the initial thread reached beyond the 200 post limit and was locked, but I thought we were still having a lively discussion. Perhaps we would like to continue?
Some points for conversation that came up in the last thread that I think were interesting, and still had room for more commentary:
1) Is Skyrim biased toward the Dark side, favoring evil-leaning players and short-changing good leaning players? this was the gist of the initial topic, looking at the content of quest lines that seemed more abundant for the dark side than the light -- DB, TG both darker, Companions quest having to go werewolf, Daedric quests being harder to avoid and more manipulative and darker, Fewer light-leaning daedric questlines and fewer options for good characters to pursue, fewer and less-developed Divines quests, etc.
2) Are Vampirism and Lycanthropy ineherently evil? This was where the last thread left off, and I for one was finding the conversation here very interesting. Some were arguing that these conditions were inherently evil; others that they were not inherently evil, because only the choice of the character makes it good/evil, not the condition itself. Beyond that is also the question: Should people who want to play good characters, have to be forced to become vampires or werewolfs in order to complete major quest lines?
3) Should the Deadric prince questlines be easily avoidable for player characters who want to play good characters, as they were in prior TES games? Or is Skyrim more true to the nature of the Daedric princes by thrusting us into the questlines whether we like it or not? And even if it is more true to the nature of the Deadric princes, is that good game design for players who really do not want to go evil at all?
-- a side question to this topic is: is it really possible to thwart the manipulations of the Daedric princes anyway?
4) Is full-out Immersion in a real and gritty game what is most important in good game design, even if it means manipulating player characters in ways they might not like? Or is it more important to provide a game design that allows players to choose the courses of action and develop their characters according to their characters alignment and values? Is Darker better to make the game feel more real, or is a Balance of Light /Dark actually better and more real for good game play? Can Bethesda make it so that both Immersion and Choice are built into the games?
Have at it folks! I was very pleasantly surprised by the amount and quality of interest in our last thread. I look forward to more of our views . . .