So guild questlines are short eh?

Post » Sat Dec 17, 2011 4:34 am

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

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.


Are you talking specifically on the TG quest line, or are you also talking about the radiant quests that you get from two specific people within the guild?

It didn't take me too long to go through it, and I did not fast travel (though I used the carriages to go between cities). Overall, I enjoyed the TG questline, but I dislike that there is forced combat in it. If I wanted combat, I'd join the Companions. I am a thief, in the thieves guild, I want to steal things. The radiant quests are great, though I wish you could pick which city to hit (that got ridiculously annoying), but the story just didn't settle well with me. I liked the outcome, I enjoyed the last mission, and I had fun most of the time, but it just didn't seem very TG to me.

I will say that, to me, it was the longest of the 3 factions that I have played (I have not yet dome DB).
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Shannon Marie Jones
 
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Post » Sat Dec 17, 2011 8:46 am

The only one I've done is the Mages College, and I must say it is rather short and unsatisfying. I think there were like...4 or 5 quests?
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Wayne W
 
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Post » Sat Dec 17, 2011 2:30 am

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.



As others have said.... it's not the length of time we're talking about when we say they seem short. It's the fact that they're only like 5 quests long. (At least, that's how the Companions seemed to me.)

True. However I think it depends how you play the game. Companions have about the same amount of quest as Fighters guild did in Oblivion. The difference is that the Companions rely more on radiant quests. Making it a different experience every time you play through it.


There must have been a bug or something when I did the Companions (early patch, 1.0 or 1.1), because I only got one Radiant quest. Every other one was one of the main quests. Try to talk to any of the "leaders" to get a random quest, and they'd say "Go to ______, they have a task for you."


I agree that if there had been several random quests in between the steps (at least the earlier ones, before the plot swings into full gear), it wouldn't have seemed quite so "Congrats on just joining us, rookie. We now invite you to the Circle."
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Kit Marsden
 
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Post » Sat Dec 17, 2011 8:31 am

Not at all, I agree that it would be sad to have to do that in order to "make it feel longer" :)

I also understand that people are comparing, I am not of the past games just this one, so I can only compare to other games not related and "time" and for me they are all long in terms of that comparison.

I only posted that to people who may not have a comparison and play like that and then complain about things being short :)

Its a tricky one seeing as the history this game has and people who have an expectation of the last, then again to pick up these points and yet you compare to most games out for what you get, it then adds more perspective to it.


lol do the mages college bro i feel like its the epitome of this thread
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Angelina Mayo
 
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Post » Sat Dec 17, 2011 10:30 am

lol I actually was thinking the same thing too, OP, while playing the mages college. the thing is, when I was almost done what I thought was the quest to make me go from an apprentice mage to adept mage, I became the archmage. And there is no ending. Literally. Its just. Oh. Ok. What now? The quest guy literally tells you, "uh...I don't know.."
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Roberto Gaeta
 
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Post » Sat Dec 17, 2011 1:50 am

an small ceremony at the end where you was declared an new leader and given some stupid reward.

Yes, that would be great. That would definitely be an improvement, I agree.

However, I think I'd still feel something was not right with the story. Some of these people have been in this organization for years. They know the leader, they're trusted. I waltz in from nowhere, do five favors (two of which they help me with) and - bam! - they decide to elect me the new leader?

Eorlund, I'm guessing, is the senior member in the organization now. Why isn't everyone looking to him to take over the reins? Aela has clear leadership qualities: strong, forceful, dynamic - I can't believe she'd just meekly step aside.

It seems to me that these cantankerous, brawling, mead-drinking warriors ought to be challenging each over the top position. That they do not seems odd to me. That they accept me as their boss goes beyond odd. That seems wrong.
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Louise Lowe
 
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Post » Fri Dec 16, 2011 8:51 pm

Mage line is the worst TES quest line ever.

There was nothing between apprentice and arch mage. Really needed a better, longer, more thought out quest line than the Deus Ex Machina Psijic thing we got and yes, rankings with required levels of magic to advance in the rankings.

It was terribly done. Companions not much better, though I do hear the Thieves Guild and DB quests are better.
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Kate Murrell
 
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Post » Sat Dec 17, 2011 9:48 am

I blame the marketing decision to release the game on 11/11/11. That was such an audacious move they couldn't back down once they had announced it. That had to release it on that day even if the game was unfinished.

I agree... stupid "cool" dates... :glare:
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Andrew Perry
 
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Post » Sat Dec 17, 2011 8:02 am

The only questline I've completed so far is the Companion's questline. And, I have to stay, it ended very abruptly, in my opinion. The events almost didn't make sense, everything ended so swiftly. I couldn't help but think that Bethesda meant there to be more to this story, but it got cut.

I blame the marketing decision to release the game on 11/11/11. That was such an audacious move they couldn't back down once they had announced it. That had to release it on that day even if the game was unfinished.


I'd have to agree. I played The Companions questline through first, around level 25. And it seemed to end after only really having done five quests. I thought that was a bit odd, so I looked up the questline in the official strategy guide? Wow. Dozens of radiant quests from different guild members designed to break you in, in between the main quests for the questline.

I got none of these.

Not a single one.

Each time I spoke to a questgiver asking for work I was always told, 'Not now, character x wants to speak with you'. So I went and spoke to them, and this resulted in the next main quest section of the Companions questline starting.

It's clearly designed to be broken up, and to feel like a longer story you have to work at. But something is going wrong, because all those radiant quests just don't get offered until you've completed the questline, as a whole.
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james reed
 
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Post » Fri Dec 16, 2011 10:06 pm

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.


Not rushing is not the same thing as the quest lines being long and the journey is not a part of the quest just like how I do not get paid for the car journey to work or back home every shift that I do. I am not interested in walking to work either as that is a 50 minute journey by foot yet by car it is only 5 minutes, in reality I am going to use the fastest method available to me and so why should I be forced to use the slow manual walk method in a computer game which has a fast travel option? don't get me wrong, I think more could be done with fast travel to stop it being an instant and perfect method of transportation (like random encounters that interrupt it for example) but the whole idea of you have to walk to every goal post is a bit ludicrous. Oblivion and Fallout 3 also both had fast travel and yet nobody is complaining about those having short quest lines.

The quest lines are short, the speed you do the quests in is up to you, but I think the achievement of having to work towards your goal is much more of a rewarding experience then having to go out of your own way to make things more difficult.

Skyrims is not a short game but it's quest lines are short, the difference between the game and the quest lines is something you're not making and it's this lack of differentiation that your entire argument is based on, but with that differentiation your argument in my opinion has no basis what-so-ever and the quest lines remain short.
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Ella Loapaga
 
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Post » Sat Dec 17, 2011 3:52 am

it takes as long as you want it to mate, thats what our younger pairs don't understand or have the discipline to enforce :) as for the DB, you are in for a treat if you can stomach the cold-bloodness of it


Well said man
Younger kids nowaday rush through games just so they are completed. They don't get the exploration aspect.
It is like with those shooters they all play, kids will get a game at midnight, sign on and play through it on Normal in one sitting. Kind of silly
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Trent Theriot
 
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Post » Fri Dec 16, 2011 10:43 pm

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


What ranks??? You go from the bottem to the top with no middle ground.
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Stay-C
 
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Post » Fri Dec 16, 2011 6:32 pm

Try Winterhold, "Hello new apprentice. Oh, archmage you say?"

I think forcing you to do a larger number of radiant quests as well as all minor quests before progressing would add to the experience, that should be moddable at least without new voice acting.
I've started to make myself to stop doing just their main quests so it feels less rushed.


^ This ^
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Alkira rose Nankivell
 
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Post » Sat Dec 17, 2011 2:12 am

What ranks??? You go from the bottem to the top with no middle ground.


Actually in the Companions you go Initiate -> Member -> Leader... same in the thieves guild... it's just so rushed you don't really see it.
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Caroline flitcroft
 
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Post » Sat Dec 17, 2011 12:33 am

Actually in the Companions you go Initiate -> Member -> Leader... same in the thieves guild... it's just so rushed you don't really see it.

Point taken, but there were many other ranks in past games, it's kinda of a bummer
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Johnny
 
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Post » Sat Dec 17, 2011 3:04 am

Try Winterhold, "Hello new apprentice. Oh, archmage you say?"

I think forcing you to do a larger number of radiant quests as well as all minor quests before progressing would add to the experience, that should be moddable at least without new voice acting.
I've started to make myself to stop doing just their main quests so it feels less rushed.


This is one of my only issues. I went to Winterhold and immediately was given a quest to complete. The completion of this quest (which does have several steps) made me the archmage. I was like...what? Ha.

They should NOT give you the quest to become archmage first. It should be only after you've done a bunch of stuff for them.

So head's up...if you want to do the mage quests, do the sidequests offered to you by the other teachers first! :D
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Lily Evans
 
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Post » Sat Dec 17, 2011 8:05 am

They're much shorter than Oblivions
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Britney Lopez
 
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Post » Sat Dec 17, 2011 3:32 am

I can't speak to all of them since I have only taken the MQ through Act 1, and completed 116 misc quests mostly found through exploration on my own. But, my character is arch mage, and I did take plenty of time with this. Walked though it slowly, got married, bought 3 homes, smithed, enchanted and just goofed off with side quests. I personally felt I put more effort into the guild quests to go from apprentice to associate in the Cyrodil mages guild, then the entire quest line to become arch mage. The story was decent enough, but the amount of content was just silly. Should have been sufficient to grow from evoker to magician in Oblivion. I guess with civil war content, and all of the radiant quests, they felt the guilds didn't require the same level of detail. A mistake as far as the mages guild is concerned, but am hoping for a different experience with the DB, TG etc. Problem is, usually I like to devote a different character to each guild quest line when I play. Doesn't seem justified in Skyrim.
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Laura
 
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Post » Sat Dec 17, 2011 12:53 am

Yeh the questlines are long enough for me.
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Amy Gibson
 
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Post » Sat Dec 17, 2011 9:42 am

how long is the main quest? like say thats all you do from lvl 1, bout what lvl would you be finished? Since the mages guild im kind of scared to continue LOL
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chloe hampson
 
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Post » Sat Dec 17, 2011 7:35 am

Sorry but if you think this game's guild questlines are lengthy, or anything approaching the definition of that word, you've never played a previous Elder Scrolls game. Skyrim's DB was a joke.

* Do one quest for the leader.
* Then a dozen lame quests for another member. No quirky parameters to make the hits fun or challenging. NONE AT ALL.
* Check in with leader, get another official DB quest.
* Do one last lame quest for another member.
* LAME TWIST
* Do last official (and anticlimactic) DB quest.
* Done.

....really?
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Arnold Wet
 
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Post » Sat Dec 17, 2011 9:39 am

Mages better get some love in the DLC.
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Marquis deVille
 
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Post » Sat Dec 17, 2011 1:34 am

There are no real ranks to the Guilds in Skyrim, either.

In Oblivion each Guild had ranks, which on Xbox unlock specific achievements for each rank. And the conditions of progressing through each rank were pretty epic at times.

Take the Mages Guild for example. You couldn't even get access to the Arcane University until you'd done a quest (Sometimes with multiple outcomes) for the head of each guild branch in every city. There were then aa good few quests to progress through for each rank up to arch mage.

The Guild Questlines in Skyrim just don't have that level of complexity to them. It's why they're not quite so fulfilling to many players. Each guild questline in Skyrim is designed to be broken up by Radiant Quests to prolong the experience - but often those Radiant Quests become locked off by questgivers who seem determined to force you to the next main phase of the questline. This is especially annoying in the Companions questline, where radiant questgivers won't even speak to you about radiant quests, and just instruct you to talk to the giver for the next phase of the questline.
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Flash
 
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Post » Sat Dec 17, 2011 7:40 am

Mages better get some love in the DLC.


I really think thats why they seemingly "got the shaft"
I would expect a magic oriented first DLC, possibly having to do with the sygic order or whatever
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Brooke Turner
 
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Post » Sat Dec 17, 2011 3:06 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.


The only Guild I've completed is Thieves and I didn't find it to be short at all. I thought it was quite enjoyable actually. I find it a bit broken that everyone still treats the main character like a scrub wants it is done. Especially considering how the quest ends.
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Lily
 
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