Is TES a little too open at times?

Post » Sun Jun 06, 2010 2:42 am

Because it was easy to figure out if you're paying attention. You could figure out who's lying after talking with three or four people (one says they were taking star readings, and three others say it was raining; gee..), but you were required to take all the pre-defined steps to advance the quest. You had to talk to everyone before you could look for clues, you had to get all the physical clues before confronting the thief, and despite the thief admitting to it once you accused them with all the evidence, you had to have a high disposition to get a full confession. And without that full confession, you weren't able to tell anyone anything.

It's not even like there were any interesting twists, or the possibility to accuse the wrong person, or the ability to steal the painting back to make an alternate route through the quest. It was a fairly straight-forward linear quest, and forcing all the "plot points" didn't do it any favors.


Except you can decide the fate of one person. Also, the quest was really fun, I don't see what you have against it, I really don't I don't see how you explained it was a bad thing. The point is that you are supposed to question them and figure it out, that's sort've how it works in real life too... It's a detective quest, you figure out who did it then get clues to prove it, I see nothing wrong with that. It seems like you need some shocking M. Night Shamalan twist at the end of every quest to make it worthwhile but that isn't going to happen in this game or any other game. Plot twists are meant to be few and far between or else you can't really suspend your disbelief when everything feels like the Twilight Zone.
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Sat Jun 05, 2010 9:07 pm

I definitely see your point OP. I honestly never really noticed it when I was doing quests, but I am getting what you are saying. If they put it in, then they put it in and I won't complain about it!
User avatar
Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

Post » Sun Jun 06, 2010 1:25 am

... If you want to finish the quest you stay, if you cbf you go... thats all there is.
User avatar
Nathan Barker
 
Posts: 3554
Joined: Sun Jun 10, 2007 5:55 am

Post » Sat Jun 05, 2010 10:22 pm

Honestly, I think that some quests could benefit from being LESS linear, take the investigation for that stolen painting in Chorrol, for example, as far as I understand it, had to be done in exactly the right linear fashion, and even though you may well have figured out who the culprit was before finding all the clues, due to how linear the quest was designed, you couldn't actually complete it until you had enough clues, for a quest like that, it would be much better if it took a more non-linear approach, where as long as you found enough evidence to back up the conclusion you reach, you could complete the quest, even if you didn't do everything in a particular order, you could eve add in the potential to cause someone to be wrongly convicted. I mean, yes, sometimes, a certain level of linearity is necessary, like say, if you're trapped in a dungeon and have to find a way out, there isn't a lot you can do to let the player deviate from a specific path, but a supposedly open world RPG which makes freedom a key selling point should not try to limit players more than is really neccessary.

Maybe. I think the main quest should be compulsory, at some point, and a lot more linear (as in, you can't just take a few days off halfway through and become leader of the Thieve's guild, or something equally irrelevant). There should be more of an urgency to complete the main quest, maybe not straight away, but at some point in the game.


That would COMPLETELY RUIN Skyrim. The Elder Scrolls isn't supposed to force you to play the main quest, it's supposed to let you be who you want to be, if that happens to be someone who wants nothing to do with the whole affair concerning Alduin, then you should be able to do just that. Besides, the main quests in past Elder Scrolls games were really not interesting enough to make replaying them with every character you create interesting, and I can't see Skyrim being like that either.

If you want to have the main quest forced on you, go play Dragon Age or something. I don't like doing the "If you want x, then play y." thing, but in this case, it's the only thing I can say, because what you're asking for is not what the Elder Scrolls is about, if you're going to make the game like that, you might as well abandon any pretenses of making it an open world game and make it completely linear, because that's exactly what you're doing, the supposed "freedom" becomes an illusion if the game doesn't give you a chance to exercise it.
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Sat Jun 05, 2010 7:49 pm

Except you can decide the fate of one person. Also, the quest was really fun, I don't see what you have against it, I really don't I don't see how you explained it was a bad thing. The point is that you are supposed to question them and figure it out, that's sort've how it works in real life too... It's a detective quest, you figure out who did it then get clues to prove it, I see nothing wrong with that. It seems like you need some shocking M. Night Shamalan twist at the end of every quest to make it worthwhile but that isn't going to happen in this game or any other game. Plot twists are meant to be few and far between or else you can't really suspend your disbelief when everything feels like the Twilight Zone.


I think that's what it's assumed a responsible thorough person would do. However, I think assuming the player is a responsible thorough person can lead to taking away from the experience if you aren't. Or forcing arbitrary steps when the player can reasonably assume information based on what they know, causes problems. Once the player has enough information they will try to move on to the next step, if they need to do something else then it becomes a big mess of talking to everyone about various topics. It can also cause problems with save games, because people tend to forget things like conversational steps if they have the information they need.

In a heavy RPG game, there should be consideration given to other options. For instance, for a very basic RPG structure, they would provide a solution for good/neutral/evil characters. If they wanted to be terribly thorough about quest structure, they would go into further detail, I suppose following the basic structure (lawful, chaotic, etc). Of course, that's not really an issue if the quest itself would generally be offered or accepted only by a person of a specific kind of character. That may very well be the case, I'm not too familiar with Oblivion quests. However, even when it might be anticipated as good only, the generally reaction from types might be (Good: Help character), (Neutral: Ignore, ask about reward/payment), (Evil: Take advantage of).

Understandably, there are limitations on what they can reasonably expected to do, especially since the induction of full voice acting in Oblivion.
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Sun Jun 06, 2010 9:53 am

I'm wondering if many people here actually read the OP?

The way I interpreted it, he's saying it would be good if certain quest lines had a pace which was different from the general flow of the game in order to create a certain mood. I agree entirely...

...one example I can think of is you've antagonized a specific group/organization. Said group has you kidnapped, you're horded onto a boat, and taken to a dungeon/prison out at sea. You're trapped there for the duration, cut off from your supplies, and have to live as a prisoner for a few days while you formulate an escape. Such a situation wouldn't allow you to just fast travel back to safety at any point or really backtrack at all, as you're a prisoner. Everything happening at that point in the game is related to that quest, and not really 'open' in the TES sense.

I think that'd a great way to give more mood/atmosphere to an individual quest/questline.
User avatar
Silvia Gil
 
Posts: 3433
Joined: Mon Nov 20, 2006 9:31 pm

Post » Sat Jun 05, 2010 10:26 pm

I'm wondering if many people here actually read the OP?

The way I interpreted it, he's saying it would be good if certain quest lines had a pace which was different from the general flow of the game in order to create a certain mood. I agree entirely...

...one example I can think of is you've antagonized a specific group/organization. Said group has you kidnapped, you're horded onto a boat, and taken to a dungeon/prison out at sea. You're trapped there for the duration, cut off from your supplies, and have to live as a prisoner for a few days while you formulate an escape. Such a situation wouldn't allow you to just fast travel back to safety at any point or really backtrack at all, as you're a prisoner. Everything happening at that point in the game is related to that quest, and not really 'open' in the TES sense.

I think that'd a great way to give more mood/atmosphere to an individual quest/questline.

^this
User avatar
Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am

Post » Sat Jun 05, 2010 6:13 pm

Except you can decide the fate of one person. Also, the quest was really fun, I don't see what you have against it, I really don't I don't see how you explained it was a bad thing. The point is that you are supposed to question them and figure it out, that's sort've how it works in real life too... It's a detective quest, you figure out who did it then get clues to prove it, I see nothing wrong with that. It seems like you need some shocking M. Night Shamalan twist at the end of every quest to make it worthwhile but that isn't going to happen in this game or any other game. Plot twists are meant to be few and far between or else you can't really suspend your disbelief when everything feels like the Twilight Zone.


That kind of thing is really fun exactly once. And then gets less fun each time as you figure out all possible paths and the constraints. And the constraints get annoying.
Maybe the 100th time I do that quest I just want to get that painting and have it done with.

And thats why a game as a TES game shouldnt be linear like that, you shouldnt force people into a role like that.
Its not what this kind of game is about.
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Sun Jun 06, 2010 5:04 am

It seems like you need some shocking M. Night Shamalan twist at the end of every quest to make it worthwhile but that isn't going to happen in this game or any other game.

The problem was any lack of intrigue or interest. As I mentioned, it's not hard to figure out after talking with a couple people, but you're forced to go through specific motions to complete it. You couldn't do anything with the clues before you finished talking to everyone, and you couldn't talk about the clues until you went to accuse the thief. It never tried to cast much doubt on who the real thief is, or really try to set up multiple possible suspects,

If you're going to force someone through a specific sequence of quest markers, then at least make it interesting. But as it was, for an open-world RPG, most of Oblivion's quests were already too linear, IMO.
User avatar
Scarlet Devil
 
Posts: 3410
Joined: Wed Aug 16, 2006 6:31 pm

Post » Sat Jun 05, 2010 9:08 pm

The problem was any lack of intrigue or interest. As I mentioned, it's not hard to figure out after talking with a couple people, but you're forced to go through specific motions to complete it. You couldn't do anything with the clues before you finished talking to everyone, and you couldn't talk about the clues until you went to accuse the thief. It never tried to cast much doubt on who the real thief is, or really try to set up multiple possible suspects,

If you're going to force someone through a specific sequence of quest markers, then at least make it interesting. But as it was, for an open-world RPG, most of Oblivion's quests were already too linear, IMO.


Ok, your one of the few that didn't get any intrigue or interest out of trying to find out who stole it, we get that.

As for it being fun one time around, that is the point of not making the game linear. Sure, the canvas the castle quest was fun the first time through, that's why I never did it again on any other characters, what's so hard about that? It doesn't make it a bad quest because it doesn't have replay value, it is still a very good quest but it's ONE quest that does that and that just illustrates the point that the game shouldn't be linear. The whole point is that you said Canvas the Castle was a bad quest when it is a very good quest to me and many others, you may not like it but I'm just voicing the opinion of the other view and not saying your opinion is wrong, just illustrating what made the quest good, at least to me and others.

And to be fair, Canvas the Castle was one of those quests that really didn't have quest markers to illustrate the goal, you actually had to find it on your own.
User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Sat Jun 05, 2010 6:54 pm

Most of the fun I derive from the TES series is in the great sense of freedom it lends to the player. I love exploring, too.
User avatar
Valerie Marie
 
Posts: 3451
Joined: Wed Aug 15, 2007 10:29 am

Post » Sat Jun 05, 2010 9:51 pm

This thread is almost month old? I think Beth has the perfect balance of an open world.
User avatar
Sunny Under
 
Posts: 3368
Joined: Wed Apr 11, 2007 5:31 pm

Post » Sat Jun 05, 2010 9:08 pm

This thread is almost month old? I think Beth has the perfect balance of an open world.


It has risen from the grave! I hope thread necromancy isn't illegal in Cyrodill?
User avatar
A Lo RIkIton'ton
 
Posts: 3404
Joined: Tue Aug 21, 2007 7:22 pm

Post » Sun Jun 06, 2010 8:52 am

I can sort of see what OP is getting at, that you can miss a lot by taking short cuts very easily, but I think they should find other ways to improve quest length and depth than forcing linearity.
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Sun Jun 06, 2010 7:33 am

Now - there is a question of whether or not Beth should make some parts of quests more linear - require certain actions or such specifically in order to force the people who would otherwise just rush headlong through a quest and miss all the subtleties to take their time. I can see an argument for that, but I'd prefer that Beth not do anything to make quests more linear. Honestly, bluntly, I think that the people who metagame and rush headlong through the game and end up not enjoying it as much as they would otherwise are solely responsible for their own lack of enjoyment. I don't believe that it's Beth's responsibility to cripple the openness of the game just because some people don't take the time to appreciate it.


Why is it you are always talking down about how other people choose to play the game?
User avatar
Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm

Post » Sun Jun 06, 2010 9:20 am

Ive been waiting to use this acronym..
NIMBY


I officially coin the phrase:

NIMES

Not in my elder scolls
User avatar
luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Sun Jun 06, 2010 5:21 am

Why is it you are always talking down about how other people choose to play the game?

He's mad.
User avatar
Reven Lord
 
Posts: 3452
Joined: Mon May 21, 2007 9:56 pm

Post » Sat Jun 05, 2010 7:04 pm

For me one of the most important/fun parts of a TES game is the open world freedom,
but I can understand that some quests would be better if they were less open or in a closed off area
User avatar
Kitana Lucas
 
Posts: 3421
Joined: Sat Aug 12, 2006 1:24 pm

Post » Sun Jun 06, 2010 3:00 am

Hitman games do this as well. They give you a description on what to do and a setting and you get to solve it however you want. I always tried in Hitman to do the mission like a realistic Hitman would. But its so hard! Therefore I found it more satisfying when I actually got the assassin rank on a mission for completing it the way your supposed to. That being said in an Open game it is always way more rewarding to solve the quest in realistic manner when so many options are open to you.
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Sat Jun 05, 2010 7:16 pm

Nice of you to put the correct answer at the top of the poll.
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Sat Jun 05, 2010 8:29 pm

Oh, hell no! Linearity = The Ultimate Evil. Keep it out of my TES, there are literally countless games for those who need the path spelled out for them.


This
Your example could've been made more difficult without resorting to making it linear. If a player is smart enough to figure out a way to avoid something they should be rewarded with avoiding it, not made to fight it anyway
User avatar
J.P loves
 
Posts: 3487
Joined: Thu Jun 21, 2007 9:03 am

Post » Sun Jun 06, 2010 6:00 am

Bethesda could make each quests have different possibilities for the mage, warrior and thief but if you have to build those into the quests then imo you've failed to deliver an enjoyable default experience.

I want their world to remain open and non-scripted. The world itself should offer plenty of possibilities for all sorts of characters to create their own tactics. This isnt always as polished as it could be but overall it is more enjoyable to scripted events. Every time I do a quests I can do them compleetly different. Not just through three different methodes that the game presented to me. Figuring out my own way to compleet quests is what makes TES great. So my answer... just to be clear is... NO!!!
User avatar
Etta Hargrave
 
Posts: 3452
Joined: Fri Sep 01, 2006 1:27 am

Previous

Return to V - Skyrim