(DISCLAIMER 2 : I adress that post to Bethesda and the community, but indeed i know only the community will read)
Hi !
So, as beautiful as the game is, as fun as the game is, as addictive as the game is, most people agree that it is very lacking story and characterwise. This post is an attempt at explaining it, and in order to be constructive, it inherently contains solutions to improve the writing within futur contents.
Before you read : I focus my anolysis on the MQ, but similar critics could be made elsewhere, I do acknowledge that some side-plots are good and successful, but shouldn’t the MQ be at least among the best ones?
- So, what makes a story subjectively “good”? Why don't the MQ achieve that?
First, conflict!
Conflict is the motor of the story. Here, in Skyrim, we have a clearly established conflict that has a flat evolution. We see the big end boss at the first minute of the game, we know after one dungeon that we are the dragonborn and that our sole purpose is to defeat Alduin. From that point on we know who we fight, and that we are meant to win against it. I repeat : from that point on we know (and everything confirms it in the game) that we are meant to win against it.
More than 50% of the time, a story that fails to deliver does so because the conflicting force is too weak, that’s the case here. At no point in the story do we feel things are getting out of hand, nor fear for ourselves, for the world, for the ones that surround us. We kick Alduin’s ass and plans from start to end, and the more we get through the MQ, the less impressive is the threat. The conflict curve is totally the opposite of what it should be : we should start more or less confident/neutral, and end up crawling on the ground, winning against all odds, when all hopes almost vanished.
TL DR :
Conflicting forces should have the upper hand, not the other way around, that’s critical. Or at least it should be a mix of victories and losses, not solely victories.
The prophetic certainty of the dragonborn’s victory removes any epicness and sense of heroic deeds (Sense of earning reward, Sense of sacrifice, victory against all odds, bravery in adversity, “hope and despair rollercoaster”, all that just vanishes with certainty of victory).
Indeed the balance of the game doesn’t help when we kill dragons in seconds on master difficulty xD, but that’s another topic.
Second, multi-dimensional characters!
The characters we meet do not evolve, or very little, they do not accomplish themselves or take meaningful decisions that will define them forever.
Instead, they have a mission, and just do that, their mission. They do not have weaknesses, they do not doubt, fear, fail, abandon, question their motives, understand more about themselves as they TAKE choices. No, they accomplish their purpose, and stick to it. Delphine might be the most monodimensional character of the game, a perfect example, I suppose I don’t have to explain why. Esbern at least evolves a tiny bit …
Plus, we need characters that tie strong bonds with us, that become good friends, mentors, lovers, or slowly good enemies, so then, later in the plot when something happens to/with them (Sacrifice, death, treason, you name it), we are even more involved, it’s not some random stranger quest giver that needs our help, that’s our good friend that saved our butt earlier in a scripted cinematic.
Have this test : Try to think about one character in skyrim’s MQ that would give a reaction similar to the one you could have had at Aeris’ death (final fantasy 7). When Sephiroth kills her, it’s like an emotional key point, because she had strong bonds with Cloud and the universal empathic feel of "it is unfair" overwhelms us. In the MQ, we are a linear lifeless "tool" in the hands of the quest givers, from a to z, and no one really ties honest, deep bonds with us, hence we don’t fight for them, risk our lives for them, we wouldn’t give a damn if they would die, etc etc etc …
TL DR :
Characters must accomplish themselves through choices, they must react and change to the events that occur around them. Their emotions must change accordingly, they can’t keep the same emotion from A to Z. Yes, indeed, a strong emotion is a great way to define a character, but such character becomes infinitely more believable if he overcomes it, or shows another face under a given circumstance.
Note : I do not suggest doing that for all the characters of the game, would be too hard (not even sure about that), but at least for the main quest, make the most important protagonists involve themselves and be changed forever thanks to the overwhelming events that happen to them. And also create characters that have strong bonds with the player, and tie in some drama for us to live when stuff happens to the characters we care about.
Third, emotional involvement through choices under pressure!
I hate to quote people, but I grant this to Robert Mc Kee : A character only truly defines him/herself when forced to have a choice under pressure. The characters we’re around don’t take “hard” choices, hence stick to the mono-dimensional stuff.
The player don’t take “hard” choices either, the game is extremely linear. Go talk to “X” (a character with emotion A), then do dungeon D, go back to “X” (with same emotion), then go do Z, get back to X, still with same emotion, etc … No scripted events and no choices in this.
The worse of it might be the dungeon side. We are told what to do, but there is no emotional charge built on any task. So a luck that the dungeons are wonderful and fun, because emotionally speaking, we just don’t give a damn about what we’re doing, we just do it.
TL DR :
Where are my defining, stressful, and emotionally involving choices?
Example : Should I protect town A from total destruction or save character B, a friend/lover that saved my life earlier in the MQ, given I cant do both? Maybe cliché, but if wrote well, that’s at least one step toward a choice with consequences, that forces us to think about what we’re doing, and no matter what we choose, we will carry the emotional charge throughout the quest. “Go get item X at the bottom of dungeon Y” is not likely to bring us anything despite draugrs to kill.
I acknowledge some attempts to do this, but they either fall flat, or are optional subplots (Example : Paathurnax, Thieves guild).
Fourth, atmosphere, fantasy, and mystery!
We see the look of the big baddie at the first minute, there is no “building” tension/drama.
There’s little to no mystery about the plot, prophecy is quite clear, what we are is quite clear, our goal is quite clear, the different protagonists are known pretty fast (a small attempt to make things blur with the elves but falls flat too quickly), in short, we have way too much knowledge, way too fast, no mystery is built, no lore-learning curve.
- My take on Bethesda’s main mistake :
On top of that, there is a point, I humbly think, where Bethesda clearly fails, and will continue to do so in future DLC, patches, extensions, and I daresay, TES VI, and that is :
The recruitment process :
To understand their failure storywise is quite easy, just check their jobs requirements. To become a writer for Bethesda’s games, you have to have programming knowledge, and/or knowledge in their construction kits.
Call me elitist, call me what you want, but with such requirements they will only attract and hire “technicians with some storytelling skills”, no matter how good these guys will be, they do not master the art/craft of story telling, dramatic building, emotional involvement, etc …
Being a writer is a full time job, not something you are on top of your programming degree/fanboyism with the CK (although I respect that). The best writers out there –even for games- will not apply (and would not be accepted anyway) with an explanation as simple as : They don’t have a clue about construction kits and programming, and truly, they shouldn’t care about it, let them know their craft, programmers will master theirs.
Look at Ubisoft, you can love or hate their games, but most of their openings for writers have in their requirements to have proven experience in screenwriting (hence storytelling), they don’t give a damn that you know how to program, because what they expect you to do is to write a damn good story with damn good characters, not to program and implement.
So I will finish on this : change that recruiting process, and you will get rid of that bad storytelling reputation for your next games. You need writers/screenwriters who master their craft, not technicians/fans that know how to write.
That's all i have. Hope i brought something to the table, if not, sorry for the pointless hassle of reading me 
Two more things : I never applied to them (I can foresee some lame personal attacks, yes, i'm paranoiac). And i do not pretend to be "Mister awesome" when it comes to writing (even if doing better than Skyrim's MQ is still something ... easily fathomable?).
Rico.
An average-Joe screenwriter (not english native so forgive spelling errors)
Edit 1 : I wanted to add that in order not to be unfair, i do acknowledge how incredibly hard it is to create one good and compelling story with all the limitations Bethesda's writers must have met (given the main focus of the game is freedom, not story). But although it explains a few things, it does not excuse everything.
Let me give you an example from my personal life :
Once i had to make a script with a thousand absurd, and truly stupid limitations, i did my script, and really, it was a bad script, i backed myself saying that all these limitations killed it for me. On that project, i behaved like a really sub-par writer, or at best average.
A few months later the same year, i made a script without any external limitations. Once finished and in preproduction, the director came to me and said "Alright, bad news, that movie will never see the light if we keep it as is, budget issues, we have to merge scenes XYZ and cut some more here and there etc etc etc...", at first i was like "okay, the spirit of that script will not survive these limitations". But after a rewrite, even if everything wasn't saved nor perfect, the script became feasible, and the director came to me saying that what i did with scenes XYZ was way better than what i did when i was totally free. That day i felt like a good writer, i did more, with less.
Bethesda had years to work on it and rewrite a thousand times ... limitations are merely a delay before a genious idea pops in to circumvent these.
My point is, indeed too much creative limitations can be dangerous for the story, but truly good writers will find a way around.
As for me, i still have to learn to be "truly good" on a stable basis.
Merry christmas everyone!
