What should be the main quest of Elder Scrolls 6?



Over two years later, and fans still have no idea what to expect, so let’s speculate and make wishes that are almost guaranteed not to come true.

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7 thoughts on “What should be the main quest of Elder Scrolls 6?”

  1. First, we've got to determine the setting. Will it be in Hammerfell, High Rock, both? I'm willing to bet on Hammerfell, based on recent evidence. And it'll definitely be set after 4E201. ~ https://www.reddit.com/r/TESVI/comments/klm2mn/tesvi_vs_taneth_hammerfell_skyrim_out_of_bounds/

    The main quest of such a game is still difficult to determine, due to recent events; the Thalmor are no longer in Hammerfell as of 4E180, the political factions (Crown & Forebear) have reconciled, and the north of Hammerfell is untouched by war.

    There's still plenty to choose from. A plot involving the revival of Sword-Singing (a "lost art"), the return of Shadow Magic (see the events of "The Elder Scrolls Travels: Shadowkey"), fighting a rogue "Ansei" priest, stopping the Citadel of Ebonarm, staving off a new Sload invasion. The list could go on.
    ^
    Heck, even the possible return of the Rourken Dwemer clan, the only Dwemer to ever settle in Hammerfell way back in the First Era.

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  2. I agree with most if not everything in this video. The best for roleplaying purposes would be to allow the player to choose their start, replace the idea of a main quest with depth in customization, and allow players who want to be on a main quest to start with something like a glorified start for a questline, while still allowing to start the game any other way from a list of presets. It could make it feel less balanced to have your character start as a knight, or a vampire, or as a new member of some magic guild, but that'd be, again, at player's will. There could be options to lower the MC stats and their starting gear, as well as options to start in the middle of nowhere or at some part of the edge of the map, kind of like in minecraft, as well as options to go random, or random+exclude some situations.
    If you make engaging factions and questlines with an underlying narrative that reveals higher stakes than anticipated and memorable characters, then you have a main quest equivalent already. You could always make it so that there is an optional faction that, when joined, progresses the world a lot, like it should have happened with the Stormcloaks vs Empire quests, that way you would have a possible candidate for a world-level high stake questline that isn't shoved inmediately into the player's mouth, allowing the player to ignore this narrative before it even starts, thus not having the player take a sudden detour in the middle of the story to go explore the world.

    TL;DR: Change the world, my final message.

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  3. There being an overall conflict for your character to participate in should always be in a game IMHO. But, having that pop up after 10 hours in or be placed prominently on notice boards or something would allow for more role play.

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