Would you be okay without quest markers in Skyrim

Post » Fri Dec 25, 2009 8:37 am

Quest marker doesn't have to be a green flashin' arrow. It can be a small lit triangle on the top of the hud, which will be perfectly non-irritating. Would the anti-marker players agree?


I'd be willing to conced on a hand-drawn circle roughly marking the quest objective general location...
?Let me draw it on the map for you ?
But here we face another problem since the map is now a 3d model...

Hmmm....

The worst case scenario would be flashing triangles on my compass.
No-o.
User avatar
Jade MacSpade
 
Posts: 3432
Joined: Thu Jul 20, 2006 9:53 pm

Post » Fri Dec 25, 2009 7:24 am

Really?
It took me some time to find boss Crito but when I did I immediately realised that my goal would logically be near the 'boss guy'.
The hardest part of that quest for me was finding my way through the Dwemer ruin to actually get to him.

How did you know he was the boss? By the way, how did you know these people are bandits and not misunderstood archeologist. Naming every NPC in Morrowind really confused me... it didn't helped that most of them needed a minute to realise that I'm an enemy...


And again... if you've been told where something is, and you can mark it on the map, then it should be marked.
User avatar
Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am

Post » Fri Dec 25, 2009 11:14 am

How did you know he was the boss? By the way, how did you know these people are bandits and not misunderstood archeologist. Naming every NPC in Morrowind really confused me... it didn't helped that most of them needed a minute to realise that I'm an enemy...


And again... if you've been told where something is, and you can mark it on the map, then it should be marked.


I knew because his name was 'Boss Crito"
I knew they werent legit archeologists because unlike the ones in Nchuleftingth they were hostile.
The fact that the quest giver said the ruin was overrun by bandits might also have been a clue.
Sheesh.
User avatar
Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

Post » Fri Dec 25, 2009 9:11 am

I would love to return to the days of no quest markers.

Being the explorer type, I love finding hidden caves or old ruins covered in overgrowth.

Of course, a toggle would satisfy everyone.
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Thu Dec 24, 2009 10:38 pm

I'd be willing to conced on a hand-drawn circle roughly marking the quest objective general location...
?Let me draw it on the map for you ?
But here we face another problem since the map is now a 3d model...

Hmmm....

The worst case scenario would be flashing triangles on my compass.
No-o.


There will be no flashing triangles. Nobody in Bethesda fantasises that way. I find Quest Markers less irritating than anything. Less irritating even than “let me show it on your map”, because I am sure that every peasant should not know where a certain cave is, even where “north” is, or that the cave is “east of Bruma”. Why should everybody give me good directions instead of simply saying “I don’t know”. I can ignore quest markers, and I can’t ignore that everyone suddenly knows everything and provides friendly directions with drawing circles. I find answers “let me draw it on your map” and “north of Bravil” to be very artificial and funny, because Nobody does this in real life. –“Where the grocery store is?”, -“Oh, it’s north of the railway station.” Heh. I would rather prefer normal answers like “Near Skingrad” or “That way, towards Bruma” and a quest marker for those, who need it. I, myself, can ignore the quest marker just fine. Surprisingly, quest markers bring reality to the dialogue.
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Fri Dec 25, 2009 1:59 am

Make it an 'turn on/off' option and everyone is happy. I am pretty certain that is not much work when considering everything ells that has been done.
(that is pretty much my opinion to a lot of such things, just make let the player choose, why would you not give options if it is easy to add?)


The problem with an option in this case is which is it set up for?

If it is set up for the quest markers and you can turn this off then there will be almost no directions from NPC except maybe a dungeon name in the narrative/voice acting

If it is set up for Directions and then you can also turn markers on, then that would be the best way.
User avatar
John N
 
Posts: 3458
Joined: Sun Aug 26, 2007 5:11 pm

Post » Thu Dec 24, 2009 11:57 pm

The quest giving source should indicate a distance and a direction, perhaps map coordinates. The player character can then travel that direction for that approximate distance.

No quest marker is needed. I do want to be able to place my own markers on a map, however.
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Thu Dec 24, 2009 10:18 pm

real pro dont need quest markers! hahah i be okay without it:) Oblivion was way too easy, Morrowind i had to work for it, and i like it:D
User avatar
Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

Post » Fri Dec 25, 2009 11:03 am

I have been ok without it since 1996

I can handle a few direction texts
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Fri Dec 25, 2009 10:37 am

Either they have quest markers, or they give npcs the option to mark it on your map, If I have to go through morrowinds horrible non-situational, non-negotiable directions again, with a non-map foggy picture of the region, and lacking compass, unable to buy a proper map, yet somehow still knowing where I am in the region, I will kill every last person who's unable to mark that which they apparently know directions to. Every. Last. Person.
User avatar
Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Fri Dec 25, 2009 11:04 am

Either they have quest markers, or they give npcs the option to mark it on your map, If I have to go through morrowinds horrible non-situational, non-negotiable directions again, with a non-map foggy picture of the region, and lacking compass, unable to buy a proper map, yet somehow still knowing where I am in the region, I will kill every last person who's unable to mark that which they apparently know directions to. Every. Last. Person.

Your right. They should make it so you can't see where your character is on the map. :thumbsup:
User avatar
Genocidal Cry
 
Posts: 3357
Joined: Fri Jun 22, 2007 10:02 pm

Post » Fri Dec 25, 2009 1:28 am

Call me whatever you want, but I don't like wasting my time. You seem to enjoy being lost for the hell of it, but not all of us have that kind of freedom to lose sleep hours. The fact that you enjoy not doing any anything but walking around in circles is your business. I have a game to play, progress to make.


Sorry, I didn't mean to come across as insulting you personally. I was making the general comment that that is the how the game plays. As another poster said, a trained monkey could play the game.

I don't enjoy walking around in circles. But figuring out problems is part of the nature of the game. We're not lost if we are making progress towards something. The game gave me an instruction, solve the riddle, and I didn't solve it. If the instruction in a shooter game is 'shoot the RPG at the tank', and I don't shoot it, then I don't deserve to be rewarded for it. What I object to with quest markers is having the game automatically shoot the RPG at the tank FOR me like Oblivion does, if you can excuse that extended metaphor, and then reward me for actions I didn't make.

I really dislike quest markers, both in principle as in execution.
But
There's a fundamental question every anti-markers poster is morally obliged to answer:
How would you handle the implications of Radiant Story's ability to change the quest objective location, namely, the exponential increase in recorded voice actinbg for locations/directions? How would you solve this problem?


I wouldn't use voice acting. I find it a nuisance. The Elder Scrolls Morrowind is the greatest game in the history of the universe. me in just fine without it. But I'm a book worm. I'll have a think and get back to you.

Either they have quest markers, or they give npcs the option to mark it on your map, If I have to go through morrowinds horrible non-situational, non-negotiable directions again, with a non-map foggy picture of the region, and lacking compass, unable to buy a proper map, yet somehow still knowing where I am in the region, I will kill every last person who's unable to mark that which they apparently know directions to. Every. Last. Person.


Morrowinds directions were great. Multiple NPCs gave you more specific directions than the quest givers, the locations were pretty specific for the most part. There were lots of locations to which overly specific directions were given, and the general direction of North/South/East/West, when accurate, should be sufficient if you are using the world map. I was 11 when I first played Morrowind, it was the not only the first of that type of game I had ever picked up, but also the first designed for someone over the age of about 9, and I managed to complete a decent chunk of it unaided by friends or walkthroughs.
User avatar
Sakura Haruno
 
Posts: 3446
Joined: Sat Aug 26, 2006 7:23 pm

Post » Fri Dec 25, 2009 12:25 pm

I like having to figure things out, asking around to find out what I have to do rather than just be shown what to do. I really hope they don't use quest markers this time.
User avatar
Lil Miss
 
Posts: 3373
Joined: Thu Nov 23, 2006 12:57 pm

Post » Thu Dec 24, 2009 11:45 pm

Ok I'd just like to say a couple of things about being "lost" if I may.

First of you can argue that getting lost is one of the risks of exploration.Getting stuck in a traffic jam is one of the risks of driving, that doesn't make the experience fun.

Being lost in real life is a risk because you can run out of essential supplies such as food, water, etc. The PC doesn't need to eat or drink, and can rest to patch up his or her wounds simply by casting a spell or resting. Baring the event the pc catches a disease and has no way to treat it, there is very little "risk" in getting lost, its more of a time wasting inconvenience then anything else.

Furthermore the dictionary definition of "Lost" is having wandered from the way; uncertain as to one's location. Getting lost is quite a feat in these games if you consider that every single one of them has had an automap feature, that clearly told you were you where. (Ok Daggerfall's can become something of a clusterf*** but you could shift through it to get an idea of your location)

Getting lost, and not being able to find what your looking for are two different things. The first can potentially be dangerous, the second, baring a life or death need, is frustratingly annoying.

Personally I don't understand complaining about a tool designed to save you time by pointing out where you need to go. I especially don't understand belittling others for appreciating such a feature. I don't think that makes someone any less a fan of these games or a gamer, and to say otherwise just reeks of snobbery bs to me.

Some people do not like spending an hour or so hunting for some tiny spot on the map in an ash storm, while using vague directions given to them by an Ashlander, all the while killing there 100th Cliff Racer that hour that just insists on annoying them. That's not a character flaw.

As for following npc directions. These games are pretty much fully voiced now. Which means in order for Bethesda to dump the guide thingy in liu of verbal directions, they would have to do it for every npc that gives out every such sidequest in the game. With the sheer number of sidequests these games have, that simply is just not going to happen..
User avatar
James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Fri Dec 25, 2009 10:54 am

There were a small number of quests in that game (well, in the Ego Draconis edition) that I would have liked to have quest markers for (or an "important item" sparkly glow, as some other games have) - even with reading FAQs online, there were a number of small items that I just couldn't find. Or that took forever and a day to find.


i still havent found all the airship components. :) but honestly id rather not complete that quest than have constant hand holding for the rest of the game.
User avatar
Josee Leach
 
Posts: 3371
Joined: Tue Dec 26, 2006 10:50 pm

Post » Fri Dec 25, 2009 1:34 am

I'd like the green arrow completely gone and get directions from npcs, trails, clues in the quest notes.


See, That'd definitely feel more adventure-esque then a simple arrow saying "RIGHT HERE, BRIGHT RED, COME AT ME". Maybe even talking to towns-folk and getting one of them to mark your map at where a cave could be, But finding the trails/paths that lead to it could be more complex then getting your horse to climb over every mountain in your way.
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Fri Dec 25, 2009 2:29 am

Well, whoever thinks they'll remove quest markers completely is on a powerful pipe dream. Seriously doubt Bethesda is going to alienate the dreaded casual crowd just because a couple "hardcoe" folks want something taken out. That means a harder game, means a crowd of whiners and when it comes down to it less people buying the game.
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Fri Dec 25, 2009 2:43 am

Ok I'd just like to say a couple of things about being "lost" if I may.

First of you can argue that getting lost is one of the risks of exploration.Getting stuck in a traffic jam is one of the risks of driving, that doesn't make the experience fun.

Furthermore the dictionary definition of "Lost" is having wandered from the way; uncertain as to one's location. Getting lost is quite a feat in these games if you consider that every single one of them has had an automap feature, that clearly told you were you where. (Ok Daggerfall's can become something of a clusterf*** but you could shift through it to get an idea of your location)

Getting lost, and not being able to find what your looking for are two different things. The first can potentially be dangerous, the second, baring a life or death need, is frustratingly annoying.

Personally I don't understand complaining about a tool designed to save you time by pointing out where you need to go. I especially don't understand belittling others for appreciating such a feature. I don't think that makes someone any less a fan of these games or a gamer, and to say otherwise just reeks of snobbery bs to me.

Some people do not like spending an hour or so hunting for some tiny spot on the map in an ash storm, while using vague directions given to them by an Ashlander, all the while killing there 100th Cliff Racer that hour that just insists on annoying them. That's not a character flaw.

As for following npc directions. These games are pretty much fully voiced now. Which means in order for Bethesda to dump the guide thingy in liu of verbal directions, they would have to do it for every npc that gives out every such sidequest in the game. With the sheer number of sidequests these games have, that simply is just not going to happen..


Please don't be iffy about words. People are using lost in it's meaning of having wandered from the way in the context of solving a quest, not in the context of being lost in the wilderness being killed by cliff racers. It's the connotation of having to figure out whether you are still on the right track. Connotation and denotation are two VERY different things. Read it in context. Go and look up the definition of quest and explain to me IN DETAIL how Oblivion with quest markers could possibly call anything a quest.

I spent an hour doing that because I svcked at the game. The directions were specific, not vague, so don't use my example to further your point. I spent an hour trying to complete a certain mission in Black Ops because I svcked at the game.
See the connection?

To the rest of the forum, but also directed at you Crossforge,

Quest markers take away the fundamental right of the gamer to achieve something in their gaming session. Skyrim is R18. For advlts. Nothing in life gets handed to you on a plate, so we, the advlts playing this game, should have the fundamental right to be the best. It's hardwired in a humans genetic code that they will enjoy something that they think they are good at. The quest markers show the player they are on the wrong track, and guide them back to it. All of a sudden, I'm a kid again, being coaxed by my Dad into kicking a soccer ball a metre in front of me. Granted, not every player of the game is going to be a veteran of the genre, but not every player of the game is a trained monkey incapable of learning. The tutorial is the tutorial, the first quests you might encounter are the ones that are supposed to be easy and teach you the ropes. Those are the ones where the instructions should be direct, that should teach you the basics of completing every quest in the game so that you can do just that. How to wander into a dungeon and kill everything. How to follow clues from the game world. The best quests in Oblivion were the ones that were possibly unsolvable. The ones without quest markers. Those ones were quests, in the true sense of the word.

You guys have to get it out of your heads that this is an action game. If you played a single player action game where all of your enemies drop dead because you have a feature that instantly snaps your gun and shoots each enemy, has 100% accuracy and an instant kill, without you touching a button, you'd never, ever, ever, in your whole life, pick up that game again. If you play halo/cod/whatever online while using that feature, no one else will consider you good. Heck, the video game industry won't consider you anything more than a half decent programmer, if you programmed it.

Completing this game should not require a particular skill in killing enemies. They shouldn't be the main obstacles when completing a quest, only representative of you progressing through the game. You aren't going to kill a level 200 NPC at level 1 because you, the player, has better reflexes then him. The computer character is going to slaughter you every single time because he has more health, he does more damage. On the other hand, on an even playing field, you will beat the computer every single time, because you have a human brain. You can learn all of the weaknesses the computer has and then it can't touch you, and the computer will never, EVER be able to do that. The computer is, quite simply, a weak foe. Playing a game where the other player lets you win is for kids. In this series of games, the other player is the developer.


Beating the developer should be hard. I shouldn't be able to pick up Skyrim and complete the main quest in 2 hours. That's just an insult to the developer, unless it was designed to be completed in 10 minutes. My friend who completed Halo 2 on legendary in 3 hours first time he played it was considered a Halo GOD by ALL of my friends when I was 11 or 12. If he annihilated me when playing Halo 2, winning 25 - 0 while he was playing easily, then my frustration was because I svcked, not because he had godly skills.

The developer developed the game, they have set the whole premise of the games about creating a world where our completely insignificant character can become, essentially, a god. Not a game where you have to fetch some stuff, then kill dragons until you can kill the god of all dragons. that doesn't sound hard to me, that sounds like I can unplug my brain and go in for some mindless killing, with the occasional fetch the sword of dragonslaying task along the way. The developer should give me enough clues to complete every quest in the game without using the quest targets. Essentially all the quest target is is a walkthrough, and a video game that can only be completed through the use of a walkthrough is pointless.


Oblivion didn't give you any option to play a character incapable of writing and psychic ability. "Blood ran blue, and dragons flew high. Under broken towers and broken bodies it now lies" - theres no way to complete that quest without using the quest target. No one tells you where Fort Blueblood is. Your character isn't supposed to solve the riddle, but search around Leyawin and surrounds. Why even bother doing that, when you've got a nice red quest marker telling you where to go? You can't head north knowing perfectly well that the quest marker is telling you to go south, you know theres no hope in completing the quest before you begin, so why bother?


Please don't get me wrong. I support quest markers. Quest markers stop you from wasting time when you are given misleading or wrong directions by the developers. It's arguable, however, that some of those 'wrong directions' were given by the developers just to keep the player guessing, or keep up the realism of the game world. In the event that they were actually an oversight, then fine, in those instances quest markers are useful. I'd look up a walkthrough to complete that quest, so keep them toggleable for those moments.


the key points of my argument, for those who recognise this was too long and didn't read it. It's actually a reworded argument so I don't go off on a rant, and isn't a summarised version.

- Skyrim is rated R18. This is a game for advlts, and an advlt is a person who understands they can fail. Quest markers are a safe compromise to avoid failure. It's a part of the game that you can fail.

- Skyrim should not be a game where the combat is the focus. There should be quests without combat equally as fulfilling as quests including it.

- the quest marker fulfills the roles of a walkthrough. It's also essentially a game exploit/hack whatever, I don't know what the proper wording is. It is exactly the same as using whatever gives you instant headshots when playing COD. Finally, it's a cheap substitute for making the game complete. I didn't care how Morrowind looked graphically or sounded in comparison to Oblivion. I cared that in Oblivion, I had to download a walkthrough to complete WAY more quests than I should have because there was no other way to complete them, unless you were insanely lucky. There are times when the feature is useful, when a quest goes bad, when an NPC is in Bruma not Bravil. It's useful, but it detracts from the rest of the game. I'm sorry for being a snobbish bastard/[censored], whatever b means, Crossforge, the feature was a cheap cop-out on the part of the developers. Oblivion was better in every way than Morrowind, except that in Morrowind, completing every quest in the game was an achievement you could tell a teenage girl about, describing how good you were at problem solving etc. You'd never get laid, but she'd be able to say to you "You waste too much of your life playing a game, when you could be achieving big in the real world", rather than saying "You waste too much of your life playing a pointless game"

- I am as good as any other Oblivion player out there. I am as good as the developers who developed the game, and I am as good as anyone who will ever complete Oblivion. I will only ever be as good as them, because on an even playing field, we will take exactly the same amount of time to complete any quest, we will complete every unglitched quest we start. In 2008, when I bought my copy of and played Oblivion, I was a casual gamer. I had a girlfriend, a part time job, school and so on. In other words, I had a life. I was as good as the guys at school who lived and breathed it. If Skyrim has quest targets, then the guys who live and breathe Skyrim, hell the developers of the game, will complete it at the same rate as me, and I'll still have a girlfriend, still have a life, still have a job, still have lectures at uni. I'll still only be a casual gamer.




Holy S***, that really was far too long wasn't it? Sorry guys.
User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am

Post » Thu Dec 24, 2009 11:40 pm

@Stormbird. Firstly, I'm not quoting that. It was intimidating enough as a single post. Secondly.To sum that up, Quest markers basically makes it so that there is really NO difficulty to the game. I can beat it, You can beat it, Dev's can beat it, All within the same general time frame because the game is telling you where to go the ENTIRE time. I do, However, Agree that it should be an OPTION but not togglable as you said. I believe that you should accept a quest, And, If it's sitting as your active quest for over a half hour, A quest update should come up saying 'You seem lost, Visit a local tavern and ask around for clues'. There you will be able to find a person that can point you in the right direction. Seems more realistic to me.
User avatar
Rik Douglas
 
Posts: 3385
Joined: Sat Jul 07, 2007 1:40 pm

Post » Fri Dec 25, 2009 3:43 pm

Well, whoever thinks they'll remove quest markers completely is on a powerful pipe dream. Seriously doubt Bethesda is going to alienate the dreaded casual crowd just because a couple "hardcoe" folks want something taken out. That means a harder game, means a crowd of whiners and when it comes down to it less people buying the game.


It's a useful tool, I'll grant you that. But it shouldn't detract from the overall game, which is what it does, in Oblivion.

Oh I forgot the solution to radiant Story and quest targets.

There is no solution for me. If Bethesda can't give us all the necessary information to complete a quest in verbal format, then my character can't complete the quest, because I can't complete quests using only the information that other characters can give to my character, and that means I'm not playing a role playing game. If I'm not playing a role playing game, then the game isn't worth $110 to buy, and if it's not worth that much money to me, then I won't spend that much money buying it. The text based dialogue in Morrowind wasn't broken, so I don't see why they 'fixed' it in Oblivion, other than to present a complex world superficially.

I believe that textual dialogue is way better than verbal. I didn't care when Martin died, or when Baurus died, or when Jauffre died. The game didn't present their characters so that I actually empathised with them (and I barely listened to them)
On the other hand, I searched high and low for Caius Cosades. I would return to his house every now and again to see if he'd popped up again. I never ever gave up hope that his disappearance was not permanent. I even searched high and low for any reference to his existence in the Imperial City and at cloud ruler temple in Oblivion. The verbal dialogue actually lessened my immersion in the game (although it was nice to hear NPCs chatting about themselves. Even if it was only about them seeing a mudcrab)
User avatar
Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Fri Dec 25, 2009 2:56 pm

Would I be okay with it? I would love it! That would also mean the game isn't made in such a way that it needs a quest marker, unlike Oblivion. Sure Morrowind had it's tough moments, but that's all in the challenge.
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Fri Dec 25, 2009 3:04 am

@Stormbird. Firstly, I'm not quoting that. It was intimidating enough as a single post. Secondly.To sum that up, Quest markers basically makes it so that there is really NO difficulty to the game. I can beat it, You can beat it, Dev's can beat it, All within the same general time frame because the game is telling you where to go the ENTIRE time. I do, However, Agree that it should be an OPTION but not togglable as you said. I believe that you should accept a quest, And, If it's sitting as your active quest for over a half hour, A quest update should come up saying 'You seem lost, Visit a local tavern and ask around for clues'. There you will be able to find a person that can point you in the right direction. Seems more realistic to me.


Yeah sorry about that... I don't think these forums are the place for me somehow... perhaps writing encyclopedias to keep me out of mischief. Especially as you essentially summed it up in what, 50 words? The point about solving the quest being the nature of the game is important too. As was the one about it being for advlts who can deal with failure, not kids.

Did you agree with my comment, or is that 'however' a typo? Not that I'm going to argue if you disagree. That's my argument and I probably should leave it at that.

I like that idea.
User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Fri Dec 25, 2009 10:49 am

Only if there are decent directions, and if I need to find an NPC the quest giver should tell me where I can find him at what time. I don't want to look for an NPC forever, only to find out that on this particular day of the week he travels to another city.

But they're going to be in, I don't doubt it at all. I just hope they don't overuse it as in Oblivion. Like in the first Thieves Guild quest you're supposed to find this diary in a home before the other competing thieves do. Instead of making you search the house, making you think a little, it just points the quest marker straight to the desk with the diary in it.
User avatar
Blaine
 
Posts: 3456
Joined: Wed May 16, 2007 4:24 pm

Post » Fri Dec 25, 2009 10:36 am

I want directions from npcs. And a toggleable quest marker.
So i'll turn it off and who dont want/cant read can still enjoy the game
User avatar
Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Post » Thu Dec 24, 2009 11:48 pm


I believe that textual dialogue is way better than verbal. I didn't care when Martin died, or when Baurus died, or when Jauffre died. The game didn't present their characters so that I actually empathised with them (and I barely listened to them)
On the other hand, I searched high and low for Caius Cosades. I would return to his house every now and again to see if he'd popped up again. I never ever gave up hope that his disappearance was not permanent. I even searched high and low for any reference to his existence in the Imperial City and at cloud ruler temple in Oblivion. The verbal dialogue actually lessened my immersion in the game (although it was nice to hear NPCs chatting about themselves. Even if it was only about them seeing a mudcrab)


I agree on that totally.
Another factor that makes voice acting less immersive than text is exactly the the same reason that a book is always better than the movie.
When you read a book your imagination fills in the voices of characters. How they sound, where they put inflexions and emphasis is totally up to you, and therefore perfectly tailored to suit you personally.
When things are voiced, actors might say things in ways you think are 'off' or they might have a voice that doesnt sound at all like you would imagine the character. (imagine Divayth Fyr with an Oblivion Dunmer voice. Argh.)
Or, as in Oblivion, the voice work could be often mediocre at best with the actors very noticably just reading lines from a sheet of paper.

Text dialogue allows for tons of more dialogue so you can flesh out a character better.
Its more immersive.

Sadly, I dont think we will be going back to text and thats a shame.
User avatar
R.I.P
 
Posts: 3370
Joined: Sat Dec 01, 2007 8:11 pm

PreviousNext

Return to V - Skyrim