What are peoples opinions of Skyrim's Quests?

Post » Thu Dec 15, 2011 10:16 pm

I am enjoying this game but it feels like it took every wrong turn when it came to being something better. I am going to focus on one thing though and see what the general consensus is.

How do you feel about quests? Stop and really think and compare them to other RPG's you have played. Especially past ES like Oblivion and Morrowinf, and Fallout games such as Fallout 3 and New Vegas.

I notice that the quests are quite boring. They do not seem to have much depth or believability. I mean why would I want to help X person find X item? There rarely seems to be any good reasons for many of the things I am asked to do. Even in the guild quest-lines.

For the guild quest-lines. Why are they so short? They feel like they are about 1/3 the length of previous games quest-lines with about the same 1/3 level of writing. This is something that should have been improved upon over the last installments.

They just do not feel realized. The plots seem very loose and there has yet to be a good reason that I have seen to make my character a guild leader in any of the factions so far. I could see myself being looked up to but all of the accolades feel unearned. I don't feel any sense of accomplishment in completing these guilds. Do you feel like they did a good job on the queslines? Main quest excluded. I think they did a fair job on that. Especially for an ES game.
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Jade
 
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Post » Thu Dec 15, 2011 11:09 pm

yeah I know what you mean, I got made the winterhold archmage, and it only took me like half a day to complete all the quests. does seem a bit fast that.


One thing I would like to see is companion quest lines, anyone whos played dragon age knows that interacting with your companions got you extra mini story lines which were quite good, be nice to see something like that
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SHAWNNA-KAY
 
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Post » Thu Dec 15, 2011 7:06 pm

So far I've only done the College quest line and I'm in the middle of the Champions quest line. Both so far are not your average fetch quests. They have suprises and what not in them. I really liked the college quest line with what you found and all.

That said....it was kinda short. Thats my only gripe.

BUT, what makes up for it is the amount of random quests I have in my journal. Some are ordinary fetch quests some are different. Either way theres a lot of them. So in that regard I'm happy.
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Davorah Katz
 
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Post » Thu Dec 15, 2011 10:13 pm

Overall quests, they are good and varies for the most part

Athough, faction quests are generally short and you always end up being master of it after 5-6 quests and whatnot. Not really to my liking
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Benjamin Holz
 
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Post » Thu Dec 15, 2011 9:58 pm

So far I've only done the College quest line and I'm in the middle of the Champions quest line. Both so far are not your average fetch quests. They have suprises and what not in them. I really liked the college quest line with what you found and all.

That said....it was kinda short. Thats my only gripe.

BUT, what makes up for it is the amount of random quests I have in my journal. Some are ordinary fetch quests some are different. Either way theres a lot of them. So in that regard I'm happy.

I enjoyed the college questline but found the writing to be somewhat lacking and somethings did not really follow correctly. For instance
Spoiler
The Psijiic Order says they wish to remain impartial so they do not interfere directly. Then they let all these things happen and people get killed and then decide to contradict themselves and interfere once it is all over? Why not interfere before hand if they understood the danger? There are lots of little loopholes in Bethesda's writing this time around it effects the quality imo. Plus it being short really does not help either.

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Hilm Music
 
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Post » Thu Dec 15, 2011 3:26 pm

Can you guys provide some examples of how some of the TESV quests go?
I love Morrowind, it's my favorite. But even it had bland quests, like giving Fargoth his ring back as you left the Census office in Seyda Neen. His ring was in a barrel and if you looked in the barrel and took the ring, you had the option of giving it to him or not. And if you did, he'd just thank you for returning it to him. Pretty simple and straight forward. But that is just one of many quests.
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Leah
 
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Post » Thu Dec 15, 2011 8:16 pm

I enjoyed the college questline but found the writing to be somewhat lacking and somethings did not really follow correctly. For instance
Spoiler
The Psijiic Order says they wish to remain impartial so they do not interfere directly. Then they let all these things happen and people get killed and then decide to contradict themselves and interfere once it is all over? Why not interfere before hand if they understood the danger? There are lots of little loopholes in Bethesda's writing this time around it effects the quality imo. Plus it being short really does not help either.


I actually didn't think about it like that, but you're right.

I just took it at face value and figured they couldn't actually do the work and only wanted to finish the job, so to speak.

But you're right, it does seem a little loose.
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Elle H
 
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Post » Thu Dec 15, 2011 6:16 pm

Daedra Quests - Overall excellent.
Organization Quests - Horrible. Thieves Guild was the only decent one, with Dark Brotherhood being a bit below it.
Main Quests - Mixed feelings. Some parts felt epic, but it was short and overall it feels as though Alduin's return and defeat weren't even noticed (which is decidedly not epic). Aftermath is most disappointing.
Civil War Quests - Started off strong, great potential for drama, but quest quality was completely blown after Whiterun. Best part of this questline was seeing the changes due to my actions.
Other Quests - Mixed feelings. Obviously not counting the delivery/fetch quests, there were quests that I generally liked whereas others were unfulfilling with limited options for completion and unexplored possibilities.
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Alexandra Ryan
 
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Post » Thu Dec 15, 2011 8:47 pm

Can you guys provide some examples of how some of the TESV quests go?
I love Morrowind, it's my favorite. But even it had bland quests, like giving Fargoth his ring back as you left the Census office in Seyda Neen. His ring was in a barrel and if you looked in the barrel and took the ring, you had the option of giving it to him or not. And if you did, he'd just thank you for returning it to him. Pretty simple and straight forward. But that is just one of many quests.

Have you not been playing?

That is one of the most generic Morrowind quests and yet it already has something Skyim lacks for the most part. Choices.

There are next to no choices in Skyrims questlines. There are few choices in most regular quests as well. There are exceptions like that Redguard quest involving a women and a few others but in 250+ hours I have encountered precious few quests with actual viable, organic and sensible choices.

I actually didn't think about it like that, but you're right.

I just took it at face value and figured they couldn't actually do the work and only wanted to finish the job, so to speak.

But you're right, it does seem a little loose.

I am a stickler for writing and lore. Seems like both have taken a backseat this time around to gameplay and radiant story. Many things that should have been in the game or referenced in game are not. Like the Novels and what happened to Skyrim during the Oblivion Crisis, which was a global event on Nirn, or at least all of Tamriel.
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asako
 
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Post » Thu Dec 15, 2011 11:58 am

Winterhold college is a shame >.<
I made a topic about it... and I really hope that one day they will make a DLC to expand it
And the college is nice, but WH lack many resources >.>

Companions was quite nice, I just think it should be longer.

Thief guild was too easy I think, And I play in Master difficult

DB was... I don't know, good quests but impact-less to the world...
\What is completely impossible if you think about who you kill

Normal quests are good ones, Temple and Deadric are awesome....

Main Quest line is... cool... but could have been FAR better
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Emmie Cate
 
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Post » Thu Dec 15, 2011 2:16 pm

Daedra Quests - Highly variable although i have not played them all yet (about half of them) but to be honest most artifacts dont even have a quest. To get the ebony blade all you have to do is talk to a kid, find a door in the same town, pickpocket the key to the door (in the same place too) and the sword waits for you! all in dragonreach!!
Organization Quests - Horrible. Thieves Guild was the only decent one, with Dark Brotherhood being a bit below it.
Main Quests - Mixed feelings. Some parts felt epic, but it was short and overall it feels as though Alduin's return and defeat weren't even noticed (which is decidedly not epic). Aftermath is most disappointing.
Civil War Quests - Started off strong, great potential for drama, but quest quality was completely blown after Whiterun. Best part of this questline was seeing the changes due to my actions.
Other Quests - Mixed feelings. Obviously not counting the delivery/fetch quests, there were quests that I generally liked whereas others were unfulfilling with limited options for completion and unexplored possibilities.

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Maddy Paul
 
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Post » Thu Dec 15, 2011 9:02 pm

I prefer Morrowind and Oblivion a lot when it comes to quests.

Questlines didn't seem as rushed in those games, giving me a greater sense of progression. And in Morrowind, even simple fetch quests were fun because the game didn't hold your hand as much.
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Amy Siebenhaar
 
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Post » Thu Dec 15, 2011 11:14 am

I did say they were overall excellent, as there were a few let-downs in there. The integration at least was much more fluid than Oblivion's "walk up to statue, talk" method.

EDIT: In case it wasn't clear, this post is in response to jack254's editing to my previous post.
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Kanaoka
 
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Post » Thu Dec 15, 2011 10:24 am

One thing I felt Skyrim did do well it how relatively easily it's possible to happen upon pretty interesting quests. Ie, I was just passing through dawn star for some reason, when I walked into the tavern and
Spoiler
met a dark elf explaining why people were having bad dreams and telling me to follow him to a nearby temple
. The quest this led to was actually relatively engaging and fun, one of the better side quests I've experienced, and you can even
Spoiler
get a follower out of it
. On top of that though, during the quest I happened upon a book that started another quest
Spoiler
involving an old legend about this amulet and led me to a lot of other dungeons.
I've had other experiences like that where just happening upon something seemingly mundane gets really drawn out into a lot of content.
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Schel[Anne]FTL
 
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Post » Thu Dec 15, 2011 9:36 pm

I really liked the companions but it was waaaay too short. I did like two quests and I'm allowed into the "inner circle" thing.
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SEXY QUEEN
 
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Post » Thu Dec 15, 2011 10:24 am

The quest go in order, not really great yet they do the job. For me it's the quest marker that makes the experience a lot worse than it would be otherwise. I like to find and figure things out for my self. With that auto-navigation system it feels only a little more than one step short of watching boots playing for you.
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Benjamin Holz
 
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Post » Thu Dec 15, 2011 1:14 pm

Overall. Hmmm. Mixed feelings.

The overall quality I think was pretty high (though there were some rough patches).

My only real complaints are essentially they were too short and could have done with greater options within them.

The guild quest lines shot me through the ranks to quickly and I still miss Morrowind's faction rivalry - I can be head of the Thieve Guild, DB and be at the top of the legion in Skyrim? At least the DB had two approaches to it (but the one that doesn't involve joining seemed crazily convenient), why not have that for at least a couple of the others as well (the thieves being the obvious choice).

Being a bit of a mage buff the Winterhold college quest line left me feeling unfulfilled and hungry for so much more, not so much for a lack of quality (it showed a lot of potential) but it was so short.

The main/civil war quests could be a mixed back again. Overall I like them but they could have done with a bit more meat on the old bones.
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Richard
 
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Post » Thu Dec 15, 2011 3:52 pm

Winterhold college is a shame >.<
I made a topic about it... and I really hope that one day they will make a DLC to expand it
And the college is nice, but WH lack many resources >.>

Companions was quite nice, I just think it should be longer.

Thief guild was too easy I think, And I play in Master difficult

DB was... I don't know, good quests but impact-less to the world...
\What is completely impossible if you think about who you kill

Normal quests are good ones, Temple and Deadric are awesome....

Main Quest line is... cool... but could have been FAR better

I felt like there was minimal believability to that questline.
Spoiler
I mean kill a few bandits and some members of the silver hand and they just say okay your in the circle, when other companions have been there for how long? Months? Years? Decades? They let you into the circle what, 2-3 quests in? Excluding the ONE radiant story quest you need to do for them? Then bam okay were going to force you to choose to become a werewolf to continue this quest-line...what if you do not want to be a werewolf? I was RP a witch hunter monsterslayer kind of character and now I have to choose to become a werewolf? A monster I would normally despise? Why not infect us without consent and make us cure it then? That would actually add some emotion to that questline. Mostly because you are now being affected. Also what is with there being zero wandering werewolves in the game when there is a non-player faction devoted to wiping out werewolves? The only non-companion werewolves I ever came across were in quests. Some of those quests in the Companion questline
None of the faction quest-lines felt well realized and thought out imo. Seemed like they were kind of thrown together. There was not even any lasting consequences for any of them. In the end it feels like nothings changed. Guards even still call you the newbie of the companions WHILE you are the Harbinger...like they would hear of you being inducted and not hear of the new guy becoming the harbinger in what, an in game week or even couple of days?

I love the world they made. I really dislike the writing. It is like they were not even trying this time.
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adame
 
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Post » Thu Dec 15, 2011 8:24 pm

The radiant quests remind me of the quests in Daggerfall. Straightforward, neverending. The Companions even have you killing monsters in people's homes from what I've heard. That's a quest straight out of the Fighter's Guild in Daggerfall. They touted radiant quests like it was some new innovation, but to me it seems more like they're going back to their roots. I really like this. I don't need every quest to be heavily scripted and epic. Sometimes "go here, get/kill that" is all I need.

My fiirst time through the Thieve's Guild went by pretty fast. I liked the quests a lot, but felt it was too short. I'm going through again and instead of concentrating on the main line, I'm doing a few of Vex and Delvin's quests, then doing something unrelated, then going back to the main line, and it feels better, more gradual. I know I'll be doing this with the other questlines.

I've never been a fan of the quest markers. I've said it many times before. I understand they are necessary because of the way NPCs move about, but they just seem so heavy handed. Wish they weren't there.

Overall, I'm not disappointed with this game or most of the quests. The few I've been disappointed in have been because of the quest marker pointing directly to my goal, when I really shouldn't have known exactly where the destination was (example: find missing person. Quest marker points me to her exact spot). I hate that.
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Bedford White
 
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Post » Thu Dec 15, 2011 12:36 pm

No. No. No. And Yes.

The quests overall were repetitive, uninvolving and unrewarding, and the questlines short and hasty (and I wouldn't mind the repetitiveness too much if the quests were actually rewarding and impactful). It feels that, once again, Bethy went for landscaping and adding a boatload of stuff without really thinking it through (quantity over quality, and little to no consequences because everyone must be able to do everything with every character).
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cosmo valerga
 
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Post » Thu Dec 15, 2011 8:53 pm

The radiant quests remind me of the quests in Daggerfall. Straightforward, neverending. The Companions even have you killing monsters in people's homes from what I've heard. That's a quest straight out of the Fighter's Guild in Daggerfall. They touted radiant quests like it was some new innovation, but to me it seems more like they're going back to their roots. I really like this. I don't need every quest to be heavily scripted and epic. Sometimes "go here, get/kill that" is all I need.

My fiirst time through the Thieve's Guild went by pretty fast. I liked the quests a lot, but felt it was too short. I'm going through again and instead of concentrating on the main line, then doing a few of Vex and Delvin's quests, then doing something unrelated, then going back to the main line, and it feels better, more gradual. I know I'll be doing this with the other questlines.

I've never been a fan of the quest markers. I've said it many times before. I understand they are necessary because of the way NPCs move about, but they just seem so heavy handed. Wish they weren't there.

Overall, I'm not disappointed with this game or most of the quests. The few I've been disappointed in have been because of the quest marker pointing directly to my goal, when I really shouldn't have known exactly where the destination was (example: find missing person. Quest marker points me to her exact spot). I hate that.

Probably one of my biggest issues with how they handled the quests in the their last few games. I can understand the value of pointing to a general area but exact GPS and Psychic abilties are a bit much imo.
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Craig Martin
 
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Post » Thu Dec 15, 2011 8:17 pm

For faction quest, Dark Brotherhood and Thieves guild had amazing story lines. The Companions was average and the Collage of Winterhold quests were kind of boring.
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Laura Simmonds
 
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Post » Thu Dec 15, 2011 8:42 pm

Faction quests are well, to be blunt, a joke. Thieves guild was nice but thats comparing it to the others.
Do 5 quests, become leader of guild. ...
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Ludivine Dupuy
 
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Post » Thu Dec 15, 2011 9:53 am

I enjoy Skyrim's quests for the most part. More freedom of choice would certainly not be a bad thing, however. The Mage's College quest line had some very fun sections but was too short at the end of the day. I do hate that you have to become affiliated with the college in order to access certain words of power, etc.

What I would really like to see is a greater impact of my actions on the game world. If my character is the Arch-Mage of Skyrim, or the Harbinger of the Companions, not to mention the Dragonborn everyone is so worked up about, it would be nice if General Tullius and his staff didn't treat me like some vagabond wandering into their war room when I decided to throw my godlike self in with their side of the conflict.

The civil war quests in general could have used a lot more work beyond the siege of Whiterun. Playing essentially the same campaign regardless of faction was a letdown. I have yet to beat the civil war line so I can't speak for the whole thing, but I have fought them up to the point of taking the enemy capital.

All of that being said, I truly enjoyed the Thieves Guild and Dark Brotherhood quests. They both contained some truly engaging scenarios. Sneaking through the museum in Markarth was fantastic. Sneaking through an old fort, leaving a dozen or so vicious bandits unharmed on my way to stab an old lady to death, that really reminded me what the DB are all about. Loved it. Oh and that bit about the Emperor, that was nice.

The Companions quest line simply wasn't long enough. That story could have developed in so many fantastic directions. Being introduced to a group of elite warriors as they kill a giant, finding out they live in a great mead hall straight out of Beowulf, then finding out they are werewolves waging a secret war against werewolf hunters...well, I just wanted a few more hours of that action than what I got. But what I did get was great.
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Rach B
 
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Post » Thu Dec 15, 2011 9:23 am

I only wish the journal saved more of what the npc's said, seems like they talk enough I just can't remember it when I don't get to the quest right away.
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Rachel Eloise Getoutofmyface
 
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