In every The Elder Scrolls game, players start out as prisoners. Thrown into an open-world of fantasy setting, they have to survive the hardships and become heroes. Still, many fans have wondered why it is so crucial that all the heroes of The Elder Scrolls start as prisoners, and how can the narrative look fresher and immersive for those playing The Elder Scrolls VI for the first time?
There are certain advantaged to having the player start as prisoners, for instance, the lack of gear or weapons. As the character escape the imprisonment, they can easily learn how to pick things up, use the items in the game, as well as master the battlefield, stealth, and spell-casting mechanics. Finally, after the player escapes the prison, the open-world appears more vivid.
The narrative is useful, but it takes the chance of being a boring and weary plot device. That’s why it is necessary, in our opinion, that developers at Bethesda work the intro part of The Elder Scrolls VI and redefine what a prisoner is supposed to mean. There are numerous interesting ways to achieve this, and here are a few of our ideas.
Make the Prison a Gilded Cage
In The Elder Scrolls III: Morrowind, Oblivion, and Skyrim, the starting prisons are dull and lowly. To be a different kind of dungeon, The Elder Scrolls VI could start the narrative by putting players into a larger, brighter, and misleadingly groovy prison.
It could be an island, castle, or camp where they can be comfortable but not free, and the player could be a political prisoner, sacrificial victim, or the only survivor of a noble house.
Make the Prisoner a Religious Monk
There are more habitations besides prisons that are separated from the world. Religious facilities are usually located far away from civilization, with residents who live incredibly simple. The intro of The Elder Scrolls VI could be put in place in an isolated ascetic community, such as Cloud Ruler Temple from Oblivion and High Hrothgar from Skyrim.
Let The Prisoner Plan Their Own Escape
Typically, in The Elder Scrolls, the player is freed from the prison by outside forces, such as imperial decrees, dragon attacks, and so on. But, the prisoner part in the sixth sequel of the series could be more interesting if the player was allowed to plan their own escape, perhaps with a particular method they choose.
Other Elder Scrolls games tended to ignore the reason behind the imprisonment of the main character, so a story where the player gets to escape from a villain’s prison would also add more importance to the early game.
In The Elder Scrolls Online, at the peak of the title’s Clockwork City DLC, the player talks to Sotha Sil, the Clockwork God of the Tribunal. In this chat, Sotha Sil relates to the player as ‘The Prisoner’ and envying their capacity to perceive and get free from the common chains that tie up the world of Tamriel.
If what the Clockwork God of the Tribunal is correct, then the prisoner parts of The Elder Scrolls series may be an allegory for the kind of open-world games as it is the player who can escape the imprisonment and decide their own fate in spite of given graphics and NPCs.