» Sat Dec 17, 2011 9:18 am
Its not the length of the questline that bothers me, it is other factors.
The Mages Guild Faction was a disappointment, I can become Archmage with only having thrown one spell (in training) and having no real skill at magic. What happened to all the ranks and rank level requirements. To become the head of any organization you need to do a lot of work AND actually be qualified. I did not rush through, I am old and I never rush anything. It was just short and made little sense. There was no requirement or need to get to know anybody in the guild. On a side note, why are all the mages in the wilderness and in dungeons automatically hostile? Shouldn't they be more like, "Oh, your the MF Archmage, maybe you would like to sit and have some tea. We could discuss magic string theory."
The Companion's quests were NOT equivalent to a Fighters Guild, it was basically a "join the werewolf faction" Again, you can do this without any appreciable melee skills. Why can't I join the Silver Hands and kill werewolves. Werewolves are "MONSTERS" after all, they eat people and kill children. The fact that werewolves are in charge of an inbred "band of heroes" should have been a source for some great conflict and some very interesting plot lines.
The Dark Brotherhood faction was better, but still flawed. A brotherhood of six people, really? I love what little character development there was, but why isn't there more? Why can I can become the listener so soon? Shouldn't I need to prove myself to the Night Mother and to the others? Why did I even get to meet everybody with doing lots of quests to prove I could be trusted (it is supposed to be a secretive organization). I should also have the basic skills needed to do the job. Why dispense with all the lore developed for Oblivion, I can see the DB not having as big of a presence as in Cyrodill, but why change how the organization operates. The Oblivion DB quest line was the best in the game, IMO. After becoming head of the DB, why can't you recruit new members?
The best faction quest line was the Thieves Guild, although a lot of it felt forced. When you enter Riften and encounter the right/wrong people you are kind of accused of being a thief, and forced into the questline. You get no real choice to decline the quest and make it disappear. Why can't I choose to kill off the TG? Again, no real requirements for advancement; I would think that they would want the head of the TG to be good a thief type stuff. There is really NO logical reason to make you the head of the Guild if you aren't more qualified than the others. After becoming the boss, shouldn't I be able to send out my minions to do the petty quests and collect my share of the take. There should be a significant monetary benefit to becoming the boss, otherwise why become a thief?
IMO, a successful Faction has these elements.
1) A plausible reason for existence and realistic relationships with other factions (I thought they did this well enough). The organizational structure should reflect the type of activities that the faction engages in.
2) An emotional connection with fellow guild members based on realistic character backgrounds, shared trials and tribulations, and realistic behavior. To do this REQUIRES you to interact with members of your guild by doing things for them or with them. A single radiant quest is not enough. All NPC characters need dark secrets or personal problems you can help them out with. You should need to gain the support of the members before advancing. The thieves guild did this best.
3) Reasonable entry requirements, and skill level requirements for advancement. Secret organizations are not going to open up their operations to you after a few minor quests. You should not know the inner workings until you are in way to deep to back out. If you are not qualified, there is no way that people are going to support your advancement (which could affect their personal livelihood).
4) More than one way to resolve quests, because........
5) Your actions in the Faction (and the world around you) should have realistic consequences. Becoming head of a faction should actually mean something, by being properly recognized and/or by being able to get members of the faction to do things for you.
After all of this, you might think I hated the game (which I do not). These are constructive criticisms, most of which I hope will be resolved by the modding community. I have always relied on the kindness of our modders.
Cheers!
Argenthart