conclution has to be weak enough to allow the player to go about their average lives again, because people would be upset if you couldnt.
So the story in such a world as TES is nearly impossible to pull off, because we can do whatever whenever. As for dialog between people, its hard when that dialoge isn't in a cutscene. Other games have the ability to break action and go into cutscene to make sure the faces match the mood and words, but TES doesn't get that. They need to somehow get cutscene level facial animations into every npc. That's why I believe people dislike the dialog in past games.
If people really just don't like what the other is saying...well then I don't know...cause I always thought the words themselves were good.