The open world and exploits

Post » Sun Sep 01, 2013 9:17 pm

I like to think that Skyrim, and probably the past TES games, are not only open worlds when it comes to exploration and game quests, but also when building your character along the game. I mean, I think they allow you intentionally to make an early fortune with the enchanting iron daggers method, or overpowering your armor and weapons with the known method. It's just the freedom to do so if you wish, and I think it's nice of them to let the players who are not that interested in challenge to have their way.

I say this because, while everywhere these kind of methods to get a lot of power and resources are called exploits, I think lots of them are not getting past the standard mechanics of the game.

I think there are glitches and there are options, and options are never flaws in an open world game.

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latrina
 
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Post » Sun Sep 01, 2013 8:24 pm

Since it's always nice to have people agree with you, I agree with you!

Gamers who complain about exploits are obviously using them or they wouldn't be annoyed by their presence in the game but lack the will not to take advantage of them. In a single player environment, who cares!

Many players, myself included, prefer to explore the map maker's creation and enjoy figuring out the traps and puzzles as opposed to reloading a fight 20 times to say that I beat such and such a bad guy. It's not about the combat for me.

Others use the exploits as a way to level a test build quickly to see if this is a build that they wish to play, or even if it's possible on different levels of game settings.

So with all of that said, the fact that they exist appeals to some players who wouldn't buy the game as a simple arcade shooter. If you want to be the epic fighter you can venture forth in your underwear with an unenchanted dinning implement on legendary and allow others to play as they will..
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Leilene Nessel
 
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Post » Sun Sep 01, 2013 4:14 pm

Long live the Restoration loop.
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Nicole Elocin
 
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Post » Sun Sep 01, 2013 6:08 pm

You also have to consider that it makes sense RP wise for the dragonborn to be a little overpowered. Assuming you want to play the main quest....

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Heather Stewart
 
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Post » Sun Sep 01, 2013 6:29 am

Along with the Amulet of Talos glitch. It's a huge part of my character.
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sam smith
 
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Post » Sun Sep 01, 2013 2:42 pm

Not that I can't pass up an opportunity to knock the magic system [...when I do, how would you know?], but you hit upon another way to say it. Magic lacked options. It lacked the very options that existed in magic's counterparts.

Skyrim's magic system is so devoid of options it hurt magic's replay value ...and play value.

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Melanie Steinberg
 
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Post » Sun Sep 01, 2013 4:34 pm

I don't mind have the option of becoming OP, its when its basically scripted or forced upon you that it gets annoying. I do like how you still have to do some work to get there as well. Its not handed to you (per se). Whether intentional or not (likely not) it was implemented well.

I would love some enlightenment into these. I've not even heard of them until now. O.o

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Flutterby
 
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Post » Sun Sep 01, 2013 4:30 pm

http://www.uesp.net/wiki/Skyrim:Glitches#Infinitely_Powerful_Items
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Liii BLATES
 
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Post » Sun Sep 01, 2013 6:42 am

I totally agree with you, OP.

The reality is that the whole 'exploit' thing is COMPLETELY down to the player.

The options exist, and it is totally up to the player how they utilize (or don't) them.

People complain about the game's 'exploits' making the game too easy, when they don't realize that it all comes down to restraint (something that some people may lack).

I myself don't pursue the 'op' path, simply because I know that for myself, it makes the game less enjoyable.

It's not like you have to RP in order to 'avoid' the exploits, you just have to be in the right mindset.

Bethesda created true RPGs (imho anyways) - one can grumble about 'simplified mechanics' etc. all they want, but I have never played any other RPGs that quite allow this sense of unbridled freedom.

That being said, of course there are different ideas of what constitutes perfect RPGs, but when it comes to actual 'role-playing' - in the most literal sense - I haven't played anything that quite touches TES.

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Justin Bywater
 
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