There seems (to me) to be two threads in this thread - the opening post that would like more options, as it were, for dealing with situations and the world to react more to those options:
Basic example - it is cool to have a thieves guild with associated quests but it would also be cool to have the option of a quest to destroy the guild and be recognized for it. Or no quest but if you wipe out a faction the world would respond in some way ("So you killed that skim, here, let me buy you a drink"). This I agree with, and is a good thing.
Of course it being a game created at this point in time there would always have to be some sort of limit, and no matter what was there there would be someone who still would want to do something and be annoyed they couldn't. Creating reactive worlds that change significantly (more than just a line of dialogue here or there) based on something you do can be difficult (If I kill such and such it would be nice if the world reacted in some way!), and depending on the logical consequences of doing something it could knock on and affect other quests which makes it more difficult again.
I went through these feelings in Morrowind where I went through the game looking for the option to really join the Twin Lamps which would lead to far reaching changes as we took on slavery... yeah, it wasn't there and having the option to kill whoever I wanted didn't really change that.
The other thread seems to be "if I want to kill anyone and everyone why can't I?" I don't really see the point, but true I also don't see no point in preventing it (other then to stop the inevitable whining that would come from people that would inevitably kill someone important and then complain Bethesda didn't do enough to help them not wreck their game).
I guess at least if you can kill anyone at all you can imagine you are having an in game affect (and so the thieves guild was destroyed by the Dragonborn and people no longer had to fear... etc.)
If I had real freedom of choice, I'd be able to join the Thalmor.
>___<;;;
I would like that. Until then my Thalmor sympathizer/secret agent character is just
really, really deep cover.
Well they certainly shouldn't boast about this kinda crap and then only have it on ONE [CENSORED] quest? Should they?
AND they did say that if a quest giver dies a relative will take over the quest...
Which I think would be very silly, just replacing the original quest giver with someone else if you killed them.
NPC: "Why yes, my uncle did die from an axe to the face accident. Fortunately he left detailed instructions for a quest he was going to give someone. I thought I would give it now, you know, I kind of see it as fulfilling his last wish."
The only freedom this game gives you really is about how you want to fight. Often enough, you can't even tell someone you don't want to do this or that, it's really annoying. And as was stated, waht you actually do has too little an impact.
Just had some chick tell me I should go and kill an NPC so we could eat him together. No option to say: "You crazy b****, how about you eat yourself?!" I yelled a nice thu'um at her face instead which resulted in her death, eventually, but it only made me fail he quest.
In general, there's way too few choices regarding quests. You either do as was said or have the quest forever unsolved in your journal.
Actually, that sounds about right. If you have a quest and you tell the quest giver to go jump of a cliff it should be classified as a fail, since you are failing the quest. I guess it would be good to to have a few more outcome titles to differentiate between the ones based on what you do - failure if you accept, try and do the quest and, well, fail, completed, refusing a quest (which would kind of fit this situation)...