Skyrim feel....Incomplete....to Anyone Else?(Not referring t

Post » Sat Feb 16, 2013 12:41 am

When I played Fallout 3 GOTY Edition, I got the distinct feeling of a very complete, well thought out package that didn't seem to be missing anything(At least at the time of playing it). I didn't really have any complaints regarding quests or NPC interactions other than them being unrealistic. And boy did Fallout 3 and the OVERLY complete feeling New Vegas have a lot in terms of enemy variety and quest depth. But in no way do I feel the Fallout games are better than Skyrim. I feel Skyrim is the better game, but overall the game in what it sets up within the world, it feels like there were things presented to us in the game that were meant to be more important before release.

Let me point out that there are FOUR factions in the game that have little to no quests involved with them, despite two of those factions arguably having more presence on the game world than the actual playable factions. The factions being The Silver Hand, Vigilant of Stendarr, Forsworn and Thalmor. The latter two have a fairly big impact on Skyrim, and it seems kind of baffling that they don't have their own quests associated with them while the friggin' BARD'S COLLEGE does(Despite the character not being able to learn how to play an instrument......wut?). I'm left to come to the conclusion that these two factions were originally going to be given more depth and quests, but were scrapped halfway through development due to time constraints, budget constraints, or size constraints. The problem is they left these plot points within the game. So story is there, but it essentially comes off as content that the player has no access to. It feels...unfinished. Now you have to factor in the relative shortness of all the other faction questlines. The Companions and College factions are noticeably short and not very ambitious, as opposed to the Thieves and Dark Brotherhood. I personally figured, while playing through the The Companions, that it was building up towards you either siding with the Silver Hand and taking out the Companions, or ending the way the game did. But no. I don't think any Silver Hand even got names. What leads me to believe that this whole quest line is incomplete and WAS originally intended to be what I had theorized, is that if the Silver Hand were a bunch of inconsequential, nameless, humanoid foes, than the game developers would have been better off sending us on random adventures in dungeons involving treasure and monsters, rather than boring fort clearing. If the Silver Hand were more characterized or in depth, than it would makes sense to spend so much time on them. The fact that they are still there(and will attack even a non-Companion on sight), leads me to believe that a lot of stuff involving them was scrapped halfway through production, but it was too late to change much else, thus resulting in the worst faction questline in the game, despite having a brilliant set-up. This is just an example of course. I could bring up how the Vigilant of Stendarr serve absolutely NO purpose in the gameworld at all until the first quest of Dawnguard. They even had a Hall on the World Map. It seemed obvious to me that they were meant to have quests at one point. Forsworn, obviously a missed opportunity that could have brought back Witch Covens for the first time since Daggerfall. It;s a good thing Dawnguard came along, because then there would be virtually NO quests for Vampires, aside from curing your own Vampirism. then the biggest problem is that the Thalmor, who the game keeps yelling at us about, doesn't have many quests associated with them at all, despite being important plot wise as the Imperials and Stormcloaks, if not more so. I don't care if we couldn't join their faction, but the lack of quests associated with them and the overall lack of a sense of conclusion with their role in the game also feels like inaccessible content. This at least seems posed to be fixed in potential DLC(if there is anymore). There's also a lack of quests that have nonlinear ways of completion. Not as many choices or gray areas in this game,...though still quite a few, not as many. However the quests are step up in scale fro Oblivion's...so that could be expected. I would also like to point out the VERY conspicuous lack of an Arena from Windhelm and quests associated for it.

There's other things that bother me too. Unlike Fallout and Oblivion, there is no "Good or Evil" Karma system that alters the game and how people interact with you. They defended this in pre-release interviews claiming it now works on a more realistic person-to-person basis. But it doesn't feel like it does. Everyone seems to treat you the same, And being a world heavily influenced by Gods and Daedra, they seem pretty indifferent towards your actions. You don't find better or worse treasure depending on your karma level, people don't give you things, or put out bounties for you depending on your karma. You don't get better or worse prices/blessings, etc. Now this stuff doesn't seem like an oversight to me, given that all the ingredients for it are there. It just seems like for whatever reason, it was left unfinished.

You also have to deal with more technical stuff. Lack of First-Person Horse Riding, Lack of Ranged and Magic finishers UPON RELEASE, later implementation of Kinect control, lack of enemy variety, they re-used Hjaalmarch textures/props for Pelagius's head, some weird effects not being optimized properly(The effect for when summoning something or transforming something is the most damning), it just gives off the impression that the projects ambition really overstretched itself and in the end comes off feeling incomplete in compared ot previous games from Bethesda. it's still probably their best, though.

Anyone else feel similar?

Also, I don't know why Werewolves are in the game. It would have made more sense(especially lore-wise) if the Companions were all secretly Werebears. It would certainly make things easier for them down the road to Dragonborn in terms of sense and plotting things out with the Skill Tree, as then no one would be able to [censored] about it, really.
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Sheila Reyes
 
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Post » Sat Feb 16, 2013 11:52 am

Nope. If Bethesda made two paths for every joinable faction this game would have taken even longer to create. You don't think the 5 years they spent developing it was enough? We have never really been given alternative paths for the factions, could you join Blackwood Company in Oblivion? The Necromancers? And I'm pretty sure that Fallout 3 had overall less content than Skyrim does anyway.
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Stephy Beck
 
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Post » Sat Feb 16, 2013 9:19 am

Nope. If Bethesda made two paths for every joinable faction this game would have taken even longer to create. You don't think the 5 years they spent developing it was enough? We have never really been given alternative paths for the factions, could you join Blackwood Company in Oblivion? The Necromancers? And I'm pretty sure that Fallout 3 had overall less content than Skyrim does anyway.

It took 3 years to develop Skyrim. And Fallout 3 did have overall less content, but it felt more whole. I never felt, playing the game that parts of the game were unfinished or blocked off from me.
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Gracie Dugdale
 
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Post » Fri Feb 15, 2013 11:37 pm

Nope. If Bethesda made two paths for every joinable faction this game would have taken even longer to create. You don't think the 5 years they spent developing it was enough? We have never really been given alternative paths for the factions, could you join Blackwood Company in Oblivion? The Necromancers? I'm pretty sure that Fallout 3 had overall less content than Skyrim does anyway.

Yeah, then it would have taken another three years and it would have been a launch title for the next generation of consoles with lesser graphics.

Yeah Skyrim does need more depth though. People still talk about the Civil War after you've captured Solitude or Windhelm like it still rages on and the Guards mostly refer to you as the new guy of the Companions even after you've beat the Companions' questline and people seem to be oblivious to the fact that you're the Dragonborn even after you've beaten the main quest. Yeah its kind of annoying.
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Laura Simmonds
 
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Post » Sat Feb 16, 2013 8:07 am

It's not about taking two paths, it's that there's clearly stuff in the game that was blatantly left out/underdeveloped. Did you guys read my whole post?
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stevie trent
 
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Post » Sat Feb 16, 2013 12:20 pm

Let me point out that there are FOUR factions in the game that have little to no quests involved with them, despite two of those factions arguably having more presence on the game world than the actual playable factions. The factions being The Silver Hand, Vigilant of Stendarr, Forsworn and Thalmor.
If any of those factions ever had content related to them, it was removed so heavily from the CK that I cant find it, which is uncommon, because everything else Bethesda has removed has left some trail.

Those factions exist to flesh out the world, not everything has to have a quest, or some deeper purpose to it, they are there because the world is better with them being there.
-The Forsworn are there because they existed in lore before the game came out
-The Thalmor are there so you can get to know them for Elder Scrolls 6
-The Vigilant of Stendarr exist to show how people reacted to the Oblivion crisis
-The Silver Hand exist to be a Companions specific enemy to kill.

The Companions
You forget Kev the Skinner, a named Silver Hand member

There's other things that bother me too. Unlike Fallout and Oblivion, there is no "Good or Evil" Karma system that alters the game and how people interact with you.
Karma is a philosophical concept that has no application in the real world, Karma shouldn't judge anything in the game, reputation should, and NPCs in the game do treat you as you treat them. Help them and they like you, kill their family members/beat them up, they hate you.

You also have to deal with more technical stuff. Lack of First-Person Horse Riding, Lack of Ranged and Magic finishers UPON RELEASE, later implementation of Kinect control, lack of enemy variety, they re-used Hjaalmarch textures/props for Pelagius's head, some weird effects not being optimized properly(The effect for when summoning something or transforming something is the most damning),
-They didn't add first person horse riding for the same reason there is no first person werewolf, because it looked like crap
-Given how buggy ranged/magic killcams are, there's probably a good reason why they weren't
-Not every game has kinect control at release, that they sent to to add it period is nice
-Skyrim quite provably has more enemy types then Oblivion
-They reused textures all over the place, that's part of making a giant game
-I dont know how the effect isn't optimized

Also, I don't know why Werewolves are in the game. It would have made more sense(especially lore-wise) if the Companions were all secretly Werebears. It would certainly make things easier for them down the road to Dragonborn in terms of sense and plotting things out with the Skill Tree, as then no one would be able to [censored] about it, really.
Because Skyrim is the home of Lycanthropy?
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Sharra Llenos
 
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