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The three alliances are terrible as well, IMO.
It's funny: Railroading is a hallmark of a bad D&D campaign (or any RPG for that matter), but here it's somehow acceptable. Make it make sense.
Because murder is obviously a reprehensible crime, so most people would revile you for it. Ember, Azandar and Sharp-as-Night are notable for being the only companions to not give negative rapport for murder, killing innocents or using the Blade of Woe.
Not flamed, but 70 hours is peanuts in an MMORPG, especially ESO. You didn't even scratch the surface of what the game has to offer. If you are really interested in giving the game an honest go, you should strap in for a longer ride.
dont over defend eso.
I'd agree if you could give one example of allowing my player agency at least one chance at a morally grey decision? Not even talking Blade of Woe'ing some npc. I mean even saying the Ascendant Lord wasn't completely wrong? because he wasn't.
70 hours is enough to have played the game for maybe a month, given an average gaming session length and played daily. That might be enough time to form an educated opinion for a regular game, but certainly not for an MMORPG.
The Massively part of Massively Multiplayer doesn't just apply to the number of players - the game is also massive, with many different way to play. It's impossible to experience all of those aspects in such a short amount of time.
Well, there are a few options throughout various stories to take a more morally grey option, but almost always the options you're presented in dialogue will be binary choices, and almost always they lead to similar or the same outcome - they're just there for flavor. To be honest with you, the quest roleplay in ESO is one of its weakest points IMO. Like other MMORPGs, the quests are more of an on-rails experience, with too few branching choices or narratives. If you're looking for a deep roleplaying experience akin to the single player TES titles, ESO is not going to deliver. There are roleplaying opportunities in ESO, but they're almost entirely player driven. Where ESO thrives for me is in the lore, having added more to TES lore than the rest of the TES games combined.
I'm having a hard time thinking of any game series that actually lets you be the bad guy, and supports it fully. Usually being the bad guy is a short lived venture and you have to restart to experience the game fully. Or you still save the world, just as an anti-hero. So, this take is bad and not authentic, despite your claims.
Divinity Original Sin.
Baldur's Gate 3.
Pathfinder.
Fallout: New Vegas.
Vampire the Masquerade: Bloodlines
-- All of these are RPGs that fully support being bad to downright evil and really embrace the dark side.
Dragon Age: Origins fully supports being bad throughout the game, but there is the ultimate goal of stopping the Blight (though you can sacrifice allies for that) -- however, you can't support the Blight so it might not fit up your alley.
So IRL, murder might be black, but in this game, it's just all grey. I don't have the option to be good or evil.
and Sharp-as-night don't care about murder or dark brotherhood stuff, but other things bother them.
The irony of the OP's complaint is that the companions actually ARE designed for reasonable choices and roleplay. They are all individual people with likes and dislikes specific to themselves, and they will tell you about them if you talk to them. None of them are going to be totally okay with everything you do, likewise they're going to like some things that might not be obvious at first glance.
I dunno if you're still checking this topic, OP, but I rememebered something I thought you'd enjoy.
This was from last month, and will be an upcoming feature.
https://www.elderscrollsonline.com/en-us/news/post/67975
"Already present in the free Seasons of the Worm Cult prologue quest, the new Player Response Options truly showcase their potential in the upcoming Seasons of the Worm Cult Part 1, going live alongside Update 46."
Crafting Speech
At the most basic level, Player Response options add another layer to the existing dialogue you’re familiar with in game, one that is more nuanced and emotionally charged.
“The Player Response Options provide a wider roleplaying choice for players,” says Project Narrative Director Bill Slavicsek. “In key situations during certain quests, we give you the option to respond to an NPC in a variety of ways. This will always lead to a different reaction from the NPC and sometimes might even alter the path or ending of a quest.”
A dramatic moment deserves attention
Players have always made choices in ESO, whether attempting to bribe officials, intimidate guards, or simply resolve a quest that requires choices. In this regard, the Player Response Options continue building on what exists—and aren’t even the first examples of their kind!
“We’ve experimented with changing up the player’s usually neutral voice over the years, specifically in tense or dramatic moments in a questline, but now we’ve made it an ongoing and visible part of the game.”
Player Response options in action
These options won’t always be available, but you’ll find them more often than past quests offered, and more clearly marked as to the intended tone. There are several such options available, including Kind, Grim, Merciful, Ruthless, Joker, and Flirty.
“You’ll always have our usual neutral tone response, but other options will now be available, most notably Kind and Grim,” explains Slavicsek. “Kind lets the player show support or compassion for an NPC, while Grim lets them reply with a darker, sterner response.”
Characters with Character
One of the great parts of the new Player Response Options is the characters you get to respond to, of course! Fan-favorite characters have had repeat appearances in many ESO stories over the game’s history, but this is the first time you’ll get to interact with them on this level. Or is it? In the case of some characters, the Player Response options codify and expand the groundwork that has already been laid by your interactions with them.
Razum-dar has a way with words—now, so do you!
“The secret is, we’ve experimented with this using recurring characters a lot over the years,” says Slavicsek. “When you got to flirt with Naryu or Darien or Jakarn, that was us testing the waters. When you got to get angry or sympathetic with Eveli Sharp-Arrow during the Orsinium main quest, that was us letting the player earn those variations from our usual neutral-voiced responses because of where we were at that point in the story.”
Your first taste of the new Player Response Options is already on live servers for you to try out via the new prologue quest, with a great deal more coming alongside Update 46 for the release of Seasons of the Worm Cult Part 1 and the Solstice zone.
Have a chat with Prince Azah in the new Prologue quest
If you’re the sort of player who likes to dig into your character’s motivations and get inside their head, this makes the new content better than ever before. Even if you’ve never been much of a roleplayer, you might find the options provided invite you to start thinking like one.
“For example, in the Prologue, you really get to test out the system when you encounter a wounded Worm Cultist and need to get some information out of them,” says Slavicsek. “Is your character the kind of hero that uses the carrot or the stick to get what they require? Now you can explore both of those options in this key moment in the story.”