• FortifiedAttack [any]
    ·
    edit-2
    1 year ago

    The FC makes sense if the grave drive has only been around for a single generation or something, not the 200+ years as depicted in-game.

    Having watched a bunch of Bethesda game analysis essays, this is a problem that is consistent with their writers. Bethesda doesn't really seem to understand time spans.

    Aside from the obvious issue of Fallout 3 where 200 years later everything is still a wasteland and unlooted, the same problem is present in Skyrim. For instance, Esbern, one of the last remnants of the Blades, somehow manages to live in hiding for 25 years in a sewer, without any way to earn money and buy food, and while avoiding detection.

    • Orannis62 [ze/hir]
      ·
      1 year ago

      The Thieves Guild questline is also made substantially worse by a 25 year gap in the backstory.

      Like DAMN Karliah, you were working on this revenge plan for 25 years and this is all you have? A stupid mead business scheme and one single dose of the poison everything hinges on?

      Of course, the fact that the writers keep patting themselves on the back by having every other character comment on how genius her plan is doesn't help

      • holygon [he/him, comrade/them]
        ·
        1 year ago

        If you're interested in something fun, there's an old blog post about how terrible the Thieves Guild questline is:

        https://www.shamusyoung.com/twentysidedtale/?p=14422

        It's a bit long, but I think it's very entertaining. Deep dive into every single plot hole, and nonsensical story beat.