Re: Mod: Levelling Just Happens
Posted: 30 May 2015, 14:22
by DocClox
Spoilers on account of MW main quest discussion:
- Spoiler: Show
I think I finished the game three or four times before I realised there was an opening cinematic. Certainly I remember being surprised when I read the decoded message to Caius for the first time and realised that I was supposed to be this Nerevarine person. I remember being surprised at catching corprus and more so by Dyvath Fyr's approach to curing it. I remember being really surprised to fund out talking to Vivec meant meeting a living god in person rather than talking to some priest or Wizard of Oz type special effect.Chris wrote: The plot, sure. TES games have generally been fine with having decent or good plots. But twists and surprises in the story? I'm not sure I can really think of anything that stands out... certainly nothing like the surprise twist about your character in Baldur's Gate*. I mean heck, Morrowind literally says you're the chosen one in the opening cinematic, and you do just about everything the prophecy says you need to do, up to and including defeating the big bad.
So for me, "I'm the Nerevarine?" was more or less comparable with "What do you mean, my dad was some dead evil god?" I suppose if you argue that the opening video should have given less away then I'd be hard put to disagree, although I'd call that an error in presentation rather than a flaw in the story, personally
So, let's try a thought experiment. In our heads, let's butcher Morrowind and trim out all that extraneous detail. In this new game you get off at Seyda Neen, buy supplies from Arille, maybe grind some mudcrabs until you can afford the fee for the silt strider which is now the only means of reaching Balmora. When you get to Balmora you find Caius and he sends you to Hasaphat Ass at the fighter's guild. No factions are joinable the only quests are those that advance the main quest, areas not needed for the MQ are unavailable - the world only exists in small areas linked by fast travel - much as in Dragon Age. In effect, we're going to force the player to speedrun Dagoth Ur.Chris wrote:
For the quest itself, I would disagree and say that yes, it results in a worse story. The experience is not necessarily worse off, but the things actually going on can't be as intricately interconnected for that reason. The story can't have anything major happen that would have large ramifications because of everything else that's not that story. I mean, it's not like anything major can happen to Balmora or Ald'ruhn and its residents, even though they should be prime targets for attack by the Sixth House, because too many other quests rely on those places and people being there.In contrast TES games, and Morrowind in particular are necessarily much slower paced. The open world nature means that A->B-C turns into A->Q->G->wombat->32->B->C->Z and so the game needs to accommodate that in the story. I wouldn't say this necessarily results in a worse story but it certainly gives a slower paced one.
Now: has the story improved as a result of this treatment? I think we'd both agree that the game would suffer as a result, as certainly would the player experience. But has the story behind the MQ been improved? Because I just can't see it.
But does it have to change?Chris wrote:
I'd have to disagree here too, and this highlights the actual reason for why I think TES's stories tend to be more lack luster. The Mages Guild doesn't in any way acknowledge Dagoth Ur's threat any more than anyone else. They offer no unique perspective on what you need to do, they offer no unique options, they offer no guidance or help beyond what they normally do... it's all business as usual no matter what's going on in the MQ. How you go about it may affect your character's narrative, but the MQ's story doesn't change.Now in Morrowind, particularly, the devs take these differences and turn them to advantage. It's not so much that the story of the PC defeating Dagoth Ur gets diluted by the Mages' Guild quests and doing business with House Hlaalu. It's more that you get a the story of the Nerevarine that used his postion within Hlaalu and the resources of the Mages' Guild to defeat Dagoth Ur.
I know modern creative writing teaches that the art of good storytelling is to omit every extraneous detail but personally I think that's because most of these people are taling about writing for television or film where you have a limited amount of time and need to pack as much in as you can. That's not necessariy true in other genres. Would Lord of the Rings have been a better book if JRRT had cut the entirely irrelevant Tom Bombadil chapter? Did Treebeard's lament about the Entwives detract from the story at all? Again, I can't see it.
Does all world history and lore necessarily have to be in a separate bracket from the story? There is plenty of unrelated lore in the game, certainly. But the War of the First Council and the consequence of those events as they echo down the centuries is fundamental to the MQ and to the game. It's not like Trap or Feyfolken which are interesting and charming but also quite irrelevant.Chris wrote:
This would be the world history and lore, which I agree is really good. But it's not the MQ story, which starts with you getting off the boat and (effectively) ends with Dagoth Ur's death. It doesn't include the War of the First Council any more than it includes Red Year. Those are related, but separate, stories creating a larger narrative.Speaking of Nerevar, that brings me to the final point I'd make. The story Morrowind tells isn't really the story how the PC defeats Dagoth Ur. The story it tells is the story of the First Council; of Nerevar and Dumac and Kagrenac and Nerevar's betrayal by the soon to be tribunal, and the curse laid upon the Chimer people and Azura's scheme to be avenged on Vivec, and almost incidentally, the destruction of the Heart of Lorkan and the downfall of Dagoth Ur.
Maybe it comes down to how we define what a story is. We may need to agree to differ on this one