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.
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.