Why are the main storylines so Generic?

Post » Sat Dec 10, 2011 3:35 am

Why does it seem that the main storylines in TES games are
1) Basically identical. Chosen-one-fights-god.
2) So generic-fantasy.

It seems to be taking a 'badly-run-D&D' or 'The Worst of Wheel of Time' sort of ridiculously flavorless stuff, so much that if you know anything about mainstream straight-to-softback fantasy you can write the main story as soon as you hear the blurb.

Let's look at some major classical literary fantasy protagonists:
Conan - morally ambiguous and clever barbarian largely. Interest in 'questing' = Zero. Interest in having fun, getting rich and kicking heads in = 11. Is not a 'chosen one', has several dramatic related stories and intense arcs but he's not 'prepping up to fight gawd'.

Elric - Emperor turned pirate. No interest in questing, pretty much every goal he follows is either his own (as an attempt to escape his obligations) or is forced upon him. IS a chosen-one, but not a 'good guy' at all; more of a meat-cleaver for destiny.

Cugel the Clever (Jack Vance's Tales of a Dying Earth) - an idiot savant of adventuring, this guy has brains, speed, a bit of brawn and is utterly lacking in the sort of literary-self-awareness that seems to grant generic-fantasy protagonists their mindless dedication. More interesting than his personality/RP variances, though, are the fact that his adventures are basically ALL side-quests. He's not going anywhere in particular, there is no clear connexion between his adventures yet they segue well. Adventures range from dredging interdimensional wyrm scales out of the mud to being trapped by a wizard to meeting a god and running like Hell from it.

This is just a random smattering of examples. The point is, why does the quest have to be 'everyone knows you're the chosen one (even though no one seems to pay attention to this fact and still treats you like a punk) and you are more or less led by the chain to go and fight 'teh great evil'. Why can't the main storyline be something more, you know, sensical? Like, how about this: the main boss doesn't like you. Personally. Maybe you screwed him over (or he thinks you did - the truth could be decided by karma!) And what is his power? Is he a demigod? An ancient evil? No, he's rich. And people care a lot more about how much gold you have than how much you can bench. Perhaps you can even get the guy to split the country with you at the end?

See how easy that was? To make up a story that wasn't so dang cookie-cutter?

And those folks at Bethesda should know this - the in-game lore is chock-full of stuff that doesn't sound like it was written by Margaret Weiss' slightly [censored] clone. TES has a lot of great background, and games like Morrowind made a huge effort and displaying different factions, personal allegiances, etc. So why does the main story always have to be 'some random sod is apparently Jesus and has to fight the devil'. Why does every game have to be an apocalypse? Why does everything have to be a prophecy? Why not let the player decide his destiny?

This is my rant for the day. I'm going to go play Skyrim now. And NOT beat the main quest.
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Kayleigh Mcneil
 
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Post » Sat Dec 10, 2011 7:58 am

Go play Daggerfall. You aren't prophesized, there is no main villain.
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J.P loves
 
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Post » Fri Dec 09, 2011 9:56 pm

Thanks for moving this, I was about to suggest it.

I think one of the main things that is frustrating to me about TES series is all the missed potential. You have these large (though shrinking, of late) areas, with lots of people and nothing ever happens. There is no real in-world consequence to your actions other than main-quest stuff. Why can't I form my own gang? Why can't I claim castles in my name? Why are all enemies insanely suicidal? Why do nobodies in town mouth off to a guy who could obviously slaughter them all by screaming?

The core element of an RPG, in my opinion, is a player's ability to pursue his own goals (which does not mean wandering around aimlessly) and have an effect on the world. Now, certainly, game engine development, refinements of the combat system, etc. are essential to this. I have nothing against cool new powers or enemies. But if changing from a prisoner to a demi-god has zero consequences in the world - why would anyone do it? Why is my character supposed to be mindlessly devoted to 'adventuring'? Dungeon crawling is great - but give me some reason to go into dungeons. As it is my character just seems like a lunatic.
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Paula Rose
 
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Post » Sat Dec 10, 2011 4:15 am

It would be a welcome relief if Bethesda started to put some creativity and variety into their quests, both of which have gone missing since Morrowind and some parts of Oblivion. I understand the vagueness needed when trying to make a broad protagonist, who no matter what MUST save the world (I would like the chance to chose) but It would be nice if the game was set in a time that was post some horrific event that has thousands or refugees fleeing their homeland, people fleecing each other and new factions forming in the chaos. Giving you a chance to make a name for yourself with out the "hero by birthright" that I have always hated.
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claire ley
 
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Post » Sat Dec 10, 2011 12:16 am

which does not mean wandering around aimlessly

One person's "wandering around aimlessly" is another person's self-directed adventure.
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Danial Zachery
 
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Post » Sat Dec 10, 2011 2:14 am

Go play Daggerfall. You aren't prophesized, there is no main villain.

Daggerfall rocks, but that doesn't explain why Bethesda feels the need to focus more on cookie-cutter main quests half the players never do instead of letting the player, you know, role playing and having an impact on the world. I would trade every mainline quest in Skyrim for the ability to have the world react the my awesome presence, to be able to rule my own castle, etc. The cities and towns in daggerfall were FAR superior because they were actual towns; not 17 people in an oversized fortress with no obvious means of providing food or defending the fortifications when attacked.

Fantasy always has tropes but at this point TES seems in danger of becoming nothing but tropes.

One person's "wandering around aimlessly" is another person's self-directed adventure.

Aimless wandering can be fun, but it shouldn't be the only 'freedom' a player has outside stat allocation. Having an effect on the game world is THE thing that makes RPGs RPGs. It's not stat blocks and quests about dragons; it's making your own way in the world. That might include some wandering. It should also include some ability to forge my own destiny, to make part of the world mine, to have characters seem to actually care about who I am.

For example, who are these punks to ask me, the dude who has killed 40 dragons like bugs, to go and kill rats before I can join their gang? They should be worshipping me, or trying to kill me, or running away. If characters and the world don't react in meaningful ways to you then it's just an adventure game, not an RPG.

To give a perfect example: money and power are huge motivators. But what is the only use for money in TES? To be better at killing and stealing. If there were ways to really hire out thugs, to equip a real castle, to invest in merchants for a return, oppress peasants, etc. would make money useful for some logical, real-human-being reason instead of just having it for the purpose of making better daggers and bigger helmets.

Fantasy games in general, not just TES, seem to be taking a very formulaic trope for granted: the player is all about fighting for the sake of fighting. I love combat in some of these games, but please give my CHARACTER - and not just the player - a coherent reason for risking his life and limb for a few sheckles.
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Jack Moves
 
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