maninahat said:
Sorry, what background or motivation? In both Oblivion and Skyrim, your character is a blank slate...
---ergo the player is able to wholly define both character background and motivation (which then changes how they play the game) - I thought my point about
genuine player creativity was clear.
There's no conceivable reason to follow either faction in Skyrim unless you already are familiar with the backgrounds of either (and a new player aren't supposed to - it's either join the Viking guy who seems nice, or join the Roman guy who tried to execute you).
Personally I don't really care about newcomers at all, given I and so many others have been familiar with TES from at least Morrowind on. For such a long running series a newcomer has to expect and accept a learning curve with regards to the history and cultures of Tamriel.
However, whilst I'd say Morrowind's by far the best start as far as RP goes (ideally you don't want any pressure on the player to take a specific course of action in order to leave plenty of room for the player to coherently build a story for their creation. the greater the pressure, the less wiggle room the player has to cohesively relate it to their creation), Skyrim for newcomers at least clearly establishes the basics of the circumstance, and so the choice between escaping with your would-be executioner or the local rebels doesn't require any prior knowledge, especially given you ostensibly learn the same amount of information from both characters if you follow them to Riverwood, receive the same trigger point for the MQ, and that the choice ultimately has no real consequence.
A newcomer is also very safe given the general conceit that the PC themselves is new to Skyrim, so detailed information on the very opening isn't required at all.
I could, in my head canon, come up with my own reasons to justify why my character exists in this world and what their personality is, but the game doesn't really offer outlets for that expression beyond changing my character's hairstyle.
The underlined pretty much sums up the entire raison d'etre of TES and its structure.
No game will ever really implement total freedom which also has various forms of consequences, i.e. to the narrative and to the world. For obvious technical and financial reasons all game design is a compromise to some degree, and so whilst TES allows - nay, encourages - the player to do their own work in creating their character's history and motivations (by way of providing the player with a blank slate), and provides them with a non-linear open-world to explore at their own pace, the method of supporting various RP's is to provide 'tools' for the player to use. The MQ, factions, sidequests, locations, skillsets, and so on. To me these are all elements the player uses to tell their own story at their own pace. TES is designed for multiple playthroughs, with different characters suiting different factions, locations, skillsets, and so on.
Bethesda give you the canvas, and the tools to create.
Whenever you start a quest in Oblivion or Skyrim, you are most often given only two dialogue options: "yes I'll get right on that" or "no, I won't do that yet". A Hobson's choice is not a very good way to express your character. It means the only way you can role play is to be selective about which quests you do, whereas most other games let you at least play the quests but with some flavour added.
That would make Fallout 4 the superior role-player[footnote]Something else which supports that notion is the game's respective factions leading to different endings - none of the TES's from Morrowind on offer that.[/footnote] - and there's merit in that perspective; Skyrim gives the player no choice about dialogue tone whatsoever, whereas F4's infamous dialogue system at least gives more options with how to react. However, the end result is more or less identical as you only have two quest states; you're either progressing the quest, or you are not.
For me, I personally don't really see Skyrim's text as a literal expression of what the player character says; it is a representation of basic communication, almost always deprived of tone - so as to not step directly on the toes of the player's RP. This approach only works with a mute PC, so any game with a voiced character can't really tread that path (I'd argue the Mass Effect trilogy - with regards to the player POV - was a failure given Shepard was never our creation, nor the writer's).
Back to being selective: I feel that approach is perfect for a true open-worlder, especially when it comes to replayability. Does it make sense for a conventionally moral character to take part in the Thieves or assassin's guilds? Generally, absolutely not, so all the flavour text in the world doesn't matter a jot - if the questline involves thievery, extortion, and/or wanton murder then no amount of flavour with reactions really makes any sense relative to a given RP.
What you can do is create rather immense and leisurely arcs. As I said previously, I had a character who ended up an antihero, yet she was initially created just to play through factions I hadn't joined, as well as play the game in a rather different, callously amoral and violent way. I had no plan whatsoever to do the MQ or have her 'help' people in the typical RPG ways. And yet when playing through certain factions, sidequests, and progressing various encounters, the story and character began to evolve in ways I hadn't anticipated or planned.
And so whilst factions (or the MQ itself) may be off bounds for certain RP's at the start - a character arc can change things profoundly. I can't think of any other game that offers such scope and agency, certainly not one with graphics worth a damn, incredible mod support, and a bias for first-person (which to me is always immeasurably more immersive/engaging, ergo the ideal POV for RP'ing).