Story was good writing was average , looks like you didn't understood what i posted.
Probably not. So, I guess I can agree with you there.
Let's take the Oblivion equation : T + nipbles = M nothing to do with writing .
This is Skyrim. It's target rating is M. Most games go for the T rating because, honestly, a T rating's less likely to turn even mature gamers away. The sixual content in
Daggerfall added nothing to the game.
And Oblivion was rated T because the ESRB missed the entire Dark Brotherhood questline, and half the main quest, apparently.
LOL that's hilarious coming from someone who plays TES games , in any case CDPR concluded the story of the first game well , it looks like they run out of money in the
second. Troyka just run out of time. Have you ever tried to compare one of the best TES lines against one of the worst from those 2 games?
Hah! The
worst lines spoken in TES are
Far more fun and memorable than almost
any lines in those games
can not think of any rpg -excluding sandbox and free roam- that wasn't railroaded towards the end , care to give some examples?
Well, considering your qualifications excluded the only
good RPGs, I guess I can't.
Games that come to mind: Daggerfall, Deus Ex, Nethack, Fallout 1, Fallout 2, and Morrowind, to an extent. Sure, they become more focused as the end approaches, but it's not outright railroading. Railroading is not being told you have to reach a certain destination. It's told you have to reach a certain destination by going through specific points in a specific order when it would be otherwise possible to achieve the goals in a different order, or bypass certain steps (Like avoiding circumstances that would lead to an ambush). Railroading sets in in
Oblivion whenever your character freezes to watch an event.
TES games are not story driven , wrong example you brought here. If bethsda gets short of time , money or both they will start cutting stuff from the entire game not only the MQ
I forgot where I was going with my praise of the forgetability of the main quest. I meant it allowed me to do the things I wanted to in the game (Such as flood the Imperial City with Watermelons, or see how many ruins I can loot in 30 minutes), instead of what the game wants me to do.
What do you mean by wrong example? Gygax and Arneson RPGs aren't "Story Driven". They are about 2-6 guys (At a time) dropped in a massive world and given a handful of "Quest hooks" that can be ignored (Though this isn't recommended: It's far more fun to annoy the GM by subverting his quests along the way instead of beligerently disregarding them), or dropped in front of a dungeon and given the objective "Loot this until you have everything, or you get bored". The GM's job is [i]not[i] to tell a story, but to arbitrate the rules of the system and challenge the player characters' abilities.