You quoted my post which never said you were doing it wrong. It said Bethesda was doing it wrong and pretending things are different doesn't change anything
Skyrim offers no more reactivity and choice than Oblivion which offered no more reactivity and choice than Morrowind (some of this is arguable, but generally, yes, the TES series is consistently non-responsive to the player). And that's my point. Why are we satisfied with decade old accomplishments? Why hasn't Bethesda made significant attempts at expanding on their games? I mean, occassionally we get a handful of new features, but then we lose a handful of features at the same time. The world is bigger, but factions are fewer and questlines are shorter. Combat has new fighting styles, but there's fewer weapons to choose from. Etcetera, etcetera. This is all a net gain of nothing. The team for Skyrim is roughly three times that of Morrowind, they presumably have a signicantly larger budget and greater control due to their success with Oblivion and Fallout 3, and the industry as a whole is simply a lot more profitable in general. Where is the contribution from the extra hands? What is the money being used for?
For all the derisive comments made about how "complainers" are looking back at older titles with rose-tinted glasses, those satisfied with the product they've been given sure don't seem to like the suggestion that Bethesda might try a little harder. I've been a supporter of this series for a long time, but I'm not seeing any sort of progression. The mistakes and oversights were things I could overlook on something released ten years ago. But today? For me at least, good enough ain't good enough.
Once again, I'm totally not saying your opinions aren't valid. I just think your expectations are a little too high.
The team is bigger- it sure is! And if you listened to podcasts or read the blogs, you'd see what they were working on- making the game world as detailed as possible. They spent hours detailing the smallest things, making each piece of meat 3d renderable. Combing the countryside with microphones for ambient sound. Months writing a completely new language (both spoken and written) for the dragons.
Bethesda's focus was on the
world first, and the NPC's later. That's kind of how they've always been.
You ask why they've trimmed down on quests/faction choices/etc? I honestly don't know for sure. I can give you my assumption- graphics/coding/complexity of coding. I don't know the first thing about coding, but I did live with an extraordinarily talented programmer for a few years. I know how many hours one simple line of program can take, and how one interaction mistake can mean hours and hours of workarounds and fixes. The more complex the program gets, the harder it is to work with. We're seeing that now, with patches that are supposed to fix things but are instead breaking new things! These people are professionals, experts in their field and even they are having a hard time working with the size and scope of the game
as it is now. Think about that.
One of the reasons (something I posted in the other thread on this topic) they don't have a ton of reactive/consequential NPC's is because this detailed world is so open ended. You can join any faction. You can kill (almost) anyone. You can steal (almost) anything. With very few exceptions, the world is completey interactive. Every small consequence that could change that limits the future choices, and Bethesda/TES has always been about giving as much choice as possible.
And once again I'll point out that several questlines DO end with reactions from the NPC's. Not all of them. Probably not even half. But my experience so far has been overwhelmingly better in this regard than Oblivion. Maybe that's not the same for you, and I'm sorry if it isn't.
I have to go to school, maybe we can discuss it more later!