How would you change the Skyrim quests? (Spoilers)

Post » Mon May 07, 2012 6:26 pm

While Skyrim is better in the lore department compared to Oblivion (vanilla Oblivon atleast) some of the questlines, specifically the faction quests, leave a lot to be desired in terms of immersion and understanding what exactly is happening. So I ask you, how would you improve them in terms of lore? My opinions:

Main quest - Information on Alduin. I know theres loads floating about in the Imperial Library, but there isn't really much in game other than books which don't give us much detail anyway. Surely Esbern and the Greybeards/Paarthunax could have explained him to us more - questions like why is he the world eater, and where does he go when we're not fighting him? What was he doing in Sovngarde? Simplified answers would do. I'd also like more Thalmor involvement after Alduin's Wall other than the World Encounter - we should have been able to get some answers from the Thalmor agent at the Greybeard's peace treaty.

Companions - Information on the Silver Hand. I understand that because of radiant story, they shared the bandit bases and it would be difficult to phase the dungeons in a way just for the Companions quests - but surely we could have got some (not bandit) dialogue when we have to kill one of the Silver Hand leaders? Or atleast in the place where you see Farkas transform for the first time. The character just accepts the fact they are hunting down the Companions due to their lycanthropy, and is more than happy to slaughter them. The fact they had the fragments of Wuuthrad was interesting - I thought that maybe they were getting Wuuthrad as they are trying to make themselves into a more purer form of the Companions. But we get no information at all.

College of Winterhold - I'd add all side quests as part of the begining of the main questline so it would seem as if you've worked for the title of Arch-mage through doing mage-y things aswell as dungeon crawling rather than just dungeon crawling. I'm fine with the Eye of Magnus being mysterious as I'd imagine it will be referenced in future, however I have a feeling the Augur of Dunlain won't - so I'd have you know who he was before the mages tell you to go see him like he's the janitor. Also, after the Thalmor agent's death I'd have you discover some Thalmor documents on his body, even if they were in an uncrackable code.

Thieves Guild - Thought this questline was pretty good actually, although I would like to find some explanation of Mercer's plan somewhere. Maybe it's just me being stupid, but I don't see why he was buying out the companies under Maven's protection.

Dark Brotherhood - Add the side quests as part of the main quest - but make it so you can complete a bonus for all of them. This was why I loved Oblivion's DB so much, but felt something lacking in Skyrim. The main questline itself - while the use of a decoy felt realistic, I thought it was strange Commander Maro would go through that much trouble and then let the Emperor sail in on the least secured boat ever. (I know Bethesda had to make it so people can sneak in undected, but where was the guard stationed at his door? I'd imagine that crew got executed, or at the very least imprisoned for life). Maro saw your face, so wouldn't he make sure that they found your body before they gave the Emperor the green light to sail in?

Don't have any problems with any other quests. Your thoughts?
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kirsty williams
 
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Post » Mon May 07, 2012 10:57 pm

Factions as a whole - implement ranks, with plot quests unlocking at certain ranks. If you want, you could add certain perks to each rank, like a money bonus or access to a service NPC. Thieves guild kinda had this, IIRC, but yeah -- having the ability to blow through the entire plot of a faction in one go was heartbreaking to me.

This applies especially to the College of Winterhold, where I thought I was doing a side quest, but then I found myself arch-mage. This also applies a little to the companions, where the first quest I ever did I discovered that the elite of the Companions are werewolves, and I was immediately told to Please continue, my good sir. about it. The next thing that happened was this elite group indoctrinating me into their Circle and making me a werewolf. What the hell?!

The Thieves Guild had a decent length to it, but it too felt a bit rushed. Especially since I did none of the side-jobs until after I had completed the questline. DB is pretty much the same as the Thieves guild.


So yeah, lore-wise I wouldn't do much to the quests. Mechanically, though, I would extend the faction-plotlines through use of a ranking system.
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Chelsea Head
 
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Post » Mon May 07, 2012 4:57 pm

I would like an explanation for the CoW though... The rest I'm okay with, it's just the length that's annoying. Also I'd really like conflicting guilds in it. Get an ability to join the Synod, or the Silverhand, the Fighters Guild which could have presence outside of Whiterun...

Add in some thing to do with the 8/9. Give all temples quests like the Temple of Mara and Dibella have.

But all these things really have very little to do with lore, I would for instance love to have had quests in the mayor holds of removing the Jarl and installing a new one during the civil war questline, hell near every hold has an alternative leader standing at the ready.. Why not make quests of installing those people? That would have been awesome. But that's just entirely a gameplay thing.
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u gone see
 
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Post » Mon May 07, 2012 4:37 pm

I'd put in more downtime moments for the guilds, and have some build up. All of the guilds were guilty of having a leader need me IMMEDIATELY ARHARHAH! or broke a hidden secret and w/e.

The worst offender was the CoW. If it didn't have that sudden turn of "YOU ARE THE CHOSEN ONE!" right in the middle of a field trip, it would have been nice. I liked how in the beginning it was about attending classes and going on field trips, and it should have had more quests like that before it turned into "YOU CAN ONLY SAVE THE COLLEGE!"

The Thieves Guild was better at handling this, but it was guilty in a few parts, like with the "only you can save us" deal. At least the guild requires one to earn it by rebuilding the guild and definitely being the best thief there.

The Companions and Dark Brotherhood had a good thing going, but needed to work at the pacing. Probably should have had the player milk for side quests, instead of being interrupted to do the MQ.

Lastly, more quests dedicated to the nordic pantheon, like more Froki type quests. Him being the only real nord traditionalist was disappointing. And in that same vein, more quests dedicated to Shor.
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Mistress trades Melissa
 
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Post » Mon May 07, 2012 7:24 pm

The fact that every guild leader was contractually obligated to die so that you could take their place is a little awkward.
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Zualett
 
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Post » Tue May 08, 2012 7:41 am

I'd make the Main Quest feel less urgent.
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Pawel Platek
 
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Post » Tue May 08, 2012 5:14 am

I didn't feel it to be urgent. Hell, I'm taking great breaks between Gray stuff. Civil War the same deal, especially since Ulfric (only been a Stormcloak) does tell you upfront that you can take breaks in between, as he sees your individual actions to do good amounts of damage.
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Killer McCracken
 
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Post » Mon May 07, 2012 5:02 pm

Add something beyond "Attack the Fort" for the Civil War.
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Sandeep Khatkar
 
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Post » Tue May 08, 2012 7:05 am

I really liked the sieges, adding more of them would have been great. In addition, I would have added times to defend major settlements and forts.
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Emily Rose
 
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Post » Mon May 07, 2012 7:29 pm

For the TG, i would add an option to not have to return the Skeleton Key; other than that I thought it was a good questline, especially because you need to put some effort in to be the guild leader.
I thought the MQ was fine but could probably have been fleshed out with more information in certain places.
For the College, I would add more classes like the one at the start, where you practice magic, probably a couple more expeditions, and I'd like to see lectures back. I would make all of this necessary to become Arch Mage.
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Jack
 
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Post » Mon May 07, 2012 9:30 pm

The main quest didn't feel as urgent as Oblivion which is good but because at about the third quest you find out you're Dragonborn you feel as if you're neglecting your duties after a while. I think what the next game needs is a sort of Caius Coscades who advises you to make a name for yourself before he sends you along the main quest, which you can always decline, but feels as if you have the permission to complete every single quest before you start completing your true destiny. After all, if it all goes to pot, it's Caius' fault anyway. When you choose to speak to him again, the main quest becomes urgent.

I like the idea of a quest which allows you to keep the skelenton key. When you do this, it'd be cool to become a guild leader which the whole guild despises, and, after time, maybe you'd find out that a member left the guild, one got arrested, and one got murdered on a mission, nodding to Nocturnal's bad luck.

While not a quest, I'd also wish there was some kind of Black Horse courier in Skyrim. I know the Nords aren't a type who reads, but it'd be nice to read about Victoria Vici's wedding, or how Calcemo's museum got robbed.
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Emily Shackleton
 
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Post » Tue May 08, 2012 6:18 am

I would have fully merged and integrated the main quest, with the civil war. The civil war was hyped up to be this major important thing, both it and the main quest ultimately disappointed in their execution and narrative weight.

Dragons should have been more than just a small nuisance. They should have been ordered, and powerful under Alduin's leadership once again.

The named dragons Alduin resurrects? They should not have been killable right away, they should have been impossibly powerful when first awakened. These dragons ought to have been Alduin's "commanders" over the legions of awakened draugr and dragon priests. It should have been a major plot point, draugr awakening and leaving their tombs empty to serve their true undying purpose.

The various holds, should have been constantly under seige from whichever side was trying to take them, entire cities and villages ought to have been constrained under martial law, with outsiders, our character included, treated harshly, requiring many quests or backdoor activities to enter some of them.

Alduin and the aforementioned commanders should have been a far greater presence, launching large scale attacks consisting of dragons, draugr, and dragon priests on various cities in the middle of the civil war, eventually forcing the meeting between the imperials and stormcloaks.

Odahviing should have been a major foil to us, as Alduin's current second in command, leading the nastiest attacks, sacking villages and in general interacting with us more than simply coming out of nowhere during the Fallen quest. Basically fighting us many times as a sort of recurring boss.

Defeating all the named dragon priests should have been another plot point in weakening Alduin's power. In fact, aside from dragonrend, there should have been many difficult and long sub events our character would have had to taken, just to weaken Alduin to the point where he could be fought at all without being utterly trounced by his power.

Alduin himself, should have had far more interaction with our character at various points, and the battle against him should have been the absolute most difficult encounter in the entire game bar none even after he has been weakened so greatly.

The Blades should not have been presented as such a black and white decision. The Paarthurnax issue should have turned up far earlier, but not in the way it is now. At some point after finding Alduin's wall, Esbern should have asked us to help him explore catacombs/deeper sections of the temple, and in doing so we should have eventually come upon listings and records of Paarthurnax's crimes, along with those of other dragons. Then, when we finally are given the quest to kill him, it would have been a more difficult choice.

The Blades also, rally should have had some more quests and involvement that at least attempted to endear us to them more. As well as there being a greater negative presence from the Thalmor.
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Sunny Under
 
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Post » Tue May 08, 2012 3:56 am

All of the questlines would have been so much better if it wasn't for the "You must do this quest right NOOWWWWWWWW"

Also, I wouldn't have the PC go from a lowly recruit to an officer in 3 measly quests with no ranks in between. I'm looking at you, Imperial Legion.

A option to see what factions you belong to would have been nice too. :/
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Gisela Amaya
 
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