» Sat Dec 03, 2011 12:11 pm
Wow... I can't imagine how many people agree with the OP.
When you're referencing Bioware games, PLEASE don't tell me you're referring to DA:O. (I haven't played DA2 yet because I didn't want to pay full price for a dumbed-down game.)
The universe and story were good but formulaic and, the characters conformed to typical fantasy types, I don't know where you think all this depth was. I could tell I was playing a video game and not reading novel by an acclaimed author.
Maybe what you're missing are the major epic plot points where your decisions radically change the world or the constantly reoccurring characters. The plot points in Skyrim can still have an epic feel, but a linear game like DA:O really emphasizes them and makes them pop out of the story. In particular, many of these events completely change the world. That's just not going to be possible in a game where you're not forced in a particular story direction.
How the hell do you expect to have reoccurring characters in a sandbox game? The easiest way to have characters reoccur is to make them selectable as members of your party. Sandbox games cannot work with the multi-character parties of tactical RPGs. And as for non-party characters, you determine the ones you interact with in the world, and the world has god knows how many characters in it (most of which you never see or interact with at all). In linear RPGs the number of characters is vastly smaller since there is only one path with the same NPCs in every playthrougjh.
As for Skyrim, I easily get lost in the world. While no particular character in the game has all the dialogue options of Alistar or Zefran, where you could have couple dozen long conversations, and where each party member has their own particular reaction to in-game events, they do have remarkably distinct personalities considering how many there are.
I don't know what you expect Skyrim to be. But the qualities you're looking for are those that are feasible with linear RPGs. If you want every NPC to have 10 hours of voice acting and 30 long, extended dialogues each with a ton of dialogue options, if you want every single long quest to change the game world and thus require all the other major and minor questlines and NPCs to react to this change, then you're delusional if you think any of this is possible in such an open world as Skyrim's.
To be quite honest, I wasn't expecting even Skyrim's number of questlines, unique locations, and unique NPCs with distinct personalities. You should appreciate Skyrim for what it is, and if you can't, then realize that the qualities you're looking for will never be possible in sandbox RPGs. So just stay away from them rather than be disappointed every single time.