Fantastic or Underwhelming?

Post » Wed Dec 14, 2011 11:12 pm

I have yet to see one "staged" moment you mentioned.

Yes, there are scripted events, but without them it would be pretty boring, but those are nearly always connected to a quest or encounter. Heck Morrowind had them too, without them the world would pretty much be completely static, something like in Daggerfall but with 3D models instead of sprites.

Morrowind wasn't any bigger on the choice thing really. If you asked about a quest you nearly always instantly accepted it. And for paths to take, I can think a lot of quests that start out by "talk to this guy or kill him if you can't", how you are going to do either was up to you, you use your speechcraft, magic or money or just kill it with your sword, dagger, magic. This isn't that much different in Skyrim really, yes you get the quest "kill this guy" or "get this thing from that dungeon". Now how are you going to kill that guy? How are you going to get past all those things inside the dungeon? It's entirely up to you and how you built your character. You know, choices and consequences...

And don't get me started on the scaling thing Morrowind was scaled, a lot.
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Janette Segura
 
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Post » Thu Dec 15, 2011 4:29 am

I have yet to see one "staged" moment you mentioned.

Yes, there are scripted events, but without them it would be pretty boring, but those are nearly always connected to a quest or encounter. Heck Morrowind had them too, without them the world would pretty much be completely static, something like in Daggerfall but with 3D models instead of sprites.

Morrowind wasn't any bigger on the choice thing really. If you asked about a quest you nearly always instantly accepted it. And for paths to take, I can think a lot of quests that start out by "talk to this guy or kill him if you can't", how you are going to do either was up to you, you use your speechcraft, magic or money or just kill it with your sword, dagger, magic. This isn't that much different in Skyrim really, yes you get the quest "kill this guy" or "get this thing from that dungeon". Now how are you going to kill that guy? How are you going to get past all those things inside the dungeon? It's entirely up to you and how you built your character. You know, choices and consequences...

And don't get me started on the scaling thing Morrowind was scaled, a lot.

It would make me happy if captives were real people or beggars were real people. It would make me extremely happy if NPCs would really get hungry or sleepy and perform actions due to these needs rather than just schedules. I would be really happy if I could save that man in Windhelm(I actually saved him but it was awful, he just crouched there) or the woman in Markath. I don't need to do what is staged for me, I need to do something else and they can't know it, they don't have to know it. The best is keeping the scripted events to a minimum where they don't violate player freedom. Breaking quests is not a problem, they can trust their content if they make them open to multiple approaches.

Killing is all that can be done in many games and I am grateful for this fantastic sandbox game where we can choose at least how to kill people. :P I love stealth personally. A little bit more than that would be some RPG goodness.

"A lot"? Come on! Every single thing in Morrowind was unique with fixed stats. It spawned high level creatures late game but many high level enemies were already hand-placed. And it is still wrong. The hand placed loot and enemies saved Morrowind. But that is a moot point. Level scaling is just for creating filler material, filling between handplaced material. Oblivion was all filler material. Really, that system wasn't improved at all since, it was just abused more and more.

http://www.escapistmagazine.com/articles/view/comics/critical-miss/9245-Critical-Miss-Skyrim-Tales

I'm actually not against naming them like that or giving them ranges, I am just against their existence and stats being linked directly to player level.

Skyrim isn't that bad at enemy spawns, it is loot scaling which is really bad. I finally found myself a glass bow at level 29 and now almost every container is spawning glass bows, it is like they are mocking me. The game went pretty cool for first 25 levels(I can find any type of creature from first levels, thanks to the lack of scaling) but now it is getting slowly ridiculous, I am so scared from the 30+ levels, thinking about retiring my character.

They can never have a living breathing world with scaling, that is staged/scaled to player's level. Simulations don't do this, this is invented for arcade games. When they make a self-consistent world(which I have no idea why they are avoiding) then their amazing work will come to life.
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jadie kell
 
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Post » Thu Dec 15, 2011 12:20 am

I think Skyrim nails it as far as sandbox gameplay, aesthetics, and a believable, living world go. I was underwhelmed in terms of character building and choices. I'm of the opinion that, compared to previous TES games, there are far fewer choices and much less customization control as far as character building went, and there are fewer choices as far as quests go, like you're cornered into being evil for some quests where you'd want to be good, or having to be good in some quests where you might want to do something different, etc.

Overall I love the game, but I do miss having more options and greater control over who my character is and what exactly he can do and is good at (and is NOT good at).
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Eilidh Brian
 
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