» Wed Sep 02, 2009 10:30 pm
The story should start off extremely linear. You should escape from a village that is being ransacked by some enemy. Afterwards, the world should be completely open, you should be able to do whatever you want, etc. There Should not be "Karma" or any stat saying that you are evil. You should become evil by doing evil in quests or completing certain challenges, etc. For example, you should get a pulsating red blood vein on your forehead for completing a challenge that requires you to slaughter a village etc.
You should not be told to go to any specific place to continue the quest. You should go to a major city, and when you do, you trigger the next quest, which is to escape another raid, this time with a giant fireball (from a dragon, but you don't see it) destroying half of the city. Somehow you survive, and then you are dragged to the forest nearby by a greybeard, who then has you follow him up a sacred mountain. During this time he does not speak. When you reach the top, you arrive at a small village in which you stand in the middle and they surround you. The leader then speaks, looking at you, but not speaking to you, more like speaking through you. He conveys upon you a message to some important person. You can then go about the game as you want. After you send the message, the person is killed, and you take his place. You must gather an army. You can gain this army from anywhere you choose, though you should probably unite the people. You could even employ vampires, etc. that you align with. This part of the main quest would be extremely open ended. The quest should end in an extremely large battle that is pretty linear. Afterwards, rather than the people sitting around and the game seeming unchanged, there should be celebration, battle-scarred wastelands, mourning, angry widows, etc to keep you preoccupied along with any side quests you neglected to do.
In other words= linear--> Open--> linear--> Very open--> Linear battle-->Very open