» Sun Jun 10, 2012 7:57 pm
Actually, Morrowind handled this beautifully. When Dagoth Ur is vanquished, you recieve a global letting the world (for the most part) know that you circumvented a terrible thing. The world remembers your actions and all is right with the world.
Or so you thought...
Revisit the peoples that most don't that you had to meet during the Nerevarine quests, and you learn that:
The Blight did not end. Even Azura lets you know that there are still dangers abounding and people can be infected from the fauna and such that remained.
Divayth Fyr lets you know that your "miracle cure" that transformed you, outright killed any he used it on after, so corprus infected souls will still suffer.
The Wise-Woman of the Urshilaku tells you that now you have the problem of what to do with all the Dreamers and Sleepers that were left as "blank slates" so to speak, as she suggests that you kill them because you don't know what damage they will do. The dichotomy of course being it was easy to dispatch them when they were attacking you in the shrines and caves, a matter altogether different as they just stand there, not moving, simple saying "There is silence....let there be an end to things..." (P).
Even though the world changed, and you gained honorifics, that doesn't mean that your job as Hortator or Nerevarine is over. The houses still fight, and with the expansions, of course there are those issues.
While you're less the hero and more the beat cop in Morrowind after the MQ and expansions, at least you know that the world changed for the better, for the most part, even though it is far from perfect and far from over. The wall comes down. Now there is nothing preventing those creatures behind it at Red Mountain to start traveling downward (save their AI that is..).
But with these ES games, you are not bound to do anything at all:
A dragon attacks Helgen. Never retrieve the dragonstone or get it and throw it in the ocean, and ne'er a dragon will you see in the game...ever. You can still get shouts and words, but you'll never open them up without souls. If that isn't important, you can leave the world in that stasis and do whatever you chose to do. Get involved in the civil war, or walk the land being whatever you wish. People in the game will still talk about dragons and it will still be half of them think it is rumor, the other half think it is true.
Was the same for the others. In Oblivion, close the gates or leave them be. Get Martin or leave him trapped. Yes, you chose how the game is impacted, and you have to live with the consequences. But a more linear approach after you have exhausted all the available programmed optional endings still leads to the same conclusion...an ending. I see no more fulfullment in that than I do a game where you unlock a different character to perform the same actions as the one that unlocked the character. It will still be repetitive and eventually, for me, uninteresting. With Skyrim as it is now, for the most part, while many quests take place in the same area, a good many of them don't. When my wife and I take turns playing the game, I will watch her go to forts or caves for a quest that I had done with another character that was in a completely different location and threat level. This was good, because this also got rid of some of that "comparing notes" staleness that some games can offer when you and all parties concerned know where you are going and at what level. That randomization to me truly saved this game the most more than the new engine for it. That and the way the land and fauna interact. Circle of life and all that.
I can see where some may feel it more an accomplishment with an ending game, but that is more an attribute of playing style really more than the focus and breadth of the games mythos. There is just too much that can be done in the land depending and limited only by your imagination. For every character type and racial type there is, if you plan it well (backstory, ethic, personality of the PC) it really can be different more than the obvious.