Why I think Skyrim will fail as a "sandbox" game.

Post » Thu May 19, 2011 5:33 am

i hated how you had to navigate thro the map with "directions" from an NPC in morrowind solely because the graphics were so bad and it was an eyesore to concentrate on such fuzzy/ blurry graphics. oblvion felt like a real place tho.. when playing morrowind i constantly would drift into day dreams while aimlessly walking around in such a dull word. oblivion on the other hand captures your attention and for the most part does not let go! it would be enjoyable to get lost in skyrim. maybe take shelter in a fort (looking for a bed ) or find a nice isolated town ro settle down in?
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Beulah Bell
 
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Post » Thu May 19, 2011 7:20 am

you want some cheese with your WHINE?
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Sylvia Luciani
 
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Post » Wed May 18, 2011 8:35 pm

Instead of a compass system of pointers, I would like a journal system of chats and conversations, these are fun and help me to remember past conversations better anyway.
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Scared humanity
 
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Post » Wed May 18, 2011 9:48 pm

No, you still have to get there, and most of the time a straight path is not an option.

And again I ask, how is this any different than just being told where you have to go?


I think the main problem with the compass is general exploration. When I'm running around waiting for something to pop up on the compass, I'm no longer exploring, but following. I would have loved to see a mod for the xbox that took off the map markers. I don't like it for quests that much either, but I can live with it.
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Taylor Bakos
 
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Post » Thu May 19, 2011 10:25 am

totally optional for PC and console players.

just click on a different quest.

if you don't want to see the marker, don't make it your "active quest"

I enjoy the hell out of Oblivion playing just like this. Sure it would be great if there were a few cool "navigational" quests where somebody says, there is a cave east of a waterfall with a black rock, etc., but even without those kind of quests it's no problem.

I just explore the entire world, gradually I uncover all the locations.


Being forced to find work-arounds is not what I would call good design.
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Kayleigh Williams
 
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Post » Thu May 19, 2011 8:57 am

exploring isnt following a map marker just go anywhere you want thats a sandbox game im sure you will be able to turn off the marker in the settings after so many request for it gone
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Hearts
 
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Post » Thu May 19, 2011 9:32 am

it's not like they just come out and tell you where every place of interest is on your map. you do have to go out and explore to even realize there was a deadric shrine just south of where you are.

And plus if you really think about it, in real life we can see things far from where we are, so it's not so different to have dimmed map markers on your compass. I think it's the equivalent of walking down the street and seeing a mcdonalds sign posted up about a half a mile away. I mean sure, u know it's a mcdonalds, but you dont know what you'll find there.

The same goes for the dimmed out map markers. Sure, you see that theres a deadric shrine or settlement a ways away, but you dont know really what's there.
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Erich Lendermon
 
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Post » Thu May 19, 2011 3:19 am

What if you only have one quest?
And is it really a good solution to force us to take multiple quests at the same time, and then click on the other one for every single quest, just so that we could play the first quest without any intrusive elements that tells you where to go like, what I would call it, a 10-year old mindless robot?

That's a TERRIBLE way of calling it optional.
And, btw, compass icons aren't optional. They're there permanently, forever and ever, and that's a huge problem as well for a lot of people.


huh? just don't make it your active quest. you had to click on something to make it your active quest in the first place.

It's not a "workaround." Making something your "active quest" serves only one purpose - to highlight the quest markers. It does absolutely nothing else. If you don't want quest markers, don't click on it.

I suppose there might be some person out there who only acquires one quest at a time, but I've never heard of anybody like that. it seems like in order to do that you would have to avoid talking to any NPCs for hundreds of hours for fear of -- gods forbid -- acquiring a new quest.

Personally, I enjoy having bunch of open quests and I think most people have at least a few dozen open quests at any one time.

Seriously, consider all the other recent Action RPGs out there, it could have been a hell of a lot worse than the way it is implemented in Oblivion.
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matt white
 
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Post » Thu May 19, 2011 6:26 am

You could just choose not to make a quest "active," or you could ignore your radar and just wander about. Really it's all in your head. If you want to explore, you will


I believe this.

BUT I can see where the OP is sensing abit of a "LINEAR" issue going on.

Fable does this with the Breadcrumb trail, which makes no sense because you know where the exits are once you hit the map anyway. BUT You can turn it off.

Fallout...Active Quest make it non-active and done...Fallout New Vegas if I didn't make something active it LEFT me alone...lol

Oblivion, The Map Marker's given didn't mean jack squat because once I got there was the surprise.


Same with the HUGE City of Saints Row And GTA4, some of the "Secret" missions like collecting cars....you were given a HINT and then it was UP to you to remember how to get there. <----WHICH Was fun which is why I agree with the OP there should be an option to turn it off. :)
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Khamaji Taylor
 
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Post » Thu May 19, 2011 10:03 am

After experiencing the compass and quest markers in Oblivion, I wondered how it could be changed into an interesting gameplay dynamic.

Wouldn't it be great if you only got the quest compass after you had accumulated enough information on the quest? So you waltz into Shantytown and they pool together their meager coins and hire you to kill the roving bandits killing their trade routes.
How do you know where the bandits are?
Even if they told you "the bandits are in the Cave of Woe", how do you know where that is?

So how do you get this information? Either...
1) You've explored enough already to know exactly what they're talking about
2) You're Speech Crafty enough to convince someone in town to tell you where to go
3) You're wealthy enough to pay for the information, and maybe with your Mercantile skill, you get a better price.

Once you have enough information, the quest compass becomes available for that quest... leading you exactly where you need to go.

Now you've instantly made 2 skills more useful, increased character immersion, and made a spoiler-ish game mechanic much more interesting (and less spoiler-ish),.


:) I wonder where you got this information from Thungrim...lol

:D Nice way of putting it and helping out the Silver Tonguer's. /salute
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Kelvin Diaz
 
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Post » Wed May 18, 2011 8:58 pm

Folks, making the quest not your active one doesn't help because NPCs did not give directions or even general hints.

Thankfully it sounds like they will in Skyrim.
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Irmacuba
 
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Post » Thu May 19, 2011 8:19 am

Fallout 1 and 2 were better sandbox games than Oblivion and Fallout 3? In what universe? Fallout 3, specifically, has rewarded my efforts for exploration more than any other game I've ever even heard of. Skyrim's focus on less, but more detailed and varied, dungeons and the inherently open world of Bethesda games seem to be shaping Skyrim up to be one of the best, if not the best, sandbox games ever created. How are quest markers relevant to this? The true explorer will *gasp* explore. Being lost is not exploration. Wandering around a map and discovering things is exploration. The person that must be forced to "explore" must not truly care about exploration.
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Emma Pennington
 
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Post » Thu May 19, 2011 10:16 am

I never really thought about how negatively the compass markers and pinpoint map beacons effected my gaming experience until I read this thread: http://www.gamesas.com/index.php?/topic/1194639-the-problem-i-had-with-fallout-1-and-2/


So in otherwords the actual inclusion of these game mechanics didn't effect your gaming experience when you played the game just when you read someone's opinion on them. You gotta love the "group think" that occurs in these forums.....I didn't have an opinion of my own until I read someone elses....pretty sad.
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jennie xhx
 
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Post » Thu May 19, 2011 10:38 am

I don't want my compass to tell me where the hidden sword of mystery laying in the cave of unknown is.
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MatthewJontully
 
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Post » Thu May 19, 2011 8:52 am

huh? just don't make it your active quest. you had to click on something to make it your active quest in the first place.

It's not a "workaround." Making something your "active quest" serves only one purpose - to highlight the quest markers. It does absolutely nothing else. If you don't want quest markers, don't click on it.

I suppose there might be some person out there who only acquires one quest at a time, but I've never heard of anybody like that. it seems like in order to do that you would have to avoid talking to any NPCs for hundreds of hours for fear of -- gods forbid -- acquiring a new quest.

Personally, I enjoy having bunch of open quests and I think most people have at least a few dozen open quests at any one time.

Seriously, consider all the other recent Action RPGs out there, it could have been a hell of a lot worse than the way it is implemented in Oblivion.

You can't deactivate a quest marker in Oblivion. You can only switch it through different quests.
And if you only have one quest, what then? You can't deactivate it.
Would it really be a good solution to force us to take multiple quests at the same time, and then click on the other one for every single quest, just so that we could play the first quest without any intrusive elements that tells you where to go like, what I would call it, a 10-year old mindless robot?

The problem with compass icons is still there and completely and utterly unoptional.

What you propose is a HORRIBLE "solution", if it's even worth calling a solution. A good game designer would come up with tons of better and more sophisticated ways of allowing both sides of the coin to feel comfortable and fine with such an essential part of the gameplay, instead of forcing one side to apply to the other.
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Ymani Hood
 
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Post » Wed May 18, 2011 8:08 pm

Who cares whether there's a compass or quest markers. Good grief we are complaining about spilled milk, To each their own.
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Francesca
 
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Post » Thu May 19, 2011 5:15 am

If you want to explore... just choose a direction and walk in it. Why does quest guiding reduce the ability to explore?!
Exactly...it doesn't !
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Jennie Skeletons
 
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Post » Thu May 19, 2011 10:41 am

After experiencing the compass and quest markers in Oblivion, I wondered how it could be changed into an interesting gameplay dynamic.

Wouldn't it be great if you only got the quest compass after you had accumulated enough information on the quest? So you waltz into Shantytown and they pool together their meager coins and hire you to kill the roving bandits killing their trade routes.
How do you know where the bandits are?
Even if they told you "the bandits are in the Cave of Woe", how do you know where that is?

So how do you get this information? Either...
1) You've explored enough already to know exactly what they're talking about
2) You're Speech Crafty enough to convince someone in town to tell you where to go
3) You're wealthy enough to pay for the information, and maybe with your Mercantile skill, you get a better price.

Once you have enough information, the quest compass becomes available for that quest... leading you exactly where you need to go.

Now you've instantly made 2 skills more useful, increased character immersion, and made a spoiler-ish game mechanic much more interesting (and less spoiler-ish),.


I love it!
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Darrell Fawcett
 
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Post » Wed May 18, 2011 7:15 pm

I don't want my compass to tell me where the hidden sword of mystery laying in the cave of unknown is.


I certainly would not mind if the quest markers in Oblivion just led to the front door of the cave/dungeon/etc, and then left finding the actual object in the dungeon for the player. That'd make at least a bit more sense (in that, you or someone else could mark the spot you're heading to on your map, but they can't give detail beyond that).
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Jessica Phoenix
 
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Post » Thu May 19, 2011 12:06 am

I certainly would not mind if the quest markers in Oblivion just led to the front door of the cave/dungeon/etc, and then left finding the actual object in the dungeon for the player. That'd make at least a bit more sense (in that, you or someone else could mark the spot you're heading to on your map, but they can't give detail beyond that).


I wouldn't mind the general area, but actual items should be left for the player to find :)
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Sarah Knight
 
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Post » Thu May 19, 2011 8:03 am

I certainly would not mind if the quest markers in Oblivion just led to the front door of the cave/dungeon/etc, and then left finding the actual object in the dungeon for the player. That'd make at least a bit more sense (in that, you or someone else could mark the spot you're heading to on your map, but they can't give detail beyond that).


Just deactivate the quest when you get to the dungeon entrance. Problem solved.


You can't deactivate a quest marker in Oblivion. You can only switch it through different quests.
And if you only have one quest, what then? You can't deactivate it.
Would it really be a good solution to force us to take multiple quests at the same time, and then click on the other one for every single quest, just so that we could play the first quest without any intrusive elements that tells you where to go like, what I would call it, a 10-year old mindless robot?

The problem with compass icons is still there and completely and utterly unoptional.

What you propose is a HORRIBLE "solution", if it's even worth calling a solution. A good game designer would come up with tons of better and more sophisticated ways of allowing both sides of the coin to feel comfortable and fine with such an essential part of the gameplay, instead of forcing one side to apply to the other.


First of all I can't imagine anyone in their right mind would try to go through the Sysyphean exercise of attempting to play Oblivion without acquiring any quests at all.

At some point you get out of the prison sewers and you have a quest.

When you acquire new quests you have to make a conscious choice to make them your "active" quest, the sole and unique purpose of which is to turn on the quest marker for that quest. If you don't want to see it, don't activate it. it doesn't become your active quest automatically.

Are you really suggesting that someone is forcing you to activate all these quests and turn on the quest markers, or that someone is going to try to complete a 300-500 hour game with some kind of OCD obsession for never acquiring a new quest before the old one is completed? That seems technically almost impossible because half the quests you collect you get just from talking to some NPC.
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Alister Scott
 
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Post » Thu May 19, 2011 10:13 am

Gotta say there should definately be a toggle option. It adds a bit more immersion when there is an npc giving you a general direction. Even better when he gives you bad directions sending you into a bandit trap :whistling: While I agree that attempting to target a wider audience is a good thing "streamlined" items like the quest marker from OB are highly irritating just for the simple fact that this "wider targeted audience" tends to be mindless sheep who don't want to think for themselves (basically having the need to be held by the hand for the entire game)... and it is lazy development.
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Zualett
 
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Post » Thu May 19, 2011 6:07 am

I certainly would not mind if the quest markers in Oblivion just led to the front door of the cave/dungeon/etc, and then left finding the actual object in the dungeon for the player. That'd make at least a bit more sense (in that, you or someone else could mark the spot you're heading to on your map, but they can't give detail beyond that).



Yeah I agree, that is where Oblivion got a little too hand holding. It is one thing to help find a location (in morrowind finding locations got annoying sometimes), its another to tell you exactly where your objective/item is. The one area where quest markers are needed is when you are finding people, especially quest givers. With the introduction of the somewhat Radiant AI in Oblvion people would keep moving around. In morrowind people were static and always in the same spot, so when you needed to return to your quest giver or were told to go talk to so and so at the southwall corner club they were there. In oblivion people could be at the pub, at there home or just wandering around the streets. The few times I neeeded to find someone that wasnt part of a quest it was difficult. Yes it was more realistic but if I had that problem with every quest I would loose my mind. In skyrim they seem to be amping up the radiant AI so people will be even harder to track down.
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Josh Trembly
 
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Post » Thu May 19, 2011 3:33 am

Just deactivate the quest when you get to the dungeon entrance. Problem solved.




First of all I can't imagine anyone in their right mind would try to go through the Sysyphean effort of attempting to play Oblivion without acquiring any quests at all.

At some point you get out of the prison sewers and you have a quest.

When you acquire new quests you have to make a conscious choice to make them your "active" quest, the sole and unique purpose of which is to turn on the quest marker for that quest. If you don't want to see it, don't activate it. it doesn't become your active quest automatically.

Are you really suggesting that someone is forcing you to activate all these quests and turn on the quest markers, or that someone is going to try to complete a 300-500 hour game with some kind of OCD obsession for never acquiring a new quest before the old one is completed? That seems technically almost impossible because half the quests you collect you get just from talking to some NPC.

You know, I have a thousand times better solution that works for everyone.
Add a toggle.

/End thread for me.
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Amie Mccubbing
 
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Post » Thu May 19, 2011 1:59 am

I never really thought about how negatively the compass markers and pinpoint map beacons effected my gaming experience until I read this thread: http://www.gamesas.com/index.php?/topic/1194639-the-problem-i-had-with-fallout-1-and-2/

I ultimately realized that Oblivion, FO3, and FNV are horrible "exploration/sandbox" games due to the inclusion of those features. I get a "tunnel vision" effect when I see those glowing beacons and like a moth to a flame I forgo all else and blindly race toward the next "flagpole" instead of investigating and exploring. Fallout 1 & 2 did a much better job of this by giving lots of clues as to where I should go without grabbing my hand and pulling me along. It takes a bit of acclimation to become used to actually investigating and exploring, but for the people who get over the initial system shock the experience is more rewarding beyond measure.

I guess the short of it is: I will not buy Skyrim until I find mods that remove the compass beacon and somehow turn the map markers into a vague area instead pinpoint precision. Please contribute to this discussion with ideas that add to or elaborate the arguments for or against these game features.

EDIT: The games are touted for their "free to roam/exploration" and yet they force feed you beacons on the compass. The compass markers for locations you have not yet discovered are another such feature that pulls my attention from exploring to "follow the marker". I have no problem with unexplored locations being put on my map when I get near them (not the explored/fast travel markers) like the way the "unexplored location" markers that you would receive after talking to people about places. Sort of like how daedric shrines, some forts, and caves were marked on the map. In FO 3 and NV the "unexplored location" markers would not be placed on the map if you wander near them yet the compass would have a beacon leading you there (pretty sure it was that way in Oblivion too). The map marker would give me a general idea of where I should explore next, but having to follow a compass beacon tends to lead toward following a specific path straight to the destination.

In short, I would much prefer unexplored locations being indicated on my map instead of using the compass beacon system used in Oblivion, FO3, and FNV. Again, the beacons will inflict "tunnel vision" on me at times and keep me from actually exploring.


I read this and just about choked on my own tongue, Fallout 1 and 2 better sandbox games then fallout 3 or fallout NV or the TES games, Dude you are so far off grid I am scared for you, I played all the fallouts and found them greatly enjoyable and very well done for their time, but better just because of the compass system instituted in the later games, no way, no how, just no, no, no, if you use the compass so much that it is causing you to not explore, then you would have never been able to play the previous fallouts, because you would have been so lost you would have had no fun, (ever heard of fog of war ? a feature the game had where you literally cannot see whats in next tile till you moved onto it) if you are so reliant on such features, its not like the golden glowing trail in fable, it is easily ignored or turned off by clicking on either another mission or just plain ignoring it altogether.
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Liii BLATES
 
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