» Thu May 03, 2012 9:09 pm
I don't think it's a matter of whether I liked morrowind, but there are things in morrowind I love -- and this is from someone starting in Oblivion. It's not really a matter of even something particularly wrong with Skyrim, just things that I think would make the game more of a replayable game rather than a "complete and move on" game. It's really the state of the industry in general, and as much as we dislike it, RPGs are mainstream games. The problem is that RPGs and strategy games are really about the only two genres aimed as much at advlts as at kids, so I dislike it when another one goes south. And I will say that despite some of the good stuff, TES is starting to go downhill. Still better than a lot of other stuff, but I'd say the game is aimed more at 15 year old kids than even oblivion was. And I've said this enough times -- but since the average gamer is 25+, I think it's a neglected part of the market, and that if a company would go there, they'd get big rewards. Besides who controls the entertainment budget, 15 year old kids working at McDonalds and living at home, or 25 year old college grads in their own homes?
So where is the stuff for US? where are the deep storylines, the puzzles that take brains to solve, the characters with a deep backstory, or the gameplay that makes you think? Where is the strategic combat? Where is the morally interesting quests that can have you helping or hurting two very good causes? Where are the branching paths that matter? (Not even saying MW has all this, but it's what I want) Sure, I got a sandbox, and there are "things to do" sometimes even FUN things to do, but I'm often left with the nagging sense that a lot of gaming companies are scared to death of consequences. It seems like a lot of them are afraid that if they put a game changing quest in the game -- one that prevents you from doing something else, the gamer will be frustrated and never want to play again. I think this is wrong -- consequences give the choice meaning. If I choose the Stormcloaks, it's because their cause matters to me, and therefore it should matter to the world. even in negativity (like not being able to strut around Solitude and even in the Imperial fort in Solitude while wearing the uniform of a Stormcloak). If I want to RP a Khajiit caravaner, I think the choice of race should matter beyond a few bandits saying I'd make a nice rug -- maybe I should have to do something extrordinary to win the right to enter a city no Khajiit can enter. Or maybe I should have to do something to prove that I'm a loyal Skyrimmer if I'm not a Nord. I've personally been playing around with simple mods on MW, one of which is a "slave bracer mod" (if you want to try in google it) -- in which if I put the slave bracer on my character, it effectively has the game treat me like a slave. Can't buy or sell stuff, most of the NPCs won't talk to me (or some will say stupid stuff like "slavery must not be too bad, they give you clothes" or "I hope your master isn't too cruel") -- but it's fun, precisely because it's a choice with a consequence. My character is a slave -- at least until he gets freed -- IF the DB doesn't kill him first. But the point is that such complexity adds value because rather than always being Neo in Skyrim (the all powerful who can do anything anytime because he's Dragonborn and that's just how it works), I can be either a rich fool, a sailor, a slave, or a merchant before I'm Nevarine the magnificent. And with each choice, I'm playing that part. If I choose redoran it affects a lot of other stuff. If I'm Hjalti the Nord Barbarian in need of a bath, people will react to me that way. That's what I want -- a game for grown ups who don't want to be Neo World Savior and look cool doing it. That kind of stuff is boring.