» Wed Dec 14, 2011 7:33 pm
Agreed with most of what have been said here.
The quests aren't bad, they're very short and let us NO choice. RPG, no choice? Doesn't fit together.
I can't even chose to let the girl in Riverwood know that both of her pretendants are writing fake letters... This is basic, and it's the first quest you get when you start. You can chose to help one, or the other, but can't say the girl that they're both morons and try to get with her.... Talk about an RPG..
With the Alik'r or whatever is their name there's the same kind of problem. The girl asks for help, you go find the redguards, they say she is the real bad person. Fine. What about asking her to explain about that? Oh, yeah, you can't...
This is the kind of basic things you could do, in dragon ages, in nwn. Nearly every quest of these games offered you these options. Now I'm not saying these are better games, they're way different, but not having this kind of choices in Skyrim is really disappointing.
Some said voice-acting is the problem, but they could have get over it by giving deeper informations with books or notes, leading to quests without questmarkers or quest entry in your journal, where you actually have to read and think. Like in an RPG... Well maybe there are such kind of quests but we didn't find them yet. It would surprise me a lot, as opening a book in order to take it, without even reading it, instantly gives you a questmarker if the book has some use.
(By the way, the new french translators did crap job and didn't even rename the books with the name they had in morrowind and oblivion...).
But imho the real problem is they spent too much time working about "radiant questing". That may please some people. And that pleased me on my first character. Until I noticed these quests had no depth. Not a single one of these quests has a goal, an incentive so you should go there. It's just "Go there, kill that". Oh wait I visited that cave 2weeks ago and the item I'm supposed to find wasn't there.... I'm pretty sure I already took everything that was in that big chest, who refilled it? Spiders put stuff in it? Seriously? Must be that "friend" that I never met and who keeps sending me letters... I suppose adding an NPC who wanted to meet you and who would explain why he wants you to do something was too hard work.
Instead of spending so much time on making a very high number of radiant quests (can keep you occupied for a long time if you don't care doing the same thing all over again), they should have let these quests be somewhat rare (hence, surprising), and focus more on making the different guilds fun. Only did thieves and mages for now, after 100 hours of playing, but that's because I've done these two guilds soon enough to know that guilds quests were very short.
Short and linear, without what made them fun in previous games. I didn't like when my master told me I wasn't skilled enough to get a promotion, but it makes sense, and you're proud of going up when you finally can. I'm not proud at all of being arch-mage.
I liked having to visit every city to be accepted by the different mages guilds in mw and obli. Here you got a mage at each jarl castle, and the only quests they give you is radiant quests when they do.... Come on scripting a quest doesn't take that long, it doesn't have to be something spectacular at every time. Just something better than "go there, get this, bring it to me, i give you gold". Put a story behind it, a reason why this npc wants us to go there.
Missions to save the kynareth tree in whiterun are fine for that, you get two missions that follow each other, you have a reason to do this, and when it's done you have some consequences (the tree is nice, people thank you, pilgrims come to the city). This is little but the time spent in that is way better-spent than working on random questing..
Replayability? I don't think so. I'm already bored of the dungeons, they're all the same. Keep on going, kill, kill the first big room, little chest, kill, kill the second big room, kill the boss, big chest, little chest hidden, shortway to exit. I didn't even lost my way in the labyrinthian... Every dungeon is a corridor until boss, with sometimes puzzles (one or two weren't that bad and you had to think a little bit) and traps with huge colored activators. No point in sneak perk to avoid traps as you can't miss em anyway.
I want some huge dwemer ruins where I can lose myself, like in morrowind where you could spend an hour looking for that dwemer cube if you didnt go the good way on first try.
I want some non-level-scaled dungeons, where you get slaughtered if you enter too soon, and with unique artifacts inside.
I want more monsters than draughr, wolfs bears and random bandits. Where are the daedras? only seen a few atronachs so far, seems a bit weak for 100 hours. Did the necromancers forget how you summon a bonelord since morrowind? Where are the monsters? It looks like Skyrim is just Norway with undeads in caves...
I want.. I want.. I want the CK.
Sorry about the wall of text.