Skyrim vs. Oblivion vs. Morrowind

Post » Tue Jan 19, 2016 8:57 pm

One point in Oblivion's MQ to veer away from it is after you reach the Cloud Ruler Temple. "Well, I got this Martin guy there, so I'm done my part with all this." Just leave before the NPCs tell you what to do next. :) It felt very natural to one of my characters; after all, they felt they had already done more than their share.



Most of the things that come to my mind now are already argued here, so I'll just give my order: 1) Morrowind, 2) Skyrim, 3) Oblivion. The writing, atmosphere, uniqueness, depth, graphics style, and roleplayability are my main reasons for this particular preference. :)

User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Tue Jan 19, 2016 5:54 pm

Morrowind is my all time favorite rpg. It has the best antagonist in the series. Diverse guilds and faction that are at odds with each other. Diverse assortment of weapons and armor. Beautiful and diverse architecture. Beautiful and varied landscape, interesting npc's and multiple ways to travel.

User avatar
Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

Post » Tue Jan 19, 2016 11:57 am

Really? Then why are all the NPCs in the game not helping? :)



You've got a wrecked city, obviously held by the invaders, and a few soldiers holding an outpost outside the city gates. You're one person, weak from having just gotten out of prison, and you're going to run in and take on a force that just wiped out a whole city? Martin is probably dead. You haven't seen any other gates anywhere else. Maybe all they wanted to do was wipe out the Septims.



On top of which, the soldier in charge just told you to go away!



Sorry, but I don't buy it. As I said above, unless you're truly a heroic type, and basically willing to take on a "suicide mission" (and that's how it's described to you!), there's no real motivation to immediately jump into that Oblivion Gate. You have fulfilled your end of the bargain, by delivering the amulet to Jauffre, and rescuing the Heir from this mess is really the responsibility of the Blades, not you.



If you walk away, figuring to maybe come back later, when you're stronger, a funny thing happens. It's not the end of the world at all.



This is the obvious "out" given to you by Bethesda, to delay or ignore the Main Quest. (Which is all I'm really saying here. I'm disputing the idea that you are constantly and unrelievedly being pushed along the MQ.)

User avatar
Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Tue Jan 19, 2016 9:57 am



I agree, Skyrim has its flaws, but it's still an awesome game, and my favorite. The mods make it even more enjoyable.


I like Oblivion too, even though it gets a bad rap. Oblivion has the best thieves guild and dark brotherhood questlines. Also the arena was a lot of fun, although there are things that could have been added to make it better. I think there should have been characters to challenge you after you become champion, not just Minotaurs.
User avatar
Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am

Post » Tue Jan 19, 2016 6:16 pm

By that time in the MQ the wilderness gates have been triggered, and those are annoying as hell to leave around. Plus, knowing the threat to the world is still present (the amulet's been taken, and that's needed as much as Martin is), not everyone could just walk away and leave it to chance without trying to help.



Some do. The entire remaining defense charges into the fray to help you get into the gate (and then to the Chapel), other people have attempted to go into the gate to shut it down, but haven't come back out yet (so there's possibly help waiting on the other side; and there actually is if you're quick enough).



Everything you've been told is it's not just the Septims they're after. It's an invasion by Dagon, not a mere assassination. As for "Just" got out of prison, I'll blame the world scale on that. The trip from the Imperial City to Weynon Priory, then from the Priory to Kvatch, would likely take weeks in-world at least.



I'm sure adventurers do what they're told all the time. They don't go in that cave when they're told to stay away from it, they don't dig for information in situations they're told to keep their nose out of, they don't go into areas they're told are too dangerous to travel alone.


Besides, like I said you of all people know the consequences of just going away. You were told what's going to happen if you leave it alone, and you were told how to stop it. I can't see any right-headed character listen to being told to go away unless they want the world to end.



Because game mechanics. Quests and plots don't advance without you acting, and TES games haven't really made you suffer consequences from dallying since Daggerfall.



Mechanically, sure, you can stop at any time and it will still be waiting for you to pick up when you want. But if you're role-playing and following the story, it gives pretty much no reason to take a break from the MQ before it's done. Both the Emperor and Jauffre tell you an invasion is coming and Martin is needed to stop it. And Jauffre tells you whoever is responsible likely knows this too and is actively seeking out Martin as well. By the time you get Martin, the amulet is taken, and that needs to be retrieved with just as much (if not more) urgency.

User avatar
Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Previous

Return to The Elder Scrolls Series Discussion