Forbes Article and Why Skyrim was somewhat disappointing to

Post » Mon Jul 30, 2012 9:52 am

Do people create accounts just to come and complain?

Yes.
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priscillaaa
 
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Post » Mon Jul 30, 2012 4:28 am

Do people create accounts just to come and complain?

People create accounts to discuss something about the game yes. The fact you have a problem with 'complaints' is your own.
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Sarah Knight
 
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Post » Mon Jul 30, 2012 11:54 am

Just started New Vegas and ,wow, that's exactly the direction TES games should follow, IMO.

*discovers cave*
*finds one Septim*

I'll pass thanks.
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Averielle Garcia
 
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Post » Mon Jul 30, 2012 3:01 am

Hello mighty_dong. Good to see you.

tl;dr

It's a god damned game. You either enjoy it or not, you don't live for it. Jesus christ. All those discussions about how much Skyrim svcks ass are laughable to me - what's funny is all those people who think to themslves "man I really hated this, I need to let the world know - it's my responsibility"; now it's not, nobody cares. Majority of the people have absolutely fallen in love with this game and that's what matters.

Well, you certainly care. Enough to come in here and post your emotional reply. I'd like to know how and when you got the idea "Majority of the people have absolutely fallen in love with this game". This is no rhetorical question. Has Beth put out steam figures? I would certainly like to see Dawnguard sales figures for myself. Perhaps the fact PC/PS3 Dawguard plans haven't been disclosed might indicate no, the majority of peple have not absolutely fallen in love with this game.
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Flutterby
 
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Post » Mon Jul 30, 2012 12:06 pm

HI there Wooley. How are you?

Do people create accounts just to come and complain?


Others attempt to be sarcastic, apparently.
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Sabrina garzotto
 
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Post » Sun Jul 29, 2012 7:58 pm

Let Bioware die in peace.
Bioware seems intent on taking down some more franchises with it, so I think they should die a little quicker.
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Del Arte
 
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Post » Sun Jul 29, 2012 7:59 pm

[color=#A8A8A8]

I'm yet to try Morrowind. But I do like how it sounds ( Heard your choices actually have impact on the world, for example, )






It's questionable if it's better than the first Witcher, IMO.

But The Witcher 2 blows Skyrim out of the water. Gameplay? TW2 has a far more flexible and fun combat than Skyrim.

Graphics? Absolutely. Can't even compare both.

Story? TW2 is one of the best stories I've ever seen.

Voice acting? There's a couple voices better in Skyrim, but the majority of the characters in TW2 are voiced better than Skyrim's.


The ONLY thing Skyrim beats TW2 in is the lasting appeal, and as the article said...




Read the article BTW?

I have to disagree I played the witcher 2, finished it and was like yea that was cool. The combat was way to fidgety for me and the whole you have to dri I potions beforehand pissed me off while I'd agree that TW2 story is better its not by much. Graphics wise? Skyrim pounds TW2.

But that's just what I think. TW2 was a very meh game for me was good to play once but had no replay for me (I tried to play a second time but despite choosing diffrent things was still meh)

Whereas skyrim I love replaying.
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biiibi
 
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Post » Mon Jul 30, 2012 10:22 am

All of these are great games in their own regards...now lets tone down the arguments before this thread gets locked. :dry:

AND you had to be a member for more than like a week, and be good at the required skills in order to advance. I think I'm going to install that graphics overhaul and boot up Morrowind again right now.
Nice Minecraft armor bro. :thumbsup:
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Marine x
 
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Post » Mon Jul 30, 2012 7:29 am

Fallout is -not- a Bethesda product, so how about we let Fallout be Fallout and TES be TES.

There is =no= correlation between world size and story quality, and there never has been. Tiny worldspaces can have crappy stories, huge ones can keep you rooted for far longer than you ever intended to stay seated. The story branches are planned and written before you start resource development, or at least it should be. This is just like in the movies; you -have- to have your script in hand so you can plan out your locations, set needs, spfx, etc. The script is broken because they violated several rules of writing that I have mentioned in the past:

1) Show, don't tell. They never once showed you that Alduin World Eater was any sort of threat You fought him what, twice? Once with Parthunaax's aid, once with the 3 Heroes who did for him the first time. Not once was he a danger to you, or a threat to the world. You were just told he was. They never showed you -worthy- of being the Archmage. You were basically handed the college on a silver platter by the Psyjic Monks. The only way I could see this actually working is if the Staff of Magnus would only respond to one of Magnus's blood, and fate had you being in that group. And even then I would not just hand the College to some wandering goober. The story possibilities in working your way up to being accepted by the leaders of the College could easily add 50+ hours to the game. Both the Thieve's Guild quest line and the Dark Brotherhood held together better, and I suspect that more care was taken there because of subject matter. But there were still holes big enough to fly a squadron of dragons through.

2) Make the audience care. Did anyone truly give a damn in this game? The world was dead; no action you took made a bit of difference, and the world was utterly static. You had to get into the Civil War quests before you saw any damage to towns/cities, and it all magically went away after a couple of days. Nothing you did changed of affected anything. All that changed in the Civil War was what the guards wore. There were no 'I can NOT watch this and not intervene!' moments, or 'Let them burn!' moments.

3) Respect your story conditions. This was supposed to be the End of the World. Even Oblivion did a better job of making it look like things were going to hell in a handbasket. In Skyrim there was no sense of urgency whatsoever. Conditions didn't change, never mind deteriorate. NPC's has no awareness of the way the world was supposed to be changing. You could sashay through Solitude dressed as a Stormcloak soldier and no one cared. There should have been time limits on many quests and subquests, just to twist the emotional screws a bit tighter. But they didn't, and so there was no sense of 'I have to get going or else!'. Despite the fact that the storylines they implemented all -told- you have perilous things were, and how important it was you did things fast....and you could go off and leave Ancano putzing around with the Ball of Magnus for 10,000 game years and nothing happens.

4) Respect your readers intelligence. This one they didn't so much ignore as roundfile. Random voice loops for NPC's (leading to the 'being hailed as Harbinger one second, and treated as the newbie who fetches the mead the next' events). Voice acting that for the most part was flat and uninteresting. 'Foreign' accents that were more parody than accurate.

But how could it have been done?

One example: The dragon questline doesn't start until you go to Whiterun. But you are told by NPC's that the way is dangerous, and because of the brewing war, the Imperial presence there was taking strangers captive. That any attempt to enter the city would likely get you incarcerated. So you would have to figure out a way in that didn't result in capture.
Once it starts, the environment starts changing. Clouds get denser, more frequent. More rain & storms. The lighting starts changing, making things look.....odd. NPC's animations change; they get more furtive. Sticking closer to shadows, running from awning to awning. But how do you deal with the time?
Simple. Add another Uber dungeon and dragon (a branching connector so that you have to explore Blackreach to find it....adding one uber dungeon to another). The Dwemer should have been capable of capturing a dragon, yes? So add a contemporary to Parthunaax, one who has been imprisoned underground for so long s/he no longer can fly.....but the Falmer care for it, revere it as another victim of the Dwemer. You have to find this dragon, for the purpose of learning a specific shout. One that pushes Alduin's influence away from an area temporarily. And said dragon only gives it to you one word at a time, in return for tasks done for it. And set it so that over time, the effect gets smaller. When you first get it, you can clear the gameworld with one shout. As time goes on, the area effect gets smaller, until the best you can do is clear the area immediately in a city.

Yes, this would take some scripting and shader work, but wouldn't the effect have been worth it? Having the world obviously slipping into darkness, and the creatures in that world acting as if they knew it, as well?
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Dylan Markese
 
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