Skyrim is repetitive and lacks replay value. Here's why.

Post » Thu Dec 15, 2011 2:40 am

Can someone honestly give an example of a quest that is NOT a Fetch, Kill, Collect, or Escort quest? In any game?

The nature of games pretty much forces all quests to fall in to those categories.

1) Go here.
2) Kill/pick-up/return thing
3) Get reward.

Escort quests are really just 1-3 with an annoying NPC tagging along that likes to do dumb things to piss you off every so often.

I'm so sick of seeing this "Boo-hoo all the quests are Fetch/Kill/Collect/Escort." What else is there? Honestly, please describe how you design a quest that doesn't fall in to one of those categories?
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SEXY QUEEN
 
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Post » Wed Dec 14, 2011 11:08 pm

Well, at least it's not as bad as Oblivion where some dungeons were exact copies in every way. I think they've done a good job with the dungeons, although they might just be randomly generated? What do I know..

Nah, I believe they're all hand crafted. The floor plans actually are cool :) The dungeons just don't all feel as different as I hoped they would. Some do! I've seen several that are very unique. It's just that most of the time I find myself saying, "Oh goodie, I've crashed yet another draugr convention, joy".
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Soph
 
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Post » Wed Dec 14, 2011 1:30 pm

Try fast traveling less. It will enhance your experience a lot.

Agreed. I restarted and only fast travel back to cities or when the objective is on the other side of the map. Mostly just use carrages though. Walking aroun is soo amazing! The sunsets and the environment make the trek more enjoyable. I've accomplished less but feel more furfuled compaired to my last character
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Luis Reyma
 
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Post » Thu Dec 15, 2011 1:43 am

Spoiler
1) The quest in Riverwood involving Sven and that Elf fighting over the woman.

2) The DB quest to assassinate the emperor (the first time).

3) The Thieves' Guild quest to get Calcemo's research notes.

4) The MQ quest to retrieve the Elder Scroll.

5) The quest to steal the Dibella statue from the shrine in Markarth.

Have fun not having cookies or cake this Christmas. :disguise:


Well played sir but even out of the only two quests there that I've done myself, quests number 1 and 4, I know for a fact that quest number 4 does not have different options to it.

Spoiler
It's just "get elder-scroll" or "don't take elder-scroll" which BTW means you can't finish the rest of the main quest. So it's just another "either do it or don't do it".


*Runs out of this thread yelling: "disaster averted!!!*

(Oh and watch the spoilers, I may have asked you for it but the rest of the forum goers might not appreciate the spoilers in number 2 & 4.)

Spoiler

The first quest for the DBH where you have to get rid of the Orphanage owner, You could kill her, Initiate a brawl to get her to leave, or buy her off. either way the DBH is pissed that you took their contract and will still send you the note via courier



Spoiler
That is not true, you can only kill her and nothing else, I even made a thread about it and it was confirmed by a Bethesda employee.
http://www.gamesas.com/index.php?/topic/1274041-innocence-lost-are-you-kidding-me-bethesda/


Edit: :P Oh, and yes I did put the bar pretty low in my confidence but really, just consider how few quests in Skyrim have any actual choice to them when you look at Oblivion, or at least Morrowind.
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Killah Bee
 
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Post » Wed Dec 14, 2011 3:21 pm

Can someone honestly give an example of a quest that is NOT a Fetch, Kill, Collect, or Escort quest? In any game?

The nature of games pretty much forces all quests to fall in to those categories.

1) Go here.
2) Kill/pick-up/return thing
3) Get reward.

Escort quests are really just 1-3 with an annoying NPC tagging along that likes to do dumb things to piss you off every so often.

I'm so sick of seeing this "Boo-hoo all the quests are Fetch/Kill/Collect/Escort." What else is there? Honestly, please describe how you design a quest that doesn't fall in to one of those categories?


Well, it's the way that Skyrim structures these activities that makes them repetitive. The quests encourage you to go straight to the objective.

And I have played stretches of the game without fast travel. It doesn't make a difference to the overall experience. Sometimes you see something amazing, but barely anything happens in the open landscape, save a random bandit spawn or a random dragon attack.
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Anthony Rand
 
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Post » Wed Dec 14, 2011 7:06 pm

I bet part of the problem here is using fast travel too much.

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Jessie Rae Brouillette
 
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Post » Wed Dec 14, 2011 2:19 pm

But that's exactly how they feel. They're fetch quests. "Go to this cave, kill Bandit chief, come back." That's it. That's exactly what you can expect from an MMORPG.

What people want is choice and dynamic quests. For example, following in line with OP's example of New Vegas, if I save the town of Primm in New Vegas, I have the choice of giving it three seperate sheriffs. One may properly defend the town but raise taxes quite high, another may lower crime to the point where the town has a healthier economy and can give you cheaper prices, but the sheriff himself is corrupt and often shoots first and asks questions later, whereas the third is a compromise who doesn't really affect the economy or have any corruption/lack thereof. In another quest, if someone asks me to deliver a drug package, I can either deliver it for pay or I can turn it into the authorities and report them.

In Skyrim? If I do a certain quest where someone suggests turning me into a werewolf to make me stronger and I say "thanks but no thanks," what's their response. "Ok that's fine. COME BACK WHEN YOU CHANGE YOUR MIND." I'm then forced to accept his offer to continue on with his quest. If I do the main quest and get to the "optional" parts where I can ask the Greybeards or the Blades for advice, I can choose the Greybeards, reload the game and ask the Blades and then realize it doesn't make ANY difference at all who I choose. They react exactly the same and send me on the same task. EVENTUALLY they give me a true choice where they disagree, but again, the path I choose has no real effect on the game.

Or if I'm stuck in a room and told to figure out which of these three people need to die, it doesn't matter which one I end up killing. I'm rewarded all the same.


The game has no choice, no rewards and consequences and thus no replay value.


You do realize you
Spoiler
couldve killed Astrid and started a new questline to eliminate the brotherhood do you not?
There are choices, but not for every quest, I admit I was quite unhappy with being made Boethias main follower after killing all her followers. Perhaps the game does need a tad more dynamic, but for options they do give them.
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kennedy
 
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Post » Thu Dec 15, 2011 1:30 am

You know what has good replay value? Super Mario. Been playing that since I was four years old..

Choices don't make a game. A lot of things make a game. I personally thought NV svcked, I preferred FO3 by far. Who cares how many different ways you can complete the main quest if you don't give a skeever's behind about it. The whole thing felt shallow and unimportant to me. Regardless, neither of those games can even touch an ES game. Morrowind.. I can't even imagine how many hours I've put into that since I got it. I know my first character had roughly 650 hours, and I deleted that one in 06.. and I never stopped playing the game so.. Not to mention Oblivion, and now Skyrim. I've never played a game as much as this in such a short amount of time.

Everything is opinion. Skyrim's replay value depends on each person. If you told me Morrowind had no replay value, I'd laugh in your face. And I imagine I'll be doing that five years from now when I'm still playing Skyrim. Maybe it has no replay value FOR YOU. That's fine. 70 hours, you clearly got your money's worth. If you don't want to play it anymore, that's alright.

Honestly, I think it's how you're playing it. If you can't roleplay, TES games aren't for you. I mean you can play them, but expect to be bored after 70 hours like you are. For example, fast traveling kills the game. And so does doing everything with one character. I mean think about, make an honorable character that joins the Companions. He's a fighter. Now you're going to have him join the dark brotherhood too? the thieves guild? Make a character for each quest line, you're looking at a lot of replay value.

NV.. lol
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Sammygirl
 
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Post » Thu Dec 15, 2011 4:36 am

Well played sir but even out of the only two quests there that I've done myself, quests number 1 and 4, I know for a fact that quest number 4 does not have different options to it.


There are two different quests you can do to get into Blackreach. This is the option I am talking of; not the actual getting of the scroll.

Not to mention that there are at least 5 dungeons you can enter Blackreach from.
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Charleigh Anderson
 
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Post » Wed Dec 14, 2011 8:37 pm

You do realize you couldve killed Astrid and started a new questline to eliminate the brotherhood do you not? There are choices, but not for every quest, I admit I was quite unhappy with being made Boethias main follower after killing all her followers. Perhaps the game does need a tad more dynamic, but for options they do give them.


PLEASE USE SPOILER TAGS FOR THIS SORT OF THING DOUBLE-PLEASE.

Thank you.
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Camden Unglesbee
 
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Post » Wed Dec 14, 2011 8:07 pm

Your post is repetitive and lacks value.
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Makenna Nomad
 
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Post » Thu Dec 15, 2011 12:58 am

ES choices have always been about, throw as many quests at you as we can, and let you choose what or what not to do based on build type, or "class" in the older games. This allowed for lots of replay value, but made you the responsible party on what to do, or not to do.



Yep, and I think that's the problem with Skyrim: lackluster factions to support this.

You do realize you couldve killed Astrid and started a new questline to eliminate the brotherhood do you not? There are choices, but not for every quest, I admit I was quite unhappy with being made Boethias main follower after killing all her followers. Perhaps the game does need a tad more dynamic, but for options they do give them.



Yeah, but I hope that'd be a given. If the game forced you to be a freaking assassin, I'm sure there'd be lots of complaints.
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Matt Bee
 
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Post » Wed Dec 14, 2011 11:15 pm

Name five and I will not eat a single baked good during the week that X-mas falls into.


Challenge: accepted.

http://www.uesp.net/wiki/Skyrim:Season_Unending: Broker a peace treaty or win the civil war before you can continue.
http://www.uesp.net/wiki/Skyrim:With_Friends_Like_These...: Take a fourth option and destroy the Brotherhood.
http://www.uesp.net/wiki/Skyrim:No_One_Escapes_Cidhna_Mine: Side with either the Forsworn or the Silver-Blood, a lot of the objectives along the way can be resolved with different options.
http://www.uesp.net/wiki/Skyrim:In_My_Time_Of_Need: Side with Saadia and kill the mercenaries in Swindler's Den, Side with Saadia but change your mind upon reaching the mercenaries, or immediately side with the mercenaries and go find them peacefully in Rorik Stead, or agree to deliver Saadia but then kill the mercenaries before they show up to capture her, collecting both rewards.
http://www.uesp.net/wiki/Skyrim:The_Black_Star: get out of your various drunken mishaps through speech checks, violence, or money.
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Kari Depp
 
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Post » Wed Dec 14, 2011 8:57 pm

Spoiler
There are two different quests you can do to get into Blackreach. This is the option I am talking of; not the actual getting of the scroll.

Not to mention that there are at least 5 dungeons you can enter Blackreach from.



Spoiler
Those are not quests, you can either talk to Esbern or Arngeir but both will point you to the College of Winterhold... which will point you somewhere in the direction of a dungeon to enter Blackreach through but that's only a choice of movement but not quest progression. There were many places in Oblivion that were not linear, one or two places in Skyrim that are not linear are not so big in comparison.

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gemma king
 
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Post » Wed Dec 14, 2011 2:37 pm

The quests are often shallow, true, but the dungeons...man, I can't get enough of them. They're quests in themselves, unmarked but clearly the best crafted in the entire game. My best experiences in Skyrim so far have been just delving into ruins and running into things that I'm not quite ready to handle. I had a run-in with a Draugr Death-Overlord (I thought the mother-[censored]ers stopped at "Death-Lord") that I ended up winning out of pure luck. He disarmed me, and it turned into comical chase around the room until I found a corner up on a rock where he couldn't get to me. I Fus-Roh-Dah'd him into the opposite corner, where he got stuck (my advantage was his doom), and I shot arrow after arrow into him until he slumped over. That was probably my favorite moment in any TES game so far, and there are hundreds like it waiting throughout the crypts of the Nord homeland.

Veer off the path, ignore fast travel for a while, and just go for it. You'l enjoy yourself more.
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Kat Stewart
 
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Post » Wed Dec 14, 2011 9:11 pm

But that's exactly how they feel. They're fetch quests. "Go to this cave, kill Bandit chief, come back." That's it. That's exactly what you can expect from an MMORPG.

What people want is choice and dynamic quests. For example, following in line with OP's example of New Vegas, if I save the town of Primm in New Vegas, I have the choice of giving it three seperate sheriffs. One may properly defend the town but raise taxes quite high, another may lower crime to the point where the town has a healthier economy and can give you cheaper prices, but the sheriff himself is corrupt and often shoots first and asks questions later, whereas the third is a compromise who doesn't really affect the economy or have any corruption/lack thereof. In another quest, if someone asks me to deliver a drug package, I can either deliver it for pay or I can turn it into the authorities and report them.

In Skyrim? If I do a certain quest where someone suggests turning me into a werewolf to make me stronger and I say "thanks but no thanks," what's their response. "Ok that's fine. COME BACK WHEN YOU CHANGE YOUR MIND." I'm then forced to accept his offer to continue on with his quest. If I do the main quest and get to the "optional" parts where I can ask the Greybeards or the Blades for advice, I can choose the Greybeards, reload the game and ask the Blades and then realize it doesn't make ANY difference at all who I choose. They react exactly the same and send me on the same task. EVENTUALLY they give me a true choice where they disagree, but again, the path I choose has no real effect on the game.

Or if I'm stuck in a room and told to figure out which of these three people need to die, it doesn't matter which one I end up killing. I'm rewarded all the same.


The game has no choice, no rewards and consequences and thus no replay value.


Exactly.
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Louise Lowe
 
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Post » Thu Dec 15, 2011 2:11 am

Yeah, but I hope that'd be a given. If the game forced you to be a freaking assassin, I'm sure there'd be lots of complaints.


Uh... You wouldn't be in that situation if you didn't kill Ingrold the Kind, and it's a given that doing that is what will set off the rest of the quest line.

It's not like starting the DB quests is a random event that immediately drops you in that situation.
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Klaire
 
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Post » Thu Dec 15, 2011 2:37 am

I bet part of the problem here is using fast travel too much.


I don't hate fast travel, but trying to avoid it does lengthen the game and make it far more engrossing.

Honestly, 70 hours is a long, long time to play a game.. I don't see how that 'lacks replay value'.
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Genocidal Cry
 
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Post » Wed Dec 14, 2011 5:54 pm

Challenge: accepted.

Spoiler
http://www.uesp.net/wiki/Skyrim:Season_Unending: Broker a peace treaty or win the civil war before you can continue.
http://www.uesp.net/wiki/Skyrim:With_Friends_Like_These...: Take a fourth option and destroy the Brotherhood.
http://www.uesp.net/wiki/Skyrim:No_One_Escapes_Cidhna_Mine: Side with either the Forsworn or the Silver-Blood, a lot of the objectives along the way can be resolved with different options.
http://www.uesp.net/wiki/Skyrim:In_My_Time_Of_Need: Side with Saadia and kill the mercenaries in Swindler's Den, Side with Saadia but change your mind upon reaching the mercenaries, or immediately side with the mercenaries and go find them peacefully in Rorik Stead, or agree to deliver Saadia but then kill the mercenaries before they show up to capture her, collecting both rewards.
http://www.uesp.net/wiki/Skyrim:The_Black_Star: get out of your various drunken mishaps through speech checks, violence, or money.



Going to have to look into some of those quests that I haven't finished better later on but this is the first post where my cookies seem to be on the line :P
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Katie Louise Ingram
 
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Post » Wed Dec 14, 2011 2:34 pm

No one forces your character to Smith or enchant =o you can get some decent gear if you don't craft at all especially from Daedric quests and becoming a Thane, and no one is rushing you to do the MQ you can take all the time in the world before starting the actual MQ... My mage character(4th) is level 25 and still hasn't delivered the dragon stone, and Daedric quests don't kick in until level 10, And there is tons of reason to go exploring! There are certain quests you can pick up while exploring that give you permanent Active effects.



Not using at least enchanting, if not smithing, is just gimping yourself. Even if you don't take smithing or enchanting, you still know "this is an inferior piece of gear, I might as well just take enchanting/smthing". It's not really the same finding an artifact when at any point you could make something better.
Also the game throws you straight into the MQ without a convenient break anywhere. I do feel rushed into it. Especially since shouts are fairly important or at least convenient to get early. Once I know I'm the dragonborn, it's a little weird going and joining the thieves' guild or something when my character is aware the fate of the world may rest on his shoulders.
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asako
 
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Post » Wed Dec 14, 2011 6:17 pm

I have played Skyrim for nearly 70 hours now, and while it's the best Elder Scrolls to date, Bethesda's incredibly formulaic approach to the design of Skyrim keeps it from being the best open-world RPG ever.

For example, 70% of the quests are fetch/kill quests. For the remaining 30% of the quests, linearity is the order of the day. There are few choices to make, nor is there much of a way for the player to take alternate paths to solving a problem or reaching the objective. The result is often a reward, and the player has a very small impact on how the gameworld changes depending on his or her actions. The repetition of quest structure also saps Skyrim of the replay value that games like Fallout New Vegas had.

While the game gives you a ton of leeway in how you play the game (by brute force, magic, stealth, etc.), it lacks the freedom of choice that Fallout New Vegas and many other RPGs have. To Bethesda, there are only two choices: Do the quest, or refuse the quest. While this might have been fine back during the 1990s, I would have liked to see a more freeform quest structure that takes into account a number of choices that a player can make.

You hit the nail on the head though, Skyrim's "replayability" lies in the character. Not only are there a myriad of ways to play, even more than in previous games because of the two hand system and crafting, you also make decisions that define your character's personality. Yes, if you play through every questline with one character, there isn't much to do afterwards. However, for people that enjoy role playing, you can make many different characters with contrasting personalities and playstyles, and complete different questlines with each. My Dragonborn hero isn't also my Dark Brotherhood Assassin, nor is my thief my Archmage. Then add on a character that lives as a simple hunter and craftsman, or a collector of Daedric Artifacts, and you have huge "replayability."
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Jack Bryan
 
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Post » Wed Dec 14, 2011 1:49 pm

The reason why some folks think Skyrim doesn't have replay value or even say that it's easy at any level once you are buffed up is because Beth forgot to implement hard restrictions on many things. I can pick in the wilderness any ingredient I want without knowing anything about what I'm picking. For a brute hack n slash warrior it would have shown a message saying I'm not proficient or knowledgeable enough for that action. Though my warrior non-mage could, after strenuous study(cause he's not a mage by instinct), be able to pick and decipher the ingredient. That would be half the battle, however. More study in the arts of magic would be require in order to make high quality potions and whatnot that, in the end, it will make my warrior think of changing profession in my next character. Another example would be restricting fast travel after a couple of uses and wait x amount of time to have that privilege regenerates. That will subdue fast travel abuse. Of course, that is just two example out of many other better ones but I hope you guys get the point about constructive restrictions. I hate games when everything and everywhere is available and can be attained with little effort and thought. I love to sweat blood to attain something. Like the Romans used to say, "No obstacles, no glory".
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Tom
 
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Post » Wed Dec 14, 2011 5:16 pm

The thing is, most people don't want their total game time to be inflated with having to walk long distances. The whole reason they let you fast-travel to places you've been before is because most people just hate having to walk the same stretches of road over and over and over and over again. I would literally go bat-[censored] insane about the fifteenth time I had to run into and out of Whiterun if they didn't have fast travel. Thank God that my house is near the damn city gate. If I had to walk from the city gate to a house on the other side of town every time I came home and every time I left home, I'd have to play the game with a bottle of Jack Daniels at hand.
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Trish
 
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Post » Thu Dec 15, 2011 1:23 am

Well the key here is to make sure you dont play a jack of all trades and also avoid SOME content

Dont do everything on you first play through and thus you will have at least some content that isnt fetch or kill
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Tiffany Holmes
 
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Post » Wed Dec 14, 2011 4:42 pm

That title goes to Fallout: New Vegas.

No it does not, that may be your opinion which wasnt really necessary too make a post about but i believe Skyrims the best, dont see me making a topic about it.
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james tait
 
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