motivation for main story

Post » Sat Jul 17, 2010 6:30 pm

When i heard "Dragonborn" i worried about being slapped into the shoes of a certain character and led down a specific storyline. Its different from being the Nerevarine because you didn't directly know you were the Nerevarine in morrowind, but in skyrim you do know you are the Dragonborn. The main thing i've always liked about the elder scrolls is that i never had to do anything involving the main storyline right away. There wasn't a lot of motivation for it, not because it wasn't interesting, but because there was so much else to do. On that note, I'm sure it will be interesting to see what bethesda will do with the story, because already it seems the best so far with the dragonborn and prophecies etc. So that sparks the question: what direction in terms of story motivation should bethesda direct the game towards?




Obviously i personally think that seeing the world effected by the main quest would kind of take me out of my own role playing and give me a reluctant sense of responsibility to do a quest i don't feel like doing yet. An example would be seeing oblivion gates all around Cyrodiil in Oblivion. That is kind of what i mean in question 2 in terms of actively starting the main quest. Obviously you need to have some motivation, but nothing actually drastically started until you saved martin from Kvatch. I liked that because it let me have a period of guilt free adventuring before i started on something that would effect the future of Tamriel. I just think being swept down a main story would be a waste of the little things like blacksmithing and farming and mining. But again, thats just me. The purpose of this is to hear what the majority thinks.
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Ally Chimienti
 
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Post » Sat Jul 17, 2010 7:54 pm

I voted kind of. I loved the fact that i had option of continuing the main quest or let requests go [censored] themselfs in Oblivion.

I thought it was way cooler going into the mainquest with exelent armor, weapons, potions and magica, rather than looking like fool with a steel sword and a fireball spell that had 0 damage. I think the mainquest should be quite hard, therfore i would prefere if it gave me a lot of benifits to learn new spells, have better armor etc. Also i think advancing and learning new stuff in guilds should give you more benefits. At the very least give you the option to bring with you 1-4 extra guildmembers to help you(for a fee maybe) in difficult situations.

Also the reward for saving the damn world should be way greater. All i got for saving the world from oblivion gates was a [censored] armor. Didnt feel like a hero at all.
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Emily Jeffs
 
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Post » Sun Jul 18, 2010 1:04 am

My first char always does the main quest first. It's about the same tradition of him being a Nord Warrior.
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Josee Leach
 
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Post » Sat Jul 17, 2010 6:52 pm

The fake urgency of Oblivion's main quest was awful. I hope and believe they will do it better than they did it in Oblivion.

Baurus sees a prisoner standing over the dead Emperor, and said prisoner is holding the Amulet of Kings. He sends you on a super urgent mission to save the world, but noone else in the world cares or goes looking for you.

Kvatch is destroyed from the start, but if you go there after picking flowers for a few months, it will still be "last night" that it was destroyed.

The fearsome daedric invasion involves a few deer getting roasted, but little else.

Still, I felt compelled to save the world from stunted scamps at level 2, after which I fetched ingredients for some jerk who didn't care I was the "Champion of Cyrodiil". Perhaps he judged me by the fact that I got crappier armour than any level-scaled bandit by then.
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Maria Garcia
 
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Post » Sun Jul 18, 2010 3:52 am

I want the circumstance of my quest to be hidden from me in the beginning. like it was in morrowind. you didn't know that you were the nerevarine.
but i do want the main quest to be given to me.
i want to be a nobody again for the most part. or have an option to choose my background and where i came from. was i born here? if not how i managed to come to skyrim.
but not a prisoner. im tired of that. im not a bad person :whistling:
[edit]
i just do not want to be told who i am. i want to choose my path.
not get thrown into a role like in fallout.
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butterfly
 
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Post » Sat Jul 17, 2010 8:19 pm

I want the circumstance of my quest to be hidden from me in the beginning. like it was in morrowind. you didn't know that you were the nerevarine.
but i do want the main quest to be given to me.
i want to be a nobody again for the most part. or have an option to choose my background and where i came from. was i born here? if not how i managed to come to skyrim.
but not a prisoner. im tired of that. im not a bad person :whistling:
[edit]
i just do not want to be told who i am. i want to choose my path.
not get thrown into a role like in fallout.


Yes. 100% agreed for me haha.
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Juliet
 
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Post » Sat Jul 17, 2010 10:45 pm

No.
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lucile davignon
 
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Post » Sat Jul 17, 2010 8:08 pm

Yeah, that's what I didn't like about Oblivion, you sort of felt like you were shirking your duty to the empire if you left Baurus and joined a guild or something, which pretty much svcked. Why do I have to have the hands of fate steering me towards the salvation of the empire? Can't I just be a two-bit thieves guilder robbing ruins and cracking locks without feeling like the whole contitent is going to pot because I failed to be the Blade's little courier boy? Why can't you just leave me alone, destiny?!!?!
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Lucky Boy
 
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Post » Sat Jul 17, 2010 10:16 pm

When i heard "Dragonborn" i worried about being slapped into the shoes of a certain character and led down a specific storyline. Its different from being the Nerevarine because you didn't directly know you were the Nerevarine in morrowind, but in skyrim you do know you are the Dragonborn.

As stupid as it sounds, while we know that we will become the Nerevarine, I don't know it until the storyline progresses far enough ( We= players, I = your character). I doubt that we will be horribly forced into the position. In both Morrowind and Oblivion you had to take an item to a member of the Blades to progress the MQ past the tutorial.
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Niisha
 
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Post » Sun Jul 18, 2010 6:43 am

I would actually like a sense of urgency to do the main quest, so long as we can play after the end :sadvaultboy:
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Darrell Fawcett
 
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Post » Sat Jul 17, 2010 10:05 pm

This is the Elder Scrolls. I'm sure we're able to play the game after we beat the MQ. When have we never been able to do this?]]

EDIT: Welcome to the fourm, Justicer. Have a fishy stick if you didn't have one yet. *gives*
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Dawn Porter
 
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Post » Sat Jul 17, 2010 2:35 pm

I think the Throat of the World is going to play a significant role in Skyrim. I'm guessing you'll either need to scale it to start off the main quest or it's part of the end game.
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Ian White
 
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Post » Sat Jul 17, 2010 6:07 pm

How about you are identified as the Dragonborn right away by a mysterious old man (the former Blade) but you have to respond to his invitation for training by going to a certain place. Dragons exist in the game regardless (at a reduced level), and you cannot effectively fight them without beginning the main quest. Thus, you can blow off the main quest and go about your ordinary life, but it will be more dangerous for you as a result.
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Brad Johnson
 
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Post » Sat Jul 17, 2010 5:35 pm

The fake urgency of Oblivion's main quest was awful.

Yes it was.

I liked how it was done in Morrowind. Very loose, and much less 'urgent' than OB. I think it's a shame when they try to make the game look like a movie too much (yes I'm getting preachy now, flame on...) which I thought at least to some extent was the case with OB. Not that I didn't enjoy the game, played through it several times, but especially the main quest seemed very much movie-ish, partly because of the implied urgency, which didn't work very well...

By the Way, voted kind of :)
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Sebrina Johnstone
 
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Post » Sat Jul 17, 2010 10:53 pm

This is the Elder Scrolls. I'm sure we're able to play the game after we beat the MQ. When have we never been able to do this?]]

EDIT: Welcome to the fourm, Justicer. Have a fishy stick if you didn't have one yet. *gives*

Oh why thank you :foodndrink:
I’m just worried about that because in the two games cense Oblivion you have not been able to
Fallout 3 was fixed by DLC, but NV it looks permanent
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Cedric Pearson
 
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Post » Sat Jul 17, 2010 6:54 pm

Even though my main always does the main quest, I don't want the main quest to start until after I start doing the main quest myself. The reason for this is I dont want the main quest to be started for my characters that I plan to just run off and join a guild with.
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Samantha Mitchell
 
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Post » Sat Jul 17, 2010 3:31 pm

Speaking of motivation for doing the main quest other than genrall happiness of "completing" the game you should be rewarded with some kind of awsome [.....] Not like any kind of superpowered ability that makes the whole game piss-easy, but somthing that would make it more awsome. I havnet had the pleasure of playing Skyrim yet so wouldnt know what i would like as a reward. Just not an crappy armor.
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Sierra Ritsuka
 
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Post » Sun Jul 18, 2010 7:02 am

even if you are the dragonborn, is their options for your player character to be the villain during the main quest by any chance?
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Sarah MacLeod
 
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Post » Sun Jul 18, 2010 1:15 am

even if you are the dragonborn, is their options for your player character to be the villain during the main quest by any chance?

I doubt it, not very TES to let you directly be the bad guy in the MAIN quest... Personally, I couldn't see a reason to either... Why would one want to drift around in a world [censored] up by dragons, all NPCs dead because you helped "The evil forces" or whatever is the reason for the dragons...
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.X chantelle .x Smith
 
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Post » Sat Jul 17, 2010 4:28 pm

From what was in the GI magazine ...

Spoiler
You go through some tutorial (wasn't mentioned0 and you make your way to river side where you get the option of taking a quest from the store keeper to bring back something that was stolen. You get to the ruins he was said to take off to and a dragon swoops down and tries to kill you so you venture inside. Long story short you find him and he says the artefact is actually a key. You take it and go further, using it to unlock some old Nord mausoleum. You then find a stone tablet, or hieroglyphs on the walls written in Draconian and you funnily enough understand it. It details that you are a dragonborn, and you learn your first dragon shout here)



So i would say its not forcing itself on you. Its more like Morrowind, where you can go about not knowing your fate rather than OB's "TAKE THIS AMULET NAO!"

I approve of how it apears to be set up.

Chances are, I'm just going to go from Riverside and travel up to Winterhold and check me out some Ysmir Collective and Winterhold College ^_^
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Ray
 
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Post » Sun Jul 18, 2010 7:13 am

I doubt it, not very TES to let you directly be the bad guy in the MAIN quest... Personally, I couldn't see a reason to either... Why would one want to drift around in a world [censored] up by dragons, all NPCs dead because you helped "The evil forces" or whatever is the reason for the dragons...

a reason? take over and rule skyrim with the dragons, with the only damages across skyrim are from the war, i doubt it too though...
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TRIsha FEnnesse
 
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Post » Sat Jul 17, 2010 9:03 pm

Meh.

As far as commoners don't call me Dragonborn right at the beginning of the game, I'm not really concerned.
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Harinder Ghag
 
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