» Fri Aug 12, 2011 3:10 pm
I am both for and against this.
The reason why I am for:
It shows that the world exists beyond just you and your actions. For instance, in Oblivion, it didn't seem to make sense that after the Mythic Dawn assassinated the Emperor, and I escaped the jail, that the world just went on it's merry little way. Now sure, I made little roleplay justifications. For instance, when I first escaped the sewers, I spent some time questing in the Imperial City. Did some dungeon crawling (my character had objectives of his own that he wanted to accomplish as well). I didn't find Jaufre immediately. And when I finally get to it, Oblivion gates have opened, and the city of Kvatch is in ruins. That would have happened regardless of my gameplay decisions, but from a role play, story perspective, I can justify it as "if I had gone to find Jaufre immediately, Kvatch possibly could have been saved".
It makes no sense that Jaufre and Martin send me off on these urgent quests to gather allies for Bruma, and other such stuff, and to "hurry back or there will be dire consequences", and then I can go off and do Mage's Guild quests and Dark Brotherhood contracts in the meantime. I like the idea that the threat continues with or without your involvement. It makes the world more real, more alive.
The reason why I am against it:
One of the entire foundations of Elder Scrolls is "Live another life, in another world" and "there is no wrong way to play". Some people want to play the game without ever touching the main quest, and that should be a valid gameplay choice. But having Oblivion gates open up and destroy cities, or having dragons swoop in and destroy cities, kind of force the player into the main quest. By doing so, you are forcing the player into a specific playstyle, and that goes against the foundation of Elder Scrolls. I know it goes against what I fell in love with Elder Scrolls for.
I think there should be a middle ground. And, save for technological limitations preventing true consequences, Oblivion had the right idea.
Oblivion gates don't open until you reach a certain point in the main quest. At that point, Oblivion gates pop up all over the map. Now, that might not be an active "threat", but at least figuratively, the threat of Oblivion becomes a constant part of the world once you advance to a certain part in the main quest.
And perhaps that's how it should be. If you choose never to embark upon the main quest, there will be no "main quest" consequences for not doing things in a timely manner. Cities won't be destroyed, NPC's won't be killed, etc... But... if you begin the main quest, and advance to a certain part of it, then urgency becomes a factor, and if you piddle around thieving in the night, or trying to advance through the Mage's Guild, there will be a threat to the world at large, and there will be consequences to you deciding to take your time.
Those consequences shouldn't be immediate. People should have the capability of pursuing other ventures in the process of completing the main quest. But there can be a sense of urgency to certain quest lines in the main quest. If Jaufre sends you off to get allies for Bruma, then maybe you need to get out there to the other towns and get those allies, because the forces of Oblivion are working to open the Great Oblivion Gate in front of Bruma, and if you take too long Bruma truly will be at risk.
I think both sides of this discussion are valid in a game like Elder Scrolls. I think both methods have a truly legitimate place in the game. So thus, I think there should be some middle ground. That way people can wait until a hundred hours of gameplay in to start the main quest with no consequences, and people who do start the main quest will actually have a sense of urgency to go and do it.
Morrowind was the easiest, because to my recollection of the Morrowind story, there was no immediate threat from Dagoth Ur, in terms of overtaking cities and settlements. But in cases like Oblivion, or returns of dragons, there's a greater sense of urgency, and I think it's valid to reflect that in the game world.