Is TES a little too open at times?

Post » Sat Jun 05, 2010 7:44 pm

well you have explained youself its okay snipers he's redeemed himself you can stand down. http://i.pbase.com/g1/54/648354/2/97357245.1Cw8bgX7.jpg but still im against any more linearization then there is now its fine as is

No, you're wrong.
Just kidding, though you're lucky I had my army of frog-people with me, so your snipers didn't stand a chance :D
User avatar
Mari martnez Martinez
 
Posts: 3500
Joined: Sat Aug 11, 2007 9:39 am

Post » Sat Jun 05, 2010 11:26 pm

last time i hire locust snipers <_<
User avatar
Eve Booker
 
Posts: 3300
Joined: Thu Jul 20, 2006 7:53 pm

Post » Sun Jun 06, 2010 1:00 am

I see what you're saying. And linear is definitely not the word to describe what you're talking about. But I do agree to some extent.
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Sat Jun 05, 2010 3:37 pm

But forcing is bad, a better idea I came up for this is to make the direct path more hidden/obscure so you'll stumble on the fun/intended details before finding out where the next part of the quest is.

In the case of the trapdoor, put a rock over it or hide under some bushes/carpet.

I think this is a much better way to deal with it. To stick with the Hackdirt example, the biggest problem, at least in the sense of fleshing out the quest, was precisely that there were trapdoors scattered all over, which made it too easy for the player to discover one, realize that it must be significant, and go down it. If there had only been, say, the one in the Inn and ones in each of the (generally locked) NPC houses, then the player would've been much less likely to stumble on one, go down it and miss the rest of the quest. It would still be possible to do so, so the quest wouldn't be strictly linear - it'd just be less likely that a player could jump ahead and miss out on the whole story.
User avatar
Sami Blackburn
 
Posts: 3306
Joined: Tue Jun 20, 2006 7:56 am

Post » Sun Jun 06, 2010 4:04 am

Sounds like you want more quests http://uesp.net/wiki/Oblivion:Canvas_the_Castle. No thanks.
User avatar
Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

Post » Sat Jun 05, 2010 8:02 pm

Sounds like you want more quests http://uesp.net/wiki/Oblivion:Canvas_the_Castle. No thanks.

I don't think anyone wants more quests like that. While some certainly want more quests in which, for instance, you seek to gather information and solve a mystery rather than just running around killin' stuff, that particular quest was one of the most terribly written pieces of garbage to ever get stuffed into a TES game.
User avatar
Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am

Post » Sun Jun 06, 2010 12:29 am

only 74% disagree with the OP i find this disturbing. im serious i really do find this incredibly troubling...
User avatar
Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Sat Jun 05, 2010 3:52 pm

I don't mind linearity, but this goes against the core precepts of the series... so the less of it the better.
User avatar
Nick Jase Mason
 
Posts: 3432
Joined: Sun Jul 29, 2007 1:23 am

Post » Sun Jun 06, 2010 3:02 am

only 74% disagree with the OP i find this disturbing. im serious i really do find this incredibly troubling...

Well 8% agreed the rest probably didn't understand the op. Those 8% are curious though.
User avatar
Kitana Lucas
 
Posts: 3421
Joined: Sat Aug 12, 2006 1:24 pm

Post » Sun Jun 06, 2010 8:25 am

Sounds like you want more quests http://uesp.net/wiki/Oblivion:Canvas_the_Castle. No thanks.


What was wrong with Canvas the Castle? I liked that quest. It wasn't one of the best quests in Oblivion but it was still good.
User avatar
Kayleigh Mcneil
 
Posts: 3352
Joined: Thu Jun 29, 2006 7:32 am

Post » Sun Jun 06, 2010 7:31 am

only 74% disagree with the OP i find this disturbing. im serious i really do find this incredibly troubling...

While I agree that is a tad troubling, Oblivion added several elements to make its quests more linear. Mostly in the way of essential NPC's and dungeons being locked off. Some of these are just precautionary for the main questline, which is about the only reason I can think of to implement something like this. (which I'm almost certain they will)

Personally I liked the MW way where if you murdered someone vital to the main quest it would just tell you you've doomed the world.
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Sun Jun 06, 2010 8:09 am

Sounds like you want more quests http://uesp.net/wiki/Oblivion:Canvas_the_Castle. No thanks.

I don't think anyone wants more quests like that. While some certainly want more quests in which, for instance, you seek to gather information and solve a mystery rather than just running around killin' stuff, that particular quest was one of the most terribly written pieces of garbage to ever get stuffed into a TES game.


I think...no... I'm positive... that that quest was in fact...
my favorite one in the game.
User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

Post » Sat Jun 05, 2010 5:08 pm

What was wrong with Canvas the Castle? I liked that quest. It wasn't one of the best quests in Oblivion but it was still good.


Agreed. Plus you could get a cool painting which looked awesome in the arch mage's quarters :D (though 90% I accused the culprit cause I usually play a good guy)
User avatar
meg knight
 
Posts: 3463
Joined: Wed Nov 29, 2006 4:20 am

Post » Sun Jun 06, 2010 3:36 am

I would have to say def not. If the certain quests became linear, it would be the exact same thing every play through. Besides its an open world/open ended rpg for a reason.
User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Sun Jun 06, 2010 5:43 am

Linear gameplay is the bane of an RPG that actually attempts to be a role playing game, such as TES.
User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Sun Jun 06, 2010 7:15 am

Loads of people here are missing the point. Including the OP. A shadow over hackdirt was *I think* one of the last quests made. Last minute tribute to Call of Cthulu(released in the year before Oblivion). Which is why it was so bad, it was rushed. Had they fleshed it out a bit more it would've been great linear or not. I do always get kinda pissed when I accidentally trash a quest, but in the end I want more options and multiple outcomes. Imagine, if you were forced to infiltrate the Mythic Dawn rather than just storm the place.
User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Sun Jun 06, 2010 7:44 am

Agreed. Plus you could get a cool painting which looked awesome in the arch mage's quarters :D (though 90% I accused the culprit cause I usually play a good guy)

I'm not sure why ANYONE would dislike canvas the castle. Not only for the reasons you mentioned, but the fact that it was pretty much the only quest in game I didn't have to un-check my quest helper for because it didn't have an arrow pointing right where you need to go.... AKA: not designed for a 5 year old...
User avatar
Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Sat Jun 05, 2010 10:16 pm

What was wrong with Canvas the Castle? I liked that quest. It wasn't one of the best quests in Oblivion but it was still good.

I enjoy that quest too.
User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Sat Jun 05, 2010 7:02 pm

No, I prefer the openness and non-linearity.
User avatar
Lucky Boy
 
Posts: 3378
Joined: Wed Jun 06, 2007 6:26 pm

Post » Sun Jun 06, 2010 5:49 am

Linear gameplay is the bane of an RPG that actually attempts to be a role playing game, such as TES.
Why exactly?

I mean... If my PC falls in a hole (into a mine shaft say...), I would have no trouble role playing his reactions to the situation. Also I'd have no problem role playing the various (and necessarily linear) encounters along the tunnel back up to the surface. :shrug:

Non-linear gameplay is fantastic... but I don't see how it affects role playing at all.
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Sat Jun 05, 2010 8:47 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 ^^

That is all moving on

User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Sun Jun 06, 2010 9:05 am

There are times that I think TES could benefit from being a little closed off at times. I'm not asking for the world to be made smaller or linear (heavens no) but maybe at times you'd be stuck doing on quest and have to see it through.

Remember Hackdirt? The quest was pretty neat, but I think it suffered because of how open it was. You ran into the town, climbed through a trap door, and ran away with Dar-Ma. It ended very quickly, and if you had to do some events in a more linear fashion the quest could've been longer and creepier.

That's just one example. So my question is this, should some quests be more linear? I'd still want 95% of my quests to be completely open.


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.
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Sun Jun 06, 2010 8:50 am

this is a perfect example why I am not as excited about SK as I could be. I would rant in all caps if it were for the likliness for the devs to agree with the OP and thats pretty much taken the wind out of my sails. they're trading everything that made TES stand out from the streamline and traded it for dragons, and what ever else apease the same people who also think that there should be guns, less roleplaying, linear, etc...
User avatar
joeK
 
Posts: 3370
Joined: Tue Jul 10, 2007 10:22 am

Post » Sun Jun 06, 2010 3:52 am

What was wrong with Canvas the Castle?

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.
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Sat Jun 05, 2010 5:40 pm

Why exactly?

I mean... If my PC falls in a hole (into a mine shaft say...), I would have no trouble role playing his reactions to the situation. Also I'd have no problem role playing the various (and necessarily linear) encounters along the tunnel back up to the surface. :shrug:

Non-linear gameplay is fantastic... but I don't see how it affects role playing at all.

I think he meant something else.
User avatar
jenny goodwin
 
Posts: 3461
Joined: Wed Sep 13, 2006 4:57 am

PreviousNext

Return to V - Skyrim