» Thu May 03, 2012 11:44 pm
Heh, I'd just be happy to see them restore a few things from Oblivion that they axed in Skyrim. Spellmaking, for one, and shortswords. And more than two kinds of trees.
I'm actually not too sure that much care actually went into Skyrim. So far, there have been several mods that have come out fixing egregious flaws in the game, like code inefficiencies that probably would not have been touched otherwise, and another that has brought to light the flat-out lazy texture-mapping for the game's static models (one case in particular managed to get the quality of the texture doubled simply by adjusting the model's UV-mapping). And then most of the major gameplay elements are cut-n-pasted from either Oblivion and Fallout 3. Then we have the Guilds, where the developers decided to give them actual story quests at the very end of development and gave us a bunch of obviously rushed questlines, confirming to me that they were cutting even more corners with the quests trying to make as many of them computer-generated as possible. And, in true Bethesda style, it's buggy as can be.
Blurry textures may have been forgivable back in 2006 when the tech was new, but not today, not on the tail-end of the current console generation. Quality wise, as I said before, it stands equal to Oblivion, because Oblivion cut just as many corners as Skyrim did (generic computer-generated scenery, horrible level scaling, lots of recycled architecture, bare-bones dungeons, and so on).
Moral of the story? Stop trying to make computers do the work for you, Bethesda! It didn't work for Oblivion, and it didn't work for Skyrim, either. No more "Radiant" novelty features, just concentrate on making the damn game.