something i realised about rpg games nowdays

Post » Wed Jun 13, 2012 3:37 am

You can buy unsprayed organic fruit ya know

and, what's the video game equivalent that i can buy?
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Kayla Bee
 
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Post » Wed Jun 13, 2012 5:41 am

the blatant refusal is on anyone who thinks that perks can replace attributes.

they can't, unless, the perk itself is an attribute.

perks are governed by attributes, plural. attributes are fundamental characteristics. a singe perk can't do what one attribute can, let alone, the different attribute combos.

you give me any perk and i can change it with 1attribute or a combo of attributes. i'm sure there's a math guy on this forum that could get the exact numbers associated with all the possible combos with 6 attributes ranging on a 1-10 scale.
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Milagros Osorio
 
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Post » Wed Jun 13, 2012 4:34 am

If you had been around here when Morrowind was released you would have heard Daggerfall fans say the same thing about Morrowind. Morrowind was nothing but a shallow "action game" with all the deep roleplaying elements removed to appeal to the brainless masses, dumbed down to appeal to XBox users, it had nothing to offer but shiny graphics, ect, ect, ect.

This kind of argument never ends. Curmudgeonism never goes away. It was always better in "the old days." Me, I just play the games.

Verily, truer words were never spoken.
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Taylrea Teodor
 
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Post » Tue Jun 12, 2012 8:29 pm

the blatant refusal is on anyone who thinks that perks can replace attributes.

they can't, unless, the perk itself is an attribute.

perks are governed by attributes, plural. attributes are fundamental characteristics. a singe perk can't do what one attribute can, let alone, the different attribute combos.

you give me any perk and i can change it with 1attribute or a combo of attributes. i'm sure there's a math guy on this forum that could get the exact numbers associated with all the possible combos with 6 attributes ranging on a 1-10 scale.

"They can't" - except, they did.
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Cathrine Jack
 
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Post » Tue Jun 12, 2012 9:31 pm

I think we need to accept that there are two ends to the RPG scale: micro-managed (aka "anol") and adventure (aka "dumbed down"). Most of the games that some RPGers cite as "classic" tend to involve enormous amounts of work on their character before and during gameplay. That's fine, if that's what floats your boat, but many of us find it very hard to get going, and very easy to lose interest. I'm one of those people who does NOT want to have to pause the game before every combat to set the fight up or whatever. As for deep character setup, the problem with that is a simple one: it's far to easy to **** the build up right at the beginning. Those harking back to Morrowind forget how easy it was to accidentally gimp the build. I remember my first character was a fighter, but I joined Hlaalu. After a while I realised that I would never be able to finish the Hlaalu plotline without a complete about-face to play a way I didn't wish to. My character was partly useless, through no fault of mine. Now I had enough time to play another character (and eventually about forty more) but many players would just give up at that point - I did for nearly four weeks.


A point the hard-core RPGers struggle to understand is that they are a minority: most gamers play only a little, and only a few games. They want to be able to leap in, and not spend an hour setting up an optimum build. Yes, some do, but most don't. The beauty of Skyrim, and it's bigest joy, is that you can just play. And then you can just play another way if you wish. But I don't have to spend twenty minutes moving points around or whatever. I'm not saying there isn't room for Baldur's Gate three, it's just most people won't play it.
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elliot mudd
 
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Post » Wed Jun 13, 2012 2:04 am

I remember my first character was a fighter, but I joined Hlaalu. After a while I realised that I would never be able to finish the Hlaalu plotline without a complete about-face to play a way I didn't wish to. My character was partly useless, through no fault of mine
This was one of the very serious failings of Morrowind. There were specidic requirements to join factions, but the game never informed the player what those requirements were. That is bad game design, pure and simple.
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Max Van Morrison
 
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Post » Wed Jun 13, 2012 2:10 am

It seems nowdays the companies only cared for money
Sorry when wasn't this the case? It's the whole purpose for them when releasing a game.
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Ashley Clifft
 
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Post » Wed Jun 13, 2012 3:42 am

Is it really the industries fault, or the consumer base who keeps buying it? Its very hypocritical to say things are getting bad, then turn around and buy their games.
I disagree. The companies provide us with games and if we want to play anything at all, we have to buy them even if they′re not entirely to our liking. It′s up to the companies if they want to listen to our wishes. They know many people will still buy what they sell.

I don′t require new games constantly though, so I have no problem not buying games I don′t like. Or in some cases, games that forces me to something other than mere upgrades of my systems.
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Roy Harris
 
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Post » Wed Jun 13, 2012 3:27 am

I agree with all of this, except Oblivion being better than Morrowind (referencing the "every sequel is better than the last"), I don't think that's the case.

But I wouldn't call it any less of an RPG however. I just think as an entire package, it's not quite up to snuff with Morrowind.

It is, however, still a great game, one of my top 3 all time.

But basically - they can't explain why Skyrim is less RPG than the other games, other than the fact that the numbers they want are gone. I posted earlier on this page even about all the things that perks do that attributes did, and even asked to name one thing that attributes do that perks don't, and that question went unanswered.

The responses typically come down to loss of attributes (and blatantly refusing to acknowledge that perks do the same things that attributes did, and cover the same areas), lack of questline options (as if branching quests was ever a thing in past Elder Scrolls games), and an apparent lack of in game consequences (again, as if that was ever a big deal in past Elder Scrolls games, and it also blatantly refuses to acknowledge the areas where the game does acknowledge your actions and choices, and instead focuses on some glitchy dialogue that sometimes has a guard, in passing, call you the new recruit to the College when you are the Arch-Mage).

Don't get me wrong, I do think Morrowind was the better TES game of the past three. I couldn't tell you why though, there was a certain special something about the whole game that hasn't quite been present in the last two. The whole game just seemed kinda, I dunno, "mysterious": the dissapearance of the Dwarves was a genuine mystery throughout the whole game, its only briefly touched upon in the last two games. Morrowind itself was a very alien landscape. I also miss the quests not showing up on your map, you were just given directions of "go north till the tree, turn right, turn left at the stone etc" (I was always proud of myself when I actually got to where I was supposed to go). I quite liked Dagoth Ur's character too, once you realise why he is up to his shenanigans.
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Ron
 
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Post » Tue Jun 12, 2012 8:50 pm

Sorry when wasn't this the case? It's the whole purpose for them when releasing a game.

No...It isn't...

If it were, then they would be simply going into I.T. or starting a investment firm. The main reason is so that they can do what they love and still get paid for it, it's what is often referred to as a career, rather than a job...The money is there mainly to support their way of maintaining that career...(Except if you're EA that is...)

I'm gonna guess that you're not an artist but a business major eh?
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Kate Norris
 
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Post » Tue Jun 12, 2012 8:37 pm

That's the exact reason I did not purchase Mass Effect 3 and I won't. 2 strayed too far from the original for my taste. I wanted more RPG not less. Too many things get removed or streamlined and the games change from RPG to Action. It's all about the action and the fast pacing and hell, why not just make a first person shooter to begin with if you're going to go that way. I played ME1 multiple times. ME2 I played once and returned it. ME3 I'll never play. The franchise is dead to me now.

That's a shame.... 2 was darn good (improved some "RPG" aspects over 1, like conversation/decision. No inventory clutter? Meh, that's not necessary for "RPG". And I say that as someone who puts obsessive looting and hording as one of the big things I love about TES) and then 3 improved things people complained about (better character building, put back some inventory but thankfully not the mess that 1 had, etc). Too bad about the last 5 minutes.... :shrug:
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Paula Rose
 
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Post » Wed Jun 13, 2012 12:11 am

That's not the point. People are acting like perks are some great breakthrough or genius when in fact they really arent. If anything they should've been smarter about how they did perks, and just added them to the existing Attributes + Skills system like Fallout does. Again, what is Beth's fetish for taking stuff away?

Besides, perks as they are in Skyrim don't really provide you with more choices. It's illusory - here is the 'build' for the one handed perk tree for every single one of my characters who use one handed weapons. http://img208.imageshack.us/img208/8821/perksy.jpg except switch out Bladesman for Hack-and-Slash once in awhile. If you tend to always pick the same perks for each tree, it's hardly customization - its routine.



I don't know, if you enjoyed KOTOR and like MMO's then it should be a perfect game for you. If you don't like KOTOR, or don't like MMO's then of course it's not. If you like KOTOR and like MMO's but hated SWTOR then I think you must have been on something. It may also surprise you to know that I play and enjoy both Call of Duty: Modern Warfare 3 and Battlefield 3. I also regularly play League of Legends, and most grand strategy titles from Paradox including Hearts of Iron 3, Crusader Kings II, and Europa Universalis 3. I also play RTS games from Relic including Company of Heroes and the Dawn of War series in every single one of its iterations. Furthermore I also enjoyed the Warhammer 40K: Space Marine multiplayer before I got fed up with the rampant lag.

So, trust me when I say that I have a large enough repertoire that you whether or not I like SWTOR isn't all that indicative. I also own and very much enjoy The Witcher, Metro 2033 (oh gosh I loved this game), Mafia 2, and Dead Island, which is a pretty broad range of games that could very loosely fall under the categorization of 'RPG'.

I know this opinion isn't a very popular one, but I actually like the perk system more than the old exposed levelling algorithm of Morrowind/Oblivion. Though I enjoyed making super-duper jacks-of-all-trades in both previous titles becaues it was easy to figure out the algorithm and exploit it (how could I not give into that temptation), I actually like not being able to any longer with the perk system. If I start out with a particular build in mind (strict fighter class), I cannot become a super mage/thief later on in the game (though I could train/develop those skills, I'll never be able to take full advantage of their perks). In Morrwind/Oblivion, I could create gods. In Skyrim, it's much more difficult to create something like that.
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Nicholas
 
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Post » Wed Jun 13, 2012 6:03 am

That's the exact reason I did not purchase Mass Effect 3 and I won't. 2 strayed too far from the original for my taste. I wanted more RPG not less. Too many things get removed or streamlined and the games change from RPG to Action. It's all about the action and the fast pacing and hell, why not just make a first person shooter to begin with if you're going to go that way. I played ME1 multiple times. ME2 I played once and returned it. ME3 I'll never play. The franchise is dead to me now.

Dragon Age also was a huge let down. I enjoyed the first one a lot and was hoping the second one would get even better. Instead they took the absolute worst aspects of the first game and that was the second game. Blah. What the hell were they thinking? I played the demo and hated it and then read what everyone had to say and I didn't buy that game either.

I have to say Bethesda has gone that way to some degree but not so badly that I'm going to trash them over it. I just hope it doesn't simplify any further. If anything it needs to head back to the RPG roots and complexity it started with or at least find a way to blend some of that in so the series doesn't continue to devolve into another action clone.

Hehe. I didn't (and won't) purchase Mass Effect 3 because, after about 20 hours or more of ME2 gameplay, I realized I hated it and was happy to rid myself of it at GameStop. I had checked out the user reviews and saw where somewhere upwards of 90% of those who had purchased it were completely pleased. That led me to believe that ME3 would be more of the same and I don't think I'd be able to handle it.

Note: When I realized I hated the game this is what I did:

1) I returned the game at GameStop for trade-in credit.
2) I purchased a new game and did what I could to erase the memory of ME2 and the disappointment I felt.
3) I did not create an account on an ME2 forum and start criticizing the game... intellectual honesty prevented that from happening. If I hated the game, why would I?
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Marta Wolko
 
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Post » Tue Jun 12, 2012 7:40 pm

This was one of the very serious failings of Morrowind. There were specidic requirements to join factions, but the game never informed the player what those requirements were. That is bad game design, pure and simple.
It is probably much closer to good game design than it is to a serious failing. The player is given opportunities to learn what each House stands for before he has his character join one. He is supposed to join on principle, not on skills compatibility, and the principles of the different Houses cue the player in somewhat to which skills each house prizes. The player does not need to know the skill requirements in advance, but only needs do what is right for his character once he does know. If his character values his House and its expectations, then he will adjust his life to suit those values and expectations. If not, he is free to remain a low-ranking member or to have himself thrown out.

When you're stymied by requirements, there are ways to meet them and there are plenty of alternatives if you can't.
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NIloufar Emporio
 
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Post » Wed Jun 13, 2012 6:01 am

It is probably much closer to good game design than it is to a serious failing. The player is given opportunities to learn what each House stands for before he has his character join one. He is supposed to join on principle, not on skills compatibility, and the principles of the different Houses cue the player in somewhat to which skills each house prizes.


Where abouts did anyone in the game say that Hlaalu was essentially the stealth guild? The reason I joined Hlaalu was that everyone said it was the most accepting of outsiders (IIRC I was playing a Nord), and that's about the main advice I got. Then there's a minor issue that everyone says that Telvanni and mages hate each other, so a newbie might not realise that Telvanni is the House for mages. While I'm not against the idea of skill checks for levelling (( happily concur that it's insane that you can get tot he top of the Mages whilst only casting a couple of spells) I do have two issues with how it was done in MW: 1) it isn't flagged up in advance: FWIW the written guide with the game says nothing, although I may be wrong, and 2) the point I was making is that the majority of gamers are casual gamers who might well stop playing when they realise that they chosen a path which is blocked off. Most are not going to bother creating a new character, they're going to stop playing. Which makes it bad design. The Skyrim system may need a little tweaking, but essentially it's intuative - always the best place to start.
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Laura Wilson
 
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Post » Wed Jun 13, 2012 1:31 am

I know this opinion isn't a very popular one, but I actually like the perk system more than the old exposed levelling algorithm of Morrowind/Oblivion. Though I enjoyed making super-duper jacks-of-all-trades in both previous titles becaues it was easy to figure out the algorithm and exploit it (how could I not give into that temptation), I actually like not being able to any longer with the perk system. If I start out with a particular build in mind (strict fighter class), I cannot become a super mage/thief later on in the game (though I could train/develop those skills, I'll never be able to take full advantage of their perks). In Morrwind/Oblivion, I could create gods. In Skyrim, it's much more difficult to create something like that.

i hear what you're saying, but, the problem is with the perks. they are redundant and uninspiring. many are useless.

i agree that perks are a great idea. but, combined with useless skills and no attributes they are unbelievably less than they could have been with a little more creativity, effort and rpg mechanics.

as for the jack of all trades: my most powerful pc is my current hybrid. and, the reason why is because of the uselessness of many skills and the uselessness of many perks.

good idea and poor development.
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josh evans
 
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Post » Tue Jun 12, 2012 9:32 pm

I'm conviced that people here have no bloody clue what RPGs actually are...
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djimi
 
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Post » Tue Jun 12, 2012 6:45 pm

I think we need to accept that there are two ends to the RPG scale: micro-managed (aka "anol") and adventure (aka "dumbed down"). Most of the games that some RPGers cite as "classic" tend to involve enormous amounts of work on their character before and during gameplay. That's fine, if that's what floats your boat, but many of us find it very hard to get going, and very easy to lose interest. I'm one of those people who does NOT want to have to pause the game before every combat to set the fight up or whatever. As for deep character setup, the problem with that is a simple one: it's far to easy to **** the build up right at the beginning. Those harking back to Morrowind forget how easy it was to accidentally gimp the build. I remember my first character was a fighter, but I joined Hlaalu. After a while I realised that I would never be able to finish the Hlaalu plotline without a complete about-face to play a way I didn't wish to. My character was partly useless, through no fault of mine. Now I had enough time to play another character (and eventually about forty more) but many players would just give up at that point - I did for nearly four weeks.


A point the hard-core RPGers struggle to understand is that they are a minority: most gamers play only a little, and only a few games. They want to be able to leap in, and not spend an hour setting up an optimum build. Yes, some do, but most don't. The beauty of Skyrim, and it's bigest joy, is that you can just play. And then you can just play another way if you wish. But I don't have to spend twenty minutes moving points around or whatever. I'm not saying there isn't room for Baldur's Gate three, it's just most people won't play it.

What I've been saying is that TES was never about being able to just leap in and play with no decision making nor consequences for those decisions. You can't play that way in Skyrim because the game won't let you. I can make all the decisions I want before hand, but guess what? They don't matter. There are no consequences for those decsions.

There has to be rules set or there is no incentive to do anything else. What incentive do I have to role play when the game freely allows me to change, in mid game, what I want to be and then there are no consquences for changing?

I have no incentive to build another character in Skyrim, why should I? I can be a warrior, a mage, an assassin, a thief and the hero of Skyrim in all one character. It makes no difference what race I choose, I can do them all with no problems with no problems. All the races are the same, no differences no choices, no consequences for those choices. I don't have to choose a birth sign, I can just change my "Standing Stone" at will. Again, no decision to make no consequences for those choices. I don't have to decide whether I want to be a mage or a warrior or a thief or an assassin. I can choose one, when I get bored I choose another, and then another, and then another. No decision, no consequences.

If you want an easy game to play, there are plenty to choose from. RPG's have never been about "Easy" and it's a damn shame that TES has turned into that.
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Jack Moves
 
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Post » Wed Jun 13, 2012 2:10 am

No...It isn't...

If it were, then they would be simply going into I.T. or starting a investment firm. The main reason is so that they can do what they love and still get paid for it, it's what is often referred to as a career, rather than a job...The money is there mainly to support their way of maintaining that career...(Except if you're EA that is...)

I'm gonna guess that you're not an artist but a business major eh?
Get real, some people may have a passion for game design but the overall purpose of the company is to make money. If they chose between a change to the game that makes a small number of fans happy, over a change that makes the game more appealing to the mass market they will go for the latter as it promotes more sales.

Nope I'm a student, I've a great appreciation for the arts but I'm being realistic.
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Amy Gibson
 
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Post » Wed Jun 13, 2012 8:20 am

I have no incentive to build another character in Skyrim, why should I? I can be a warrior, a mage, an assassin, a thief and the hero of Skyrim in all one character.

This is odd to me, because it was much easier to be all those things in Oblivion. Level up every skill, get every perk, get every ability at max power. Skyrim, can't do that. So I've honestly no clue what you're talking about.

It makes no difference what race I choose, I can do them all with no problems with no problems.

And how is this different than Oblivion? The skill & stat bonuses between races all disappeared after a few levels. All that was left was..... racial abilities! Which we still have. I already just picked race in Oblivion by "theme" or appearance. Stat differences meant virtually nothing.

I can just change my "Standing Stone" at will. Again, no decision to make no consequences for those choices.

Just like in Oblivion.

I don't have to decide whether I want to be a mage or a warrior or a thief or an assassin. I can choose one, when I get bored I choose another, and then another, and then another. No decision, no consequences.

Again, the only thing that restricted you to "warrior" or "mage" in Oblivion was your personal decision of which skills you wanted to use on "Bob" vs "Joe".

RPG's have never been about "Easy"

Don't believe they were ever about "Hard" either.

and it's a damn shame that TES has turned into that.

Again, you seem to be acting like this is something new.
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Jade Muggeridge
 
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Post » Tue Jun 12, 2012 11:59 pm

weapons could run out of ammo in the ME universe it just took an incredibly long time for that to happen, and so far as i remember there should only be 3 ardakt yakshi. or maybe samara was just ignorant, joles kn me for trusting a justicar i guess...

as far as the whole shallownes thing goes, people dont wanna play as much any more. think about it. the whole world is obsessed with nocarb lowcal no sugar food and trying to look like a super model. why would they jeopardize that for a bag of doritos and a six hour block of immersive story that felt like your there for 2 hours and you still want more? they want it to be easy. they want it to be quick. they want to find everything without looking for it. they want to be the OP character.
im fine with unkillable quest people though, i screwed myself so many times with martin in the forests and other essentials in morrowind. though it makes me wonder about the civil war QL. i keep finding people i cant kill in the stormcloak camps and it angers me??
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luke trodden
 
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Post » Tue Jun 12, 2012 7:22 pm

This is odd to me, because it was much easier to be all those things in Oblivion. Level up every skill, get every perk, get every ability at max power. Skyrim, can't do that. So I've honestly no clue what you're talking about.



And how is this different than Oblivion? The skill & stat bonuses between races all disappeared after a few levels. All that was left was..... racial abilities! Which we still have. I already just picked race in Oblivion by "theme" or appearance. Stat differences meant virtually nothing.



Just like in Oblivion.



Again, the only thing that restricted you to "warrior" or "mage" in Oblivion was your personal decision of which skills you wanted to use on "Bob" vs "Joe".



Don't believe they were ever about "Hard" either.


Again, you seem to be acting like this is something new.

It is something new. It started with Oblivion and it's gotten even worse in Skyrim. I dislike Oblivion, I dislike Skyrim. I have said since the beginning that Arena, Daggerfall and Morrowind were the TES RPG's. Oblivion and Skyrim are just open world games, nothing more than that.
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phillip crookes
 
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Post » Tue Jun 12, 2012 11:02 pm

It is something new. It started with Oblivion and it's gotten even worse in Skyrim. I dislike Oblivion, I dislike Skyrim. I have said since the beginning that Arena, Daggerfall and Morrowind were the TES RPG's. Oblivion and Skyrim are just open world games, nothing more than that.

All that stuff you quoted, that was a response to what you said, can be said about Morrowind as well.
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Alex Blacke
 
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Post » Wed Jun 13, 2012 5:50 am

All that stuff you quoted, that was a response to what you said, can be said about Morrowind as well.

You obviously didn't play Morrowind because Morrowind had all of those things. It has classes, attributes and birthsigns. It had races that had distinguishable differences. You actually had to make decisions before hand on what you wanted to do and those decisions has consequences on your character during the game and your ability to level up in the game.
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Mrs shelly Sugarplum
 
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Post » Tue Jun 12, 2012 5:46 pm

You obviously didn't play Morrowind because Morrowind had all of those things. It has classes, attributes and birthsigns. It had races that had distinguishable differences. You actually had to make decisions before hand on what you wanted to do and those decisions has consequences on your character during the game and your ability to level up in the game.

Racial differences in Morrowind was really not that different from Skyrim. The main difference was in attributes but that would soon even out on higher levels, then you had the different resists that was a difference. Which also are present in Skyrim. Birthsigns no disagreeing on that, but that is only the real difference on consequences when you compare Morrowind and Skyrim. Classes is not a big difference as you started out like something ended up like master of all trades on endlevel anyway. The classes were more or less cosmetic as they just defined which was your main skills and which wasn't. There is nothing that prevents you from "making" a specific class in Skyrim, the difference is that the class is shaped by the stuff you choose and the name of it is in your head, rather then have a name on the character sheet. If people struggle with making a specific class in Skyrim it is because of their own limitations not the game mechanics.

Roleplaying isn't about having set in stone, it is about you as a player being able to play the role you want. Some system like D&D have a very specific ruleset that says if you role a rogue you are a rogue, TES has never had that ruleset as if you start as a thief you could end up as a mage in playstyle if you wanted too.
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Matthew Aaron Evans
 
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