-You fight bandits
-Wolves
-Dwemer
-Falmer
And then when you level up you fight:
-Thug and Outlaw bandits [oooo big difference]
-Ice Wolves [and other fancy name wildlife]
-Plus maybe a few fancy dragons
-Drauger Overlords [oh really now]
-Guardian Sphere Dwemer and Guardian Dwemer Spiders [once again big difference]
I think your perspective here is a bit limited. Oblivion was like this but with different mob set of course, skyrim is more diverse then Oblivion was... the only difference in Oblivion is that some were only seen at later levels but there was only 28 types of common aggressive creatures in Oblivion, Skyrim there is 26 types of common aggressive creatures; and when you add in the Falmer and the Dwemer machines then in fact there is actually more mobs in Skyrim then Oblivion so this complaint of skyrim having less variety then Oblivion is nonsense. In Oblivion at level 1 you fought skeletons, at level 40 you fought skeletons again. At level 1 you fought bandits and at level 40 you were still fighting bandits... Skyrim If you wonder around you do still come across the occasional Spriggan, or you come across a quest with Deadra Lords and what not.
The real issue isn't the overall variety of mobs, it's the fact that you only fight one mob type most of the time in a single dungeon... in oblivion skeletons had zombies, ghosts, wraiths and lichs around them... sometimes necromaners as well. In skyrim you fight Drauger for half a dungeon and then bandits for the other half... if say every 4 drauger there was a lich type enemy or a necromancer.. it'd be more exciting on that front. Even conjurers (when you find them) do not summon all that much, and when they do it's always a Atronach, occasionally necromancers will summon a skeleton... or resurrect a dead body, no ghosts or what not.
Skyrim lacks in the creativity department much the way Dragon Age 2 lacked in the creativity department. In Dragon Age 2 you fought...some bandits...a few darkspawn, and maybe the rare dragon or so. Ooo. There could have been added so much more into Skyrim. Underwater creatures, granted there isn't much swimming done, even still the waterways feel so lifeless a few salmon or so. Woot. But what about Mermaids in the open sea? Or maybe some Siren of the water?
I think a few salmon is actually more realistic of the climate that Skyrim is set in where it is a cold northern climate and it isn't a coral reef. Maybe if Horker's swam a bit more it'd be cool or if Ice bears occasionally went for a swim and while I would like more variety, I couldn't say skyrim is lacking in the creativity department. Their are some good quests in play here and what not. My gripe with skyrim is the major questlines themselves, they're too short. The Mage's guild in Oblivion had 19 quests in it's quest line compared to only 9 quests for the college of winterhold. There is again 19 quests in the fighter's guild line in oblivion compared to 6 quests (exc. dynamic/radiant quests) for the companions guild. In that respect I'd say the quests are not as in-depth or as deep as the quests in Oblivion and is probably my number 1 grip with skyrim.
For additional information Oblivion Dark brotherhood had 19 quests compared to 14 for skyrim. I believe there are more theives guild quests in skyrim then oblivion but I'm not certain of the number in skyrim, oblivion had 12. The Legion/Stormcloaks quest in skyrim has 12 quests, oblivion's Arena had 22 battles.
Maybe during the theives guild quest
Spoiler where you chase the traitor down and get the Falmer eyes, as water fills up a dwemer steam sea serpent chases you all the way until you leave the waterway unto land
It makes the game exciting and adds variety with the enemies you fight. It gives the world a life. With the lack of variety the world feels more like a chore than it does a place you can become something.
Oblivion had less variety then Skyrim has... so again, skyrim is not like DA2 here either. Oblivion in fact contained a lot of automatically generated features and content whereas skyrim contains vastly less computer generated content.
NPCs in this game are as dull and lifeless as the Bioware NPCs in Dragon Age 2. You cannot have random conversations with most of them. Most of them repeat the same line as the other guy. It makes these large towns feel lifeless and still. It makes them fill smaller than what they are. Sometimes I just want to talk to a non quest giver and have a funny conversation it's all a part of immersion. And it's hard to find myself immersed in this game.
Not only that, but there is no effort in some of the items. It's just Clothes, Fine Clothes, Radiant Raiment Fine Clothes. Where is the Blue and Green Tunic or Aquamarien Robes? Where is the Robes of Alteration? Or Green Robes of Alteration?
I have found a couple of different types of Robes of Alteration... so I don't think you have really played the game as much as you should have to come to these conclusions.
Granted, yes, it may be a little tedious like that, however, at the same time it's what gives the world a sense of life. If you ever been to the clothes store or even a shoe store [I have been dragged there plenty of times] they aren't just called black shoes or even just shoes or nice shoes. No they have "Warrior Gray" [a pair of boots at Kohls that my girlfriend was looking at] and "Saddle Brown", "Athena Black", etc.
Like a shoe shop tho you can look at the items before buying them, the names are not unique so there can be several suits that all have the same name but look different.
Skyrim all though a good improvement of what Oblivion didn't have. It lacks in the minor details. And it's the little details that make the world an actual world. It makes these places feel real and it brings immersion into the world so you may play a role in the game.
I'm not sure I follow you at all here, Skyrim has a lot of things just left around like Oblivion did... you just can't interact with some of it. Then again, no more floating paint brushes.
At current Skyrim is a lifeless dungeon crawler. That tells you to go here and there. And hack 'n slash whomever you want just because someone asked. And I don't think Mods should be the answer. I think a game should be complete when I buy it. I shouldn't have to add anything and if anything is added it's to enchance the world; it shouldn't me having to add anything because the world is lacking it. Mods should be enchancements of a great world. They shouldn't be fixing issues nor should they be adding things the world lacks.
Oblivion was more of a dungeon crawler then Skyrim is. Oblivion dungeons were longer and often had tougher mobs that toke longer to take down. Skyrim actually has a few more things above ground, there are a few forsworn bases that are mainly above ground and dragons of course are only visible above ground. There is naturally still dungeons but I'd say skyrim's dungeons are on average a bit shorter then oblivion's, tho some of skyrims larger dungeons are slightly longer then oblivion's but are less mob filled when that is the case and so are quicker to get through. While Oblivion did have Mehrunes Dagon's oblivion realm, skyrim has black reach which is no where near as long, granted but the repetitiveness of Mehrunes Dagon's realm was... well obvious to see.
I'm giving this kind of criticism because I am a fan of this game. And I hope to be heard. I miss RPGs. I bought this game in the expectation of an RPG not GTA TES edition.
One more thing before I close this up, Pseudo choice should be choice. First off Oblivion had tons of choices versus Skyrims No and Yes system. And if I say No that I won't break the law, then it means No. The NPC should recognize this and we should get a consequence for it. Not my character say, "No I won't break the law" and the person going, "Well come back to me when you changed your mind". No means no. And if I say no do something about it.
Let's take for instance Brynolf from the thieves guild who as you steal a ring,
You, "I won't break the law"
Brynolf, "Okay fine,"
Then let's say you have a house. And when you come back to Whiterun to your lovely home you find your Saphire missing and a note from the Thieves Guild for blowing them off. Now you have an interesting set up for side quest to eliminate and take down the thieves guild. Maybe even find the person who stole your Saphire and send a message of your own. These are interesting things that make your Choices Actually Matter. I'm so tired of Pseudo Choice. I want to be able to make a choice and the game to not ignore or say I will change my mind. No means No. And the game should be set up for this. The game should have responses to when you say no.
Well that's my comments and beliefs of Skyrim. Go ahead and throw stones at me. Call me a hater. Tell me I'm not a fan or a complete complainer. I know you will, but before you do. Check the date of when you signed up for this forum versus mine.
I do agree with this. In fact another thing that bothers me is that too many side quest lines have their NPCs overly protected. Why can't I kill off the thieves guild? why can't I assassinate Mavin or tell the Jarl that Mavin is in with the thieves guild? I can understand Brynolf being essential since he is needed for the main story line just to indicate where Esbern is, but after this he should be killable. This said you can kill of the dark brotherhood... tho I remember that being a kind of requirement in oblivion. Also after finding out that companions are werewolves, why can't I join the silver hand and bring down the companions? Or why can I not at least just turn the offer down and continue on the storyline without being a werewolf, you didn't need to become a vampire in oblivion to complete the dark brotherhood missions did you!