Penalty for Waiting to long to address the main quest.

Post » Fri Aug 12, 2011 10:50 am

No thanks. However, I can see the Radiant Story trick you into doing what seems to be a side quest but once you are midway, "accidentally" stumble into parts of the main quest.
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cassy
 
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Post » Fri Aug 12, 2011 10:40 pm

If Bethesda punishes me IN ANY WAY, or IN ANY WAY forces the main quest on me, I will not buy this game or any other game they ever put out. Full stop.
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sam smith
 
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Post » Fri Aug 12, 2011 8:19 am

I thought TES was about doing what you want to do, being who you want to be, in short: freedom of choice. This would destroy the purpose of TES, although I like your motives, OP.
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Ryan Lutz
 
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Post » Fri Aug 12, 2011 11:55 am

Yeah, great idea OP, I mean who would want to have the freedom to play however you want in Skyrim. Please punish me for not doing one part of the game.
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Agnieszka Bak
 
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Post » Fri Aug 12, 2011 11:39 am

Sir...this is the kind of game where I can refuse to acknowledge the main quest's existence if I want to.
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Liii BLATES
 
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Post » Fri Aug 12, 2011 2:10 pm

I love how all the "gamechangers" proposed lately completely change the game against the whole freedom thing.
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Danger Mouse
 
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Post » Fri Aug 12, 2011 8:17 pm

double post.
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Charles Weber
 
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Post » Fri Aug 12, 2011 9:43 am

especially when all of Bethesda's games end once you finish the main story!


....they do?



I don't really "hate" this idea, because it would add more realism to the game, and we all want more realism.



Since when?
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Alexander Lee
 
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Post » Fri Aug 12, 2011 5:05 pm

Would anyone appreaciate main quest inactions having some negative effects?


Sooner or later a TES game will come out that plays on rails, where you pick a fixed class and you're propelled in a single direction at a constant pace. Hope the masochists are happy when that day comes.

Can't wait. :sadvaultboy:
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Soraya Davy
 
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Post » Fri Aug 12, 2011 11:00 am

Sooner or later a TES game will come out that plays on rails, where you pick a fixed class and you're propelled in a single direction at a constant pace. Hope the masochists are happy when that day comes.

Can't wait. :sadvaultboy:

I can't get enough of those who relish the 'no consequence' syndrome. Inaction and action should have a cause and effect, this pulls players in to their envirionment. If someone were to invade your house, sure you could ignore them but the consequence would be your property would be violated.

I was not saying that you have to stick to the main quest, all I am saying is that there are major events going on around you and your inactions should cause undesirable affects.

So sure, go ahead and ignore the main quest and claim that following the quest limits your freedom. But know that you still have freedom to do what you want, just that your decisions may effect the game. That increases immersion IMO.
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e.Double
 
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Post » Fri Aug 12, 2011 9:09 pm

I can't get enough of those who relish the 'no consequence' syndrome. Inaction and action should have a cause and effect, this pulls players in to their envirionment. If someone were to invade your house, sure you could ignore them but the consequence would be your property would be violated.

And I can't get enough of those who relish negative consequence for absolutely everything. I swear some elements of the community won't be happy unless the game is one giant punishment to play.

So sure, go ahead and ignore the main quest and claim that following the quest limits your freedom. But know that you still have freedom to do what you want, just that your decisions may effect the game. That increases immersion IMO.

Immersion is a function of good storytelling, not the severity of consequence meeting your expectations.
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gary lee
 
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Post » Fri Aug 12, 2011 9:17 pm

I don't mind a few secondary quests having a time limit on it, but certainly not the main quest, especially when all of Bethesda's games end once you finish the main story!


LMAO! No they don't! All of Bethesda's games end one you finish the main quest? You sure you've played a Bethesda game before? the main hook of their games is the freedom to do things BEYOND the main quest, before and after you complete it.
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Justin
 
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Post » Fri Aug 12, 2011 5:30 pm

Yeah, sorry. The public has made it clear that they do NOT want to be rushed through this game. Its not fun for this type of game. Those of you who want "more urgency", just roleplay it and hurry through the main quest. You'll feel better about yourself.
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Elle H
 
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Post » Fri Aug 12, 2011 10:20 am

yik, no. :yucky:

I don't mind the idea of certain quests being time dependant, or if you get a certain part of the way through the main quest (say half) then waiting too long could have consequences.

But being penalised for not even starting the main quest and doing your own thing? Yik, NO. :yucky:
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Greg Cavaliere
 
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Post » Fri Aug 12, 2011 10:59 am

It could work. The challenge could be much greater because you have been doing other things to level. I don't think it should be a game changer though.
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glot
 
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Post » Fri Aug 12, 2011 2:01 pm

I always wait a long time to finish the main quest because the scaled armor at the end needs to be worth it... and its probably just a rumor but armor made from dragons is the main quests reward at the end of this game and i want it to be better than my shoddy leather armor
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Alyce Argabright
 
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Post » Fri Aug 12, 2011 8:13 am

MQ in TES games? i never do it
A good idea is another dragonborn to appear so you don't have to bother at all .
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James Smart
 
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Post » Fri Aug 12, 2011 10:41 am

I can't get enough of those who relish the 'no consequence' syndrome. Inaction and action should have a cause and effect, this pulls players in to their envirionment. If someone were to invade your house, sure you could ignore them but the consequence would be your property would be violated.



I'm a huge fan of meaningful consequences for choices and actions taken by the PC. From what little information we have so far about Skyrim's quests, I'm loving the details that suggest branching path quests for the Civil War (the Stormcloak/Prisoner encounter), where you can choose to either fight the Stormcloaks, free the prisoner or hand him a sword, possibly hurting your reputation with the Stormcloaks, or you can heed the Stormcloak's warning and let them pass, possibly hurting your reputation with the Empire, if that prisoner turns out to be an important Empire NPC.

However, putting time limits on quests doesn't really make sense for a TES game. Some people might play the game and finish the main quest in 30 hours but for many of us, single playthroughs of 300 -500 hours are pretty common for Oblivion and Morrowind. In fact some super long marathon playthroughs lasting over 1000 hours are not unheard of.

Many of us derive the most enjoyment out of each playthrough by stretching it out so it lasts as long as possible. Anything that makes sidequests or the main quest shorter detracts from the total playing time.
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Richard Dixon
 
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Post » Fri Aug 12, 2011 8:54 am

Hell no, this isn't Fallout 1.
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Ross Zombie
 
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Post » Fri Aug 12, 2011 5:07 pm

NO

That is annoying.

Pleasefind a better way to make us feel for something by not destroying a big part of the game.
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Laura Shipley
 
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Post » Fri Aug 12, 2011 10:11 pm

no thanks op.
TES is a freestyle rpg....

some will takes as long and others will take a short time.


no two gamers will game the same way
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JD FROM HELL
 
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Post » Fri Aug 12, 2011 7:42 pm

This is a good idea in theory, but not for TES. TES is about freedom and forcing you into the main quest is something they will never do.
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Amanda Furtado
 
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Post » Fri Aug 12, 2011 3:45 pm

Personally i would love it if there were consequences for ignoring the main quest. One of the main problems with oblivion was when the gates appeared they were never a real threat, so you could ignore them. If you ignored them for too long and a few towns got over run with Diedra or something that would have the MQ have a lot more meaning to me. But it should be like in Oblivion too where Oblivion gates started to appear everywhere only after a certain point in the MQ. That way those who choose to ignore it can. But if i get a mission to stop some one or something bad will happen, I shouldn't just be able to ignore with no consequences.
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Nikki Morse
 
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Post » Fri Aug 12, 2011 12:17 pm

I don't like this idea, theres so much to do and see in the world I don't want to feel like I have to skip most of it to finish the game.
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kiss my weasel
 
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Post » Fri Aug 12, 2011 7:36 am

You're not being forced to complete the game, the game is just changing based on your actions, what all of a sudden thats a bad idea now?
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Rachie Stout
 
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