I think I know why most Oblivion and Morrowind Comparison th

Post » Fri Apr 15, 2011 8:44 am

I am curious if someone out there prefers Oblivion for any reason other than confusion, graphics, or gameplay. Did it add something Morrowind didn't have? Was the story more rich and compelling?


There probably won't be anyone to acknowledge that question. OB had better gameplay, graphics and was easier accessable. MW had more depth. It doesnt answer the question of why the MW vs OB threads go wrong.

I am sorry for my previous post. I wanted to point out that both games (imo) have serious flaws, not compare them. I don't play them both any more for the reasons i mentioned.

Edit: a lot, my apologies for the active readers.
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Nicola
 
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Post » Fri Apr 15, 2011 3:58 pm

The second is that it is less confusing then Morrowind, you do not get lost as easily, it's easier to start the MQ, you can't be prevented from joining a guild for not having the proper prerequisites.

:lol: Have these people not played Daggerfall? I'd like to see that. Didn't even tell me what most of the skills mean. (though it's still an awesome game)

As far as Oblivion's "streamlining" is concerned, I am against it. I don't care that you couldn't find this guy. He's there. Yes, the directions were poor and sometimes straight up wrong. But that's a problem to be solved by double checking your scripts, NOT giving players a magic compass. GPS is an invention of the modern age, why don't we just get rid of horses, give players a car with factory installed Tom Toms?

I'm assuming you're referring to Caius Cosades. I was given stupidly accurate directions to him. I would have settled for "up the stairs". Here's the exact directions:

"Old Caius rents a little bed-and-basket just up the hill on the north edge of town. Go out the front door -- NOT the upper door to the terrace -- then right up the stairs, then left at the top of the stairs and down to the end of the street."

Perfect instructions. I stand by my opinion that anyone who got lost is an idiot, and would get lost even in Oblivion.


I agree with most of what you've said, though.
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Darlene DIllow
 
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Post » Fri Apr 15, 2011 6:51 am

On the point of not being able to find people, it's a bit different when they're able to move around beyond pointless wandering around the same zone, and I understand the need for it when one NPC could be in any establishment in any part of the the Imperial City (which is rather sprawling). However, one alternative that they should consider for Skyrim is have different NPCs give you different pieces of their schedule ("I usually see John Doe around Tavern X in the evenings." "He just passed here not too long ago. Looked like he was on his way to the blacksmith.")

And, as always, taking a point out to the point of being ridiculous and then making fun of it isn't a good argument skill. Yes, having one city, one dungeon, two NPCs, and a "car with factory installed Tom Toms" is a terrible idea. Making the game more accessible to an extent is not.
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Benjamin Holz
 
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Post » Fri Apr 15, 2011 12:09 pm

On the point of not being able to find people, it's a bit different when they're able to move around beyond pointless wandering around the same zone, and I understand the need for it when one NPC could be in any establishment in any part of the the Imperial City (which is rather sprawling). However, one alternative that they should consider for Skyrim is have different NPCs give you different pieces of their schedule ("I usually see John Doe around Tavern X in the evenings." "He just passed here not too long ago. Looked like he was on his way to the blacksmith.")

:ooo: Is this actually happening? Jiub is saying a suggestion that I've said, too? We're allowed to agree? :P
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Natalie Harvey
 
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Post » Fri Apr 15, 2011 4:17 am

Maybe just this once :P
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Helen Quill
 
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Post » Fri Apr 15, 2011 1:56 pm

On the point of not being able to find people, it's a bit different when they're able to move around beyond pointless wandering around the same zone, and I understand the need for it when one NPC could be in any establishment in any part of the the Imperial City (which is rather sprawling). However, one alternative that they should consider for Skyrim is have different NPCs give you different pieces of their schedule ("I usually see John Doe around Tavern X in the evenings." "He just passed here not too long ago. Looked like he was on his way to the blacksmith.")

And, as always, taking a point out to the point of being ridiculous and then making fun of it isn't a good argument skill. Yes, having one city, one dungeon, two NPCs, and a "car with factory installed Tom Toms" is a terrible idea. Making the game more accessible to an extent is not.


You are exactly right about the wandering NPCs, which was Todd's arguement for the "necessity" of the compass. The most impressive AI of any game to date would have each character keep a log of who/what they've seen and when. The intelligence of that character and his disposition towards you dictate how much of that information you can extract. All you have to do to solve problems like that is to consider "Well, how does it REALLY happen?" When I need to find my friend I go to his house, if he's not there I ask his neighbor, if his dog is gone I look in the park, if his car is gone I check the bowling alley or the grocery store, etc etc.

And I will admit that I used a straw man argument, but it's one that's easily grasped by some, easily dismissed by others. I suppose I could have articulated my point to say that simplification (the elimination of certain factors or number of factors) is a poor substitute for an informative description for the sake of improving accessibility. Such as the elimination of guild exclusivity, instead of a disclaimer during character creation detailing what attributes and skills are good for what factions and actions.
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Cassie Boyle
 
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