What motivates your character? (This may not be the true topic of this rant, but it’s certainly at the heart of the matter.)
So what motivates your character? Is he good? Is he evil? Is he indifferent and just going through the motions and along for the ride? I for one can honestly say that what I imagine and desire my characters to be in-game is usually far more colourful than the blacks and whites and dull shades of grey, which the Elder Scrolls games have come to supply.
Now I know that some of you may have read that and immediately felt the urge to defend TES’ honour and even now you may be straightening in your seat, or dramatically cracking your knuckles and unsheathing your keyboard in preparation to stand valiantly at Beth’s side. I assure you there’s no need — just hear me out. In my short time spent on these forums and with close to 400 posts, I can count on one hand how many times I’ve actually criticized the series, but the obvious lack of depth that has become clear in my mind, about how the roleplaying side of this ‘Heavy Hitting RPG’s’ gameplay is handled, is cause for our concern, and yet as I sit here, I find it a very difficult point and problem to accurately convey and describe.
Do I think Skyrim will be a top-notch game that will consume hours, days, weeks…oh lets be realistic here, months of my life — yes, such an outcome is inevitable — it’s already written in the stars, but for the hours and hours of enjoyment I will have playing this new game, there will come a point quite quickly, I’m sure, when the novelty and alluring mystery of Skyrim begins to wear off and the cold realization of the games limitations come creeping up like a disheartening Nordic wind. It’s the moment when that absolute freedom you first feel begins to fade and peel and chip away, leaving you all too aware of the stale, repetitive, predictable nature of the programmed mechanics of a video game. This mounting feeling of nagging disquiet and angst isn’t intentionally supplied by the Bethesda devs, and although the experience they work hard to create will be well worth my dollars and cents, I’ve come to realize that it is that which they claim to do the very best, which has become their biggest problem, for it has grown stagnant, and it has ultimately become their greatest lie.
What is it you ask? What could drive me to make such a scandalous claim? It’s the boast that they allow us to do whatever we want, be whomever we want — it’s the illusion that there’s true variety in the roleplay. Perhaps there is…
You may be wondering what I mean by this…that is, of course, if by some chance you’ve actually made it this far. What I mean is that there’s very little content in-game to truly satisfy the many variations of characters, which the devs have given us the ability to play as, to shape and mould and design. Yes of course we are capable of being blunt, or polite or down the middle ‘Average Joe’. We can be a mage, a fighter, a thief or a rogue. We can fight to save the Empire, or side with a rebellious Hold and through it all, despite our true ambitions, we’re forced into the role of some hapless hero. So unlucky are these people whose lives we roleplay that any danger threatening Nirn always seems to immediately come their way. I half expect my character to throw his arms up one of these times, look at me through the screen and say “is there not another man or mer or beast brave enough to save the world on this cursed day.”
That last bit was just purely for a laugh. I honestly have no problem following a main quest that makes me a hero. It’s an expected reality of most any ‘epic’ game you’ll find. What I take exception to, and where the problem truly lies is that when I’m not out saving the world, the ambitions and motives of my roleplayed character can’t be sufficiently realized. This is the most difficult and complicated part of my dissatisfaction with which I struggle to describe and perhaps it’s also one of the most difficult things for the devs to implement, which is why its advancement within the elder scrolls series has been pushed aside.
******INTERMISSION******
(I’m impressed if you’re still here and reading. I’m gonna try and take a break from the rhymes so we can really look at the meat of the matter)
Okay so where was I…ah yes, the inability to realize many of my characters ambitions in a roleplay sense of the game. What does that mean? Well it means many different things depending on the type of character you’re trying to roleplay, but essentially what I feel the game is lacking in this regard is a level of complexity in its interactive design. A level of complexity which has fallen short in a part of the game that should truly be considered the ‘soul’ of any open-world sandbox RPG that wields a, be who you want, live how you want, do what you want mentality.
As it stands, the games Bethesda makes are superbly done. There’s no arguing that, and there is an element of what I speak of in them, but as I stated before that ‘soul’ has not matured and evolved alongside other aspects of the game design. To believe that the characters, which the long-time fans of the Elder Scrolls series, or heavy RPer’s, or even just modern gamers in general are creating and desiring to play as, are so basic, unsophisticated, shallow and one-dimensional; so black, white or generically grey that they can fit into these simple moulds of good and evil; rude and polite; warrior, rogue or mage, is a mistake on Bethesda’s part, on both a creative level and from a practical business standpoint. Unfortunately they design the player’s many possible interactions, with these very simple classifications in mind.
In my opinion, it is in these murky waters of complex character motive that Bethesda must swim if they wish to take that next big leap forward and move beyond what they do in Skyrim. They have to understand that we the gamers want more from the experience, not just new dungeons or lands to explore, but with ever-improving technologies and with bigger budgets because of a greater fanbase which in turn means a bigger and better team of developers, which again translates into greater talent and ingenuity at the helm, we the gamers have come to expect…well, we expect…(oh I hate using this word but)…we expect more immersion into the game and into the role we’ve chosen to play. They have to begin creating larger ‘niches’ within the gameworld, which supply unique and interesting situations (clusters of quests, lairs and abodes, dialogue options, items, weapons and armour, in-game literature, involving interactions and seemingly spontaneous and sensible NPC reactions, etc. etc.) which are tailored for and can better accommodate the many personalities, ambitions and motives which could possibly be driving the wide array of individualized characters their games allow us to design and create. They must venture out from the comfort and safety of building their game and designing their quests to best suit one of those three core classes, because what they are inadvertently doing is creating story and narrative that many of our characters can’t relate to anymore…or they can, but often it comes at the cost of the role played. They must try and understand why our characters would be trying to behave rudely, politely, selfishly, altruistically, deviously or honourably in any given situation and then try and create enough variance in the possible interactions, and more importantly, in the NPC reactions within the gameworld to cater to these more complicated character types. Finally, they must move beyond the stereotypical sentiments of good and evil and realize that no one — real or fictional — is entirely one or the other, and in fact are often far more layered than even both of those qualities combined.
So what does all this long-winded mumbo jumbo mean when it comes to the game and how it plays? Where’s my beef and what do I want to see changed? I guess it can be vaguely summed up like this; it’s just not enough to allow me the ability to create a title for the specific type of character which I have in mind, nor do I feel that selective skill progression alone is enough to define that character. We need more individualized in-game substance and circumstance to really feel as though a less mechanical or generic experience is being had…one suited to the type of character I’m attempting to roleplay. If such substance were added effectively and creatively to the gameplay, than it would go a long way to re-enforcing the role I was trying to play, thus increasing immersion and adding unique depth to my character. The problem is, somewhere along the line, statistics and skillsets became the be all, end all, driving and defining forces that shaped our characters in the game, and although these elements of game design are important, they alone cannot fully create a roleplaying experience, nor can standardized responses from the world and its NPC’s, which only take into account the most computerized and basic of our character’s traits.
Now for the one person who has managed to hold his/her course and venture this deep into my rant, I congratulate and thank you. You may be thinking that Bethesda is already attempting to solve the problem I’ve thoroughly mentioned with their new ‘Radiant Story’. The truth is, however, that although radiant story could be considered a step in the right direction…from what I understand of it, it is a step forward, but in a very generalized direction (generalized being the ultimate problem and issue at hand). It is the equivalent of a band-aid being used to close a gaping chest wound, or an exposed heart. I’m sure it will be of great benefit to the variety in the gameplay, for it is essentially a random quest generator with a handful of interchangeable variables, which produce quests that are mildly suited for your character and which point him/her towards that which has yet to be explored, but it will not really, truly and honestly address your roleplayed character’s motives, nor will it add depth to, or properly cater to his/her intended essence—an essence initially conceived in the player’s mind and then birthed through the canol of the in-game character creator, but beyond that, it is this essence of your roleplayed character, which the game does not provide with the proper nourishment it needs to adequately evolve or grow or distinguish itself. Sure the game scatters heaps of feed our way (quests/interactions) like we’re a cluster of chickens, giving us the option of being corn fed chickens (good/warrior/polite) or grain fed chickens (evil/mage/rude), or some combination or variation of the two (roguish/adventuring/etc.), but rarely does the game offer up the specific food we really want to eat to help our character grow into that which we envision and imagine in our minds.
Now what kind of a post and rant would this be, if I didn’t supply some clear examples of what I mean or solutions to the problems I see, but I’m also pretty sure that this rant has run on a little long (longer than most would have been able to bear) so for anyone still here, I’ll say that’s enough for now, but I will update with some more specifics later.
Thanks for reading.