» Sat Sep 18, 2010 12:32 am
A few points:
1. Quality over quantity. Daggerfall's guildfolk were downright disposable (due to NPCs having little to no personality whatsoever). Morrowind... don't believe what you read on the forums, the factions are no deeper than Oblivion (except maybe the Great Houses, but they all need ten minutes alone with me in a dark room anyway...), in that most of the time it was simply "show up, do quest, get paid, to hell with you and on to the next quest-giver". And the Fighter's Guild always svcks. The only guild characters I've ever liked are a few Mage's Guild folk in Oblivion, even fewer in Morrowind, the Cheydinhal DB (except that stupid kitty cat. I enjoy beating his face in bad enough he dies of a hairball), and selected TG members from both games. The rest of the characters... annoying (Varon Vamori. Poetic, but could you please not be LOUD and FRIENDLY about my illicit activities?), jerks (Fathis Ules, who doesn't understand that money isn't the only coin), or terminally stuck-up (that Legion guy in Morrowind).
2. I don't like absolute conflicts on the basis of "need more conflict". Conflict needs to make sense, and in many cases, it should be resolvable. Not always, but it makes no sense to pit the Fighter's Guild against the Synod or whoever just to have conflict. Now, if the Synod and College of Whispers are both in-game, it's within reason to ask that both not be joinable (although it would be a heck of a writing job to work in an exceedingly narrow path by which the player could accomplish most of both guild before taking a final side). While there are benefits, there are likewise benefits to offering a narrow and possibly less rewarding path to skirt at least most of the conflict.
3. Sensible mutual exclusion is no substitute for letting the player have it both ways for a while. Suppose you COULD join the Synod and the CoW, but you could had a hard limit to how far you could advance before the dual membership stopped you. That would be bad, if that was it. Allowing you to pick sides once that point you, though? Now you've given the player a much more meaningful choice. With flat-out exclusion, you had "A, B, or NONE". With this, you have "A, B, A/2+B/2, or none". It's one additional option, and doesn't impose an otherwise uninformed choice on the player. Maybe when I was starting out, the College of Whispers was open and welcoming, but as I grew in experience, I realized I agree with the Synod more. Well, limiting progress with a dual membership (with a way to renounce one) allows me to have this realization that would have been impossible if we strictly limited access.
4. Asking for enough exclusive factions to require a bunch of playthroughs is a non-starter for Bethesda because it would involve so much content that would be seen by so few people. While it appeals to forumites, the reality is that this is not effective game design for a business. For mod-makers who have no need to show a profit? It's grand. A business, however, has to justify expenditures, and even $10,000 on a faction that's not even touched by 57% of the audience is $10,000 they can reasonably argue should be put into making Daedric Armor pulse in a heartbeat rhythm to make it creepier and more evil-looking, since that would be seen by a much larger share of the audience.
5. Even my circle of real-life associates might play through a TES game a whole 3 times. Five or six playthroughs would be pushing my ability to sustain an interest (I could start an 8th or 9th playthrough, but not complete it)
Would I like more factions? Maybe. If we get them, they need to actually be quality factions with people we can grow to like (or hate), rather than the Oblivion Fighter's Guild, who would inspire pity but for the fact that they don't ven try hard enough to make you want to feel compassion for them. They act all tough, and for all the bluster, Carwen is friendlier, smarter, and more steadfast as a guildmate...