chris avellone is on board since they met the money goal. i too am eager to see how it turns out.
this isn't simply a 'bash skyrim' thread though it does seem like it. suggestion: try posting a well thought out complaint /criticism/critique on the skyrim board. have fun.
i liked skyrim (just liked, it is nothing special). i liked FO3. after playing FNV i can't play FO3. even at release i hated the stories in FO3; the MQ is so bad and i can't express in words how much i hated the father. after FNV, the awfulness that is beth's writing is only exacerbated.
playing FNV before skyrim didn't help either. FNV showed what is possible in a video game, it offered role play possiblities i haven't seen in a long time.
skyrim is not an rpg. what i found enlightening was when i recently read a thread in skyrim board asking the question of 'how do you role play?' most answered in terms of eating, sleeping, and not using fast travel. that was the majority's views of what role playing is. how do you rp quest x? do or don't do. that is the mindset of the average TES player. only a handful actually create a character with motivations, boundaries, and guidelines (you know, real rp). longknife is absolutely right when saying it is a different design philosophy and a different interpretation of what rpg means.
unfortunately, FNV supporters are the minority. 'FNV railroads you because you can't go north' the detractors say, while glossing over all the way skyrim truly railroads you. 'FNV is too buggy' while saying in the next sentence 'beth games are always buggy' to defend skyrim. and it goes on and on.
FNV has raised the bar of my expectations. i will still enjoy games categorized as rpgs, though i know they are not truly rpgs. ignorance is bliss, and if i never played FNV, i probably would have loved skyrim and still be playing FO3.
Yknow something else I noticed recently....
Before New Vegas I put the most time in Oblivion. Oblivion I would limit myself, much like the people of the Skyrim forums suggest. I did find with the do or not do system, but in Skyrim I couldn't. Why? Was it because I'd found better and couldn't go back? Or something else?
Thing is with Oblivion, for one it's more systematic. There's classes and races which at least act like guidelines and "suggested limits." You can easily expand upon those. With Skyrim, there's nothing to expand upon. Practically everything is the same.
Secondly, they say "ask yourself what your character would or wouldn't do." You know, that was great in Oblivion, where I had a quest where I could return a long lost artifact to a castle or give it to the thief that hired me to find it in the first place. There my thief would just sell it to his fellow thief and get decent coin, whereas my honorable warrior would return it and be rewarded with a specially enchanted shield that made him world's more powerful.
Skyrim doesn't do this. I literally CANNOT ask my character what he would and would not do because the game is void of morality. What do I mean? I mean if a woman accuses a dude of being an assassin and he accuses her of being a traitor, no matter WHO I side with, the game says "good job you got it right." There's no evidence, no conclusion, no actual plot. The game just waits anxiously for ME to make a decision before it decides which decision is right to please me.
Lemme put it this way....In Oblivion, my warrior was honorable, my mage was practical and my thief was selfish. Now take the above quest. Would the thief side with the potential traitor woman or the assassins? Well both reward the same coin, so when I ask myself about selfishness, it really doesn't matter. My thief just ends up becoming practical and choosing whichever is easier. My mage? He also chooses which is easier, but there's barely any difference. My warrior? He guesses. Like literally he just takes a guess cause he has nothing to work with, so he goes with a gut feeling and nothing but. And again, it literally doesn't matter. The reward is the same. My warrior won't end up gaining more power than my thief; no they all get the same reward simply for trying.
Now they say "ask yourself what your character would and wouldn't do," but wtf, how can I make decisions like that when the quests -literally- adapt to me? My warrior will literally take any quest save for a seldom few simply because there's no way of involving honor in most of them. My thief will take anything as long as it doesn't involve risking his neck. The result is that the ONLY difference between the two is that my warrior won't take quests involving theft or murder (or perhaps he will; sometimes the most honorable quests require me to murder someone first in Skyrim) and my thief won't work TOO hard. There's really not a huge difference though in Skyrim, and even when there is, it just doesn't freaking matter. The rewards are crap and can't compare to what I can find or produce myself.
Long story short, I get the sense Bethesda is just becoming lazy. Josh Sawyer has his presentation he did where he shows that they used model characters when coming up with potential RPG responses to quests (you can find it here if curious: http://twofoldsilence.diogenes-lamp.info/2012/03/do-say-right-thing-choice-architecture.html), and I just get the feeling something similar was done for Oblivion but NOT for Skyrim. Skyrim is all the hell over the place on the moral scale, with theft quests sometimes requiring you to be a good samaritan first and crusader-ish quests requiring you to do not-so-holy things first.