» Mon Jul 30, 2012 7:29 am
Fallout is -not- a Bethesda product, so how about we let Fallout be Fallout and TES be TES.
There is =no= correlation between world size and story quality, and there never has been. Tiny worldspaces can have crappy stories, huge ones can keep you rooted for far longer than you ever intended to stay seated. The story branches are planned and written before you start resource development, or at least it should be. This is just like in the movies; you -have- to have your script in hand so you can plan out your locations, set needs, spfx, etc. The script is broken because they violated several rules of writing that I have mentioned in the past:
1) Show, don't tell. They never once showed you that Alduin World Eater was any sort of threat You fought him what, twice? Once with Parthunaax's aid, once with the 3 Heroes who did for him the first time. Not once was he a danger to you, or a threat to the world. You were just told he was. They never showed you -worthy- of being the Archmage. You were basically handed the college on a silver platter by the Psyjic Monks. The only way I could see this actually working is if the Staff of Magnus would only respond to one of Magnus's blood, and fate had you being in that group. And even then I would not just hand the College to some wandering goober. The story possibilities in working your way up to being accepted by the leaders of the College could easily add 50+ hours to the game. Both the Thieve's Guild quest line and the Dark Brotherhood held together better, and I suspect that more care was taken there because of subject matter. But there were still holes big enough to fly a squadron of dragons through.
2) Make the audience care. Did anyone truly give a damn in this game? The world was dead; no action you took made a bit of difference, and the world was utterly static. You had to get into the Civil War quests before you saw any damage to towns/cities, and it all magically went away after a couple of days. Nothing you did changed of affected anything. All that changed in the Civil War was what the guards wore. There were no 'I can NOT watch this and not intervene!' moments, or 'Let them burn!' moments.
3) Respect your story conditions. This was supposed to be the End of the World. Even Oblivion did a better job of making it look like things were going to hell in a handbasket. In Skyrim there was no sense of urgency whatsoever. Conditions didn't change, never mind deteriorate. NPC's has no awareness of the way the world was supposed to be changing. You could sashay through Solitude dressed as a Stormcloak soldier and no one cared. There should have been time limits on many quests and subquests, just to twist the emotional screws a bit tighter. But they didn't, and so there was no sense of 'I have to get going or else!'. Despite the fact that the storylines they implemented all -told- you have perilous things were, and how important it was you did things fast....and you could go off and leave Ancano putzing around with the Ball of Magnus for 10,000 game years and nothing happens.
4) Respect your readers intelligence. This one they didn't so much ignore as roundfile. Random voice loops for NPC's (leading to the 'being hailed as Harbinger one second, and treated as the newbie who fetches the mead the next' events). Voice acting that for the most part was flat and uninteresting. 'Foreign' accents that were more parody than accurate.
But how could it have been done?
One example: The dragon questline doesn't start until you go to Whiterun. But you are told by NPC's that the way is dangerous, and because of the brewing war, the Imperial presence there was taking strangers captive. That any attempt to enter the city would likely get you incarcerated. So you would have to figure out a way in that didn't result in capture.
Once it starts, the environment starts changing. Clouds get denser, more frequent. More rain & storms. The lighting starts changing, making things look.....odd. NPC's animations change; they get more furtive. Sticking closer to shadows, running from awning to awning. But how do you deal with the time?
Simple. Add another Uber dungeon and dragon (a branching connector so that you have to explore Blackreach to find it....adding one uber dungeon to another). The Dwemer should have been capable of capturing a dragon, yes? So add a contemporary to Parthunaax, one who has been imprisoned underground for so long s/he no longer can fly.....but the Falmer care for it, revere it as another victim of the Dwemer. You have to find this dragon, for the purpose of learning a specific shout. One that pushes Alduin's influence away from an area temporarily. And said dragon only gives it to you one word at a time, in return for tasks done for it. And set it so that over time, the effect gets smaller. When you first get it, you can clear the gameworld with one shout. As time goes on, the area effect gets smaller, until the best you can do is clear the area immediately in a city.
Yes, this would take some scripting and shader work, but wouldn't the effect have been worth it? Having the world obviously slipping into darkness, and the creatures in that world acting as if they knew it, as well?