ITT: We will be discussing people's opinions on the Elder Scrolls faction quest lines, advancement, and end game.
It seems to me that many people have expressed a desire to be able to have meaningful play beyond becoming the head of a faction; this is logical.
In my opinion, the faction quest lines should only get "epic" after you become the head of that faction. Bethesda allows you to toil long and hard to become a leader, now let the player exercise his leadership.
It seems to me that there are a few ways to employ this.
1. Bethesda designs the faction quest line to continue beyond becoming leader of the faction, that accentuates the role the player can play as leader of the faction. (Roughly 50% of the time spent becoming the leader, and 50% of the time spent as leader).
2. Bethesda programs into the game a political/societal simulator, that the player can tap into at various levels of leadership within the faction, and that helps to drive quest generation and game-world reactivity.
3. A combination of the above.
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Besides this many people have expressed an interest in "random quests".
I think this idea has much promise.
1. Bethesda programs in a quest-generator, that can have loaded many different types of quests for the different factions.
- I think this option would best be shown through example.
Fighters Guild: Random Quest 1: Creatures in a Basemant: Script: Spawn a plausible creature in a random house's basemant. Radiant AI of NPC sees creatures and reports to Fighter's guild a request to rid the house of the creatures. Player can go to house and get rid of the creatures.
Random Quest 2: VIP escort: Script: Spawn assassin NPC/s whose goal is to assassinate important figure. Radiant AI of NPC gets rumor about attempt, and reports to fighter's guild a request to protect him on said day the attack is supposed to happen. Player can protect NPC or become a detective and attempt to locate and apprehend or kill the assassin before the attack.
Mages Guild: Random Quest 1: Restock alchemic supplies: Script: As the mages use the resources in the guild they go down, when they reach a certain level they inform the player of what they need. Player can go and get the required numbers and type of ingredients and return them to guild.
Random Quest 2: Recover magical artifact: Script: Magical researcher finishes studying tome or object and now wants to acquire an artifact that exists somewhere in the game-world (mechanic via a registry), and asks the player to go get it. Player acts like indian jones and acquires artifact through much toil and daring. Returns artifact to researcher, or keeps artifact to self, etc.
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Certain factions should be mutually exclusive to enhance re-playability and increase the meaning of faction choice, also to maintain game-world and lore consistency.