Should Quest Doors Require Keys?

Post » Tue May 14, 2013 9:23 pm

Hey everyone

One of my biggest gripes with Skyrim is that quest related dungeons/doors were locked and needed keys. For someone who had mastered lockpicking, and even had the Skeleton Key on him, it was a might tad annoying to suddenly find myself unable to do something I had done without a hitch several times before. This was especially true when it came to dungeons that led to words of power and were tied to a faction questline outside of my character's build.

So I was wondering, wouldn't it be nice if in the next TES game, there were no dungeons locked by faction questlines? You could enter a dungeon before you had to in the questline, and it could alter how the questline went. For instance:

Spoiler

There are a few times in the game that we can get different dialogues by completing a quest/objective before it was given to us, which is quite a nice touch, and something I'd like to see more of, rather than the game just going "You can't go there!" Especially in such an immersion breaking fashion as "You've picked 1,000,000 locks before now, but this one NEEDS a key!"

Thoughts?

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Dan Endacott
 
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Post » Tue May 14, 2013 10:32 am

I agree they should have been more like morrowind and allowed each to be picked.
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James Wilson
 
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Post » Tue May 14, 2013 8:53 pm

No/No

A skilled and dedicated adventurer should be able to access everything.

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Rach B
 
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Post » Tue May 14, 2013 11:14 pm

Should quest-related doors require keys?

For the most part, I'd say no. As a matter of freedom, a master of lockpicking should be able to open quest-locked doors. There will undoubtedly be doors that need to be locked and restricted, but there are other ways around that - for example, 'the door is jammed and cannot be opened'.

Should dungeons be quest-locked?

I voted yes, by which I mean some. Dungeons such as Saarthal, which is an excavation undertaken by the College of Winterhold, should of course be locked and have access restricted to members of the College. Others, such as Dustman's Cairn, should not be locked for the sake of keeping the player from entering it. If the player wants to pick up the Fragments of Wuuthrad, so be it - they'll be useless, but harmless.

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mishionary
 
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