So guild questlines are short eh?

Post » Sat Dec 17, 2011 7:07 am

The quest lines are shorter in this game. I wish they was longer than they are, also I do not rush things I tend to drag things out in these games.
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Jessica Raven
 
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Post » Sat Dec 17, 2011 8:17 am

I didn't finish the College questline because I was playing a DiD character and he ended up dying during one of the quests but at that point I was having quite some fun completing the guild's quests and it didn't feel dull at all. Without giving anything away I can say I was going after a certain staff when I died.

But then again I take my time and I don't rush things.


Again, Captain, we're not talking about how many hours it took to do the questlines (heck, I only got around to hitting Solitude for the MQ in the thirties, and only finished it after level 50).

We're talking about number of quests.

As I mentioned, the Companions questline - possibly bugged - didn't make/let me do more than one random filler quest in between the main quests. I was a trusted member of the Circle almost immediately after joining, and the whole questline was done within six or so quests. Doesn't matter if I rushed through them in an hour, or if I spread them out over 60 hours of other stuff - the questline itself was short.
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Emily Rose
 
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Post » Fri Dec 16, 2011 8:56 pm

I'm in 100% agreement regarding the Companions and College of Winterhold storylines in Skyrim. In Oblivion, the Mages Guild questline was pretty epic- having to get the approval from each guild location leader, etc. before things really took off. The Fighter's Guild also had some serious meat to it and felt very "warrior-like" in application/context, especially with the whole conflict/competition between the FG and the Blackwood Company.

I've just started the Thieves Guild line and haven't touched the Dark Brotherhood, or the 'civil war stuff' yet (sounds like those are the good ones), but I was pretty bummed out by the others thus far...I really disliked the whole direction the Companions' quest immediately took (no spoilers, but pretty sure EVERYONE knows what I'm referring to). It felt like a gimmick, and I frankly couldn't wait to "get rid of" my associated rewards/abilities. I was literally SHOCKED by the brevity of the College of Winterhold story. At first I enjoyed how the college really emphasized magic learning/practice, but it quickly dissolved into fetch quests. It felt predictable, and Oncano was the most stereotypical "bad guy in the armchair stroking the kitty" I've come across in a long time. Like others mentioned, I wanted to "off" him the moment I met him.

I'd actually have to say that my favorite questline so far (shockingly) has been the main one. Not finished with it yet and enjoying every second. In contrast to Oblivion, I'm enjoying this main questline MUCH more. Go figure!
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Michelle Serenity Boss
 
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Post » Fri Dec 16, 2011 9:08 pm

or the 'civil war stuff' yet (sounds like those are the good ones)


Hate to disappoint but the "Civil war stuff" is about as short as the college of winterhold, maybe like 10 minutes longer.... maybe... it's a huge disappointment overall. It's nothing like the 3 major factions of Fallout New Vegas, or the option to go it all alone with no allegiance to anybody but yourself.
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Horse gal smithe
 
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Post » Sat Dec 17, 2011 5:43 am

Frankly I dont think many people are rushing in skyrim.

Its just that somehow the explorers (those players who just like spending their days exploring/dungeon crawling) seem to think that doing anything with a goal in mind is rushing. "What's that, you wanted to work on your guild's quests? Lol, your fault for actually aiming for something [censored], shouldve been exploring more!"

Its even sadder when they start comparing us to WoW....

So the people doing the story-based quests and hoping there were more of them are closer to MMO players then the people just grinding repetitive generic quests? Ooooooh the irony is thick in this one!


Some people will just try to explain/excuse anything with the most absurd things.
Like the "spell making was not in-game because nords hate magic" argument. If you can call it like that.
And besides from my point of view, most of these people just want a glorified theme park and virtual world sightseeing to get away from RL and nothing more than that, so they don't find anything wrong with it. Those are the same who tell you there is not problem if you imagine everything and call themselves RPers. If they played PnP they could probably imagine the DM too. But that's beyond role playing it's more like day dreaming.
Don't forget the community has grown a lot with Skyrim and has annexed a wider range audience.
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Amie Mccubbing
 
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Post » Fri Dec 16, 2011 10:17 pm

The thieve's guild is longer than Oblivions. You have the MQ of the Thieve's guild which is about as long as Oblivion's, then you also have 5 assignments per city, and the 1 special mission per city. There is 30 quests right there. I guess when you complete them all you gain a foothold in each city. There are also a variety of assignments too.
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Bones47
 
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Post » Sat Dec 17, 2011 4:13 am

The thieves' guild in general really felt like they put more time in to it than the other factions. There were 4-5 unique voice actors. The supporting cast all had their own stories (Rune, Thrynn, Vipir, etc). The guild hall changed somewhat as you completed more quests (not really changed, but merchants moved in), and then there were the larceny shelves where curious items that you gave to Delvin were displayed. Even though he bugged out after I turned in 3 of them, and now I can't give him the rest. And a random physics bug caused the few items I managed to give him to fly off the shelves.
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Kill Bill
 
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Post » Fri Dec 16, 2011 6:21 pm

Let old and senile people enjoy taking hours on a simple fetch quest.
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Chris Jones
 
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Post » Sat Dec 17, 2011 10:13 am

It's mostly the winterhold mages one that is short. ; My god Labyrinthian was short; its like it shrunk from the time of Arena,
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Richus Dude
 
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Post » Fri Dec 16, 2011 9:53 pm

That had to release it on that day even if the game was unfinished.


what? no they didn't, releases get pushed back all the time.

main quest and mages were complete disappointments. I finished the main quest and was like... uh that's it?

something I was hoping for was less linearity in the quest lines. There are a ton of places where you are just mashing the dialog button because there are no options, might as well have been a cut scene from metal gear. And even when there were options they have no ramification except to kick you back up a layer in the dialog tree and have to start over.

I think the lack of choice makes the quests seem shorter.


(edit) But yeah, the thieves guild is awesome.
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Joey Avelar
 
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Post » Sat Dec 17, 2011 4:42 am

If you do not go around doing other stuff while completing the guild, then yes it's very short. That is the same as saying my current Imperial Crusader have spendt 30 hours working for the Companions, even though I have only joined them and not done any quests.
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Ludivine Poussineau
 
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Post » Fri Dec 16, 2011 8:25 pm

If you do not go around doing other stuff while completing the guild, then yes it's very short. That is the same as saying my current Imperial Crusader have spendt 30 hours working for the Companions, even though I have only joined them and not done any quests.


Winterhold Mages is the only guild that doesn't have any "non-fetch" repeatable jobs however. :laugh:
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ILy- Forver
 
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Post » Sat Dec 17, 2011 1:27 am

Aside from some of the basic flaws (lack of level requirements), I kind of wonder if having voice acting isn't the problem. These files eat up a lot of space and you have to pay somebody to do it. The decision to make it largely voice acted may have inadvertently caused the problems we observe.

We might be better off with more text based dialog except for important cut scenes. I suspect that if they made the quests the way I wanted that it would eat up several HD DVD disks, and have cost millions more to produce.

Just a few thoughts, let me know what you think.

Cheers!
Argenthart
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Peetay
 
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Post » Sat Dec 17, 2011 3:11 am

what? no they didn't, releases get pushed back all the time.

main quest and mages were complete disappointments. I finished the main quest and was like... uh that's it?

something I was hoping for was less linearity in the quest lines. There are a ton of places where you are just mashing the dialog button because there are no options, might as well have been a cut scene from metal gear. And even when there were options they have no ramification except to kick you back up a layer in the dialog tree and have to start over.

I think the lack of choice makes the quests seem shorter.


(edit) But yeah, the thieves guild is awesome.


If it is a fixed specific day release they almost never get pushed back except when there are serious problems.
Especially for the "catchy" 11/11/11.
Pushing it back while having announced it almost a year earlier would hurt the sales a lot.
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Farrah Lee
 
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Post » Sat Dec 17, 2011 7:01 am

I don't know where you people are getting that from.

I'm currently playing a thief/assassin that I created with the sole purpose of completing the Thieves Guild and DB later on. According to my save file I'm 20 hours in with this character and I still haven't completed the TG questline.
I'm not rushing the game but I'm using carriages whenever possible. I.E: I used a carriage to go from Riften to Solitude and from Windhelm to Markath, both travels would take a long time by foot.
I haven't done any other side quests, I even skipped Riverwood altogether after escaping Helgen. I don't use fast travel tho but even if I did it wouldn't have shortned much of this time.

So I wouldn't call 20+ hours short for a guild questline. Most singleplayer games don't have half of that game length in their main campaign.


very short, a couple hours to do companions and 10-15 mins to kill DB so far, started thieves and mage but saving them till later
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anna ley
 
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Post » Sat Dec 17, 2011 5:25 am

Compared to Oblivion, the questlines seem very short... and progression through the ranks seems very rushed.

so true, the college quest line is only 5 quests i think, and the companians are just as short only filled with filler that does not even advance your rank (which guilds are missing for soem reason)
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Catharine Krupinski
 
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Post » Sat Dec 17, 2011 9:09 am

The thieve's guild is longer than Oblivions. You have the MQ of the Thieve's guild which is about as long as Oblivion's, then you also have 5 assignments per city, and the 1 special mission per city. There is 30 quests right there. I guess when you complete them all you gain a foothold in each city. There are also a variety of assignments too.


There are 30 quests there like there are 400 quests in Skyrim: as in not. Fetch quests are not quests. It's ridiculously boring, repetitive padding. The actual TG quest isn't even close to as long as the one in Oblivion.

I'm not even mentioning the lack of sense of having the head of the guild going out doing mundane crap all day as well.
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MARLON JOHNSON
 
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Post » Sat Dec 17, 2011 2:49 am

There are 30 quests there like there are 400 quests in Skyrim: as in not. Fetch quests are not quests. It's ridiculously boring, repetitive padding. The actual TG quest isn't even close to as long as the one in Oblivion.

I'm not even mentioning the lack of sense of having the head of the guild going out doing mundane crap all day as well.

The side quests for the Thieves Guild actually make perfect sense in the context given. I'm really tired of people calling every quest in the game a fetch quest. [censored], damn near every quest in damn near every RPG can be boiled down to fetch/fedex/kill quest.
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Dawn Farrell
 
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Post » Sat Dec 17, 2011 3:10 am

The side quests for the Thieves Guild actually make perfect sense in the context given. I'm really tired of people calling every quest in the game a fetch quest. [censored], damn near every quest in damn near every RPG can be boiled down to fetch/fedex/kill quest.


I don't refer to them as fetch quests. They're randomly generated grind quests. A couple of quests you do over and over again,with absolutely no impact outside of the Theives Guild.
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sam
 
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Post » Fri Dec 16, 2011 11:42 pm

No. It doesn't matter how long you decide to stare at a wall in a dungeon. The quests are short. The longest is the Thieves Guild, by far, followed by the Dark Brotherhood. The College and the Companions are a complete JOKE.

It's very clear that Bethesda put EVERYTHING into the Thieves guild, then ran out of time on the other three. Why? Well, the Thieves Guild is vast, it ties into nearly every other questline as well, you wouldn't know this unless you had actually played every other faction. The game practically forces you into the Thieves Guild. During the main quest you have to flirt with the Thieves Guild. During the Dark Brotherhood you have to use the Thieves Guild as well. You need someone from the College during the Thieves Guild quests, too.

It basically ties into everything, bar the utter pap that is the Companions. It's fleshed out, unlike every other questline with the exception of the Dark Brotherhood which had some decent moments in it. But really, it just seems they ran out of time and quickly slapped on the Companions and the Mages guild, a ten year old could come create stories with more depth.


Quoted for truth.
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Far'ed K.G.h.m
 
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Post » Sat Dec 17, 2011 9:08 am

with absolutely no impact outside of the Theives Guild.


Isn't that any guild quest? In any TES game?
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Rachyroo
 
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Post » Sat Dec 17, 2011 12:27 am

Some are shorter than others, but alot of people just try and rush them them, instead of truly enjoying them.

They gave me a place to go...I went there and finished the quest. Went back to the guild and they gave me another place to go.....went there and finished the quest.

There really isn't anything more to it. How exactly am I suppose to enjoy it more if I already love/enjoy the game.

I give it a 9.5/10 but I still think the guild questlines are short.

Am I suppose to walk everywhere and look at the trees?
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no_excuse
 
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Post » Fri Dec 16, 2011 8:23 pm

Some are shorter than others, but alot of people just try and rush them them, instead of truly enjoying them.

I've only played the Mage's Guild so far, and that was an utter disappointment. Most players, I think, will agree. It has a lot of unused potential and is very short.
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[ becca ]
 
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Post » Fri Dec 16, 2011 7:59 pm

We might be better off with more text based dialog except for important cut scenes. I suspect that if they made the quests the way I wanted that it would eat up several HD DVD disks, and have cost millions more to produce.

There's plenty of games that operate this way. I don't know why they haven't taken this route. Fallout was largely text with a handful of important characters getting fully voiced lines. Freelancer implemented a system where a character introduces themselves, but the meat of the quest is displayed in text. I would gladly take Morrowind style greetings with text for the vast majority of NPCs rather than give 99 percent of NPCs one line of dialogue.
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Stacyia
 
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Post » Fri Dec 16, 2011 9:43 pm

Isn't that any guild quest? In any TES game?


Sure, but that doesn't make it right.

Also, there's something wrong when you can be asked to plant evidence on the same person twice. And when you go to plant the second stolen item, the first stolen item is still in the chest... Combine that with the repetitive nature of the quests and it's little more than a grindfest. It makes me feel like I'm back in an MMO doing daily quests to grind rep with some faction.
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Miragel Ginza
 
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