Choice in gameplay

Post » Wed Apr 14, 2010 3:44 pm

I dont like questing. If doing a quest gives you something there should always be another way to gain it. For example id a high ranking mages guild memeber is allowed to use a spell creation alter you should also be able to break into the guildhouse and use it.
User avatar
Lucy
 
Posts: 3362
Joined: Sun Sep 10, 2006 4:55 am

Post » Thu Apr 15, 2010 4:30 am

I'm with you about having a mean to enter everywere and taking everithing but there should be some things like services that you shouldn't be capable of obtain by 'brute force'.
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Wed Apr 14, 2010 7:13 pm

Who said brute force. All I want is a choice between various options on how to use, acieve, gain, etc. something. For example doing a quest could unlock the thieves guildhouse. Bribing a high ranking member with a key stolen from the prison could do the same thing. Or saving a thief from the guards. Or if you want to use a spell creation altar. Bribe a high ranking memeber with a rare artifact. Challenge a high ranking memeber and win. Do quests to gain the rank. You get the idea.
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Wed Apr 14, 2010 7:58 pm

I dont like questing. If doing a quest gives you something there should always be another way to gain it. For example id a high ranking mages guild memeber is allowed to use a spell creation alter you should also be able to break into the guildhouse and use it.

you dont like questing?
do you also not like using your car with any gas in it :L

that aside, i agree with your point, in an open world like TES, the quests should also be quite open, instead of the linear-ness of them atm.
In morrowind, i remember that some of the quests you could choose what to do (like the hlaalu quest when your told to kill the kwama queen, but you can talk to the suran lord person and he will pay you not to)
User avatar
Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Thu Apr 15, 2010 3:43 am

The side quests in Fallout 3 had a lot more choices compared to Oblivion (there were also a lot less of them, which would be dissapointing in an ES game, but that's another discussion).

I think (or at least hope) that Bethesda have recognized that multiple-choice, multiple-ending quests are a lot more fun. In FO3 the main quest was still very linear, I hope that ALL the quests in Skyrim are more open-ended.

And have meaningful consequences for other quests and other factions. In Oblivion it was as if each faction existed in a world of its own, with zero influence on the 'main-quest' Cyrodiil or each other. The Blackwood Company thing was quite cool, but BC were not joinable, and the whole conflict still had zero influence on the world at large, so it felt very half-hearted compared to Morrowind guild/house interactions.
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Thu Apr 15, 2010 4:20 am

I dont mean quests. Another example. Lets say part of the storyline was that a guy got killed and gave his house to you in his will. Without doing a single quest in game I want to walk up to him and use a bribe toolk to make him give me his house. Or kill him and buy it at the auction. Or threaten to kill him after injuring hi and force him to give me the deed. Or firebombing his shop so he gets into debt. No quests. Just player strategioes in the OPEN WORLD to achieve certain things tht are given to you in quests. Not haveing choice in side quests, how quests play out, etc. The choice to gain things in game without haveing to do any quests.
User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm

Post » Wed Apr 14, 2010 8:27 pm

I want brute force to smash 90% of the wooden doors in the game. You would just need the required strength, a heavy weapon and enough time to hammer it before someone hears and alerts the guards.
User avatar
Robert Garcia
 
Posts: 3323
Joined: Thu Oct 11, 2007 5:26 pm

Post » Wed Apr 14, 2010 9:04 pm

But some stuff you cant just destroy. Like owning a house. Unless killing the owner was an option.
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Thu Apr 15, 2010 2:34 am

I dont mean quests. Another example. Lets say part of the storyline was that a guy got killed and gave his house to you in his will. Without doing a single quest in game I want to walk up to him and use a bribe toolk to make him give me his house. Or kill him and buy it at the auction. Or threaten to kill him after injuring hi and force him to give me the deed. Or firebombing his shop so he gets into debt. No quests. Just player strategioes in the OPEN WORLD to achieve certain things tht are given to you in quests. Not haveing choice in side quests, how quests play out, etc. The choice to gain things in game without haveing to do any quests.

So, what you want is to be able to make changes in the game world and obtain things normally related to quests, but without nobody saying you to do this? You have a point. It should be very interesting.
User avatar
Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Wed Apr 14, 2010 11:59 pm

The side quests in Fallout 3 had a lot more choices compared to Oblivion (there were also a lot less of them, which would be dissapointing in an ES game, but that's another discussion).

I think (or at least hope) that Bethesda have recognized that multiple-choice, multiple-ending quests are a lot more fun. In FO3 the main quest was still very linear, I hope that ALL the quests in Skyrim are more open-ended.

And have meaningful consequences for other quests and other factions. In Oblivion it was as if each faction existed in a world of its own, with zero influence on the 'main-quest' Cyrodiil or each other. The Blackwood Company thing was quite cool, but BC were not joinable, and the whole conflict still had zero influence on the world at large, so it felt very half-hearted compared to Morrowind guild/house interactions.



I agree wholeheartedly!!
1) Not all mission and features should be bash bash bash, or have only one possibility.
2) You should deal with the consequences of your act. Killed a quest dealer receiver ? Sooooo sorry.
3) Killed half a town/house/can and now people hunt you like a dog ? Deal with it or reroll.
4) Interwebbed main to side quest etc is all the must fun.
5) Screwed with the main quest in one way ? So sorry get your brain on and try to deal with it another way.
6) More evil quest for evil characters that happen to do the right thing for some reason (inexorably and slowly svcked by the main plot by maybe curiosity, fame wish, cash wish side plots etc. Thats all about TES core present in Arena, Daggerfall and Morrowind and sadly lacking in Oblivion main game.
User avatar
Kerri Lee
 
Posts: 3404
Joined: Sun Feb 25, 2007 9:37 pm

Post » Thu Apr 15, 2010 1:16 am

But some stuff you cant just destroy. Like owning a house. Unless killing the owner was an option.


What wouldn t it be an option ? I did this in Morrowind. Killed the owner hid the body and taken on the house, arranged it my way. Who need a mod to have a house ? Other time i bought it from the owner, (mod), or invaded an empty shakle.
Why not ? Do it right or deal with it. with some characters i screwed with quest dealers, killed people and was hunted, thats the real FUN part, overcome challenges and repair S**T you did... or not and sc**w even more.
The choice is yours, the responsability of your actions too.
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Wed Apr 14, 2010 5:24 pm

So, what you want is to be able to make changes in the game world and obtain things normally related to quests, but without nobody saying you to do this? You have a point. It should be very interesting


Pretty much. I dont mind quests now and then. But I prefer messing around and not being limited by the constant drag of quest after quest after quest to unlock content.
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Thu Apr 15, 2010 4:30 am

I would not mind a good or evil choice in SOME quests. I do not think there needs to be multiple ways to complete every quest. I don't want options in New Vegas where you can complete lots of the quests in a minute just by having a high speech skill.
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Thu Apr 15, 2010 4:17 am

erm, how would a company program the game for your flexibility? I can see it up to a point with an option or two for each, but man, I think your sights are a bit too high.

Also, it might be me, but isn't what you're describing by "live with the consequences" set-up by more structured environements?

Finally, why do you think that everyone must be able to get everything anyway they like? (I think I'm just foggy as to what your scope is)
User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Wed Apr 14, 2010 5:04 pm

you dont like questing?
do you also not like using your car with any gas in it :L

<_<
User avatar
W E I R D
 
Posts: 3496
Joined: Tue Mar 20, 2007 10:08 am

Post » Thu Apr 15, 2010 1:45 am

It doesnt have to be that flexible. All you really need is a bribe option for everyone performing a service eg giving access to x or selling y. Maybe an aucton for stuff at a tavern if someone dies.
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Wed Apr 14, 2010 6:31 pm

I would not mind a good or evil choice in SOME quests. I do not think there needs to be multiple ways to complete every quest. I don't want options in New Vegas where you can complete lots of the quests in a minute just by having a high speech skill.

So you don't want to play an RPG then? Sounds more like you're after an action adventure rather than a game where different skillsets allow you different solutions. NV was a masterpiece in questing and dialogue that Beth should be trying to emulate.
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Thu Apr 15, 2010 8:20 am

So you don't want to play an RPG then? Sounds more like you're after an action adventure rather than a game where different skillsets allow you different solutions. NV was a masterpiece in questing and dialogue that Beth should be trying to emulate.


No I like playing RPG's and I like different solutions but I don't like the way NV did it. I prefer the way Fallout 3 did it. I just don't want the option to be able to talk your way out of half of the quests. To me that is just like be able to bribe everyone in the game to complete quests. I am all for adding speeach options but provide an alternate direction for the quest through the speech........I just don't like the idea of completing a quest with one line of dialouge.

Like instead of going here and doing this.........if you have a high speech then you have another way you are able to do something that maybe offers a better reward or loot.
User avatar
dav
 
Posts: 3338
Joined: Mon Jul 30, 2007 3:46 pm

Post » Thu Apr 15, 2010 4:21 am

No I like playing RPG's and I like different solutions but I don't like the way NV did it. I prefer the way Fallout 3 did it. I just don't want the option to be able to talk your way out of half of the quests. To me that is just like be able to bribe everyone in the game to complete quests. I am all for adding speeach options but provide an alternate direction for the quest through the speech........I just don't like the idea of completing a quest with one line of dialouge.

Like instead of going here and doing this.........if you have a high speech then you have another way you are able to do something that maybe offers a better reward or loot.

Hmm, i didn't find its implementation to be quite that cheap. I mean sure you were able to solve some things just by talking but it was a nice alternative to FO3s usual solution of just killing everything. It was the first time in ages i've played a game where that sort of skill actually had a tangible effect on gameplay and i'd be very reluctant to go back to a system where quests are linear and choice boils down to the 3 options you say when handing it in.
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

Post » Thu Apr 15, 2010 4:19 am

I dont like questing. If doing a quest gives you something there should always be another way to gain it. For example id a high ranking mages guild memeber is allowed to use a spell creation alter you should also be able to break into the guildhouse and use it.


I agree- spell creation altars should be removed, and spell creation handled the way it was in Morrowind- where the "Spell Creator" was an NPC. Problem solved. :P
User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Thu Apr 15, 2010 4:18 am

What about all the other quest nonsense. You cant just remove the quests. Some People LIKE them.
User avatar
Anna Krzyzanowska
 
Posts: 3330
Joined: Thu Aug 03, 2006 3:08 am


Return to V - Skyrim