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What impressive feats? Beating up a priest, like a possible radiant quest?
The first quest is being an errand boy.
The second is...somehow sending a novice to retrieve a fragment of a legendary weapon.
Horrible pacing is horrible. Why is a whelp being sent? It simply doesn't make sense from a story standpoint. It doesn't even make sense why you can't reject the lycanthropy, or why all of them simply accept being prosttuted off to Hircine. Only Koldak has misgivings, and it's less because of any moral issue or any disagreement with Hircine, but simply because he's worried he won't go to Sovngarde.
Also, more of the player being the SUPER SPEESHUL SNOWFLAKE.
Which isn't the issue. Horrible pacing and no explanation for..well...anything is the problem. You literally jump into the main questline after one lesson. If the College quests had been paced, if there had been some explanation for anything other than McGuffin of Doom, this could have easily been one of the best questlines.
One of the posters here suggested a questline based on Savos Aren handpicking you as his apprentice and expanded on that. There have been several suggested fixes, in addition.
Waaaay to miss the point.
Look, I'm not going to go in depth about the questline, but Brynjolf's the least of the problems.
Which of those are interesting generic loot, or can be stumbled on by complete accident just by exploring, and not just by killing a named enemy? Which aren't simply duplicates of normal gear, just with names? Which aren't quest rewards?
Let us use the http://tvtropes.org/pmwiki/pmwiki.php/Main/LogicalFallacies checklist.
Beating up a priest:
http://tvtropes.org/pmwiki/pmwiki.php/Main/AppealToRidicule: Claiming an argument is false by presenting it in an absurd fashion.
http://tvtropes.org/pmwiki/pmwiki.php/Main/ConfirmationBias: Presenting only data that supports your predetermined position and ignoring data that damages your position.
Which could as easily not be beating up a priest, but rescuing someone, killing bandits, hunting a troll or wild animal or other badass, impressive things.
An errand boy, no, not really.
http://tvtropes.org/pmwiki/pmwiki.php/Main/LoadedWords
The second is sending a "novice" AND a member of the Circle, to find shards of a legendary weapon, as culturally significant or more as Caliburn of Excalibur, fighting through a whole Nord barrow at the end going up against a horde of draugr, heh, draugr zerg rush, who has pregame ties to Kodlak, who showed what he is capable of having Vilkas test your arm so they have a somewhat reasonable understanding of what you are capable of.
That is even if you didn't help them fight that giant at your first meeting.
Why? It does make sense from a story and character standpoint.
http://tvtropes.org/pmwiki/pmwiki.php/Main/ArgumentumAdLapidem: Dismissing an opposing argument as absurd without any sort of support.
That it doesn't make sense to you, doesn't mean it makes no sense at all.
It just means it doesn't make sense to you.
You just don't understand it, but it can be understood.
http://tvtropes.org/pmwiki/pmwiki.php/Main/AnecdotalFallacy: Using a personal example as empirical evidence.
The lycanthropy thing is a somewhat valid claim.
You can reject it, but it will keep you from progressing.
Except when putting it into context of the dragonborn nature, mentality and psychology of dragons and the Dovahkiin, refusing power is extremely out of character.
A dragon hating and rejecting power is like a gourmand hating and rejecting great food and lots of it.
The will to power, the hunger for power is in your blood, Dovahkiin.
Tiber Septim wouldn't have conquered all of Tamriel by rejecting his perfectly (super)natural urges and instincts.
Not all accept it and Vilkas also has misgivings, which is what he is talking about to Kodlak only circumspectly when you first meet the two.
Again, http://tvtropes.org/pmwiki/pmwiki.php/Main/LoadedWords, selling your body is more of Sanguines thing.
Aela and Skjor are likely looking forward to entering the Hunting Grounds, to a werewolf that is a Heaven greater than Sovngarde.
You might as well claim Real World Norse wanting to go to Valhalla upon death makes no sense because you cannot understand how anyone could desire an existence of food, mead and eternal fighting.
I can easily counter with the exact examples of being forced into doing things to proceed in Morrowind and Oblivion.
http://www.uesp.net/wiki/Morrowind:The_Code_Book
And:
http://www.uesp.net/wiki/Oblivion:Infiltration
At least the lack of choice in Skyrim grants me a sweet power and 100% immunity to disease rather than barely any proper reward at all and in Oblivions case, a former employer dead, along with her village.
That is not pathos, just horrible writing, shoehorned in.
Equally forced. Grrrrr, hate that quest.
Horrible pacing, horrible pacing.
http://tvtropes.org/pmwiki/pmwiki.php/Main/ArgumentumAdNauseam: Repeating an argument over and over until no one wants to dispute it anymore, then claiming it to be correct.
Just because you say it over and over doesn't make it true.
Please give us actual examples rather than repeating it.
Jumping into the main questline isn't as much a problem with pacing unless you like lots of non main quest makework.
Not doing lots of radiant quests before getting into the meat of it is at least to me refreshing.
Some people prefer to do all the to me tedious nonessential stuff which is just filler, giving the illusion of depth and wastness.
I don't like it, but that is just my feelings and opinion, not fact.
Just do one or two minor tasks and then jumping into the adventure proper.
I don't have a problem with it, which doesn't mean it isn't a problem, just that it isn't a problem for me.
The so called MacGuffin, again.
http://tvtropes.org/pmwiki/pmwiki.php/Main/LoadedWords
http://tvtropes.org/pmwiki/pmwiki.php/Main/AppealToRidicule: Claiming an argument is false by presenting it in an absurd fashion.
The question is, do the Psijics even know enough to explain and exposit?
Are they justified in not doing so, do they have any reasons not for expositing on it even if they did know?
Is it just a MacGuffin or are there other reasons for not stopping to give a lecture and is it even possible that you, the player or even the Dragonborn would even understand it?
Would you be able to understand it or would it just be as much magibabble?
I don't know, I can only speculate.
We are dealing with enormous powers, the power to unmake reality itself, dealing with possibly multidimensional and divine concepts.
The Cosmology in the Elder Scrolls verse is already extremely mindscrewy.
Another question is: Is it possible the College ending will have a later payoff in an expansion or the next game or even the game after that?
I have no idea, but I hope so.
None that I can think of to be honest.
Still, I prefer that system where loot and special items are relevant to the game world and quests and not lying around in some tomb or dungeon for some graverobbing schmuck to claim.
Though the Ghostblade, Longhammer, Frokis bow and Notched Pickaxe, sweet shoutout and easter egg btw are not duplcates in the least having unique properties and enchantments.
That and you find the quests by stumbling upon them by accident by exploring.
So there's that.
I've never even had the quest to find the longhammer because I have never stumbled upon the area when exploring, sad but true.
To be fair, beating up an old woman isn't really what I'd call an "impressive feat". The number of quests you have to do don't really give you an opportunity to feel like you accomplished something, not helped by the generic-as-hell antagonists. The issue is also that you're brought into the Circle by two other members who have no idea that you were in Kodlak's dream. Let alone the fact that you could have shown violent tendencies that got two other members kicked out, yet they still go through with giving you this gift without even knowing if they can trust you with it. What great feats of magic did you perform? The few times you need to cast magic, you only have to do novice parlor tricks. That you're given endorsemant by the Psijics of all people just shows how screwed up the writing is. You may be a grand hero that saved the world (again..), but typically you don't make a wandering hero into your Arch-Mage. The title Arch-Mage isn't a synonym for "bad-ass". An Arch-Mage is supposed to be a great mage of unparalleled capabilities... someone who has studied and honed their skills on the magical arts more than most. It shouldn't be someone who just happens to complete a quest-line that doesn't even really test your magical abilities. And the solution is to drop skill requirements altogether? I'll be among the first to say Morrowind's guild quests weren't great and barely had any story, but it at least encouraged use of relevant skills. That you could drop a ton of gold on trainers to level your skills without using them isn't a fault of the skill checks. It's poor writing. If it really was desperation, you should've had the option to say "My gold's not stolen. I'm an adventurer, not a thief." which would cause him to leave you alone. But instead, all you can really say is "Maayybee..." or "None of your business." (the latter of which invoking a response from him that furthers the idea that you're a thief).
You wouldn't call that, because you ignore all the other stuff and quests and more impressive feats you do.
Like the rest of the questline.
http://tvtropes.org/pmwiki/pmwiki.php/Main/ConfirmationBias: Presenting only data that supports your predetermined position and ignoring data that damages your position.
The issue with the two of the Circle is not an issue.
The Companions are divided on the issue of the Beastblood, Kodlak and Vilkas are on pro purity side, Skjor and Aela are pro Beastblood.
If Farkas joins his brother it is three against two, so Skjor and Aela goes behind Kodlaks back to both even the numbers, three against three, but also because of even more ulterior motives such as plain old bloodlust and desire for violence.
Having showed extremly violent tendecies isn't a drawback as far as those two is concerned.
More of an asset, a positive trait.
If you cannot understand their goals, values and ideals then maybe you are more moral and ethical than them.
Or you merely have difficulty with understanding others thoughts, motivations and feelings.
Which is extremely common these days, not just among us guys and us who have Aspberger.
Explored Saarthal. found and helped claim the Eye of Magnus, defeated several necromancers, undead and conjurers and then the Summoner, all to get scholarly lore to help the research, recovered said lore books and rescued a former College member gone rogue.
Survived the ruins of Mzulft which had claimed quite a few Synod researchers. figured out how to use the Oculory by myself, no handholding. rescued Winterhold from the anomalies, braved Labyrinthian, defeated Morokei, found and used the Staff of Magnus and offed an annioying saffron donkey, thus saving the world and all of humankind.
In a metasense, out of the College questlines braved, survived and conquered Shalidors Maze, which is an ancient rite of passage to prove one is worthy of being Archmage.
That and mastering several if not all schools of magic, having more spells than anyone else, even Savos Aren, being a Master of the Thu'um if joining in the main main questline.
You have to metagame like crazy to avoid using, mastering and knowing magic.
And why would you?
I wouldn't.
All my Archmages were Masters of Magic, Thu'um, regular spells and most often both.
That and you don't need to ONLY use magic and you shouldn't and never have had to.
Yes, I agree. The Archmage is supposed to be that ideal.
But even in the Imperial Mages Guild, we have examples of that ideal not being reality in http://www.uesp.net/wiki/Morrowind:Trebonius_Artorius
Old Trebonius IS an exceptional battlemage, but a horrible leader, pathetic in scholarship, but he can toss Destruction spells and lay curses like a pro, which he is.
http://www.uesp.net/wiki/Oblivion:Jeanne_Frasoric Isn't the Archmage, only the head of the Bruma Mages Guild, with really poor magic skill, only holding the position because of her influence and connections.
The sad fact is that unsuitable people end up in positions of authority and power despite not qualifying for them, both IRL and in Tamriel.
It is hardly unprecedented.
However I play the game as intended and my Archmages fullfills the criteria and the ideals you mention.
That is not an argument that it is a non-issue, it just is a nonissue for me, personally which is again opinion, not fact or truth, just my personal experience.
The Skill requirements are still there, only not in the terms of advancing in the questline, but getting access to the Master Spell Ritual quests.
The skill requirements are not dropped altogether, just better integrated into the quests.
I like that system better since it is integrated into the individual school masteries rather than metagaming by choosing just one school to have at 90 for every magic faction, Mysticism rocks for that btw since everyone has it as a skill requirement.
You CAN metagame like crazy, but would would you?
That is just dull and abusing poorly done game mechanics.
Given that his hunch worked out in the end I say it was justified.
Personally I have no problems with the "writing" of any faction.
I understand the subtext, the motivations and reasons for why the people do and say as they do.
That isn't to say there are no problems with the "writing" and "pacing", just that I don't see it that way.
Again, opinion, personal experience, not fact.