So far the numbers (given how few votes there are it's hard to tell) seem very even between like/dislike/don't care.
It's an RPG.You define your character and you decide how you deepen the character's story/role.
And because of this they cant let the romance get too specified.And with something like romance that is bad.
I disagree with that. If you create a character who's wildly anti-social (or socially inept) then the chances are no NPC would like that character. So no option for romance. Roleplay choices can and should have consequences in a roleplay games, and if one of those consequences is to block off all the romance options in the game, then so be it. I think romance options can (and given the need for decent, character specific dialogue, should) be specific.
I personally think that any depiction of six/relationships between a player controlled set of pixels in a human form that doesn't exist in real life and a computer controlled set of pixels or a computer controlled set of pixels with another computer controlled set of pixels is unbelievably freaky.
Digital images of a real existing person are ok, because at least conceivably you could talk to that person/have six with that person without a computer
But in-game relationships?
UGH
The thing is, is an RPG an acting-out of the player's fantasies, or is it a storytelling mechanism? In other words, are the developers just giving the player a way to tell a story about a character they've dreamed up? And what is wrong with telling a story about a dashing romantic hero? Or a misogynistic, self-serving anti-hero? Or a sad, rootless anti-heroine? Or a steadfast but romantic heroine? One can invent a character who's actions one doesn't like, or approve of, and still use an RPG to tell a damn good story about them.
However, if players are using an RPG to act out their own fantasies, and identify closely with their character, then I can see how they might find the inclusion of romance a bit weird. Best for those players to simply avoid the option
.
My cousin said the things about Dragon Age: Origins that annoyed him was because the game didn't tell him where to go and that he had to keep messing around with swords and armour. He didn't like Morrowind because of the same reasons and that it was too hard. Yet he loved Oblivion and Dragon Age 2 because both of these games were easier on him. Turns out a lot of people are like him.
:shrug: People want games to be fun. Can't blame them for that. Can't blame them for wanting to enjoy a grand fantasy adventure, either. Doesn't mean I want Skyrim over-simplified, because I'm selfish that way, but Bethesda do have to cater to a lot of different players if they're going to recoup their massive investment in the game.
I'm sure there are. Why these people play rpgs tho', is beyond me.
For fun?
My point is, if you're not willing to put in the effort, you shouldn't even play RPGs . . . and you should definitely pass on TES.
Perhaps. But if Bethesda restrict their customer base to the most skilled, experienced and/or determined players, then they're going to make far less money, and we'll get a correspondingly cheap game. Basically, they might be able to produce low-res isometric sprite-based RPGs with highly complex gameplay, great lore, and little content. Not much more.
Ok, perhaps I'm overstating the case, but we would lose a huge amount from the games. These days I doubt they'd be able to make a game as good as Morrowind if they restricted themselves to Morrowind's budget.
This is not logical. They have to SELL their games. They need money to survive and keep going.
They do games for money, not for the love of the annoying fans. Get over it.
That's putting it a bit strongly. Any professional developer cares about the quality of the product as well as about pleasing their customers. And I suspect that professional pride in what they do runs particularly strongly in Bethesda. But it's true, they do have to recoup the money they've invested in Skyrim because there are a lot of employees depending on them for a living - and yes, that does mean they have to sell enough copies of the game.
Hmh. So they added marriages in the game. I expect this to be a shallow, crude representation.
I wonder if they managed to get crossbows, spears, throwing weapons and other things a lot of us miss from Morrowind into the game, or if the resources were used for something completely useless. (adds another spoonful of pessimism to the cup)
I fear that you're right about it being shallow.
However, not all resources are the same. The resources for coding, modelling, animating and balancing a complete fighting style (throwing weapons) alongside multiple other fighting styles (light-melee. heavy-melee, close-magic, ranged-magic, archery, and combinations/variations of these) are not the same resources for designing quests and writing dialogue. Yes, maybe by dropping this feature (or one of the factions, or a chunk of the main quest) they could have managed with fewer quest developers and hired some extra weapon/combat people to work more on that aspect. Or maybe the extra work of doing a proper job on an additional fighting style was so great they'd have had to lose more people from other teams than they could afford. Without knowing the sizes of the teams and the complexity of the different features and the budgetary constraints (heck, the number of toilets in their office is a consideration, when it comes to manpower
), then we simply don't know if the marriage thing had any serious impact on any other feature.
We can guess, but we can't know.