violence or personal stories?

Post » Fri Nov 05, 2010 2:47 am

I would like to see missions that have both speach that has depth and develops relationships between characters and has fighting. The guild quests would seem more like a GUILD if the player felt attatched to their brothers.
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Lavender Brown
 
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Post » Fri Nov 05, 2010 4:15 pm

Well, I don'tt see why not. You will find fights all over Skyrim anyway.
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Jordan Moreno
 
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Post » Fri Nov 05, 2010 2:39 am

I want a nice blend of combat/story.

I felt that Oblivion was too much "Hold on! before I tell you anything, go fight a million bandits to save my beloved amulet"

but on the otherhand I found that Fallout:NV was too "Yeah, he's in the corner *talks for five hours and runs around wasteland another five hours* now go fight caesar and his entire legion even though you're level one because you have only fought 3 things in 10 hours"
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Kayleigh Mcneil
 
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Post » Fri Nov 05, 2010 3:10 am

I'd want missions that have a good story/reason and makes sense for your character to do, but with combat involved...
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Curveballs On Phoenix
 
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Post » Fri Nov 05, 2010 12:29 am

Was I the only one who didnt give a damn to do that one thing for the dark brother hood where u had to do things to certain people that was supposed to make you feel bad or like a sociopath? ( I have no clue how to use spoiler things so im being vague on purpose) I never felt the development of a bond or of even shared interest between the NPCs or the NPC and player character. I want to feel like things are depending on me when i play TES
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Rob
 
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Post » Fri Nov 05, 2010 2:31 am

I voted blend but since Skyrim is a RPG there will of course be both violent and non-violent solutions to a good number of quests. heh.

On a more serious note, I find the best way to form an attachment is to have several quests originate from the same location. Let's say there are 4 quest givers in a guild hall, assign 3 or 4 quests to each quest giver and give an overall story arch to each set of quests gradually revealing the personalty of the givers and an overall feel for that branch of the guild. Magic done, you may or may not like some of the NPCs, you may or may not like that particular branch of the guild, but at least you feel some level of involvement. All in all, so much better than falling into the NPC = one quest vending machine approach.
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Epul Kedah
 
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Post » Fri Nov 05, 2010 8:36 am

Organizations that use violence should expect most missions involving someone dying, like taking FG or DB jobs. Organizations, like the Mages Guild, should involve a lot more research and study, which can be a blend (depending where research is, what the task is, or if a non-guild practitioner needs his/her arms broken) as opposed to hunting down necromancers. So, the level of violence should depend on the organization and quest.
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Kelly Upshall
 
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Post » Fri Nov 05, 2010 9:57 am

I don't want this, because I want this game to svck.
Oh wait.
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Nick Tyler
 
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Post » Fri Nov 05, 2010 6:04 am

Was I the only one who didnt give a damn to do that one thing for the dark brother hood where u had to do things to certain people that was supposed to make you feel bad or like a sociopath? ( I have no clue how to use spoiler things so im being vague on purpose) I never felt the development of a bond or of even shared interest between the NPCs or the NPC and player character. I want to feel like things are depending on me when i play TES

My character was never asked to join.

I misread the poll. I took it to mean "additional" instead of "relatively more", and so voted for the non-violent paths.
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Ashley Tamen
 
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Post » Fri Nov 05, 2010 4:48 am

Well, I don'tt see why not. You will find fights all over Skyrim anyway.


^This.

Skyrim will be filled enough with action to satisfy even the most maniacal phyco killer. What it needs is also a good dose of dialogue and non-combat roleplay options.
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Brooke Turner
 
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Post » Fri Nov 05, 2010 5:34 am

I thought that Batman: Arkham Asylum did this very well.

By limiting the brawling type fighting, it didn't get repetitive and each encounter felt fresh, unique and you looked forward to it.
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asako
 
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Post » Fri Nov 05, 2010 4:12 pm

There definietely needs to be more interaction and dialogue, but I still want plenty of fighting.
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Verity Hurding
 
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Post » Fri Nov 05, 2010 2:55 am

Yup, blend. It'd be refreshing if you should do some puzzling, shadowing or sleuthing to solve a quest, not bashing in the head of every living being encountered. :rolleyes: It's TES after all and this is supposed to be the sum of immersion and role playing.
Although this should fit in a quest system where you can choose to solve quests in different ways by different means.
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gemma
 
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Post » Fri Nov 05, 2010 6:36 am

If I wanted a hack n slash I would play GOW.
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katsomaya Sanchez
 
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Post » Fri Nov 05, 2010 10:21 am

If I wanted a hack n slash I would play GOW.

God of war right?

Gears of War is more shoot n smack right?
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Kevan Olson
 
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Post » Fri Nov 05, 2010 5:17 am

I vote for a blend of the two, with the option to avoid one or the other if you choose to.
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Ben sutton
 
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Post » Fri Nov 05, 2010 7:19 am

God of war right?

Gears of War is more shoot n smack right?

Yea God of War
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Sabrina garzotto
 
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Post » Fri Nov 05, 2010 7:53 am

I vote for a blend of the two, with the option to avoid one or the other if you choose to.
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Latino HeaT
 
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Post » Fri Nov 05, 2010 6:15 am

Blend of them.

A quest doesn't have to be one or the other though, there are plenty of RPGs in which many quests can be completed in different ways - diplomatic or violent or stealthy or whatever.
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courtnay
 
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Post » Fri Nov 05, 2010 10:19 am

Yeah, take a leaf out of the Deus Ex book, every mission could be solved quite a few ways, with one of them being head on combat, I don't however think that combat should be a viable solution for thief guild quests, or head bashing as a way to get through Synod or CoW quests.
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Emerald Dreams
 
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Post » Fri Nov 05, 2010 7:36 pm

Oh man, human-relation missions forever. Well, not forever. I'd like forced-combat solutions in some situations. I guess I'd want a blend of both, but I'd definitely like more quests that could be solved with talking. One of my favorite games of all time is Arcanum: Of Steamworks and Magick Obscura. Not a very popular game for its time (or not for that matter) but in it, with the proper skills, you could go so far as to talk the main villain out of killing everyone.

Very rewarding.

Sometimes I feel like my TES character is kind of stupid. Usually only in certain situations and not too often, but sometimes I feel like a crisis could be easily averted if my character would just talk things through instead of immediately going into combat.
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Sabrina garzotto
 
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Post » Fri Nov 05, 2010 8:31 am

I say more Kicking Ass for Fighters and Taking Everything for thieves. Mages can try finding a real job in either of those fields

I'm here to be awesome. Not listen to artificial idiot A baww out her life story to tell Artifiicial Idiot B, and then fetch the latter Pretentiously-lore-obsessed MacGuffin for Artificial Idiot C.
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Avril Louise
 
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