» Tue May 17, 2011 7:15 am
I liked both, and devs could go either way adjusting them a little.
- I liked Morrowind because of how freaking real the whole process felt and how it made you feel like a dust-worth prisoner thrown in the wild, even if it was awfully confusing by 2003 (such open design, i don't think it would be so problematic now). It was less like a videogame which is better to me but with a little tweak or two to make it less confusing it would be quite the thing.
- In Oblivion i found it kinda cheesy to find the King at the beginning of the game, but the tutorial instructed the player much better (in a more traditional and predictable way) but the first time in the dungeon felt great nonetheless with that tension and discovering the graphics and physics, and reaching the light of the day at the end in such a breathtaking natural landscape was KILLER.
What people don't realize is that AS DESIGNERS they want to make an unforgettable first impression that wows the player and is part of the experience (unlike other companies that don't care at all), instead of a practical assistant for those that create 5 characters before settling for one. See?
So the solution that makes everyone happy should be separating the character creation process from the tutorial, which breaks Bethesda's proposition.
pd: nice about the question split. But i prefer a dungeon that is a whole different, original setting instead of the standard call of duty training routine.