The Elder Scrolls Dumbed Down?

Post » Wed Dec 07, 2011 4:45 pm

"Evolved" is a nice word. When you "evolve" an air force flight simulator into an "After Burner" style game, has it been dumbed down or not? It might be easier to pick up and a lot more flashy and exciting, it might leave you with a more continuous sense of achievement because you constantly manage to finish levels, but answer honestly, has it become less intellectually demanding or not?




What a terrible anology.

TES games were never that complex or rooted in any science.
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ONLY ME!!!!
 
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Post » Wed Dec 07, 2011 3:00 pm

"Dumbed down" is the generic response to glorify opposition to changes. I don't agree with all of the changes, but "dumbed down" is just over the top in my opinion, and using wording like that diminishes any logical presentation of an opinion that may have been made.


It's the other way roung "Opposition to changes" is the generic response to criticism. And not one fit as a basis for discussing people's logical presentation of an opinion, because it is inherently illogical when leveled against people in gaming for more than one or even two decades.
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Laura Mclean
 
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Post » Wed Dec 07, 2011 3:17 pm

I was surprised to find that stripping out stats has not made my role-playing experience feel dumbed down.
I think the perks adds something over Oblivion.
I think the level scaling is betterimplemented than Oblivion - I am getting creamed if I take a wrong turn so far (just hit level 12) and loot seems to be more variable (found an ebony sword already - when most is Orcish or less.
I think the "world" of Skyrim is much more real and fleshed out than Oblivion (in terms of politics, factions and their role on world).

For me this is a huge improvement as an RPG and I don't miss the stats or selected skill trees at all.
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Ownie Zuliana
 
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Post » Wed Dec 07, 2011 11:33 am

What a terrible anology.

TES games were never that complex or rooted in any science.


,,,,which is irrelevant for the argument at hand. I pointed at two extreme points for better illustration. I could pick any two in between and the argument would still stand.
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Mrs shelly Sugarplum
 
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Post » Wed Dec 07, 2011 10:27 pm

What a terrible anology.

TES games were never that complex or rooted in any science.


Complex relative to what?

Do you know of any more advanced first-person fantasy RPG sandbox games than the Elder Scrolls games? I don't. Which means the Elder Scrolls games are relatively advanced first-person fantasy RPG sand box games.

But it seems like Bethesda is starting to take the series into the Call of Duty direction.
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john palmer
 
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Post » Wed Dec 07, 2011 5:00 pm

Another issue I had with Skyrim was the dialogue options. What you say doesn't seem to impact the world, your character, or NPCs all that much. In other words, dialogue options are more about leading you to some linear encounter or quest as opposed to giving you the opportunity to flesh out your character. To role-play, if you will.



actually i believe the conversations options have the same impact as in previous TES games.

the problem is that now that the values for things like repuation and how much an NPC likes you are hidden away (aka "we've removed numbers from the game, and NPC will now react to you based on how much he likes you instead of a number showing your reputation"), so it's less immediately obvious what the effects (and magnitude) of saying certain things do to the NPC's and faction's opinion of the player.
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liz barnes
 
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Post » Wed Dec 07, 2011 1:21 pm

No it doesn't. The logic would still stand. The emotional content of a statement doesn't magically make that statement logically invalid or valid. The statement is either logically invalid or it isn't--and that has nothing to do with sentiments.



Unfortunately, I can disprove this very easily:

Let's say that I posted: "This game svcks!"

That statement is filled with emotional and opinionated content that overstates the case profoundly, but based on my dissatisfaction with some aspect of the game, I have just labelled the entire thing as terrible.

The emotional content in that statement absolutely does make the opinion (I feel by 'statement' you really mean 'opinion') invalid in the sense of 'logic', because it's an opinion based on a tantrum
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Ronald
 
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Post » Wed Dec 07, 2011 10:10 pm

I think the perks adds something over Oblivion.


The question is whether they add something to the RPG experience. Tell me, which perks do you have in real life, and when was that moment when you realized "Hey, I couldn't do this five minutes ago, but now I am all of a sudden far better than I ever was"?

I think the "world" of Skyrim is much more real and fleshed out than Oblivion (in terms of politics, factions and their role on world).


Not that that was particularly hard in those aspects. The valid comparison here would not be Oblivion. But does it seem real to you that you can become an expert smith in your spare time?
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Marguerite Dabrin
 
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Post » Wed Dec 07, 2011 8:21 am

Unfortunately, I can disprove this very easily:

Let's say that I posted: "This game svcks!"

That statement is filled with emotional and opinionated content that overstates the case profoundly, but based on my dissatisfaction with some aspect of the game, I have just labelled the entire thing as terrible.

The emotional content in that statement absolutely does make the opinion (I feel by 'statement' you really mean 'opinion') invalid in the sense of 'logic', because it's an opinion based on a tantrum


Unfortunately, you fail in your attempt at disproval. "This game svcks", as you state correctly, refers to the entirety of the game (or "the entire things", as you put it). "This game has been dumbed down" refers to how intellectually demanding it is - which is one of many aspects of a game.
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Lalla Vu
 
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Post » Wed Dec 07, 2011 2:43 pm

Unfortunately, I can disprove this very easily:


I doubt it.

Let's say that I posted: "This game svcks!"


Yes, and that statement is either true or false regardless of whether or not the language offends you. That's my point, anyway. So the emotional content of my posts has no bearing on its logic or lack thereof. The logic and facts (or fictions) are separate from the emotional content.

The emotional content in that statement absolutely does make the opinion (I feel by 'statement' you really mean 'opinion') invalid in the sense of 'logic', because it's an opinion based on a tantrum


It's an opinion that is based on my game experience. It's an opinion that is either factually accurate or inaccurate.

Ironically, the one who is being emotional here is you.
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Nancy RIP
 
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Post » Wed Dec 07, 2011 2:36 pm

Complex relative to what?

Do you know of any more advanced first-person fantasy RPG sandbox games than the Elder Scrolls games? I don't. Which means the Elder Scrolls games are relatively advanced first-person fantasy RPG sand box games.

But it seems like Bethesda is starting to take the series into the Call of Duty direction.



Huh?

Let's stay focused here.

I said that using the anology of a type of simulation streamlined down to a level of an arcade game was a terrible anology, because no TES game is as complex or rooted in science as a simulation.

So to answer your question, my post clearly is relative to the level of complexity demanded by each genre of game: flight simulation or fantasy game

If the genre of fantasy games had ever, ever, EVER been as detailed as for instance a simulation of flight then the anology would have been a good one

But since that has never ever been the case, it is a TERRIBLE anology. If you think it's a good one, then my friend, you are very deluded, because a fantasy game is about...FANTASY. TES games were ALWAYS at the "Afterburner Arcade Game" level compared to PC simulations, and it is by necessity since TES games ain't about REAL THINGS and so do not take into account real principles of science
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e.Double
 
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Post » Wed Dec 07, 2011 7:58 pm

I doubt it.



Yes, and that statement is either true or false regardless of whether or not the language offends you. That's my point, anyway. So the emotional content of my posts has no bearing on its logic or lack thereof. The logic and facts (or fictions) are separate from the emotional content.



It's an opinion that is based on my game experience. It's an opinion that is either factually accurate or inaccurate.

Ironically, the one who is being emotional here is you.


I'm emotional because I think you're so wrong you should win a blue ribbon? That's quite a revelation
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Lisa
 
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Post » Wed Dec 07, 2011 8:13 pm

Eh. I like Skyrim. I really like Skyrim. As far as making an elder scrolls title that relies more on action than sticking to the traditional rpg guidelines, they did a great job. As an rpg, I do find it lacking. I fell in love with the series after playing Morrowind. I sort of lost faith after Oblivion. With Skyrim, I found a game that I could really get behind. It is far, far from the experience that Morrowind was, but it is really good in it's own way. Personally, I liked the way that Morrowind was set up. I like by the books rpg's. I would love to see what would be "Morrowind 2", if you will, but that is just me.

As far as the game being dumbed down, that really comes down to what you consider "dumbed down". Skyrim fully allows you to create the sort of character you want to play. No less than any of the other games. At the same time, it takes on this "experimentation" vibe, that means you never have to be tied down to any choice when looking at things like playstyles. This can, considering, be seen as dumbing down in a way. In another way, it could be looked at as freeing. Things like the removal of separate armor pieces could be seen as dumbed down. As is grouping all weapon types into either one-handed or two-handed. At the same time, people like to look at this as "streamlining" and consider it a good thing that doesn't really take much away from the game, considering most stick to one or two weapon types anyway, and usually like to create a full suit of one type of armor anyway.

Long story short, it is up to the player how they view the direction of the series. For me, I do lean quite a bit to the "dumbed down" side of things. With that, Skyrim still manages to be a very, very freeing game, that still allows me to play it the way I want. When it comes down to it, that is what the series has always been. They might handle things much differently now, but it is still very much the same effect.
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Doniesha World
 
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Post » Wed Dec 07, 2011 8:28 pm

When has "fire mage" ever been a build? Fire is 1/3 of ONE school of magic.

So yeah, if you're using 1/15 of the spells, you'll be using few spells

.....

I mean, if you dislike that, it would be incredibly easy to add conjuration for summon and bound weapon, illusion for fear/calm/frenzy and paralyze, restoration for healing and wards. Suddenly you have more spells than you can reasonably use.


I have to agree with this guy. OP, if your build is so focussed on one small piece of one school of magic, I am not sure what you are expecting. If anything, I think your post proves how awesome Skyrim is. You can focus on specializing in 6 spells. Or you can branch out if you like. Skyrim is not stopping you.
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Jessica Lloyd
 
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Post » Wed Dec 07, 2011 3:30 pm


That's it. The perks that I underlined are the only interesting ones. The others are uninteresting, redundant, and probably should have just been automatic for magic users.

There are also not that many spells--and no spell creation to partially offset that fact. Let's say you made a "fire mage," in the end you'll only end up with a total of 8 spells; and 6 of which are truly unique. To make matters worse, these 6 spells aren't even all that interesting. Basically, there's the projectile spell, the damage shield spell, the DOT spell, and the trap spell. To be fair though, this was also a problem in past Elder Scrolls games; however, in those games players were able to create there own spells.

And the dragon shouts come off as a gimmick to me. Sure, they're visually impressive and fun to use the first few times, but many of them overlap with other skills/spells. The shouts even overlap with each other somewhat. For instance, why are there two cold shouts? Yes, one is primarily for crowd control while the other is for damage, but why weren't they combined into one shout? I think you guys (Bethesda) should have focused more on quality rather than quantity in this regard.

Another issue I had with Skyrim was the dialogue options. What you say doesn't seem to impact the world, your character, or NPCs all that much. In other words, dialogue options are more about leading you to some linear encounter or quest as opposed to giving you the opportunity to flesh out your character. To role-play, if you will.

In conclusion, the Elder Scrolls series is starting to feel more like Duke Nukem than a first-person RPG.


So you're saying increasing your agility or whatever by 3 or 5 was more interesting and had a bigger effect than a perk? And grinding stuff you didn't wanto use to get the bonus you wanted was more fun?
And if you'd get the perks automaticly without having to make choice or plan a path, how the hell isn't that dumbing down?
It sounds more like you're arguing that the game wasn't "dumbed down" enough.
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Facebook me
 
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Post » Wed Dec 07, 2011 8:55 pm

Huh?

Let's stay focused here.


Nice sidestep. Why don't you stay focused?

You claimed that the Elder Scrolls games were never complex. "Complex" is a relative term. So if the Elder Scrolls games were simple or somewhere in between simple and complex, then what were you comparing them to? Because when you compare the Elder Scrolls series to games like it, the Elder Scrolls games come out on top, or at the very least, they end up very high on the list for complexity. So I'd say the Elder Scrolls games are relatively complex within their genre and now they're being dumbed down to cater to the console audience.

I said that using the anology of a type of simulation streamlined down to a level of an arcade game was a terrible anology, because no TES game is as complex or rooted in science as a simulation.


anologies are used to point out similarities. So the Elder Scrolls games aren't simulations like Microsoft Flight Simulator is, but that's not what the point of the anology was anyway. His point was that games like Morrowind were more about creating a quasi-realistic virtual world set in fantasy. But Skyrim is more geared towards providing a quick and fun experience, like an arcade game does. Hence why in the anology he compared a flight simulator (morrowind) with a game like Afterburner (skyrim). Again, these aren't exactly the same, but again, that's not the point.

because a fantasy game is about...FANTASY.


Even fantasy is based in part on real world considerations. Gravity pulls things towards the planet. Fire burns. Humans beings. Similar animals. Similar food. People still need to sleep. Etc.
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Jenna Fields
 
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Post » Wed Dec 07, 2011 5:14 pm

I'm emotional because I think you're so wrong you should win a blue ribbon? That's quite a revelation


No, I don't know why you're emotional. I just know you're being emotional.

And feel free to explain how the logic of a statement is impacted by its emotional content. That's an interesting world view. So if I wrote, 2 + 2 = 4 and you're a moron, would the offensiveness of that sentence somehow invalidate the equation 2 + 2 = 4?
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Post » Wed Dec 07, 2011 9:43 am

No, it's not dumbed down.

Stick to sports games if you want carbon copied sequels.
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Katy Hogben
 
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Post » Wed Dec 07, 2011 11:54 am

Ok a few examples of how stats can add depth to the game (and note that when I say stats, what I basically mean is numbers as used to define your character; not necessarily just the labels that are visible to the player):

- If I make two characters, and both of them walk into the same ancient dungeon and find a really old book written in some kind of ancient language, one of those characters might possess the knowledge to read it, while to the other character it's just nonsense. How does the game determine whether a character has the knowledge? Through numbers / stats.

- If I go and hit an NPC, leave town for a week, then return and speak to the same NPC, will they remember and take a hostile attitude towards me? Again, stats are necessary to determine this.

- If I make several characters, and all of them need to break into the same castle, each one might try and enter in a different way. One might bribe the guard, one might try and climb the wall, one might overpower the guard and take his key, one might sneak in through a back entrance, etc. Stats determine what your character can and can't do, what their strengths and weaknesses are, etc. Which in turn has an impact on their actions.


In an ideal RPG, i'd want everything the character can possibly do to be determined by stats. Every single thing about them should be uniquely defined to make them as complex as possible... and to make their interactions with the gameworld as complex as possible.



I think you have used poor examples for the use of stats.

Your first one is about knowledge which isn't about stats (least not purely), its about what a person/character may have or haven't learned, and how good a memory they have, and the opportunity to put it to use.

The second is partly about memory (on the part of the NPC), and there's other things involved like did you go back disguised or not, or wearing different clothes ect, are you using illusion spells. Stats can help, but knowledge, memory, and use of spells and/or skills on both for both parties, can over come useing stats.

And your third example, whilst a bit, theres more to a character than stats alone (the same can be said about skills). stats can play a part, but not by themselves, theres more to making a character than stats, skills are just as important, how the character acts, that he/she does or doesn't do.

Stats have their uses, but the game has to allow the player to use them. Stats aren't always necessary, and also can be pointless if not utilized.

On a personal note, I do think stats like strength ect getting removed is a shame
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Robert Jr
 
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Post » Wed Dec 07, 2011 7:45 pm

I do believe the series has been getting simpler and simpler to appeal to a less motivated audience.

As a random for-instance, armor. In Morrowind you had left and right gauntlets, left and right pauldrons, boots, greaves, cuirass, and helm. In Skyrim you have boots, gauntlets, "armor", and helm. The available slots for armor have been halved, and as a result, your ability to customize your appearance or enchantments has also been halved. Morrowind also allowed you to wear clothing and armor together. Heck, it let you wear a skirt as a male character if you wanted to (standard uniform for the Legion). Maybe not all people really took advantage of all the options, but there were options. I loved to wear a newtscale cuirass over an exquisite shirt; it looked very nice. You can't do anything like that anymore.

Another for-instance: equipment maintenance. You no longer have to worry about your equipment wearing out. There's now one less "consumable" item that you have to worry about while adventuring. Running out of tools to maintain your gear used to be a real thing: do you go back and get more tools, or do you press forward and hope your weapon doesn't fall apart before you can get back to civilization?

Magic. They took away the ability to make your own spells. Their pre-made options all look very nice, but because you can't actually change anything you are not a master of magic you are a magic consumer. You buy a spell off the shelf and it just works. And if there's not a spell that does what you want it to do well, tough luck. Half the spell effects from previous games are simply gone.

Several things that many players saw as complexity and annoyance, a more dedicated roleplayer saw as immersion and and freedom. So, is Skyrim "dumbed down"? Yes. It's still a good game, certainly more polished than their previous offerings. But the removal of gameplay elements and the removal of many ways for your character to be an individual has resulted in a simpler experience that is more hack and slash and less strategy, roleplay, or thought.

Morrowind is still Bethesda's greatest game ever.



/signed, 100% agree mate!
And that's exactly why i stoped to play Skyrim already and started a new adventure in Morrowind...!!
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Mackenzie
 
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Post » Wed Dec 07, 2011 3:43 pm

I prefer to say "smarted down"

If you remvoe something unnecessary and by doing so you make the product better, how can it be in any way dumb?
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daniel royle
 
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Post » Wed Dec 07, 2011 5:41 pm

I think you have used poor examples for the use of stats.

Your first one is about knowledge which isn't about stats (least not purely), its about what a person/character may have or haven't learned, and how good a memory they have, and the opportunity to put it to use.

:facepalm:

Your character cannot have knowledge without stats. It doesn't matter whether the stats are visible to the player or not, but they have to be there. Think about it. If your character reads a book to learn something, how does the game recognise that? There has to be a number somewhere behind the scenes that changes. Your character isn't a real human being. They don't have a real brain that can remember things. It's all done by the game using numbers.

The second is partly about memory (on the part of the NPC), and there's other things involved like did you go back disguised or not, or wearing different clothes ect, are you using illusion spells. Stats can help, but knowledge, memory, and use of spells and/or skills on both for both parties, can over come useing stats.

Again, video-game characters can't remember stuff without numbers. It's all an illusion. While it may seem like the NPC has remembered you mistreating them in the past, what's really happened is a number behind the scenes has changed based on your character's actions, generating a different response from that NPC.

And your third example, whilst a bit, theres more to a character than stats alone (the same can be said about skills). stats can play a part, but not by themselves, theres more to making a character than stats, skills are just as important, how the character acts, that he/she does or doesn't do.

Skills ARE stats. If my character gets better at something like archery, all that's really happening is a number is increasing... like damage output going from 20 to 21 or whatever. It's all just numbers with labels on them.
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sunny lovett
 
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Post » Wed Dec 07, 2011 8:16 am

It's gone from being a role playing game to a combat centered adventure game, simply to appeal to the lowest common denominator i.e simpletons, and this is evident in almost every aspect of the game.

Despite needing a hell of alot of work by the modders to correct things, Skyrim is still a big improvement over Oblivion, but then it's not difficult to create a better game than Oblivion.
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CHARLODDE
 
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Post » Wed Dec 07, 2011 11:48 am

It's gone from being a role playing game to a combat centered adventure game


Hah, i would argue that Bethesda games i've played (Oblivion, Fallout 3 and now Skyrim) are nothing but open world dungeon crawlers. That's how i play them, and Skyrim's changes seem to encourage that too. Just some quest or a threath to give you an excuse to kill things, and away we go!
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Lyndsey Bird
 
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Post » Wed Dec 07, 2011 5:25 pm

I have to agree with this guy. OP, if your build is so focussed on one small piece of one school of magic, I am not sure what you are expecting. If anything, I think your post proves how awesome Skyrim is. You can focus on specializing in 6 spells. Or you can branch out if you like. Skyrim is not stopping you.


If I use Conjuration school only, dont put my perks in any other Skill-Perks and wear not a single piece of equipment, I can finish the game with this School only on MASTER; [censored], I can beat the game with only one spell after I can summon a Dremora-Lord.

So your point is...?
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