Summary
- The Elder Scrolls series has heavily relied on prophecy-driven narratives since Morrowind, limiting player agency.
- The protagonist in The Elder Scrolls 6 should break free from the chosen one trope for a more personalized experience.
- A protagonist detached from prophecy would deepen the narrative, increase player agency, and allow for more role-playing opportunities.
The anticipation for The Elder Scrols 6 lingers on, as Bethesda has only shared a teaser trailer without revealing any solid details about it. Still, dedicated followers of the franchise might have some idea of what awaits them with The Elder Scrolls 6, given that the series is known for sticking to a certain gameplay and story formula. However, traditions can grow tiresome even in the world of gaming, such as the recurring narrative tropes in this particular series.
In the realm of fantasy tales, particularly in Bethesda’s Elder Scrolls series, there’s a common theme known as “prophecy-driven stories” or “chosen one” narratives. These stories are beloved because they let us live vicariously through characters who seem invincible and destined for greatness. However, in the Elder Scrolls universe, this trope has overstayed its welcome. Given that the series boasts about providing players with freedom, it’s paradoxical to see it leaning heavily on prophecy-driven plots, as it actually curtails the freedom that players enjoy. The upcoming Elder Scrolls 6 now has the opportunity to rectify this and genuinely put true power in the hands of players by breaking away from these traditional narratives.
The Elder Scrolls 6 Needs to Put the Prophecy Trope to Bed
Since Morrowind, The Elder Scrolls Has Relied on Prophecy-Driven Narratives
Ever since the debut of “The Elder Scrolls 3: Morrowind”, where players assume the role of the prophesied Nerevarine, the series has predominantly constructed narratives revolving around prophecies and protagonists. Occasionally, a story may not be directly tied to a prophecy; however, the main character is usually identified as the chosen one, destined to restore harmony to the world. This narrative structure offers advantages, with players experiencing the thrill of embodying a fated fantasy hero, often granted extraordinary powers for an engaging gaming experience – such as the Dragonborn in “Skyrim”.
In “The Elder Scrolls 4: Oblivion,” your character isn’t unique like in other games; instead, you play as the Hero of Kvatch. Yet, the central narrative remains prophecy-based, focusing on Martin Septim rather than the player. Despite this shift, when you receive the Amulet of Kings from Emperor Uriel Septim VII, your actions become instrumental in a fixed course of events. This leads you towards ensuring that Martin achieves his destiny as the last of the Septim line, with you being the only one who can save Tamriel.
The Elder Scrolls 6 Should Forego the Prophecy Trope for a More Personalized Protagonist
In a fantasy RPG like The Elder Scrolls series, the ‘chosen one’ trope can be entertaining, but it’s also overused and The Elder Scrolls franchise has leaned heavily on this trope throughout its history. This means that The Elder Scrolls 6 has an opportunity to depart from this pattern. If The Elder Scrolls 6 were to introduce a regular character instead of a prophesied hero or heroine, and if it fully embraced its role as a game centered on choices, the protagonist would feel more relatable and personalized. When a character’s destiny is already decided in a story, their sense of personal control diminishes, which contradicts The Elder Scrolls’ emphasis on player autonomy. Since The Elder Scrolls emphasizes honoring player choice, it seems inconsistent for the series to repeatedly rely on the prophecy trope in its narratives.
In the game series known as The Elder Scrolls, the overreliance on plotlines driven by prophecies seems inconsistent with its promise of offering players freedom, since this reliance, in effect, diminishes the very freedom it claims to provide.
In a departure from tradition, if The Elder Scrolls 6 were to introduce a protagonist without divine connections or predefined destinies, players would find themselves immersed in an authentic sense of agency within the game’s world. By eliminating a preordained hero, the narrative might take on a more serious tone, compelling players to think carefully about their choices due to potential consequences. Furthermore, such a protagonist could open up additional avenues for true role-playing experiences.
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2025-03-10 16:34