» Sun Mar 28, 2010 5:25 am
I don't know I'm conflicted here. I loved Morrowind, and the skill reputation and quest orientation worked just fine for me, and so I really have no complaints and would definitely like to see it return before Oblivions system... However, I'm a very very old school role-play gamer, both in video games, as well as outside, as such I frequently find the ideology in a role-play game that there are barriers and a "Certain way things must be done", or a set "Path that cannot be strayed from" very troubling. It shatters immersion for me... But likewise, I hate that some people can't just play a game for themselves and enjoy it, and must cheat, exploit, or resort to walkthroughs and guides and various other ploys to satisfy their completionist mindsets...
My solution is simple, I think the primary way, and perhaps the easiest way to level up in a guild should be a combination of skills, set quests, and reputation, however, for the sake of making this a genuine role-play game that encourages freedom of choice, and endless opportunities and options, I recommend all guilds have a procedurally generated political system, or collection of background hidden quests and alternative routes. They must be procedurally generated to prevent walkthroughs, but these alternatives, political systems, hidden quests, opportunities, and intrigue would add depth to guilds even if you chose the normal method to rise to the top of the guild, and if you didn't might even offer an alternative way through much greater struggles and difficulty and mastery of other skills employed to get the same results. The point is OPTIONS are key to a role-play game, and I know for a fact people hated the unkillable feinting key NPC's or the mysterious boundaries, and unopenable randomly sealed doors throughout oblivion. In order to avoid these sorts of immersion breakers this sort of concept must be adopted, or something similar at least.