Is Skyrim too cinematic and linear at times?

Post » Sun Jun 30, 2013 11:21 pm

While not as bad as some "AAA" interactive movie games out there, some noticeable aspects of the design make it seem like it isn't much of a video game: the streamlined character creation (automatic scripting in the opening sequence), the kill-cams and horseback riding that forces third-person mode, and the lack of backtracking in most dungeons. Not to mention the lack of any truly challenging puzzles in dungeons (that requires critical thinking skills). It just bothers me how a lot of video games these days try to be movies and less like video game.

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Trevor Bostwick
 
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Post » Mon Jul 01, 2013 5:08 am

I disagree with your OP

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Benjamin Holz
 
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Post » Mon Jul 01, 2013 3:15 pm

I think it's not enough cinematic at times.

This game sure could use a few good cutscenes.

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Katey Meyer
 
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Post » Mon Jul 01, 2013 12:37 pm

What's wrong with being in a "movie" that you can "write", "star" in and "direct"? :cool:

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Anthony Diaz
 
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Post » Mon Jul 01, 2013 10:40 am

I tend to agree. The horseback riding and the werewolf actually give me motion sickness. I simply dont do them. I dont even get why ithey would do that in the first place. But what gets to me is when the game takes control away from me so it can play one of its movies. Im willing to go along with the ride in even the silliest situations, but How exactly did Karliah hit me with an arrow when I was Ethereal?

Stuff like that makes me mad.

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Theodore Walling
 
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Post » Mon Jul 01, 2013 5:44 am

There should have been more.

A perfect example would have been at the Peace Summit during Season Unending.
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Reanan-Marie Olsen
 
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Post » Mon Jul 01, 2013 9:46 am

It's only really during the character creation/intro. It was a very bad choice by Bethesda to start out the game that way, since the first impression players will get is that of a second rate linear scriptfest not even close to as polished as the likes of Call of Duty, which really isn't indicative of what the actual game is like at all.

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xxLindsAffec
 
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Post » Mon Jul 01, 2013 5:07 am

I have a much bigger issue with how much quests and dialogues are linear, leaving absolutely no space for choice and changes.

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W E I R D
 
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Post » Mon Jul 01, 2013 12:07 am

I don't think Skyrim is too cinematic, but at the same time I don't want more of it either. It's about right.

I do think that several of the game quests are boringly linear though, one of the main weak points of the game as far as I'm concerned. As a player you don't get many quest choices, either do X or never finish the quest. Relatively few quests have alternative solutions Y and Z.
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Emily Shackleton
 
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Post » Mon Jul 01, 2013 11:10 am

it isnt too cinematic. there is the start, 1 TG quest for 1-2 minutes and Killcams.
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FirDaus LOVe farhana
 
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Post » Mon Jul 01, 2013 12:27 pm

If it weren't for the more open areas (which basically is just a really long and interactive loading screen) skyrim would just be cod with swords. Compared to dishonored skyrim is a straight corridor.

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Amanda savory
 
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Post » Mon Jul 01, 2013 11:36 am

have you ever actually played CoD? because that Comparison could not be any more inaccurate..

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jesse villaneda
 
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Post » Mon Jul 01, 2013 2:01 am

I know everyone is entitled to an oppinion but Almost everything you post about Skyrim is negative.
do you like the game or not? do you even play it?
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Jeffrey Lawson
 
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Post » Mon Jul 01, 2013 3:11 pm

Well asked question :D

Me personally.....I find that Beth fount a nice middle ground, there isn't too much and there isn't too little. Just enough to make it feel as though you are in a movie or living the events of your character. His her life flashing before their eyes, if you will. :yes:

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Sakura Haruno
 
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Post » Mon Jul 01, 2013 9:35 am


Lets wake up with some rustled jimmies
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Stay-C
 
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Post » Mon Jul 01, 2013 1:33 am

You mean when you have to take the whole dungeon on foot...again...after just going through it? Nah, I actually like that there's a convenient "exit route". It keeps the game from getting boring.
It's not that I'm in a rush or anything, quite the contrary - I really like to savor this game, but I kinda find it pointless for the game to make you backtrack a whole dungeon just so it will seem "longer".
What if it's a huge dungeon with 3-4 levels?

With this I agree. Not to the extent that I "hate" the game for not having them, but I would really like to see more complex puzzles.

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Dragonz Dancer
 
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Post » Mon Jul 01, 2013 8:55 am

I have a bigger problem with quests giving you no meaningful option or impact. In my time of need and forsworn conspiracy were two I loved since they big had a major decision and you could make arguments for both sides (as this board has shown). But, in dawnguard vamp side you are pretty much forced along one path. Or deagonborn. Didn't even really get that quest. It just was short, confused, and I had only the basic idea of the plot.
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darnell waddington
 
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Post » Mon Jul 01, 2013 1:23 am

The quests are way too linear and you feel a bit railroaded. Rarely are there any particularly interesting choices you can take for meaningfully different methods of completion and different results. Main quest was particularly annoying, starting you on dangerous quests at low level without the characters having any great reason to trust you alone to handle them(surviving Helgen is not a good reason, really). There wasn't much reason you needed to be sent to the Jarl specifically either. It felt thin and player-centric like many other quests where NPCs just seem to be desperate for a random stranger's help and assume you to be the man for their job. There are many quests that you pretty much have to exit the dialogue straight up to avoid being dragged into if you don't feel like doing them.

However I don't feel there's that much cinematic stuff, but I could've done without the awful cart ride + execution beginning in particular. Also hated kill cams but have them disabled - should've been a toggle-able feature by default though as it is really annoying for some people.

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Sherry Speakman
 
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Post » Mon Jul 01, 2013 9:33 am

This 100%. I think the was a definite lack of story telling in Skyrim. Sure, telling us to go explore the world is all good and well, but when we finish the main storyline we need something to signal it's ended. MQ is a perfect example, it sounds so dumb, but i had no idea the game was finished the first time i completed it. The was no cut scene like the was in previous games, so it confused me; it also disappointed me.

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Judy Lynch
 
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Post » Mon Jul 01, 2013 6:48 am

Story telling can be done without cutscenes, and personally I prefer it that way.

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Marquis deVille
 
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Post » Mon Jul 01, 2013 12:57 pm

I would want cutscenes like in BioWare games. I don't like TES scenes since they are all about just people standing still and talking and then occasionally interrupting it by entering personal dialogue with you. In BW games as anyone who hasn't lived in a cave knows, cutscenes involve 1) characters usually actually doing something like walking around or executing other animations instead of just being statues 2) camera focus on the player every now and then and 3) better camera focusing overall, instead of everything happening through the player's eyes.

Proper cutscenes for TES VI thank you very much.

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Lucie H
 
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Post » Mon Jul 01, 2013 9:24 am

Skyrim definatley needs more cinematic moments. The "important" dialogue usually has one option to respond with, why even give the option to respond with one line. Better make it a first person or maybe third person scripted scene. And our characters need ingame voices. I hate it when people telephatically understand what I am thinking. And now to think about it, that is why dragonborn gets quests even if he doesn't want them. As he/she is always silent, people know that he can't refuse for that requires one to speak.

I say that make the chracter speak in next TES. You can imagine the voice all you want, make a mod that turns it off or turn it off in gameplay settings if possible. Why are your prefences so much more important? Don't hinder the progress with your conservative taste. You can always mod it off with some easy tweaking but adding the voice is very difficult. Making the main character speak is the only logical step if Beth decides to keep the voice acting element.

But i miss the days when a dungeon had multible branches in different direction. But the easy exit is convenient too.

What is wrong with scipting the beginning? It is meant to indroduce the world and controls to player in a controlled environment. First time it was awesome, but they seriously need to add the option to skip tutorial if it has been played through once. Although one could just save in the tutorial exit and use that as a start. I made a save after completing the Whiterun dragon quest and now all my new character start from there.

As of the puzzles, according to the lore, they were merely meant to keep the undead confined inside, but I have no idea why they are outside the doors leading the them. Although I would like to see some actual puzzles. I don't know if the Creation engine is even capable of such things.

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Cat Haines
 
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Post » Mon Jul 01, 2013 7:20 am

Furthermore Kaidonni, it's best if you don't quote a post which has something rule-breaking in it. It just creates more work for the mods. I believe that is in the forum rules as well.

Anyways, cutscenes? They are cool. But I don't need them really. Besides, it's weird doing cutscenes in game that is usually first person. So many people complain about how kill cams force third person. Doing that for cutscenes is probably a bad idea.
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Harinder Ghag
 
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Post » Mon Jul 01, 2013 10:57 am

I wouldn't buy it.

Guarantee we'd end up with fewer dialogue options than we already do now if they voiced the PC. Plus, there are too many races and genders to voice many unique lines for all of them just for the PC.

It would be impressive if they managed a decent amount of voicing for all of them, but another issue is the nature of TES games. Creating a character is a very important part of the experience for many players, and a voice that doesn't fit would ruin it for many. A toggle is not a great argument in this case either, as they'd still have to spend a lot of resources on something that likely the majority of TES fans don't want just for an extra little option for a small minority. A toggle for every odd feature would lead to a very stretched out game with them trying to please too many different tastes at once.

Maybe I'm wrong that you're in the minority, but it does seem to me like most TES fans on these boards would likely be against the player character being voiced.

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Tamara Dost
 
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Post » Mon Jul 01, 2013 1:01 pm

This one here merely calls things how they are. I quess I have to resort to the ways of those imperial word warriors. At least my years serving an imperial lord as cupbearer didn't go in vain.

The decrease in dialogue has been a norm, a shameful norm and I wouldn't like to see that happen.

They would need just one voice actor for each gender and race. Even less if voice actors could do multiple voices. And characters are partially voiced already. They shout, but that is just nitpicking.

I would do as I said it: Mod the game after myself if something was out of place. But adding voice is just too damn difficult. Were it easy, I wouldn't be complaining. But voice will fit most of the time. Dunmer is always gonna sound like dumner and no khajiit is going to talk like an imperial. They could add the possibility to adjust the pitch of voice to make them more varied.

But it was just a dream. I aknowledge the fact that it probably won't be implemented. I would like it if they did though.

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Rachel Briere
 
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