Do you want to continue after main the main quest has finish

Post » Wed Mar 30, 2011 4:13 am

Because one way creates options while the other eliminates options.


And yet having both...somehow creates even more options! Amazing...yet something I wish they would attempt.
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El Khatiri
 
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Post » Wed Mar 30, 2011 12:06 pm

And yet having both...somehow creates even more options! Amazing...yet something I wish they would attempt.

You said an official ending where the player dies. That wouldn't be optional if it was official.

That is unless you're opting for choices, then I think it would have to go the same way Daggerfall ended with the Warp in the West.
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Darren Chandler
 
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Post » Wed Mar 30, 2011 1:10 pm

You said an official ending where the player dies. That wouldn't be optional if it was official.

That is unless you're opting for choices, then I think it would have to go the same way Daggerfall ended with the Warp in the West.


What I meant by offical was one that isn't done via a mod. I'm a consol player, I can't do these things by myself. I'd need the option to be official for me to ever see it.

And the lore about all these things is fuzzy anyway. It doesn't matter if the hero lives or dies as long as the job gets done. The lore all ready makes room for if the hero was a orc mage or a brenton swordsman. Adding a little more room saying that after the battle the hero wasn't heard from again would work perfectly fine. I mean, we don't really know for sure what happened to the Champion of Cyrodiil. Its left open so we can make up our own mind. A game mechanic that allows for multiple ends doesn't break lore, if the lore itself doesn't know what happened. Right?
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CArla HOlbert
 
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Post » Wed Mar 30, 2011 6:55 am

Yeah, I can see what your saying.

I guess I wouldn't be against it being an option, but it still seems like it would be sloppy giving you the option right at the end. And it really depends on the story as well.
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Miss K
 
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Post » Wed Mar 30, 2011 1:09 am

Yeah, I can see what your saying.

I guess I wouldn't be against it being an option, but it still seems like it would be sloppy giving you the option right at the end. And it really depends on the story as well.

But it wouldn't be right at the end. Please read the thread.
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Kate Schofield
 
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Post » Wed Mar 30, 2011 12:01 pm

So:

Kill the Main Antagonist. Yay, main quest complete. Now, then;

Two options:

1. Go home and live happily ever after.

2. Jump into steaming crater of lava.


I'm sorry, but it frankly makes no sense. And I want NO moral dilemma. I don't want to have to choose the innocent bystander over me, causing me to die to be the good guy. The good guys can live.
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suzan
 
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Post » Wed Mar 30, 2011 2:00 pm

So:

Kill the Main Antagonist. Yay, main quest complete. Now, then;

Two options:

1. Go home and live happily ever after.

2. Jump into steaming crater of lava.


I'm sorry, but it frankly makes no sense. And I want NO moral dilemma. I don't want to have to choose the innocent bystander over me, causing me to die to be the good guy. The good guys can live.

Your example makes no sense. Of course you wouldn't commit suicide for the hell of it. I'm saying that one person's death should be inextricably tied up with saving the world, and one candidate is the player character. Not sure what you're not understanding about that.

And the second part of your post reveals that you clealy still haven't read the entire thread. Here, I'll quote for you since you can't be bothered. I didn't realise that your forum time is so damn precious that you have to use it to post all the time without absorbing what others have to say:
Hell, the alternative candidates don't even have to be innocent. Let's say that one of them is an evil necromancer. It's hardly evil to sacrifice them now, is it? You'd kill them anyway - this is just two birds with one stone. However, you have to track them down first, wasting valuable time while Alduin is closing in. Do you track them down and force them through the ritual to insure your own life at the risk of Alduin arriving before you're prepared, or do you undergo the ritual yourself to eliminate that risk?

Do you see yet why I'm getting frustrated with these dichotomies? It's hardly a straightforward situation. This possibility would be weaved thoroughly into the MQ so as not to be bland.


As for your wanting no moral dilemma... what? No shades of grey? No option to be evil? Nothing? Just a straight up story of good vs evil with a happy ending complete with sugarpuff clouds and fabulous rainbows? I don't think we want the same game at all quite frankly.
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C.L.U.T.C.H
 
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Post » Wed Mar 30, 2011 6:35 am

Your example makes no sense. Of course you wouldn't commit suicide for the hell of it. I'm saying that one person's death should be inextricably tied up with saving the world, and one candidate is the player character. Not sure what you're not understanding about that.

And the second part of your post reveals that you clealy still haven't read the entire thread. Here, I'll quote for you since you can't be bothered. I didn't realise that your forum time is so damn precious that you have to use it to post all the time without absorbing what others have to say:


As for your wanting no moral dilemma... what? No shades of grey? No option to be evil? Nothing? Just a straight up story of good vs evil with a happy ending complete with sugarpuff clouds and fabulous rainbows? I don't think we want the same game at all quite frankly.



i'd rather have the whole spectrum of black/gray/white instead of just one or the other thank you very much.

i don't like the idea of being pigeonholed into a cowardly/evil action if i want to continue the game past the end of the main quest.
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naome duncan
 
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Post » Wed Mar 30, 2011 2:14 pm

Yes, would be a waste of the open world otherwise. Also I don't want to put the main quest aside because I can't play anymore after completing it.
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Riky Carrasco
 
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Post » Wed Mar 30, 2011 3:06 am

i don't like the idea of being pigeonholed into a cowardly/evil action if i want to continue the game past the end of the main quest.

Why is avoiding death cowardly? How does it have guilt attached to it in any way if the person taking your place is straight up evil/whatever the opposite of your philosophy is?
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cutiecute
 
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Post » Wed Mar 30, 2011 2:19 pm

Why is avoiding death cowardly? How does it have guilt attached to it in any way if the person taking your place is straight up evil/whatever the opposite of your philosophy is?



dying is easy, even if the guy is evil i wouldn't straight up kill the guy if i have the choice, i'd make him pay for his crimes by living a life of redemption.

that's my character's philosophy. if i'm going to sacrifice someone it will be alduin.
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keri seymour
 
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Post » Wed Mar 30, 2011 2:04 pm

dying is easy, even if the guy is evil i wouldn't straight up kill the guy if i have the choice, i'd make him pay for his crimes by living a life of redemption.

that's my character's philosophy. if i'm going to sacrifice someone it will be alduin.

I assume that you'll be picketing BGS headquarters for the addition of a blackjack, then, so that you can knock out every dragon and try them for their crimes. Or are you picking and choosing who you kill based on what mood you happen to be in, and you've decided that the evil necromancer who's terrorised the whole of Skyrim for a generation who coincidentally can die to save it should actually be saved and redeemed, and [censored] the consequences?

If your character is so devoted to due process then maybe you could arrest Alduin instead.

Seriously though, you have purposefully chosen the only character archetype that my system doesn't work for, conveniently ignoring the fact that it's a hypocritical and extremely niche archetype that is extremely difficult to cater to.

I recommend the Thief, Splinter Cell and Deus Ex series for your non lethal gameplay.
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Leanne Molloy
 
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Post » Wed Mar 30, 2011 10:07 am

I assume that you'll be picketing BGS headquarters for the addition of a blackjack, then, so that you can knock out every dragon and try them for their crimes. Or are you picking and choosing who you kill based on what mood you happen to be in, and you've decided that the evil necromancer who's terrorised the whole of Skyrim for a generation who coincidentally can die to save it should actually be saved and redeemed, and [censored] the consequences?

If your character is so devoted to due process then maybe you could arrest Alduin instead.

Seriously though, you have purposefully chosen the only character archetype that my system doesn't work for, conveniently ignoring the fact that it's a hypocritical and extremely niche archetype that is extremely difficult to cater to.

I recommend the Thief, Splinter Cell and Deus Ex series for your non lethal gameplay.



i've played those games, great games too.


and as i've stated, as long as i have the choice i'll redeem my enemies, when they don't give me a choice well...they asked for a neck slicing i'll give them a neck slicing so no problems there.

and no i didn't purposefully choose that archetype just for you, it's a tradition of mine as to roleplay as that type of character in rpgs and surprisingly, contrary to what you said a lot of them that i played allowed for me to play that type of character.


i'll kill characters if they really want to fight/kill me, if i have a choice as to kill them or not, i normally go with sparing the enemy's life.
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Nick Jase Mason
 
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Post » Wed Mar 30, 2011 1:59 am

and as i've stated, as long as i have the choice i'll redeem my enemies, when they don't give me a choice well...they asked for a neck slicing i'll give them a neck slicing so no problems there.

i'll kill characters if they really want to fight/kill me, if i have a choice as to kill them or not, i normally go with sparing the enemy's life.

So hang on. You've tracked the evil necromancer to the edge of Skyrim. You've battled through his final stronghold right to the top of the mountain it's situated on. You face each other with the wind whipping around you both. His powers are drained; he is defenceless. You offer him an ultimatum: redeem himself, or die for the land he has brutalised. He spits at your feet and refuses to redeem himself.

You now have two choices. You can tie him up and use him for the ritual, or you can slice his head off right there. Are you honestly saying that, even with the knowledge that this is your best chance to secure a candidate who actually deserves to die and so would be ideal for 'the ritual', you still just kill him right there because that's how your character rolls?

Is that what you're saying? Because that's how I read your post.
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glot
 
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Post » Wed Mar 30, 2011 2:07 pm

So hang on. You've tracked the evil necromancer to the edge of Skyrim. You've battled through his final stronghold right to the top of the mountain it's situated on. You face each other with the wind whipping around you both. His powers are drained; he is defenceless. You offer him an ultimatum: redeem himself, or die for the land he has brutalised. He spits at your feet and refuses to redeem himself.

You now have two choices. You can tie him up and use him for the ritual, or you can slice his head off right there. Are you honestly saying that, even with the knowledge that this is your best chance to secure a candidate who actually deserves to die and so would be ideal for 'the ritual', you still just kill him right there because that's how your character rolls?

Is that what you're saying? Because that's how I read your post.


if he refuses and spits at me then sure, i'd sacrifice him. (for me to kill him outright would only happen if the game didn't give me a choice, he starting to attack me for one reason)

and if he redeems himself, what then?
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Dawn Porter
 
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Post » Wed Mar 30, 2011 12:41 pm

dying is easy, even if the guy is evil i wouldn't straight up kill the guy if i have the choice, i'd make him pay for his crimes by living a life of redemption.

that's my character's philosophy. if i'm going to sacrifice someone it will be alduin.


You are no northern brother of mine.
[Viking Stare of Death]
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Stu Clarke
 
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Post » Wed Mar 30, 2011 5:29 am

and if he redeems himself, what then?

Well he wouldn't because his entire role as a plot device is to be an alternative sacrifice...

Ta da! See how it can always be made to work with zero guilt placed on the player?
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Lance Vannortwick
 
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Post » Wed Mar 30, 2011 8:41 am

Well he wouldn't because his entire role as a plot device is to be an alternative sacrifice...

Ta da! See how it can always be made to work with zero guilt placed on the player?



i'd still rather be the one to finish off alduin without dying in the process.

just giving a guy or yourself as a sacrifice to save the world feels like watching martin stealing the moment of glory all over again.


we'll just have to wait and see how bethesda will make it.

i have my views and you have yours, i respect that. but none of that matters until we play the game itself.
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Chris Duncan
 
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Post » Wed Mar 30, 2011 1:24 pm

i'd still rather be the one to finish off alduin without dying in the process.

just giving a guy or yourself as a sacrifice to save the world feels like watching martin stealing the moment of glory all over again.

Why do I have to keep writing the game's story for you guys to get this? Can you not expand it in your heads?

Okay, so you've got the necromancer all tied up with ritual paint on him. He's primed for his soul to be svcked out of his body, and he's tucked away safely on the other side of Skyrim in Skyrim's equivalent of Cloud Ruler Temple (or hell, you've already killed him, extracted his soul and have it in Azura's Star). But you still have to defeat Alduin. You can't just blast a soul at him in all his strength to banish him: you have to weaken him first, and the player character is the one for the job being so proficient at combat and dragon shouts and such.

Cue epic battle with multiple dragons and Alduin cultists on the slopes of the Throat of the World. Eventually Alduin shows up manifest in the world. Everyone turns to you. It's your moment. You lead a band of warriors up the mountain to the top where Alduin is opening a rift in the sky. You fight through the cultists guarding him. Alduin fills the screen. This close you can see his leg and wing. You take a tentative step onto the wing, find your footing and then sprint up that [censored] like a [censored]. The rift in the sky is almost open now. You get to Alduin's head and take a swing at that bastard á la Shadow of the Colossus. He roars and takes off, shaking you to the ground. You have to fight him with your weapons and your shouts until he's weak enough to be flying low and slow (he is still a manifest being after all). This is when you have an opportunity to use an outcropping of rock to do a sprint jump onto him as he passes. You sprint up his body and back to his SotC style weak spot. You plunge your sword into that beast and open Alduin up. He screams, but it's broken up by time darting around as Akatosh's presence is weakened. You smash Azura's Star into the wound (or the necromancer's soul gets svcked across the sky with a nice cinematic to boot)... and you slip. Alduin was weak, though, and you fall - hard but unharmed - to the ground. He limply flaps away, but the light spewing out of his wound is growing and growing. Eventually it eclipses your view. Cue end game cinematic harping on about how wonderful you are. Cue credits. Cue end game play.

There. No guilt over killing an innocent or potential innocent, epic (for two minutes' writing) ending, no cowardice or other compromising personality traits shown by the player character. And I get to sacrifice myself if I like. How's that?
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Farrah Lee
 
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Post » Wed Mar 30, 2011 2:27 am

why the hell would you ask that you already know what the answer is
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Aaron Clark
 
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