Skyrim's Ending

Post » Sat Oct 01, 2011 7:10 pm

Such is an ending when you have no REAL ending to the game. Your gameplay carries on and on. The game doesn't really END. Even after you continue the main quest you can continue doing whatever you want or whoever you want (with the new marriage system and all...).

I'll start with a bit of a background story:

Morrowind's:
When you finish the main quest you have to escape Dagoth Ur, due to the fact that the place is collapsing (not really, but well, partially...), you go outside and carry on your adventure, leaving what you did behind you. With great experiences and a feeling of "WOW, at last I've finish the main quest and it was EPIC! I loved it!" something like that...

Oblivion's:
After finishing the main quest some of the Temple District is destroyed permanently. You get a cool looking armor. Like Morrowind's main quest, you think about your past experiences.

My Point:
I HATE IT.
The game SHOULD continue, beyond the main quest and beyond its ending. HOWEVER, it doesn't feel satisfying.
In an -open-world-game- you can't just give us a few treasures and rewards like we get from any other quest when we finish the main quest, you gotta make something worthwhile. Something that will keep our experiences with the main quest memorable. I felt a great lack with Morrowind's and Oblivion's main quest in this aspect. You were kinda just thrown in the world afterwards. You didn't see anything that really CHANGED in the world. After you SAVE THE WORLD and go through fire and hell, through snow and cold, through great distances, when you unite tribes and houses, after you destroy armies of hell's spawns, I would think there'd be a greater impact on the world.

The world should show permanent changes! Scars (even if they are not nice) that suggest -we've done something-, -we changed the world-.

Now, if it wasn't an open-world game then I wouldn't make any complaint. But if it is, then do it right. After finishing the main quest, after going through all the suffering, the battles, the pain, blood and sacrifices, I don't just want to be thrown to the world normally, I want to see that I actually DID something!


Now, on a side not... Why the villain (MAIN antagonist) always have to be a god (or a mini-god, like Dagoth-Ur)? Is there no one with a vision in the Elder Scrolls universe? (set aside TES Adventures)

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El Khatiri
 
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Post » Sat Oct 01, 2011 1:27 pm

We, the profound Bethesda Forumer will surely make the game the way YOU want it.
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Marcus Jordan
 
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Post » Sat Oct 01, 2011 5:11 am

they probably have a similar thing in skyrim
npcs will be like 'wow its the dragonborn!' and youll probably get a unique item(s), but probably not anything major
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Yama Pi
 
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Post » Sat Oct 01, 2011 11:44 am

It maybe be difficult to make two different games worlds with all the content and quests, The Prior-Main-Quest-World and the After-Main-Quest-World.

And after all, what really could change? I mean, after we defeated Dagoth the only thing that maybe could change was The Blight and The GosthFence... After we defeated Mehrunes Dagon, the Oblivion Gates closed. There aren't many things to "change" after the Main Quest.

More-Thoughts: "Now, if it wasn't an open-world game then I wouldn't make any complaint. But if it is, then do it right."... "Do it right"? I mean... They let you play in a big open world where the Main Quest can be fully ignored and they are doing it wrong because they don't appeal you?
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Skivs
 
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Post » Sat Oct 01, 2011 9:27 am

I think they said somewhere you can choose who wins the Civil War, so that should have an affect.

As a subtle detail, I'd like to see the Aldmeri Dominion retreat silently.
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Big mike
 
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Post » Sat Oct 01, 2011 9:04 pm

Um... ?

I didn't have any problems with the ending?
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Michelle davies
 
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Post » Sat Oct 01, 2011 3:11 pm

i only do the main quest when i finished every single quest in oblivion and that happen 2 or 3 months ago so and i was playing with a good and a bad i was doing 1 day with each lol the good a dunmer and the bad a nord this time good nord and bad dunmer yay i prefer this way
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Blessed DIVA
 
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Post » Sat Oct 01, 2011 6:55 pm

It would be interesting seing the world changes in the game, as far as you really did something changing it (maybe you just avoid the world changing without making any significant changes). Should the change imply no more dragons, maybe it wouldn't be so nice (not sure as I hadn't played it yet).

About why fight always gods, if the main antagonist is suposed to threat a status quo with gods in it, obviously need to be at least at god ranking.
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lucile davignon
 
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Post » Sat Oct 01, 2011 11:41 am

I disagree with you when it come to the villian

Anything with enough power to threaten the universe should be a god. Period


In terms of satisfying...well I think that the rewards should be better. I for one want to become a god like in Shivering Isles.


When I saw what Merhunes Dagon was able to do for Mankar Camoran...I wondered why on earth I could not inherit the power to make my own paradise in game.

Heck Bethesda could use that as an advertisemant for their Creation kit. Allow the PC to build or modify their own plane of Oblivion...


That is what I call a real reward. Create my own plane, and allow people that I like from Skyrim enter and enjoy my generosity. If they piss me off I kick them out
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Jade MacSpade
 
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Post » Sat Oct 01, 2011 5:09 pm

It maybe be difficult to make two different games worlds with all the content and quests, The Prior-Main-Quest-World and the After-Main-Quest-World.

And after all, what really could change? I mean, after we defeated Dagoth the only thing that maybe could change was The Blight and The GosthFence... After we defeated Mehrunes Dagon, the Oblivion Gates closed. There aren't many things to "change" after the Main Quest.

It's VERY difficult to deliver consequences to the main quest. But they are a professional game company, and just because something's hard to do doesn't mean it's not doable. If you make a main quest for an open-world game then do it right.

On the other side, there's A LOT that they can change. What about the Mythic Dawn, did they just disappear into ashes? They seem to have disappeared, which doesn't really make sense. What about a holiday put on the date you saved the entire world from ruin? and I gave this example without even thinking hard.
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josie treuberg
 
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Post » Sat Oct 01, 2011 6:00 pm

Never played Morrowind (don't own an Xbox, otherwise, I would) but I didn't mind Oblivion's ending. I was glad it ended, to be honest. It meant my character at the time could get back to randomly roaming the countryside, looking for treasure and hidden ruins whatnot. Hearing people call him "champion" was enough of an ego boost for him.


I would agree there could have been more "scars" as you say. If you're on a PC, it's possible to select mods which rebuild Kvatch, revamp the Elder Council, etc.

My expectations for Skyrim's MQ aren't very high. I expect Skyrim will have a more immersive ending and aftermath than Oblivion, but if it doesn't, I won't cry or anything. I'm more more interested in exploring, working, getting in ramdom bar fights, etc.
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Cat
 
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Post » Sat Oct 01, 2011 1:14 pm

I disagree with you when it come to the villian

Anything with enough power to threaten the universe should be a god. Period


In terms of satisfying...well I think that the rewards should be better. I for one want to become a god like in Shivering Isles.


When I saw what Merhunes Dagon was able to do for Mankar Camoran...I wondered why on earth I could not inherit the power to make my own paradise in game.

Heck Bethesda could use that as an advertisemant for their Creation kit. Allow the PC to build or modify their own plane of Oblivion...


That is what I call a real reward. Create my own plane, and allow people that I like from Skyrim enter and enjoy my generosity. If they piss me off I kick them out


So they should not let the Consoles win the Main Quest's reward because they don't have the Creation Kit? Yeah, a good advertisemant.
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{Richies Mommy}
 
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Post » Sat Oct 01, 2011 6:29 am

It's VERY difficult to deliver consequences to the main quest. But they are a professional game company, and just because something's hard to do doesn't mean it's not doable. If you make a main quest for an open-world game then do it right.

On the other side, there's A LOT that they can change. What about the Mythic Dawn, did they just disappear into ashes? They seem to have disappeared, which doesn't really make sense. What about a holiday put on the date you saved the entire world from ruin? and I gave this example without even thinking hard.

If you remember Oblivion mq, you should know what happened to the mythic dawn...
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Elizabeth Lysons
 
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Post » Sat Oct 01, 2011 5:22 am

:facepalm: the new radiant story does this. Everything you do reflects the world around you (but the world doesnt revolve around you), you dont even need to finish the main questline to see the changes.
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Lynette Wilson
 
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Post » Sat Oct 01, 2011 7:28 pm

Todd howard spoke alot about the endings for games like portal 2 and red dead redemption. Very emotional endings that are rarely seen these days, hopefully their drawing cues from games like that, and i'm sure it will be million times better than oblivions lackluster ending.

There is no doubt their going to reward us with something once we finish the game, but give us something that isn't a piece of armor or a weapon, give us something that can effect the world of skyrim, or atleast a dragon shout thats similar to what i'm saying, with an added bonus of course :hubbahubba:
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Barbequtie
 
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Post » Sat Oct 01, 2011 7:14 am

Well...that is why I said build your own plane of Oblivion IN GAME


This means the devs can provide rudimentary building blocks (locate streams here, locate mountain there, cause snow, add wildlife etc) stuff that you do not have to leave the game to make.


Imagine Mankar's paradise...without the torture dungeons
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Charlotte Buckley
 
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Post » Sat Oct 01, 2011 9:10 am

It's VERY difficult to deliver consequences to the main quest. But they are a professional game company, and just because something's hard to do doesn't mean it's not doable. If you make a main quest for an open-world game then do it right.

On the other side, there's A LOT that they can change. What about the Mythic Dawn, did they just disappear into ashes? They seem to have disappeared, which doesn't really make sense. What about a holiday put on the date you saved the entire world from ruin? and I gave this example without even thinking hard.


So let them focus in doing one world better rather than being trough the whole process of creating two different worlds.

If the Mythic Down didn't disappeared, the Main Quest would not have ended, you just would receive a Quest to "exterminate/make peaces wit" them, and just after that the Main Quest would end. Because the not-disappearance thing itself would need to be a Quest Plot. The Holiday would be a nice touch, but I don't know if I would *wait* a full year to see that again. :tongue:


Well...that is why I said build your own plane of Oblivion IN GAME


This means the devs can provide rudimentary building blocks (locate streams here, locate mountain there, cause snow, add wildlife etc) stuff that you do not have to leave the game to make.


Imagine Mankar's paradise...without the torture dungeons


That seems more like a Mod than something that could be in the vanilla game. I mean... "After you complete the epic Main Quest in this Open World Game, you win the tool set to make it a Oblivion-Plane-Building Game!"
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pinar
 
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Post » Sat Oct 01, 2011 6:24 pm

Well...that is why I said build your own plane of Oblivion IN GAME


This means the devs can provide rudimentary building blocks (locate streams here, locate mountain there, cause snow, add wildlife etc) stuff that you do not have to leave the game to make.


Imagine Mankar's paradise...without the torture dungeons

This isn't a god a game though, but it would be nice i'd imagine.
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brian adkins
 
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Post » Sat Oct 01, 2011 8:39 pm

I disagree with you when it come to the villian

Anything with enough power to threaten the universe should be a god. Period

...

That is what I call a real reward. Create my own plane, and allow people that I like from Skyrim enter and enjoy my generosity. If they piss me off I kick them out

Why is it always have to be that the main antagonist is the one doing the destroying? Think of new directions man!

What if Alduin were to be USED by someone. What if all the events that led to the of distruction were more than just a prophecy? What if Nerevarine and the Elder Council planned the closing of the Oblivion Gates, or even worked hand in hand with Mehrune Dagon in order for them to be opened.
Wouldn't it be cooler if past characters in history of TES participated in trying to control Alduin and use him for their own gain or cause? Try thinking of it in a way that it's not just a god coming to destroy the world, but it's a god that is controlled by the elder scrolls themselves and HAS to be obey to the bidding of past characters.
Thus, making Alduin NOT the main antagonist, but the characters you used to love and appreciate. Which is a huge twist.

And Oblivion didn't have the appropriate RAI to create such a realm... As not all people have knowledge with Construction Set.
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Chavala
 
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Post » Sat Oct 01, 2011 12:02 pm

Todd howard spoke alot about the endings for games like portal 2 and red dead redemption. Very emotional endings that are rarely seen these days, hopefully their drawing cues from games like that, and i'm sure it will be million times better than oblivions lackluster ending.

There is no doubt their going to reward us with something once we finish the game, but give us something that isn't a piece of armor or a weapon, give us something that can effect the world of skyrim, or atleast a dragon shout thats similar to what i'm saying, with an added bonus of course :hubbahubba:

I just hope the ending for Skyrim is much better then Oblivion. IMO I felt it was lacking to end it like that. You realize in the end that you were nothing but an errand boy and Martin takes all the credit.......Beyond that I won't go into actual spoilers about the ending.
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Solène We
 
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Post » Sat Oct 01, 2011 6:46 pm

In Morrowind, there is no more Blight on Red Mountain, and the Ghost Gate deactivates. Walking out and seeing the clear sky was pretty huge for me .... Can't say that happened in oblivion, but bunch of cities did remain rubble! Other than that though, I can agree that the games didn't change as much after, aside from people praising me everywhere. Technical limitations and all that.

As for a side note, I wouldn't call Jagar Tharn, six petty kings (Daggerfall), and Mankar Camoran "gods." In my viewpoint, the Champion of Cyrodiil failed to stop Camoran. It was just a deus ex machina by Martin to save my hind.
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helliehexx
 
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Post » Sat Oct 01, 2011 7:37 pm

Explaining Myself: I would like if the Main Quest made more "changes" to the World. I just do not see why not having it make the whole Open World Game "Wrong". (IMHO)
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Janine Rose
 
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Post » Sat Oct 01, 2011 10:55 am

So let them focus in doing one world better rather than being trough the whole process of creating two different worlds.

If the Mythic Down didn't disappeared, the Main Quest would not have ended, you just would receive a Quest to "exterminate/make peaces wit" them, and just after that the Main Quest would end. Because the not-disappearance thing itself would need to be a Quest Plot. The Holiday would be a nice touch, but I don't know if I would *wait* a full year to see that again. :tongue:

1: A holiday is ALWAYS cool ;)

2: Who said the extermination of the Mythic Dawn needs to end? It just continues the main quest and makes it endless. Random Mythic Dawn NPCs would be created from time to time and from place to place and you'd have to get rid of them. Because ending the main quest and having (almost) nothing afterwards is just... it just makes you feel weird a little.

3: I don't think that if they would've divide their attention of creating "tow different worlds" as you describe it, with a team of over 100 people, will hurt the development and originality (or especially the length, let's admit it, the main quest is approximately 20-30 hours. Not THAT long...).

4: NO! I don't remember Oblivion's ending to its fullest... It was a long time ago...
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Alisha Clarke
 
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Post » Sat Oct 01, 2011 12:56 pm

In Morrowind, there is no more Blight on Red Mountain, and the Ghost Gate deactivates. Walking out and seeing the clear sky was pretty huge for me .... Can't say that happened in oblivion, but bunch of cities did remain rubble! Other than that though, I can agree that the games didn't change as much after, aside from people praising me everywhere. Technical limitations and all that.

As for a side note, I wouldn't call Jagar Tharn, six petty kings (Daggerfall), and Mankar Camoran "gods." In my viewpoint, the Champion of Cyrodiil failed to stop Camoran. It was just a deus ex machina by Martin to save my hind.

Oh... you're right, you actually reminded me that I actually DID like Morrowind's ending of the main quest. The blight was gone and the Ghost Gate was deactivated. Which is a huge difference to the game due to the fact that blight actually RULED the entire island. And like you said, seeing the blue sky after all those blight storms and hellish creatures roaming around you... it felt satisfying and special. Like you could "Finally" rest.
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Add Meeh
 
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Post » Sat Oct 01, 2011 1:33 pm

1: A holiday is ALWAYS cool ;)

2: Who said the extermination of the Mythic Dawn needs to end? It just continues the main quest and makes it endless. Random Mythic Dawn NPCs would be created from time to time and from place to place and you'd have to get rid of them. Because ending the main quest and having (almost) nothing afterwards is just... it just makes you feel weird a little.

3: I don't think that if they would've divide their attention of creating "tow different worlds" as you describe it, with a team of over 100 people, will hurt the development and originality (or especially the length, let's admit it, the main quest is approximately 20-30 hours. Not THAT long...).

4: NO! I don't remember Oblivion's ending to its fullest... It was a long time ago...


1: I know. :tongue:

2: That would just be annoying after a while... I mean... Your Level 75 Character being challenged by random Mythic Down Agents again, again and again...
Well, after you complete the Main Quest you did exactly that, you Completed the Main Quest, so there is nothing more to happens. :shrug:

3: I just think that you want to radical changes, some minor changes in the NPCs schedules, in the cities routines and in the world atmosphere (Like the GhostFence thing) in general would already be good rather than needing to do almost another Main Quest to explain the loose ends of the prior Main Quest. (Like your Mythical Down suggestion)

4: :chaos:
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Cedric Pearson
 
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