Nation...

Post » Sat Dec 10, 2011 5:21 am

Its like buying the best car on the market and finding out its spoiler is broken. You stll love the car and you know its the best ( because its still is lol ) but you can0t help bu t be angry abour the broken spoiler. Then you wait for a fix and some cooohooo comes along with some cheap tape to "fix" the spoiler and calls it PATCH. In the end YOU have to fix it yourself ^^ ..
What I am saying.. I still love the game. Its EPIC.. but the spoiler... aaarrrh :D You get it ;)
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Juanita Hernandez
 
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Post » Fri Dec 09, 2011 11:19 pm

They certainly weren't lacking in nerds. Did you see them eating lunch in the cafeteria?
No excuse for gimped RPG elements with that magnitude of nerdiness.


Which makes me want to say that it seems like development was rushed by a concrete deadline, but of course this has to be false because they had what, 5 years? to develop this? I don't know, I mean, its a fun game, and I can definitely see a lot of hard work and passion put into the game, but the elements that are lacking seem like they would be parts of the development process that should have had higher priority than designing a plethora of shallow side-tasks.

I won't even call them quests as many of them are, "Oh, we found this bounty poster, why don't you handle this. Wait what? You want to know why there is a bounty for this person? What do you mean if you bring them back alive you get more gold? Look, this piece of paper says to go make someone dead, just go do it so I can find another piece of paper and we can repeat this all over again."
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Gavin boyce
 
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Post » Sat Dec 10, 2011 5:41 am

I'm sure the random escort and fetch quests from Daggerfall and Arena were so much more engaging. And those games TOTALLY didn't have level scaling either. Not to mention that the combat was so visceral and realistic.

/sarcasm
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Manuel rivera
 
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Post » Sat Dec 10, 2011 12:30 am

I'm sure the random escort and fetch quests from Daggerfall and Arena were so much more engaging. And those games TOTALLY didn't have level scaling either. Not to mention that the combat was so visceral and realistic.

/sarcasm


So your point is that Bethesda has failed to correct not only the mistakes from Oblivion but also errors that have prevailed since the early 90's?
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suniti
 
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Post » Fri Dec 09, 2011 9:47 pm

I'm sure the random escort and fetch quests from Daggerfall and Arena were so much more engaging. And those games TOTALLY didn't have level scaling either. Not to mention that the combat was so visceral and realistic.

/sarcasm


lol.

Daggerfall fetch quests were even more generic. The terrain was randomly generated, and the NPC were 2d cut-outs.
But it was awesome anyway.
and since I am pro level-scaling, no issues there either.
and anyway I did give Skyrim a 9 out of 10
I know my nostalgia for what it is.
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SaVino GοΜ
 
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Post » Sat Dec 10, 2011 1:14 am

So you're point is that Bethesda has failed to correct not only the mistakes from Oblivion but also errors that have prevailed since the early 90's?

Pretty much to understand that way
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Brian LeHury
 
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Post » Sat Dec 10, 2011 6:39 am

Give the guy a break, he needs to have a life somewhere.

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latrina
 
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Post » Sat Dec 10, 2011 1:33 am

Really Enjoy Skyrim but the game does feel very shallow, the mechanics of the game are pretty narrow in scope, abilities are triivial and unimaginative... just feels like its got no soul or character thats particularly engaging or memorable.

Todd Howard needs a muse, he seems very calculated but lacks passion.
Yet he made Morrowind which had character and soul.. go figure.
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Paul Rice
 
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Post » Sat Dec 10, 2011 3:49 am

Really Enjoy Skyrim but the game does feel very shallow, the mechanics of the game are pretty narrow in scope, abilities are triivial and unimaginative... just feels like its got no soul or character thats particularly engaging or memorable.

Todd Howard needs a muse, he seems very calculated but lacks passion.
Yet he made Morrowind which had character and soul.. go figure.

Buy the creeper a drink. :) You are right
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Lauren Denman
 
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Post » Sat Dec 10, 2011 6:37 am

Well, yes, we have handcrafted dungeons, but that means they stay the same in every single playthrough. Daggerfall's dungeons were boss. You can diss them all you want but those things were amazingly indepth, and randomly generated or not, the game was far more dynamic than Skyrim or Oblivion for that matter.
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Doniesha World
 
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