Skyrim Criticism (Long, hopefully worth the read)

Post » Tue Jun 12, 2012 6:02 am

When given the option of choices and limitation on themselves, many people just can't do it.
They need to have the game...or someone else...make, limit, or control their choices.

I kinda don't like the sound of that. Makes me think of a Government that controls our daily lives >.>
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Kim Kay
 
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Post » Mon Jun 11, 2012 11:26 pm

Game, Graphic, or Sound Designer? I'm a Game Designer, myself, and learning Animations in my class right now.

Game designer and partly 3D/2D artist.

As a Game Designer, it's Game Design 101 to know that Game Designers balance the game, that's part of where the "fun" of the game comes from.
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Arrogant SId
 
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Post » Mon Jun 11, 2012 8:25 pm

@Psychotrip
Yes...you are right. I should not have used that word in my earlier post. It was uncalled for and I'm sorry.
It was not intended for anyone in particular but I said it and it was wrong.



Anyway...

When given the option of choices and limitation on themselves, many people just can't do it.
They need to have the game...or someone else...make, limit, or control their choices.

If you can't, won't, don't know how, or don't want to control the choices Bethesda has given you, well....it's your game.
But every argument and every complaint that some of you have with balance, over-powered, under-powered, god-like, crafting, exploits...whatever.....all of it can be controlled or limited by you and your choices.

You just think that the game needs to do it for you because that's what other games do.
Well...welcome to Skyrim. It's not like those other games.

Limit your choices if you want a "balanced" game. It's just like real life in that respect. We put self-imposed limits on ourselves everyday in order to succeed and survive. Those that can't control themselves in real life fail and blame the rest of society...which is why they need government, armies, and police to control and limit their choices....just like some of you need Bethesda to limit your choices and blame them for your inability to do it in the game.
I understand where you're coming from, and thats why balance doesn't bother me TOO much because you can limit yourself. I guess what we're saying is that it's sad that you can't make whatever character you want without some character types being horribly overpowered. I'm a mage, I always am, and sometimes I like being a combat focused mage. I hear destruction gets really underpowered at higher levels, and if thats true it svcks because it means I can't feel powerful playing the way I want. The opposite end of the spectrum is when I want to be a wold renowned, master alchemist or enchanter. Some feel as though they can't go all out because they'll basically break the game. Thats the issue we're having, I think.
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Ernesto Salinas
 
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Post » Tue Jun 12, 2012 6:30 am

I kinda don't like the sound of that. Makes me think of a Government that controls our daily lives >.>

But...they do.
Have you seen all the laws and restrictions that every country, state, and local jurisdiction has on the books.
They were all created and are enforced because soooo many people can't control themselves and fail to properly limit themselves.
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Amy Melissa
 
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Post » Mon Jun 11, 2012 4:42 pm

But...they do.
Have you seen all the laws and restrictions that every country, state, and local jurisdiction has on the books.
They were all created and are enforced because soooo many people can't control themselves and fail to properly limit themselves.

I said Daily Lives. Like they control where we move, go to school/work, eat, etc. That sort of control that I am against.
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Julie Ann
 
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Post » Tue Jun 12, 2012 6:10 am

I understand where you're coming from, and thats why balance doesn't bother me TOO much because you can limit yourself. I guess what we're saying is that it's sad that you can't make whatever character you want without some character types being horribly overpowered. I'm a mage, I always am, and sometimes I like being a combat focused mage. I hear destruction gets really underpowered at higher levels, and if thats true it svcks because it means I can't feel powerful playing the way I want. The opposite end of the spectrum is when I want to be a wold renowned, master alchemist or enchanter. Some feel as though they can't go all out because they'll basically break the game. Thats the issue we're having, I think.

Yeh...I get that.
I'm at the opposite end.
I play a thief/assassin type character, and it took me several "test" characters before I figured out how to properly control and limit my perks and skills.
A lot of wasted time...but I finally figured it out.

Now...I'm enjoying a great game.
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James Smart
 
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Post » Mon Jun 11, 2012 3:10 pm

I said Daily Lives. Like they control where we move, go to school/work, eat, etc. That sort of control that I am against.

Oh...yeh...we don't want that. We've seen that stuff tried too many times.
:blink:
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XPidgex Jefferson
 
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Post » Mon Jun 11, 2012 8:55 pm

But...they do.
Have you seen all the laws and restrictions that every country, state, and local jurisdiction has on the books.
They were all created and are enforced because soooo many people can't control themselves and fail to properly limit themselves.
I said Daily Lives. Like they control where we move, go to school/work, eat, etc. That sort of control that I am against.

You're comparing real life laws and vices to video game gameplay... it's completely irrelevant.

Yeh...I get that.
I'm at the opposite end.
I play a thief/assassin type character, and it took me several "test" characters before I figured out how to properly control and limit my perks and skills.
A lot of wasted time...but I finally figured it out.

Now...I'm enjoying a great game.

Y'know what would have saved you a lot of time?

If the game had been balanced properly to begin with, thus never having you need to find what to do and what not to do to make the game fun and challenging.
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Dan Scott
 
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Post » Mon Jun 11, 2012 10:24 pm

Game designer and partly 3D/2D artist.

As a Game Designer, it's Game Design 101 to know that Game Designers balance the game, that's part of where the "fun" of the game comes from.

From what I've been told, the Game Designers script and create the game itself. Part of their job is to make sure the Game can be balance, if they can't fully make it balanced themselves... Which does happens. I've created my own Flash RPG game when I was young and I accidentally made an exploit and couldn't remove it without removing the whole skill itself. So I updated it so that the skill can used in a balancing way, as long it isn't exploited.

You prolly have more experience since you are in College. I'm taking my classes in a HS right now. Though, my teacher is very serious about this stuff and actually teach us college stuff.
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Rebecca Dosch
 
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Post » Mon Jun 11, 2012 8:53 pm

You're comparing real life laws and vices to video game gameplay... it's completely irrelevant.

I wasn't comparing anything. Please reread the posts correctly.
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Daramis McGee
 
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Post » Tue Jun 12, 2012 1:45 am

You're comparing real life laws and vices to video game gameplay... it's completely irrelevant.


Well....just remove that part of my post from your memory then.

Skyrim...the game...is still about personal choice.
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josh evans
 
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Post » Mon Jun 11, 2012 7:46 pm

From what I've been told, the Game Designers script and create the game itself. Part of their job is to make sure the Game can be balance, if they can't fully make it balanced themselves... Which does happens. I've created my own Flash RPG game when I was young and I accidentally made an exploit and couldn't remove it without removing the whole skill itself. So I updated it so that the skill can used in a balancing way, as long it isn't exploited.

You prolly have more experience since you are in College. I'm taking my classes in a HS right now. Though, my teacher is very serious about this stuff and actually teach us college stuff.

Game Designers don't code/script unless they have to. In middle sized/larger, even maybe smaller indie developers, the designer designs the mechanics (comes up with them, balances them, spreadsheets them, documents them) then moves on to the next project while everything else is being worked on. If problems arise they are called back in. Scripters write the code, designers design the gameplay.

I wasn't comparing anything. Please reread the posts correctly.

I just multi quoted, it was more about the other poster.


Skyrim...the game...is still about personal choice.

Yes, and Skyrim, the game, should also be balanced so that jpo, the player, doesn't have to spend a varied amount of hours on various characters to find out what kind of choices they should/should not make to make the game both fun and challenging. You said it yourself, you wasted a lot of time, that's bad.
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El Khatiri
 
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Post » Mon Jun 11, 2012 6:03 pm

Game Designers don't code/script unless they have to. In middle sized/larger, even maybe smaller indie developers, the designer designs the mechanics (comes up with them, balances them, spreadsheets them, documents them) then moves on to the next project while everything else is being worked on. If problems arise they are called back in. Scripters write the code, designers design the gameplay.



I just multi quoted, it was more about the other poster.




Yes, and Skyrim, the game, should also be balanced so that jpo, the player, doesn't have to spend a varied amount of hours on various characters to find out what kind of choices they should/should not make to make the game both fun and challenging. You said it yourself, you wasted a lot of time, that's bad.

Yeh...but I got over it, moved on, and I'm enjoying my game.
I understand what Bethesda did in giving us many choices on how to develop our characters.
I can't tell you how many characters I started over and over again in Oblivion.
It's the way Bethesda does it...and I knew that going in.

In a game that I'll be playing for several years, 20 hours or so lost on trying different characters is minor.
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Kay O'Hara
 
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Post » Mon Jun 11, 2012 7:09 pm

Game Designers don't code/script unless they have to. In middle sized/larger, even maybe smaller indie developers, the designer designs the mechanics (comes up with them, balances them, spreadsheets them, documents them) then moves on to the next project while everything else is being worked on. If problems arise they are called back in. Scripters write the code, designers design the gameplay.

Oh yeah. I always put Scripters into Game Designing because I script myself a lot, need to remember not to combine those. Btw, the graphic designers are the artistic ones and creates all the graphics for the game, which the Game Designer will take and put those into the game itself then create the game. Right? Like, the Graphic Designers will design the walls floors etc of a dungeon then the Game Designer will take them and make the dungeon itself. I'm correct on this, right? I'm asking because I'm not artistic. I cannot create good new graphic files for games.. I always use the current graphics already in the game (If I am modding the game.) If I am creating one myself, I work with my friend who is an artist. Good one too.
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Destinyscharm
 
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Post » Mon Jun 11, 2012 6:53 pm

Yeh...but I got over it, moved on, and I'm enjoying my game.
I understand what Bethesda did in giving us many choices on how to develop our characters.
I can't tell you how many characters I started over and over again in Oblivion.
It's the way Bethesda does it...and I knew that going in.

In a game that I'll be playing for several years, 20 hours or so lost on trying different characters is minor.

Yes, and that's bad.

The people on the opposite side of the line from you in this debate are wanting that changed so that everyone, including you, don't have to waste those 20 hours or so in the first place. That's all we want, and I have no idea why you would be against that.

Oh yeah. I always put Scripters into Game Designing because I script myself a lot, need to remember not to combine those. Btw, the graphic designers are the artistic ones and creates all the graphics for the game, which the Game Designer will take and put those into the game itself then create the game. Right? Like, the Graphic Designers will design the walls floors etc of a dungeon then the Game Designer will take them and make the dungeon itself. I'm correct on this, right? I'm asking because I'm not artistic. I cannot create good new graphic files for games.. I always use the current graphics already in the game (If I am modding the game.) If I am creating one myself, I work with my friend who is an artist. Good one too.

No, the game designers usually are working on another project by the time production (like art) are being heavily worked on, if structured properly. As a Game Designer I will design the dungeon, design things like the layout, the enemies that will go in there, etc, etc and then the artists and scripters will put it together and make it work. I come up with the blueprints, things like how big the dungeon is, the time it should take a player to get to A to B, where enemies will pop up based on game flow, then when that's done everyone else does their job.
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Soraya Davy
 
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Post » Mon Jun 11, 2012 5:11 pm

No, the game designers usually are working on another project by the time production (like art) are being heavily worked on, if structured properly. As a Game Designer I will design the dungeon, design things like the layout, the enemies that will go in there, etc, etc and then the artists and scripters will put it together and make it work. I come up with the blueprints, things like how big the dungeon is, the time it should take a player to get to A to B, where enemies will pop up based on game flow, then when that's done everyone else does their job.

So the Game Designer aren't the ones that are on the actually Game Making Program? (Creation Kit for Skyrim as an example)
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Nadia Nad
 
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Post » Mon Jun 11, 2012 9:09 pm

I disagree.
I don't think anyone is saying that the game mechanics are perfect, but I don't think they are flawed in the way that you say.
To my mind the raison d'etre of TES games is to be as open and unrestrictive as possible so that you can play and approach them in multiple ways and RP them in a manner that suits you - i.e. you take the game as a canvas and paint it yourself, however you choose.
What you're describing are games more along the lines of Dragon Age where you are given a type of "pseudo-freedon" which is effectively no freedom at all in terms of decisions and outcome and approach.
Yes, you can exploit TES games but the point is to my mind not that you CAN but whether you SHOULD, in the context of, "how will this affect my enjoyment of the game?"
But it's really a question of not being able to please everyone - the game doesn't force the player to sleep or eat, the player can roleplay that however they wish, or make a mod for it. This is a good thing as it gives you choice. Is that shoddy mechanics? I don't think so. If the designers had forced you to sleep and eat, folk would complain about that because it restricted their experiences in the game - (and someone would come up with a mod to change that). Bethesda can't win however they do it, but I would suggest that an open approach will please more people than a more restrictive one.
Obviously not. What you've done there is to imply that I am using a form of reductio ad absurdam which is not the case.
There are implicit boundaries within the game world. This is a given. You can mod round them if you wish.
I think you'll also find that I said "as open and unrestrictive as possible" - which does not extend to completely.
In any case what you propose could in theory work as long everything else in game world was adjusted in proportion to you.

But we could argue this point into the ground and beyond. In my opinion Bethesda have made a game that is extremely open and allows you to inhabit a world with a considerable amount of freedom, and fair play to them, in your opinion it's a game that has flawed mechanics.
It simply fascinates me how people think that crappy game mechanics are fine as long as they are optional.
Saying that something is optional can't be used as an excuse for bad game mechanics!
Also, it's not a game if it doesn't restrict you in some way or another.
Games actually become more interesting if they restrict you properly.
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Dan Scott
 
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Post » Mon Jun 11, 2012 7:35 pm

Just read through most of this thread and I agree a lot with the OP and there's been some good discussion around the pros/cons of the game.

I've been playing Skyrim for a few weeks now and I'm constantly amzed by the scenery, the views, smoothness etc. Why bother with butterflies? Because they can and it just makes it more amazing in my view. But then I started playing games on a Sinclair Spectrum, moved onto an Amiga and have had PC's from the 9.5K modem days. I have a reasonable understanding of just how much effort goes into making a game like this - and I am amazed at how far things have come since those days. I'm also aware that it would take forever to code a perfect game and that what the devs think was a great idea, may not appeal to everyone else - the old "you can keep some of the people happy all of the time.." addage applies.

There are faults - there always will be. But unless you want to spend many years ironing all those faults out - the game will be out of date. Or you want to spend a fortune on staff to speed that process up. Games (probably all software) will be be released with bugs in - that's life.

For me I think the game is great - walking up a mountain (or smallish hill in reality) I looked up to see a full moon, perfectly lit on one side - and that's breathtaking detail. I think the character movement is not bad at all, again considering what I've seen over the years. The size of the map is probably limited as to what you can fit on a DVD (with everything else). In years to come when storage and downloads have increased - expect to see more I would guess.

Bad points for me - more to do with gameplay than anything. It's a bt too simplistic at times. Some of the quests for the guilds, even the war, go like a child's story - "I joined this gang and they thought I was so great they made me their leader." I'd like a bit more effort to become head of The Companions, Thieves Guild etc. Even the war was disappointingly short. I played Imperial, not for any great reason, I'll play Stormcloak next time, but after capturing several very easy (and very similar) forts and killing Ulfric that was it. I expected an awful lot more. Even with difficulty on max it was all too simple. And I did like the part where the troops were massed to storm Windhelm. All nine of them...

And having done that, no-one seems to have noticed. I popped over to Solitude to see what Elisif thought. She was still talking like the war was still on and Ulfric was alive. I couldn't even tell her. Same in Whiterun, Jarl Balgruuf stuck in the same old dialogue. That seems poor to me.

But it's kept me engrossed and the small side quests and plots are intriguing and entertaining. There's sufficient diversity of tasks to keep me interested - I think I've got my money's worth.
Looking at it from the perspective of what has been, where games are now - I really look forward to the future and what will come.
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Brooke Turner
 
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Post » Tue Jun 12, 2012 3:04 am

So the Game Designer aren't the ones that are on the actually Game Making Program? (Creation Kit for Skyrim as an example)

They make the blueprint. Like what the Creation Kit is supposed to allow the player to do.
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Enny Labinjo
 
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Post » Tue Jun 12, 2012 12:08 am


Bad points for me - more to do with gameplay than anything. It's a bt too simplistic at times. Some of the quests for the guilds, even the war, go like a child's story - "I joined this gang and they thought I was so great they made me their leader." I'd like a bit more effort to become head of The Companions, Thieves Guild etc. Even the war was disappointingly short. I played Imperial, not for any great reason, I'll play Stormcloak next time, but after capturing several very easy (and very similar) forts and killing Ulfric that was it. I expected an awful lot more. Even with difficulty on max it was all too simple. And I did like the part where the troops were massed to storm Windhelm. All nine of them...

And having done that, no-one seems to have noticed. I popped over to Solitude to see what Elisif thought. She was still talking like the war was still on and Ulfric was alive. I couldn't even tell her. Same in Whiterun, Jarl Balgruuf stuck in the same old dialogue. That seems poor to me.

But it's kept me engrossed and the small side quests and plots are intriguing and entertaining. There's sufficient diversity of tasks to keep me interested - I think I've got my money's worth.
Looking at it from the perspective of what has been, where games are now - I really look forward to the future and what will come.
Yes. Very yes. These are some of the flaws I was talking about before that bother me far more than overpowered skills.
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Britta Gronkowski
 
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Post » Mon Jun 11, 2012 6:35 pm

Yes. Very yes. These are some of the flaws I was talking about before that bother me far more than overpowered skills.

Like how racism is pretty much non-existent. Khajiit aren't even question when trying to enter a city/town.
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Marine Arrègle
 
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Post » Mon Jun 11, 2012 3:37 pm

And one thing I forgot - funny as it was to watch my horse go running up a flight of ricketty wooden stairs and along a battlement to attack an enemy, it was just plain daft! (and please stop the damn things wandering off!)
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Dina Boudreau
 
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Post » Mon Jun 11, 2012 10:59 pm



Like how racism is pretty much non-existent. Khajiit aren't even question when trying to enter a city/town.

Races should each feel at least a little different, and should each have at least some advantages and disadvantages storywise. They should all be capable of more or less the same things, but they should sometimes have to go about things differently, get treated better by some npcs, or get an extra quest or two involving their race. Like how Altmer can disguise themselves as Thalmor at the embassy. There should be more stuff like that. It was the only time I actually felt like I WAS my race. There should be a random event where a crazed dumer refugee attacks your argonian. At the very least npcs should be AWARE of your race when talking to you. I hate how Ondolemar explains to you what an elf is when YOU are an elf. Stuff like that gets under my skin. Another that bugs me in regards to race is the fact that if you play a tall race like an orc or altmer, when you look through first person perspective you're shorter than a nord. This wasn't a problem in Morrowind or Oblivion, and to me shows a new level of sloppiness when I see they didn't get the first person camera right this time around.
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Jonathan Braz
 
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Post » Tue Jun 12, 2012 1:19 am

Yes, and that's bad.

The people on the opposite side of the line from you in this debate are wanting that changed so that everyone, including you, don't have to waste those 20 hours or so in the first place. That's all we want, and I have no idea why you would be against that.


Because the only way that Bethesda can do that is by putting limits in what we can or cannot do.
For every person like me who doesn't want to be "overpowered", there is a person like my co-worker who likes to beat down everything and be a god in Skyrim.

This game is the only game out there that really lets us, the player, decide how we want to play....how powerful or weak we want to be.

So I don't think it's bad. It's just never been done quite like this before so it took a bit of time to figure out. There's nothing really wrong with that.
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Danel
 
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Post » Tue Jun 12, 2012 4:07 am

And just for those of you who think I'm just defending this game and find no faults with it....

* I play on the Xbox right now and I don't understand why I can't toggle the compass on or off.
* I don't like skill or perk trees...never have, never will. Just let me pick what I want without having to go through a tree/perks that I don't want. I don't care if you double or triple the cost of some perks....I just hate trees.
* Why are all the female clothes (besides the rags) dresses. I want to wear pants...and sometimes just pants. No shirt.
* Hand to Hand is kind of messed up. Viable yes, but messed up.
* I hate mini-games...like the lockpicking thing. Give me an "autopick" option where my characters skill actually matters.
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Tanya Parra
 
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