That infernal golden claw quest!

Post » Thu Jan 06, 2011 4:53 am

Well as I have a demanding job, I will probably have forgotten all about it by November, and be confounded by a strange sense of Deja Vu when I do play it. :thumbsup:
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brenden casey
 
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Post » Thu Jan 06, 2011 8:25 am

These rigid-structure demos always scare me. A lot of stuff is scripted or created to show off things that may or may not actually exist throughout the gameworld. For instance, they make a point of having fish jump out of the water in the pond at the beginning of this demo--we've seen no fish in the water of the screenshots or the trailer through. They might just be sprites which you can't interact with.

However, i hold out hope

This quest is less complex than the mage guild quest in Oblivion where you had so solve the puzzle with the pillar, go down fight undead and retrieve a helmet. Even "A rat problem" is far more complex.

That this quest consist of is: A random encounters, an working npc, a shopkeeper / quest giver, more random encounters, some monsters and a boss in a dungeon, find quest object. Now it's hold a secret and you can decode a puzzle and open a door, this is the only thing we did not see in Oblivion however we often got notes and books who gave quest updates and sent us to new locations. Last following the other path out you run into a dragon, I guess it's a chance for dragons at some dungeon locations as they will not fit everywhere.

In short, a decent quest but noting complex and noting who was not done in Oblivion.
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naana
 
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Post » Wed Jan 05, 2011 10:46 pm

Bumping!

This quest is less complex than the mage guild quest in Oblivion where you had so solve the puzzle with the pillar, go down fight undead and retrieve a helmet. Even "A rat problem" is far more complex.

Yes, but what has me the most excited is that if these new dungeon puzzles are designed with a fairly modder-friendly template in mind - such as customizable activators, or heavily scripted. It wouldn't be long until somebody recreated some of the locations from the Indiana Jones films.
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LuCY sCoTT
 
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Post » Thu Jan 06, 2011 8:53 am

Why are you guys worrying about ONE sub/side quest out of 100+ of them. Okay so 1 is spoiled out of 99. Anyway the quest itself is pretty generic, its more like "go here and get this for me and bring it back and I will give you a small reward" To be honest in Oblivion there was 5 unique fantasy side quest: The painting, The going into someones dream, the who did it, and the Ubrocano quest to search for the missing Alyied statues, besides that there was alot of generic side quest. IDK but I would rather have 20 to 30 side quest with interresting elements in it like in Fallout 3 besides the 90 to 95 generic side quest and 5 good quest that were in Oblivion. Don't get me started on Morrowinds side quest they were even more generic. :snoring:

In Oblivion's E3 demo it was not a quest but just parts of the game being broken up to show you the world, dungions, NPC's, and Oblivion's gate and enemys. :obliviongate:
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Stacey Mason
 
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