ScrollsOfTamriel
New Member
So I've been thinking about this while replaying Bloodline for the third time, and I think the real issue with Dawnguard isn't pacing or story or even Harkon being a cardboard villain. It's that the questline is terrified of letting you actually commit to the vampire side without immediately walking it back.
Like, if you join Harkon, you get sent to kill Isran. Fine. But the game treats this like a temporary mission state. You can still do Dawnguard quests after. You're never locked out. You can cure Serana against her will and she'll still follow you. You can get Auriel's Bow and use it on vampires even though it's narratively supposed to be your bloodline's ancient weapon. The questline keeps one hand on the wheel no matter which direction you turn.
Compare that to Dark Brotherhood or Thieves Guild where choosing a path actually means something. When you side with Astrid or Mercer, you're locked in. Dawnguard never does that. It's like the devs were worried players would feel trapped so they made sure both sides lead to the exact same endgame content.
What would actually make Dawnguard hit different is if Vampire Lord and Dawnguard were genuinely separate playthroughs with different final quests, different rewards, different bases that actually make sense for each faction. Instead we get this half-measure where you're always kind of both.
Anyone else feel like this is why the choice never lands emotionally?
Like, if you join Harkon, you get sent to kill Isran. Fine. But the game treats this like a temporary mission state. You can still do Dawnguard quests after. You're never locked out. You can cure Serana against her will and she'll still follow you. You can get Auriel's Bow and use it on vampires even though it's narratively supposed to be your bloodline's ancient weapon. The questline keeps one hand on the wheel no matter which direction you turn.
Compare that to Dark Brotherhood or Thieves Guild where choosing a path actually means something. When you side with Astrid or Mercer, you're locked in. Dawnguard never does that. It's like the devs were worried players would feel trapped so they made sure both sides lead to the exact same endgame content.
What would actually make Dawnguard hit different is if Vampire Lord and Dawnguard were genuinely separate playthroughs with different final quests, different rewards, different bases that actually make sense for each faction. Instead we get this half-measure where you're always kind of both.
Anyone else feel like this is why the choice never lands emotionally?