Does anyone else feel like Skyrim's quests are anticlimactic

Post » Thu Nov 01, 2012 8:45 am

Maybe it's just me, but none of the quests in Skyrim have any sense of accomplishment. They seem like "Hey, here's your gold and a [censored] item. Bye"

In Oblivion they felt much more memorable. There's nothing quite like the mage's guild quests or the quest where you get the haunted house. Even Morrowind had better quests, with the white guar quests and the guild rivalries.
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Wayne W
 
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Post » Thu Nov 01, 2012 3:31 pm

I don't think always. Companions and COW, for sure. Yeah the dialogue could use work. Fulfilment? Eh, it could use a little more of that too.. but so has just about every TES game I've played, but overall that aspect isn't too bad to me. I think "rumours" needs to be a dialogue option with just about every person again. What they should have done is added a few more quests regarding Alduin himself and his character, purpose etc, and with the factions, they should have scrapped the radiant quests for a couple more interesting assignments.

Can you honestly say that the Main Quest had a fulfilling ending?

Spoiler
You kill Alduin, someone says good job, Parthunaax says good job(if you haven't killed him), You get Odahviing, and that's it. No impact on the world or nothing. Once in a while a guard will say something, but I think that it's only 3 short lines of dialogue for that. Also, no item reward or anything.

As for the guild quests, the Companions and COW certainly had the worse of it, but I don't think DB and Thieves guild was much better. It's just that they were a bit longer and only felt disappointing after they were said and done. Once again, I feel like there was no lasting effect even within the guilds themselves, besides the new home for DB.

Also, let's look at other, Misc, side quests. I guess the easiest way to put it is that I didn't care for the people I was helping. There was little to no dialogue about their issue before the quests, and little to no dialogue after and about the repercussions. I think I said it before, but the quests were you get them via aa journal or item, with no other NPC involved, are better because of that same reason, because I don't care about helping the NPcs. I really think more dialogue/colorful characters might have helped this. I guess the quest objectives are repetitive too, but meh...
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Quick Draw III
 
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Post » Thu Nov 01, 2012 7:38 am

Honestly, I wish the NPC's were more animate... I mean, if I rescue someone who was kidnapped by bandits- give me a friggin' hug or something, shake my hand at least. And if they saw me again later on- I'd want a bit more excitement than the casual "yes?" or "Can I help you?"

As for The MQ ending- it lacked in dramatics in my eyes. But at the same time- Anything more would take control out of the player's hands. Personally, I'd be okay with that. As for the "world impact" view of killing Alduin- Well, reality says that villages/cities wouldn't bow before you for something like that- life goes on, people have their own lives to lead. The game seemed "lack luster" simply because the characters lacked emotional movements/motions.... They looked you in the face, said 'thank you' and gave you some gold or leveled weapon- and that was it.
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Gracie Dugdale
 
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Post » Thu Nov 01, 2012 8:56 pm

"Can you honestly say that the Main Quest had a fulfilling ending?"

I can. How is that any different from any other Elder Scrolls game? Morrowind: You defeat Dagoth Ur, get a congratulations from Azura, get one ring and that's it. In Oblivion's actual real ending you only get an awesome cut scene then outtro lol.

< Still going with I like most of the questline endings. Except for CoW which I barely liked at all except for
Spoiler
fighting the magic anomolies in Winterhold City.
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Vincent Joe
 
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Post » Thu Nov 01, 2012 7:44 pm

Honestly, I wish the NPC's were more animate... I mean, if I rescue someone who was kidnapped by bandits- give me a friggin' hug or something, shake my hand at least. And if they saw me again later on- I'd want a bit more excitement than the casual "yes?" or "Can I help you?"

This I can agree with. They scaled back AI from Oblivion when ideally it should be improving.
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Kate Schofield
 
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