Who said Skyrim writers svck?

Post » Mon Aug 20, 2012 11:41 pm

I hear a lot of comments about Bethesda games lacking depth of story, but I honestly think they do a better job than most of maintaining the precarious balance between fantasy RPG and player interaction.

For example, with Dawnguard they do a good job of sending you places where the CONTEXT tells the story. Not to give away anything too specific, but there is a point where you have the option to be cured of vampirism...

Spoiler
In the place you have to go, there is a native vampire that "owns" the local cattle, and will send goons after you if you feed on their turf.

This sets up an interesting role play dynamic for those playing vampires that shall we say, have not quite reconciled their role as such. It allows the potential for guilt-free feeding, since the people there are already cattle anyway. It establishes the possibility of redemption, in that an NPC there can help you with the cure should you desire it.

Something so simple, yet it plants the seed for branching personal character development.

Then the ritual that is performed to cure you of the affliction... It does a perfect job balancing the cerebral with the practical. The way it's stated just makes sense. You don't get the impression of some cheesy "new soul" gimmick, but more a bargain struck with daedra.

Dawnguard adds a lot of interesting and well thought-out content interaction, but even in the original game, it's the more subtle interactions and casual comments as they relate to the larger context that really tell the story.

Especially in this genre it is very easy to say too much, and break immersion, shattering the illusion of fantasy. On the other hand, not saying enough can leave people feeling confused or unfulfilled. Personally, I find that Skyrim strikes the perfect balance.
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Emma louise Wendelk
 
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Post » Mon Aug 20, 2012 3:47 pm

Its a matter of taste I supose. And, the people who like it, will not start a thread. BUT people who dont like will. So you get there the point of the "why".
In my case, I like it.
Not at the Morrowind′s level, but very close.
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Nick Pryce
 
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Post » Mon Aug 20, 2012 10:54 pm

I remember reading a blog written by one of the BGS level designers. One of the nice points he made was that there's a difficult balance between adding enough details to give stories some depth and complexity, while still leaving it open-ended enough to cater for a variety of different characters. I think the example he gave was with random assassin encounters. If the game told you who wanted you killed, then there'd immediately be a question about why they wanted you killed. And that could cascade into a bunch of other questions that the designers would need to have some sort of answer for. What the designers are trying to do is just provide enough scaffolding so that you can fill in the blanks according to your character.

Sometimes the dialogue can be wooden, and the NPC motivation really implausible, but I think I agree that a lot of the time the writers do a reasonably solid job of providing enough context to get you going, while leaving it up to you to do the bulk of the imaginary work.

Edit: just following on from Fhynrood's post. I think a lot of the criticism against Skyrim's writing is motivated by the thought that it's not as good as Morrowind's. Morrowind also did a really great job of trading off depth and complexity against flexibility and open-endedness, but it seemed to do it with more elegance and panache. Skyrim often seems a little too... obviously functional. Like it's just there to get you into the dungeons.
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Mr. Ray
 
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Post » Mon Aug 20, 2012 9:01 pm

Spoiler
In the place you have to go, there is a native vampire that "owns" the local cattle, and will send goons after you if you feed on their turf.

This sets up an interesting role play dynamic for those playing vampires that shall we say, have not quite reconciled their role as such. It allows the potential for guilt-free feeding, since the people there are already cattle anyway. It establishes the possibility of redemption, in that an NPC there can help you with the cure should you desire it.

Something so simple, yet it plants the seed for branching personal character development.

Then the ritual that is performed to cure you of the affliction... It does a perfect job balancing the cerebral with the practical. The way it's stated just makes sense. You don't get the impression of some cheesy "new soul" gimmick, but more a bargain struck with daedra.

Sounds a lot like a better version of Morthal.
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Sanctum
 
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