Too Much Freedom

Post » Sun Jul 31, 2011 12:42 pm

Here's an article I wrote for my videogame blog called snip. It talks about all the ways modern videogames are disappointing me. It's long, but I'm sure you're smart enough to realise reading is nothing but good for you.

EDIT: I should stress that I am playing The Elder Scrolls on Xbox, not PC. That means that yes I'm playing a "lesser" version of the game, but it's also more definitive in its aims and successes. So bear in mind that modding is not an option for me and more importantly, is not really a fix for this problem without changing the game into something it was not originally intended to be.



TOO MUCH FREEDOM


When The Elder Scrolls III: Morrowind was released by Bethesda in 2002, everyone fell in love with its detail and freedom. Here was a game that let you do what you want, when you want, who you want. Don't want to complete the main quest? Sure thing. Don't want to kill anyone in the game whatsoever? Possible, but you're an idiot. Want to just cut and run into the wilderness, never to return? You could, and more than that, it probably won't even be by choice. Morrowind was a dangerous continent filled with monsters, a character of your complete design, and this overwhelming sense of absolute freedom. But how much freedom is too much? Well, one only needs to look at its sequel, Oblivion, to find out.

The best thing about Morrowind is that it felt like a living breathing world. It was massive in scope (approximately 40 square kilometres), possessed fantastical flora and fauna and was incredibly dangerous for all but the most battle hardened warriors. But most important was its sense of risk and reward.

If you strayed from the beaten path, you eventually had to stumble back onto it to get home. The only way to get anywhere in a hurry was to take silt striders, which only traveled to the surrounding towns, not all across the continent. This resulted in the need to memorise which towns gave you fast access to the places you needed to go, several silt strider transfers mid journey, and the eventual need to leg the last part of the trip to get to where you needed to be.

The continent reminded me very much of my own; Australia. There's cities all around the edge of the landmass, and only danger in the centre. You could, and often did come across enemies that were simply far too powerful for you to defeat at your current level. And the catch was if you did, through bravado or necessity to complete quests, stray too far from towns, there was absolutely no way out of the situation other than limping home, riddled with disease and broken weaponry. But sometimes carrying treasure and powerful items too. Because enemies and items didn't scale in difficulty or power in Morrowind, the chance of stumbling across a sword more powerful than you deserved at your level or mountains of gold was enticing enough that you did want to explore the world, and experience all the risks that came with it. It felt like virtual treasure hunting.

But Morrowind wasn't without its flaws, and when The Elder Scrolls IV: Oblivion was released in 2006 it fixed many of the things that were met with less than glowing praise from the critics and fans. But it also killed everything that made the first game special. And this was all completed through the inclusion of "Fast Travel". Fast travel, in a nutshell, was the ability to open your map, pick a spot and teleport there instantly (although in game time did pass, but this really had little effect on the game's events). There were a few rules, you couldn't fast travel whilst indoors, when enemies were around, or in the air. This kept the system from being exploited, but it didn't keep it from killing your desire for adventure.

Fast Travel means that instead of walking through the visually impressive vistas crafted by Bethesda in the world of Oblivion, we simply teleport. Instead of riding a horse through the wilderness, or strolling along a mountain path or seeing what might be over that next hill, you instantaneously reposition yourself as close as possible to your next goal. This also removes all the excitement of wandering off that beaten path, and searching for that ever illusive weapon that will give you an edge over the world.

And part of this decision is made easier by the fact that the whole world appropriates itself to give you the "best" experience. Wherever you go in Oblivion, the enemies will be an acceptable challenge. This is because both they, and the items they use and drop, scale in power to match your level. One could argue this keeps the game frustration free, but to me this creates a climactic plateau in the game's design. If you never feel out of your depth, your victories are hollow. If there's never a chance to find something wildly rewarding in the game world, you simply stop looking.

Bethesda are removing the joy and wonder of exploration in their games and breaking your sense of immersion at the same time. Oblivion is roughly the same size as Morrowind, but it feels so much smaller. And it's not simply a matter of just not using fast travel, we as humans are programmed to take the path of least resistance, it's a survival mechanism. If fast travel is there, you will eventually use it, and once you start, you won't stop.

In Morrowind, if you got into a tough spot, with no potions, over-incumbered with loot and a shiny sword sitting in front of you in the middle of the continent, you had a personal crisis over what to do. It was a serious situation because you'd have to trek all the way back to a town where you could sell what you had found and hopefully free up enough space in your inventory to collect the sword. Then you'd have to actually make your way back to the weapon (usually by foot) and collect it. It made you think about how much things were worth to you in the game, or plan ahead to make sure you never had to backtrack until you were "done" (you were never done) with your adventure. In Oblivion, you simply leave the cave and fast travel back to a vendor to offload your earnings, fast travel back to that exact spot, pick up the sword and continue on. What was once a forty minute ordeal became a five minute inconvenience. Decisions rarely came with weight and consequence.

In Morrowind, you didn't have a convenient compass that lead you in a straight line directly to quest locations and destinations. You had a rudimentary map, and you had the people around you. The quest would give you a fairly accurate guide on how to complete it, but sometimes you'd have to investigate further to find exactly what you were looking for. NPCs in the game world were useful to you, perhaps they would know where that cave is? Or how to get rid of Vampirism? Or maybe the answer's in a book, one of six novels worth of literature in the game world. Everything had purpose, everything was fully fleshed out.

Do you know how many books I read in Oblivion? One, and only because I was forced to in order to complete a quest. The whole game is spent looking at a quest compass and map, instead of taking in the world around you. You don't need to experience the game anymore.

There's a http://www.cracked.com/blog/5-crucial-lessons-learned-by-watching-kids-play-video-games/, and It's clear these are changes being made to accommodate a more current audience that might not want to deal with these issues that made Morrowind so unique. But it feels like the soul of the franchise has been deadened by its modern touches. There are plenty of games out there that keep things simple for you, that take you down the single path of narrative and scripted explosions, and these games have their place, but why can't Elder Scrolls have its own?

Bethesda clearly realised that scaling enemies was not a good move and have toned it down for the upcoming sequel, Skyrim, but i've seen nothing to indicate that Fast Travel won't be there to murder my sense of wonder and fear like it did in Oblivion.

What's the point of creating an entire world if you don't want people to see it?
User avatar
Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

Post » Sun Jul 31, 2011 10:36 am

Fast travel isn't forced, but other then that, I agree with everything you said.
Hopefully, anyone can fight the urge to use fast travel, like I did. I didn't fast travel to Kvatch, I used Prior Maborel's horse. But it wasn't worth it, the scenery didn't feel alien. Definitely not the Cyrodiil I read in the Pocket Guide.
User avatar
KU Fint
 
Posts: 3402
Joined: Mon Dec 04, 2006 4:00 pm

Post » Sun Jul 31, 2011 5:14 pm

I stopped reading when I got to fastravel part. We need more freedom actually and that would be toggles to turn off and on most things would be awesome.
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Sun Jul 31, 2011 3:10 pm

Nigh all of your quips have been OPTIONAL features, or those easily disabled through simple modding. Through your own actions you have changed (note I said changed, not ruined) the experience of your game. Just because fast travel is there, does not mean it ruins the want to explore, it is only your weakness in caving to it that ruined your exploration. You are the one responsible for not reading more books. Bethesda has made no effort in wanting to keep you from their worlds, only your own mind chains you.
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Sun Jul 31, 2011 4:49 pm

While I think your title is wrong.... (no such thing as too much freedom!)I agree with pretty much all of this.

I don't think its a matter of too much freedom though, just too many choices that are very tempting. AKA too much hand-holding in order to appeal to the masses. That being said, I didn't have trouble avoiding those temptations in Oblivion. (rarely fast traveled, and always had my active quest on nirnroot so no marker)
User avatar
Matthew Barrows
 
Posts: 3388
Joined: Thu Jun 28, 2007 11:24 pm

Post » Sun Jul 31, 2011 7:29 pm

Oh joy...again.

Ahem, Morrowind was MW, and Oblivion was OB. They both had their ups and downs, and for the record I had a lot more fun playing OB. Fast travel and the red arrow didn't kill anything. My point in case is FO3.
User avatar
Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Mon Aug 01, 2011 12:27 am

okay I can't believe I actually spent 3 minutes reading that...

Once again the curtain was raised upon the scene... THE FLAMES OF WAR

anyway... your title is misleading, and your overall post seems to be leaning to say that the game is starting to cater to the casual gamer and therefore gyping us of the total experience. Fast travel, compass, the "journey", You seem like you want to say that Beth is going the wrong direction.

To this I say your entitled to your opinion but this game was made so that each person could enjoy it how they wanted to. I understand your complaints but to others this isn't a mistake its a choice they get to make. Beth is entitled to do what they believe is right and they decided to bring the best of both worlds into this game when it concerned fats travel. The compass is a bit harder to fix but it does look like it wont be this miraculous guide anymore. As for the journey people will get to experience it if they want, but no one wants to have content shoved on them if they wish to, hence why this happened I personally admire Beth for their system because if I want to go for a 15 min walk between cities or a 5 sec teleport I have the CHOICE TOO.
User avatar
Brentleah Jeffs
 
Posts: 3341
Joined: Tue Feb 13, 2007 12:21 am

Post » Sun Jul 31, 2011 5:21 pm

what? there is no limit for freedom, the most freedom a game have the best, my dream game is a game in wich there is no main story or nothing, there is the world, with its lore, and you can live in it the way you want, and... hey... why not.. become king, or live as a fisherman, who cares, is your game, im not much of a fan of entirely linear games, only some with interesting historys, so they need to control the player in order to tell this history, oblivion regocnized only one thing, that sometimes walking is kinda boring, but really? fast travel svcked, they could implement fast travel, sure, but very limited, like you can only fast travel to a city, and then go to the place you want by foot...

oh, and walking would never be boring if the world was incredible and fantastic enough to keep me wanting "more"
User avatar
Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Sun Jul 31, 2011 3:36 pm

Personally I haven't used fast travel at all for Oblivion or Fallout: New Vegas. I used it for FO3 because the Metro tunnels were annoying to pass through.

I just started Morrowind recently and so far I only used the strider service.

As for Skyrim, I don't plan to use fast travel, especially considering how much TLC went into developing panoramic views all across the province. (the devs used a system to track which spots on the map the testers tended to gravitate toward and put a lot of effort into making all of those spots picturesque.) I plan to wander around and explore new locations on my way from Windhelm to Solitude, for example.

However, if including fast travel helps sales (which it will), I'm 100% in favor of incorporating fast travel in the game. Also, it's great to have the option if you need it for something. I have never felt any urge to use fast travel in Oblivion or Fallout New Vegas, but I'm glad to know there is that option if I need it.

Anyways this a moot point because Fast Travel has already been confirmed back in January and a carriage travel was also confirmed.

In fact, I think there is some other fast travel thread where you should probably be posting this instead of making a new thread to beat the same dead horse.
User avatar
kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Mon Aug 01, 2011 1:01 am

so basically this is another thread complaining about quest markers and fast travel
User avatar
Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Sun Jul 31, 2011 5:07 pm

I totally completely and utterly agree OP. Well said imo, very well said. I think they realize a lot of their mistakes and will attempt to fix it with SK but we'll have to wait and see. You nailed why MW was so immersive and how OB killed that immersion.
User avatar
Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Sun Jul 31, 2011 7:04 pm

Nigh all of your quips have been OPTIONAL features, or those easily disabled through simple modding. Through your own actions you have changed (note I said changed, not ruined) the experience of your game. Just because fast travel is there, does not mean it ruins the want to explore, it is only your weakness in caving to it that ruined your exploration. You are the one responsible for not reading more books. Bethesda has made no effort in wanting to keep you from their worlds, only your own mind chains you.


I'm playing it on Xbox so I can't mod it. And mods change the game into something that isn't what they intended to release. It's no longer the same game as soon as you mod it, whether they give you the tools to do so or not. I don't doubt there are those of you, especially on here, that would have made a conscious effort to avoid fast travel but I'm not what you would call a diehard PC gamer, I'm speaking more from the perspective of an xbox fan of the series (more casual, I guess you could say?) I just felt that the game ruined the the vibe of the world through its fast travel inclusion. Even if they just disabled the ability to warp to ALL towns from the outset of the game, you should have to find them first just like you have to with the minor locations.
User avatar
April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Sun Jul 31, 2011 1:42 pm

Hahahah are you serious.....One thing Radient Ai....Morrowind BAH..
User avatar
Steven Hardman
 
Posts: 3323
Joined: Sun Jun 10, 2007 5:12 pm

Post » Sun Jul 31, 2011 10:36 pm

Morrowind was no where near 40 square kilometers. It was only 6 square miles (So more like 9 square kilometers). Also, I agree about fast travel, but that's not so much a "freedom" aspect, but more so a design choice aspect. If it were up to me, fast travel would be out.

I literally never use fast travel. The journey beats the destination. If someone chooses to fast travel, it's their loss. They miss out on XP, loot, unique locations, and random encounters.
User avatar
KRistina Karlsson
 
Posts: 3383
Joined: Tue Jun 20, 2006 9:22 pm

Post » Sun Jul 31, 2011 1:28 pm

>"But it also killed everything that made the first game special."
>"everything that made the first game"
>"the first game"
>"first game"
Morrowind wasn't the first game. :teehee:
Anyway, fast travel is optional, as people have stated. If you want to use it, use it. If you want to completely ignore it, ignore it.
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Sun Jul 31, 2011 11:56 pm

so basically this is another thread complaining about quest markers and fast travel


Yeah I guess but I wanted to provide a more personal experience with the game, an article. Rather than mindless aggression towards change.
User avatar
Kelsey Hall
 
Posts: 3355
Joined: Sat Dec 16, 2006 8:10 pm

Post » Sun Jul 31, 2011 3:11 pm

1) In no way, shape or form, is your argument "Theres too much freedom" substantiated by a bit of what you say. This is a fast travel rant with delusions of being an article, and nothing you say has anything to do with the too much freedom premise, and none of it is anything new that hasnt been said before about the issue.

2) Yo say the whole time in Oblivion you are reading the journal and not taking in the world...yet there are lots of people that did, to the level I explored Morrowind back in 2003. Therefore, your point is not objective in the sense that can be assesed in an unbiased way, and taken as serious criticism. If it didnt work for you, but worked for someone else...well, thats nobody's fault, mate.

3) There was fast travel in Daggerfall, and I doubt Bethesda recieved letters back then of people complaining about it. So your rant, like every other fast travel rant, is based on your particular tastes and your particular experiences playing Morrowind; and while I, in spirit, share them, I cant but sigh heavily in reading yet another of these.

4) The only problem with fast travel in Oblivion was that it allowed you to go to every city at the start of the game. Little detail that completely gimped the whole feature.

5) I havent played Fallout 3 as much as I would like, but many of my experiences with it remind me of Morrowind. And Fallout has fast travel, and THANK GOD. Therefore, there is more to the issue than fast travel. Morrowind gave you a sense of danger that Oblivion didnt for the most part; the latter's difficulty was simply present in increasingly difficult creatures that had exaggeratedly more health than you. Therefore, Morrowind would still have been what it was if you could fast travel to cities (I for one think that fast travel should not be available to literally every point of interest on the map, but to safe havens, like major cities); because Morrowind's experience and challenge was not simply the inability of fast travel. It was WAY MORE than that, and most of it was tied to the level scaling system that was used. Similarly, Fallouts experience reminds me of Morrowind because of it. Going deeper into the mainland and finding robots firing lasers at you when you only have a shotgun and a few grenades (and no money!), was realy suspenseful and I appreciated it a lot (not as much as I appreciated finding a mutant right after!) in the same way i appreciated daedric shrines, alits, and other ashland beasts in Morrowind.

6) I hate the word immersion, I hate anyone who uses it as if it were a valid argument (I find it as valid as Immaculate Conception). The presence of fast travel or other features has nothing to do with immersion. Immersion is a question of aesthetics and tailoring player experience. It has NOTHING to do with: "WOW! Im in first person view, looking at a flower...Im about to pick it up...Im so immersed! I feel like Im really gonna pick a flower up! OMG!" - "Bobby, supper's ready!"- "NOOOOO!!! MOM! You broke my immersion!!! No! Im playing a video game! NOOOOOOOOOO!!!!!!!!!"
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Sun Jul 31, 2011 4:00 pm

I'm playing it on Xbox so I can't mod it. And mods change the game into something that isn't what they intended to release. It's no longer the same game as soon as you mod it,

Annnnnd here is where you lost me.

Especially since they encourage modding by giving us the tools.... Unofficial Oblivion Patch was a mod, I guess that makes it not their game? Even if all it does is fix bugs they didn't with official patches?..

Also considering they have used modders ideas when developing Skyrim...

Anyways..... Fast travel and quest markers can be easily avoided. I agree that they shouldn't be in in the first place, but to each their own. It's much easier for me to ignore it than it is for someone playing very casually "needing" it and not having it.
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Sun Jul 31, 2011 11:19 pm

>"But it also killed everything that made the first game special."
>"everything that made the first game"
>"the first game"
>"first game"
Morrowind wasn't the first game. :teehee:
Anyway, fast travel is optional, as people have stated. If you want to use it, use it. If you want to completely ignore it, ignore it.


Oh sorry, that's my fault. I guess I'm talking from an xbox perspective. Morrowind was the first game on xbox. I should stress that, I don't play this game on PC. But yeah that is a mistake on my part and I apologise.
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Sun Jul 31, 2011 5:31 pm

4) The only problem with fast travel in Oblivion was that in allowed you to go to every city at the start of the game. Little detail that completely gimped the whole feature.

and it looks like bethesda has changed that becuase of fallout and shivering isles
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Sun Jul 31, 2011 1:15 pm

I'm playing it on Xbox so I can't mod it. And mods change the game into something that isn't what they intended to release. It's no longer the same game as soon as you mod it, whether they give you the tools to do so or not. I don't doubt there are those of you, especially on here, that would have made a conscious effort to avoid fast travel but I'm not what you would call a diehard PC gamer, I'm speaking more from the perspective of an xbox fan of the series (more casual, I guess you could say?) I just felt that the game ruined the the vibe of the world through its fast travel inclusion. Even if they just disabled the ability to warp to ALL towns from the outset of the game, you should have to find them first just like you have to with the minor locations.

Modding only changes what you want to change. You need not cling to the things they released it as if you don't want to. You can fix bugs that never officially get patched, change mechanics you don't like and update the graphics while keeping the art style. Or you could change the game entirely. The ability to warp changed nothing about the vibe of the world, your choice to use the feature did.
User avatar
Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm

Post » Sun Jul 31, 2011 9:55 am

I'm playing it on Xbox so I can't mod it. And mods change the game into something that isn't what they intended to release. It's no longer the same game as soon as you mod it, whether they give you the tools to do so or not. I don't doubt there are those of you, especially on here, that would have made a conscious effort to avoid fast travel but I'm not what you would call a diehard PC gamer, I'm speaking more from the perspective of an xbox fan of the series (more casual, I guess you could say?) I just felt that the game ruined the the vibe of the world through its fast travel inclusion. Even if they just disabled the ability to warp to ALL towns from the outset of the game, you should have to find them first just like you have to with the minor locations.

Does that apply to patches, too?
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Sun Jul 31, 2011 8:00 pm

The Elder Scrolls The Elder Scrolls Morrowind is NOT THE greatest game in the history of the universe. compared to oblivion and fallout 3 The Elder Scrolls Morrowind is the greatest game in the history of the universe.
User avatar
Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Sun Jul 31, 2011 10:55 pm

go away TC your against what pretty much IS elder scrolls.
User avatar
Kahli St Dennis
 
Posts: 3517
Joined: Tue Jun 13, 2006 1:57 am

Post » Sun Jul 31, 2011 8:25 pm

and it looks like bethesda has changed that becuase of fallout and shivering isles


Yes, IIRC it was already confirmed in one of the early interviews that you can only fast travel to places in Skyrim you have visited previously, and there is some sort of "fog of war" covering the parts of the map you haven't explored.
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Next

Return to V - Skyrim