» Sat Jan 15, 2011 11:42 pm
the way factions were handled in Morrowind seemed better executed to me, in that almost all of your beginning quests were pretty much just gruntwork for everyone higher up than you and the later quests were a lot more involved and political, and also in how each guild played off of each other. advancement felt rewarding, the later quests were fun, and the characters and politics generally interesting.
that said, the questlines as a whole in Oblivion's guilds were much more memorable. the Thieves' Guild and the Dark Brotherhood in particular i felt were amazingly well-executed. the only guild i ever had a problem with was the Mages' Guild, but that lied solely in how much i hated Traven - the questline itself was fine, i just didn't like how i couldn't reverse his decisions. i'm not big on the I'M REALLY IN THIS WORLD thing but i like to think my being archmage contributed in some meaningful way to the dissolution of the guild as a single structure.
the lower number of guilds in Oblivion lies mostly with the fact that they were severely limited by disc space for dialogue and had to cut a bunch of quests (Emil Pagliarulo said on one of the Bethesda podcasts that the Arena had originally been in every city in Cyrodiil before they had to hack it all out, and there's other trace data like the missing city of Sutch and the questline to become Count of Kvatch), but with the new compression techniques, the way NPCs are being handled in Skyrim and the whole Radiant Story system, i'm fairly confident that guilds in Skyrim will be a good balance between the quantity of Morrowind's and the overall quality of Oblivion's.