» Tue Nov 06, 2012 1:46 am
I don't mind finding Norse mythological anologies in my gaming experience, but at the same time I'm sure it's not absolutely necessary to bring them up. Indeed, Skyrim's aesthetic changes from previous games (with an eye toward making the Norse connections more obvious) were pretty irritating in many ways because they didn't seem very original. Even then, underneath the aesthetics can be found a backstory that is drawn from previous games more than from a desire to appear "Norse"; if anything, some of that backstory is likely an attempt to hide Norse stories (to say nothing of others' stories) in a new skin, not make those connections more obvious. To me, finding obvious comparisons is unremarkable to be sure, and if it's done in a series that is known for its originality it's also kind of annoying. If there are to be comparisons of any kind, I would prefer that they be made more subtlely, or at least better hidden.
Now there are some fairly usual appearances in the fantasy genre, and it appears that TES indulges in some of them as well (Elves vs. Men being most notable). But in terms of the overarching conflict, you don't need elves to have an opposing viewpoint; any religious difference has been good enough in real life, and no one says you can't just copy one of them and call it fantasy as well. Magic, on the other hand, is almost certainly necessary in fantasy, in my opinion (though I can think of a few exceptions; at least one, though, replaces magic with religion, which does much the same job). Part of the appeal of the genre is that a reader or player can do things that literally cannot be done in real life. Magic provides the means to change things on a fundamental level. This is easily paired with some sort of pseudo-medieval combat because the "knight in shining armor" is an easy-to-aspire-to ideal, to say nothing of its nostalgic value. Magic undermines the need for modern weaponry, so there's no need to bring guns into such games (weapons which few, other than Stephen King, seem to have such a nostalgic view about). These basic ideas, while perhaps not fundamental to a fantasy plot, seem to be somewhat fundamental to fantasy story construction.
TES's previous installments have proven that dragons, while nice, aren't necessary for a good fantasy story. They have their uses, either as the villain or, in more modern reversals, the stand-in for any absent wizard, but they are no more necessary to construct a fantasy plot than elves or dwarves or any other fantasy "race." If you're desperate to kill impossible-to-kill creatures, dragons are only one of many options for you to choose from. That said, they're very recognizable, and the old "dragonslayer" standby character has the same kind of nostalgic factor that surrounds the "knight in shining armor," often because those two are one and the same. While somewhat disappointing, it's not necessarily a surprise that Skyrim decided to utilize this kind of archetype, although they did do a bit to mitigate that disappointment by changing the dragonslayer's reasoning behind their actions to better reflect the already-developed backstories that (usually) avoided obvious, recognizable, and direct copies of characters and situations from real-life mythologies and other sources.
But the issue of order vs. chaos... I don't know if this is exactly a fantasy idea, or a general idea. It's easier to pull off in fantasy, in my opinion, because the enemy is generally as strange as the rest of the world, and therefore an author or developer can get away with making the enemy as hideous and nonsensical as they want in order to raise the stakes for the hero: "If you fail to defeat this guy, it's that much worse than it would be in a real-life setting." But other genres sometimes fall into this trap as well, for much the same reason. TES is somewhat different because, while chaos is aligned with demons in all but name while order is aligned with the so-called gods, there are exceptions. Indeed, the major powers of the game world, while worshiping order-aligned gods, often reserve their highest reverence for the third-most chaotic being in the universe, either in his original form or (more usually) under some other mask. This kind of twist to the old idea is great to see, but it exists in my view mainly because previous fantasy stories involved the idea, and turning it around for a niche audience's enjoyment was more fun and rewarding than removing it completely. I don't think it's necessary to have such a conflict in order to create a fantasy world, but I think it does reflect the desire for many audiences to see the world in black and white, so it will be difficult to dislodge.
I'm not sure if I was at all helpful with any of this rambling.