Please bring back the moral ambiguity...

Post » Tue Feb 01, 2011 4:18 pm

Erm, in Morrowind were you not the Nerevarine? A reincarnated hero destined to be a hero again? How is that different to the plot device in Skyrim? As one of my characters I'm intending to tell the Greybeards where to stick it and head off to the nearest fine gentleman's establishment.


It sure is different in the sense that in morrowind you had no idea you were the nerevarine until you actually involved yourself in the main quests... we all know we're the dovakiin in skyrim already and it let's you know that from the beginning. Knowing you're the only hope and being an anonymous figure early in the game are huge differences to me and I'm sure many other gamers.
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Charlotte X
 
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Post » Tue Feb 01, 2011 9:00 pm

Sorry, dragon have been quoted as evil as every child wan t to fight big baddy fat dragons knight eating, village burning, child eating, dog kickking cookie cutter dragons.
also the lore says Aldiun is bound to eat the world to create the next one.
You are the hero, you fight dragons,
You can t join dragon or join the dark side evil, when i did a pol abount switching sides, and diverding ends, Mod slapped it shut as fast as it could over any nonsensic excuse.
1+1+1+1+1+1.....Unfortunatly.
I too expect some more than normal end, but really, wih the given set, it would be fooly to hope so, there s a limit on hope and being stupid.


problem is having you able to change sides would basicly means every side story, every NPC, every location, would need to be written with a evil or good character in mind, and with a limited development time that would mean quite a spread out effort, meaning instead of having one good story you have 2 bland stories where 50% is copy/paste fetch quests or some such.

As beautiful as freedom is, it like so many things there can be to much of.
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natalie mccormick
 
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Post » Tue Feb 01, 2011 1:57 pm

It sure is different in the sense that in morrowind you had no idea you were the nerevarine until you actually involved yourself in the main quests... we all know we're the dovakiin in skyrim already and it let's you know that from the beginning. Knowing you're the only hope and being an anonymous figure early in the game are huge differences to me and I'm sure many other gamers.


ehm...source please? So far as I know it basicly is like morrowind where your character finds out a part into the game that he/she is whom they are.
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Alex Blacke
 
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Post » Tue Feb 01, 2011 3:28 pm

o great another mw good ob bad thread can somebody make another 10000000 isnt enough we need more
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Hussnein Amin
 
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Post » Tue Feb 01, 2011 8:51 pm

I hate to be the one to break it to you guys, but not every plot can be the same damn thing. Imagine how boring the Elder Scrolls series would be if every time you put the new one in, it was just repackaged Morrowind.

The player in Oblivion was a victim of destiny. Yes, the main quest seemed a bit unavoidable for the main character. So? Does that somehow ruin the immersion or take away from the game? I know that I feel as though my main character from Oblivion has a much deeper personality than my Nerevarine BECAUSE of the fact that the main quest is unavoidable.

I don't understand why SO MANY OF YOU can't just let things be what they are and accept them and appreciate them for being different, and instead you have to be like I WISH THIS WAS MORROWIND INSTEAD. Morrowind was great and all, but so was Oblivion in its own way, and so will Skyrim be.

Let Morrowind go.


Your confounding thing, you and many others that see us as Oblivion haters and in a rightfull stand we are.
I m taking a bold step here.

We do not wan t Morrowind again and again and again...this would be stupid.

We want the choices Morrowind offered to the player, We want the choices Daggerfall ofered to the player, We want the choices Arena oferred to the player.
And what i really dont want its the "let me hold hand you, because your a tard, and do the things for you" feel Oblivion gives.
Each time now, more and more released games are showing this same problems.(Other than beth, but it suits beth)

I don t wan t to be constrained to be that and not this. If i want to switch side in middle of the game i wan t to. If i want to ignore the main plot i wan t to be able to and not have specific creatures linked to the main plot attacking me remembering me that i m not doing it has it has been intended for me to do it.
If i wan t to change class in middle of char development, i want to be able to, and not have the game give me only missions that are based on my higher skills
If i want to adventure myself somewhere i wan t to deal with the risk of it and maybe have to flee for it, and when i m pumped up come back and wrack the opponent and clean the dungeon blood using his head as a mopping tool. I don t want everyopponent to be vencible just because some will cry if they die.
And i dont want my RPG become some Diablo like cause now i passed level and suddenly i acquired something that should be gradually incresing and not ho i m lvl 50 so now i have 300% of freezing ennemies with my weak snowball bolt even if i only used it once in my life on that bugger kid that kept pickpocketing me. Because Perks are only that, the magikal acquiring of a new power. Hack and slash is one beast RPG is another each on his own greatness and territory, not cow and horse crossbread please.
I concur that the new system feel more flaxible but it AIN T more flexible, if you anolise the faced we ve got so far you ll see it is more constraining than before. There are others way to do it, that would give the same amount of work and work it better.
Damn it there s so many system that can be ported from PnP, that are limitative in PnP but a computer could handle like a breeze, that the options made for Skyrim are so uncreative, so more of the same it should sadden anyone with a minimum of RPG knowledge.


I know i want a lot. But if they where able to deliver it 15 years ago why aren t they able now ? what have changed ? Is the new public dumber ? Are the young of today more [censored] than the youngs of yesterday ? I think not, so the problem ain t the public, if the problem ain the public, then who/what is the problem ?
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Jennifer Munroe
 
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Post » Tue Feb 01, 2011 5:05 pm


I concur that the new system feel more flaxible but it AIN T more flexible, if you anolise the faced we ve got so far you ll see it is more constraining than before. There are others way to do it, that would give the same amount of work and work it better.
Damn it there s so many system that can be ported from PnP, that are limitative in PnP but a computer could handle like a breeze, that the options made for Skyrim are so uncreative, so more of the same it should sadden anyone with a minimum of RPG knowledge.



do you have any numbers or fact to back up your claim? Because so far I see only pure, personal opinion

at least I′m humble enough to not claim my feeling that it is flexible as true fact.
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Yvonne Gruening
 
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Post » Tue Feb 01, 2011 4:09 pm


We want the choices Morrowind offered to the player, We want the choices Daggerfall ofered to the player, We want the choices Arena oferred to the player.


I'll ask again. In terms of plot and character decisions, what choices were offered in earlier TES games? These earlier games did plenty of things better than Oblivion, but moral ambiguity was not one of them (as far as I recall)
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Stephy Beck
 
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Post » Tue Feb 01, 2011 9:42 pm

-snip-

So basically what I got from this is you don't want to play an Elder Scrolls game. Most of your examples were asking for things that have never been in the series and you just want it to be some other game instead.

Also:
the options made for Skyrim are so uncreative, so more of the same it should sadden anyone with a minimum of RPG knowledge.

Didn't realize you had played the game already! Or I didn't realize that 8 months before the game is released and with the bare minimum of information of how the game works is enough to make such judgments!

I cannot hold any validity to your opinion if that's what you think about a game that isn't even released yet that you know next-to-nothing about. You're just being a giant pessimist and you've already made up your mind that you do not like Skyrim without having even played it or seen it. You just want to have that nostalgia feeling and want to relive your past where you played other games.

I want to live in the present and actually see games for what they are.
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Annick Charron
 
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Post » Tue Feb 01, 2011 12:22 pm

I'll ask again. In terms of plot and character decisions, what choices were offered in earlier TES games? These earlier games did plenty of things better than Oblivion, but moral ambiguity was not one of them (as far as I recall)
They won't give you a solid answer. If they did they would have to look at those games objectively and realize they weren't so much better than Oblivion was in terms of choices and consequences.

Basically the substance of the quests weren't all that different. Go there, kill that, fetch this, come back here. And your choices? Yes, or no. Same as Oblivion or a thousand other RPGs.

And the Morrowhiners are complaining over another non-issue here. Sure, you didn't figure out you could become the Nevarine till part way through the MQ, but you get the idea you'll be personally tied up in the big events fairly early on in the game.

Buggerfans have even less room to complain. Your character starts off as the agent of the Emperor, so it's unavoidable that you get tied up in the large events if you decided to pursue to pursue the MQ.

In Obliovion the only thing you really have any obligation to do is deliver the Amulet. You have no need to go any further than that unless you chose to. And even if you do decide to play out the MQ, it's not about you but about Martin. You get no indication that you'll ever be anything more than yet another Adventurer till everything is said and done and you get proclaimed to be the Imperial Champion.
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Monique Cameron
 
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Post » Wed Feb 02, 2011 1:09 am

frankly I never found stories with both good/evil sides to be that good, it kinda ends up having two bland stories instead of one good story. I′m all for giving you the freedom to be the kind of hero you want, but I prefer the story lets you be either a hero or a villain, not both.


Its all about mission creativity and endind. Since we know that you must defeat evil, and we can assume you don thave a time constraint due to the sandbox nature of the game.
And when i asked about those possibilities on a poll mod shutted it down as quick it could....


actually Beth have made it clear the games new AI means the game is going to give you much more freedom whom you can and can′t kill, and actually make you feel like killing people have consequences.


1) Beware of hype, remember of how they showed OB radiant ai being the next gaming revolution. Actually it does nothing morrowind modder had not done, but for assinines dialogues.
2)They also stated that main characters of the MQ are unkillable.
3)They also stated that if you kill a quest giver, another NPC will give you the exact same quest.
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Julie Ann
 
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Post » Tue Feb 01, 2011 10:00 pm

I first got into TES with morrowind, in fact morrowind was the first RPG I played. Up until then, I had hated and avoided RPGs as they seemed very two dimensional and predictable, followind a script similar to "Go here, save a princess." or "Go there and defeat the evil despot." etc.. Please bring back the attention to background lore, conflicting accounts of history, political powerstruggles and characters that can't easily be labeled.

Oblivion vastly improved over TES 3 in many fields. But when it came to plot and story-telling, it seemed like TES3 was anolagous to a Christopher Nolan or Coen Brother's film, and 4 seemed to be like a Van Damme or Chuck Norris movie.


The only thing that Morrowind excelled over Oblivion on was the Main story line. The side quests were much more deep than Morrowind's and much more unique as well. Oblivion also added tons more lore books to the game, which entails conflicing accounts of history. However, not every thing has to have political powerstruggles every time. It begins to become cliched if every game has political power struggles at their heart. There were plenty of conflicts in Oblivion, you just had to open your eyes and see it. Mages guild vs. the order of the black worm. Fighters guild vs. Blackwood company. Differing feelings towards Chancellor Ocato from some of the Counts and Countesses. There was plenty of strife in Oblivion and it didn't need some political issue, especially it would seem like a trivial thing in the face of the Oblivion Crisis. It just didn't fit in Oblivion. In Skyrim it fits because they are in the middle of a civil war.

3)They also stated that if you kill a quest giver, another NPC will give you the exact same quest.


CAN give you the quest. It's called inheritance. If you kill the shopkeeper, his sister will inherit the shop. If you kill the sister and she has no one to pass it on to, you lost your quest for good. The inheritance system makes the world feel more real but it doesn't keep you from screwing yourself over if you really want to by murdering everyone in the bloodline of that shopkeeper lol.
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Louise Lowe
 
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Post » Tue Feb 01, 2011 11:15 pm

Its all about mission creativity and endind. Since we know that you must defeat evil, and we can assume you don thave a time constraint due to the sandbox nature of the game.
And when i asked about those possibilities on a poll mod shutted it down as quick it could....


problem is a games development is a very limited thing, game designers don′t have a unlimited time doing things, and with that in mind I rather have them focus on making one good story, then smearing out the effort to two less impressive plots, one for each moral side.

1) Beware of hype, remember of how they showed OB radiant ai being the next gaming revolution. Actually it does nothing morrowind modder had not done, but for assinines dialogues.
2)They also stated that main characters of the MQ are unkillable.
3)They also stated that if you kill a quest giver, another NPC will give you the exact same quest.


they also stated thing like killing X NPC might make Y NPC not give you a quest, or that Killing Person X will make person Z get pissed and take the effort to say hire a few bandits to ambush you. But frankly I don′t know why I bother, like someone else have said, you have already created a unmovable opinion that Skyrim will svck, whatever more we learn in the remaining months to come.
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Eilidh Brian
 
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Post » Wed Feb 02, 2011 12:13 am

They won't give you a solid answer. If they did they would have to look at those games objectively and realize they weren't so much better than Oblivion was in terms of choices and consequences.

Basically the substance of the quests weren't all that different. Go there, kill that, fetch this, come back here. And your choices? Yes, or no. Same as Oblivion or a thousand other RPGs.

And the Morrowhiners are complaining over another non-issue here. Sure, you didn't figure out you could become the Nevarine till part way through the MQ, but you get the idea you'll be personally tied up in the big events fairly early on in the game.

Buggerfans have even less room to complain. Your character starts off as the agent of the Emperor, so it's unavoidable that you get tied up in the large events if you decided to pursue to pursue the MQ.

In Obliovion the only thing you really have any obligation to do is deliver the Amulet. You have no need to go any further than that unless you chose to. And even if you do decide to play out the MQ, it's not about you but about Martin. You get no indication that you'll ever be anything more than yet another Adventurer till everything is said and done and you get proclaimed to be the Imperial Champion.


The choices were there, and more important than the choices was the motivations and depth of the characters in the story. The tribunal as possible traitorous murderers and or the savior of their people. Azura as the goddess of prophesy and destiny, working to right wrongs. Or she could be just a bitter goddess, angry at bring replaced. There is even some indication that she brought about the destruction of the dwemer and House Dagoth, simply because a dwemer scholar proved her fallible. maybe all the descriptions fit her. But it is up to the player, what to texts to believe or not believe. And the villian Dagoth Ur himself can become a sympathetic figure...
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Nienna garcia
 
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Post » Tue Feb 01, 2011 11:52 am

They won't give you a solid answer. If they did they would have to look at those games objectively and realize they weren't so much better than Oblivion was in terms of choices and consequences.

Basically the substance of the quests weren't all that different. Go there, kill that, fetch this, come back here. And your choices? Yes, or no. Same as Oblivion or a thousand other RPGs.


Thats not the complain point... we all know thats the RPG base. It would be morronic to complain about that. I think you didn t get the right point in the sarcasm, next time i ll quote it.
And you get your solid answears below.

And the Morrowhiners are complaining over another non-issue here. Sure, you didn't figure out you could become the Nevarine till part way through the MQ, but you get the idea you'll be personally tied up in the big events fairly early on in the game.


Ho yeah ? when ? Can you refresh my failing memory ?

Buggerfans have even less room to complain. Your character starts off as the agent of the Emperor, so it's unavoidable that you get tied up in the large events if you decided to pursue to pursue the MQ.


Partially true, see below.

In Obliovion the only thing you really have any obligation to do is deliver the Amulet. You have no need to go any further than that unless you chose to. And even if you do decide to play out the MQ, it's not about you but about Martin. You get no indication that you'll ever be anything more than yet another Adventurer till everything is said and done and you get proclaimed to be the Imperial Champion.


Wrong, the first time he dies, and he dies many times because AI is combat wise and attitude wise dumb, the games setting hit you like a punch in the face.
Anyway, you imediatly know your a hero anyway and you know obviously your re on the main quest from mission one.
The emperor tell you " You you re the one of my dreams" "and when about to die " Only you can shut down the jaws of oblivion" or something like that. So you re not even out or the training fase and you know what you have to do clearly.....
Would you be able to tell that this was the main quest line or not when Caius send you to bug out and get some spine ? Had you related caius to the strange dreams ? where you sure they where related ?
In Daggerfall your e freaking half dorwn messenger that end up freaked beaten, was the message important, probably not, wat it important.

I hope your able to see the main context diference...but i m sure you won t admit it.

But in player attitude not knowing anything about the game at the start it make all the diference. We know we are the hero, we know we are one of a kind, we know we have superpowers (which is inedit in TES).

What more do you want me to show you ?
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Isabel Ruiz
 
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Post » Tue Feb 01, 2011 2:50 pm



But in player attitude not knowing anything about the game at the start it make all the diference. We know we are the hero, we know we are one of a kind, we know we have superpowers (which is inedit in TES).

What more do you want me to show you ?


actually we know it just the same way you would know it in Morrowind if someone spolied you where going to become Nevarine before it was released back in the day. As far as I rmember intervju points towards Skyrims story starting with your character not knowing he is going to be a hero, just like Morrowind.
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I love YOu
 
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Post » Tue Feb 01, 2011 8:07 pm

double
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Tha King o Geekz
 
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Post » Tue Feb 01, 2011 11:02 pm

problem is having you able to change sides would basicly means every side story, every NPC, every location, would need to be written with a evil or good character in mind, and with a limited development time that would mean quite a spread out effort, meaning instead of having one good story you have 2 bland stories where 50% is copy/paste fetch quests or some such.

As beautiful as freedom is, it like so many things there can be to much of.


Not necessarily there are ways to do it smartly. The problem is that players will have to deal with the consequences of their acts. And Bethesda has already shown it doesn t want to have people deal with the consequences of their acts:
No child killing, Immortal characters linked to the main quest, side quest migrating from A to B if you kill A or A is killed someway. They still could have a failure overtime as in Daggerfall but we don t know yet.
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Alan Whiston
 
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Post » Tue Feb 01, 2011 10:33 am

I hate to be the one to break it to you guys, but not every plot can be the same damn thing. Imagine how boring the Elder Scrolls series would be if every time you put the new one in, it was just repackaged Morrowind.

The player in Oblivion was a victim of destiny. Yes, the main quest seemed a bit unavoidable for the main character. So? Does that somehow ruin the immersion or take away from the game? I know that I feel as though my main character from Oblivion has a much deeper personality than my Nerevarine BECAUSE of the fact that the main quest is unavoidable.

I don't understand why SO MANY OF YOU can't just let things be what they are and accept them and appreciate them for being different, and instead you have to be like I WISH THIS WAS MORROWIND INSTEAD. Morrowind was great and all, but so was Oblivion in its own way, and so will Skyrim be.

Let Morrowind go.


Every plot can't be same damn thing, but it also can NOT be filled with two dimensional and flat characters. Shivering Isles wasn't the same plot or story as morrowind, but it was a well-crafted one. That's all I am asking for.

I am not asking for some morality system or character development system mirroring mass effect or other bioware games, but for the characters in the main quest and lore other than the PC to be complex and well-fleshed out.


BTW: I don't give a crap about the skills or gameplay mechanics, this thread is about the story and story-telling methods. So plz take those complaints to other threads.
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Spaceman
 
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Post » Tue Feb 01, 2011 11:19 am

Not necessarily there are ways to do it smartly. The problem is that players will have to deal with the consequences of their acts. And Bethesda has already shown it doesn t want to have people deal with the consequences of their acts:
No child killing, Immortal characters linked to the main quest, side quest migrating from A to B if you kill A or A is killed someway. They still could have a failure overtime as in Daggerfall but we don t know yet.


there is consequences, and there is making the game un-winnable or just annoying, so what if MQ people dies or quests become uncompleted, people would just load a save any way.

this way we just avoid un-needed reloads.


as a side note...why ya hop over the few good points I said before? I smell ignorance.
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Nims
 
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Post » Tue Feb 01, 2011 12:18 pm

....
I don't understand why SO MANY OF YOU can't just let things be what they are and accept them and appreciate them for being different...

If you think it is a worthy advice, maybe you should begin from yourself? ;) I like constructive criticism myself.

..
Let Morrowind go.

I can't. I'm still playing it. :D



I think there will be twist/twists in Skyrim storyline which will satisfy our needs. Todd Howard remained silent about the ending when asked in podcast. Maybe the whole Dragonborn business will turn out as a misunderstanding/misinterpretation. Who knows?

And for the record my criticism earlier is against the presentation but not the story itself, I haven't finished Oblivion Main Quest yet. :)

Also in TES, rather than pre-scripted consequences activated by logic gates and often unreflective dialog choices which is known as choices&consequences, it is more about sandbox gameplay which lets us to act first, face consequences later.
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claire ley
 
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Post » Wed Feb 02, 2011 1:30 am

Not necessarily there are ways to do it smartly. The problem is that players will have to deal with the consequences of their acts. And Bethesda has already shown it doesn t want to have people deal with the consequences of their acts:
No child killing, Immortal characters linked to the main quest, side quest migrating from A to B if you kill A or A is killed someway. They still could have a failure overtime as in Daggerfall but we don t know yet.

no child killing? really? u really bothered about that? if u could kill children in skyrim the game would be banned in half of the countries in the world..
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Ashley Hill
 
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Post » Tue Feb 01, 2011 9:13 pm

Every plot can't be same damn thing, but it also can NOT be filled with two dimensional and flat characters. Shivering Isles wasn't the same plot or story as morrowind, but it was a well-crafted one. That's all I am asking for.

I am not asking for some morality system or character development system mirroring mass effect or other bioware games, but for the characters in the main quest and lore other than the PC to be complex and well-fleshed out.

I don't know what you're complaining about then. The characters in the main quest and other quests in Oblivion were complex and fleshed out. There's no reason to assume the same won't be for Skyrim.
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Nick Swan
 
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Post » Tue Feb 01, 2011 11:26 am

Ho yeah ? when ? Can you refresh my failing memory ?
Really early on... if you're not an idiot. You get early indications about what will happen and as long as you are not totally brain-dead you'll figure out that Nevarine is returning and your fate is tied to theirs in some way. And you know you're tied to the big events pretty much straight away because the Emperor springs you from a grim fate.


wong, the first time he dies, and he dies many times because AI is combat wise and attitude wise dumb, the games setting hit you like a punch in the face.
Stupid AI is a problem of many videogames, what do you expect me to say about that?
Anyway, you imediatly know your a hero anyway and you know obviously your re on the main quest from mission one.
The emperor tell you " You you re the one of my dreams" "and when about to die " Only you can shut down the jaws of oblivion" or something like that. So you re not even out or the training fase and you know what you have to do clearly.....
He speaks much but says little during that portion of the game.
Would you be able to tell that this was the main quest line or not when Caius send you to bug out and get some spine ?
And a member of the Blades (who are like the Secret Service) taking you into training wasn't a tip off to you that the Emperor had some kinda expectations out of you? Wow, you're thick.



What more do you want me to show you ?

No, but you can learn how to spell and some basic grammar so I can refute you properly.
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Blackdrak
 
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Post » Tue Feb 01, 2011 4:28 pm

I don't know what you're complaining about then. The characters in the main quest and other quests in Oblivion were complex and fleshed out. There's no reason to assume the same won't be for Skyrim.


Well, I disagree with you on that. The only thing any of the characters elicited was annoyance (mainly Martin). Dagon was portrayed in very bland, black and white terms. Mankar Camoran was the only interesting one out of the bunch, but we didn't have much text beyond the commentaries into his history or viewpoints. Martin's "speeches" made me watch to punch the screen. The motivations and backgrounds on the common Mythic Dawn members was severely lacking, unlike info on the 6th house or ashlander tribes, the Tribunal Temple, etc.....
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michael flanigan
 
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Post » Tue Feb 01, 2011 2:57 pm


And a member of the Blades (who are like the Secret Service) taking you into training wasn't a tip off to you that the Emperor had some kinda expectations out of you? Wow, you're thick.




Maybe I am thick, but I still doubted that I would be the Nerevarine until Corpus, or the moon & star. I don't remember exactly which, but I do remember thinking well into the main quest if I was going to have to find the Nerevar.
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Janeth Valenzuela Castelo
 
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