» Tue May 07, 2013 8:07 pm
My main problem with oblivion is that the guilds made no sense at all.
Mages guild: Why was necromancy, something that had been legal and tolerated for ages, in everywhere but Morrowind, suddenly banned by the new Arch-Mage? did necromancers kill his parents? did he know Mannimacro was coming back? Did a Necromancer take a wizz in his coffee? That question is probably the single most important one in the entire mages guild questline, and it is never answered, or given any explination beyond "he just did".
If Necromancy had never been banned, then Mannimarco would have never had the ability to recruit all of the now banned Necromancers into his army, and thus had an army he could have possibly used to take over Cyrodiil. Mannimarco's entire plan, and thus the entire questline, rests on an action that really has zero explination within the game world beyond "he just did ban it". The only convieable reason I can see to ban necromancy is to create a cliche "good mages trumiph over evil necromancers" storyline. Which is stupid, becuase Necromancy isn't some generic evil thing in Elder Scrolls.
Not to mention Mannimarco goes down in like 3 hits, this is guy who became a GOD, this guy who goes down in 3 hits? not even ancanno was that weak.
Dark Brotherhood: This questline just start off totally wrong. First off, you get contacted after killing an innocent person. When I killed the person I did to start the questline, it was because I wanted to rob them, now, I get the point they were trying to make that the DB contacts random murders, but the way it was implimented in-game requires way to many assumptions to work as it does. As it is presented in-game the DB contact just about everyone who kills a "innocent" person ever, which includes any sort of robbery gone bad. Which given that the elder scrolls is set in a mid-evil ages like era, things like that probably happen a lot, so they must be contacting TONS of people, which makes them not really that secrative, or having high standers, something the DB always should have.
Secondly, the optional objectives have no real purpose within the context of the mission. Dropping the moose on the dudes head to make it not look "suspisious" becuase his realtive wanted to move into his house, without people beliving that he had his uncle killed, could have easily been achived by simply staging the place as if it was a house robbery gone wrong. As for the quest WHODONEIT, why does it matter that I kill them apart, no one is going to beleft alive to know, which further makes doing it pointless as the DB has no way of knowing if you told the truth about it or not. Comparitivly, the optional objectives in the DB in Skyrim make sense. Hiding the gourmet's body makes it take longer for them to find and identify who he is, thus enabling you to pass your disguse off better, killing commander Maro's son in-town lets the fake conspriacy be found out about earlier letting your plans advance faster. Oblivion's optonal objectives frankly made no sense as anything but silly gags the developers put in to the make quests slightly more difficult, the offered nothing to the story behind the murders, nor the overall story of the questline.
And while on the subject of story, the entire story of Oblivion's DB was broken, like mad.
-We are told that the DB has bases in every major city in Cyrodiil
-We are told that the DB belives there is a traitor in the Cheydenhal base
-The traitor, as we later find out, lives in Anvil
-The traitor never once makes an appearance in the Chyedenhall base
do you see the problem with that? Why is it that the DB leadrship belives that there is a traitor in the Cheydenhall sanctuary when the dude has never been there, in fact, lives in Anvil, and the DB has a base in Anvil? Frankly, the only connection between the tratior and the Chyedenhall base is that the Cheydenhall base is the only one that the devlopers bothered to put in the game. Everything about the reasoning behind the purge of the Cheydenhall base makes no sense given the known information about the DB.
Furthermore, after the purge, there is zero reason for anyone to belive the traitor still lives, and none of the dead drop quests give any hint to that you migh be killing the wrong people. Then, out of nowhere, Lucian comes at you and claims you have been killing the wrong people. Where was the build up, where was the hints, where was the even slightestest indicaton that this would happen? there was none. Everything that happened after the purge really had zero build-up, or any logical reason to it. So the purge itself really makes no sense, we are given zero indication that the traitor might have lived, then we get flored with somne revalation that the tratior is still alive, despite there being zero previous evdience/indication for it, and then what we learn about the traitor makes the entire reasoning behind the purge seem nonexistant.
The entire DB questline feels like something Bethesda rammed in at the last second becuase they realized they needed to give the guild a reason to exist beyond "its here so you can kill people as part of quests". Its full of logical gaps, terrible assumptions, and unexplained, and frankly unexplainable, reasoning.
The Thieves Guild: My entire problem with the thieves guild can be summarized as follows "since when was the thieves guild robin hood?" the answer? never. Everything about the "we have to help the poor" was so very un-thieves guild like that it was frankly silly it was ever concieved. The thieves guild wouldn't use the poor for information, becuase the poor arent allowed in most places, places that people actually discuss private information in. A thieves guild would do something like was done in Skyrim, use rich, influental people, who have acess to this kinda information. the entire "help the poor" people deal was nonsense that was obviously created to mimic the overly used, and terrible cliche, "robin hood" fantasy. Which the Theives Guild is not.
On top of that, everything about the ending of the thieves guild had very little to do with the guild itself, it was all about helping the Grey Fox get HIS life back, not helping the guild as a whole. All the stealing, and the framing of the guard Lex, was to fuffil the Grey Fox's own personal desires, and petty revenge plans. The Oblivion thieves guild wasnt about the guild, it was about being the Grey Fox's personal whipping boy.
Fighter's guild: the problem I have with them, is that they lack depth in thier motives, everything that the fighters guild does is becuase of justise, or because its the "right" thing to do. they act like the most holy of holy paladins. they are white-knights defined, and it makes them lack any sort of character or personality. The Morrowind and Skyrim Fighters guilds were corrupt, consulted with Daedra, and/or were Werewolves. they had some sort of motive beyond simple justice, thier actions eixsted out of something more then some altruisting need to do the right things, and becuase of it, they actually had personality.
Oblivion's fighters guild was simply dull, and very one deminsonal, it falls into the same trap the Oblivion Mages Guild does in that its some hyper-cliche black/white morlaity faction where al lthe good guy are mery sue good, whose only real flaw is that they are too good, and all the badguys are just total dikes.
The same applies to the blades in Oblivion, but thats another story entierly.