» Fri Aug 06, 2010 7:35 pm
Regarding the issue of different endings, the main benefit of doing so would be that it would benefit replayability, as it would encourage players to play through the game multiple times in order to experience the different endings. Granted, I already usually play an Elder Scrolls game with more than one character, but that's because there are already other factors that contribute to the replayability, multiple endings would add to this. And it is true that often, when I make a second character, I don't feel like completing the main quest if I did it on the first one, because the whole thing is going to work out the same anyway. Also, different endings depending on the player's choices during the game would benefit role-playing as it allows players to do things differently with different characters. In Oblivion, if you can't see your character risking his life to save the Empire, than your only option is to ignore the main quest. If the game gave you more choices in the main quest, you could potentially find other solutions to it other than what the game allows.
However, there are difficulties involved in putting multiple endings in the game as well. The biggest probably being what to do when it comes time to make a sequel, because the plots of Elder Scrolls games have generally been too big to simply ignore the events of the last game in a new game. For Daggerfall, Bethesda introduced the Warp in the West to effectively allow ALL possible endings to be canon, but this is kind of confusing, it would get pretty silly if Bethesda got into the habit of using it every game. Therefore, if Bethesda were to use multiple endings, unless they can come up with more varied devices to reconcile all endings, the best option is to probably just take one of the possible endings, and make it the only canon ending. This would likely leave some players feeling that a different ending would have been a better choice, but other developers that have done multiple endings seem to be able to get away with it. Another problem I can see coming up with multiple endings is that you have to show players the ending that they got. In Fallout, the game can simply show you a slideshow and narration telling you how your choices effected the game world, but things are a little harder in the Elder Scrolls as the series has generally allowed the player to continue playing after the main quest, and I would not want to sacrifice this. Therefore, you actually see the effects of the main quest in the game, and showing all those effects would become much more difficult if Bethesda were to put multiple endings in the game. It must also be said that multiple endings would add extra work for the developers, of course, as they need to create not just one ending, but multiple ones.
Regardless, if Bethesda were to do multiple endings in the next game, I wouldn't want just one linear main storyline where choices in a few select places determine the ending. Because let's face it, if the rest of the story is the same, I don't really want to play through the whole thing multiple times just to see all the endings, I'd rather just read about the endings online or watch videos of them on Youtube or something. If Bethesda were to do multiple endings, I think the preferable choice would be to allow multiple paths to the mainquest, with the different endings being the logical conclusion of these paths. Perhaps if Bethesda were to use such an approach, they could take a look at how Obsidian handled it in New Vegas. In other words, instead of the typical fighting to protect Tamriel plot, they could have multiple factions each fighting for their own goals, just as an example, let's say the game takes place in Skyrim and we have Nords fighting for independence, and the Empire fighting to maintain control over the province, this is just an example, of course, I really don't know what the story of the Elder Scrolls V will be. The player could then choose to side with either the Empire, or the rebels, and at the end, the side the player chooses determines he outcome of the story. Preferably, the player should gain a chance to do a few quests for all sides and get familiar with them before making a permanent commitment, so that players don't end up deciding that they don't like the faction they're stuck with only after it's too late to go back. Such a setup, I think, works best for this sort of thing because there are potential reasons to choose any side. And players aren't left with only the two extremes of perfect hero and cliche villain who is evil just for the sake of being evil, assuming the available sides are written well enough. Of course, any factions that play a part in the main quest should be independent from the non-mainquest related factions, and players can join them regardless of which option they choose.
All things considered, I'd say there would be advantages to using multiple endings, but I could also see why Bethesda might choose not to go that way. But even if there are not multiple endings, I'd like more options in the main quest, just because players will eventually reach the same end point no matter what they do doesn't mean there can only be one way to reach it.