The Simple Fix for Faction Quests

Post » Mon Sep 10, 2012 8:38 pm

Filler Quests.

See, the problem I have with the three factions I've played(Companions, College, and Thieves) is that the Factions simply do not pace themselves. It;s plot quest after plot quest, and they can only stretch a plot so long before it get's boring. They throw the *spoiler* werewolf thing at you almost immediately in the Companions(worst paced one), when it should be something you're not told for a while to increase shock. I have similar complaints about the other factions.

What I do not understand is how after I am the leader of these respected Guilds, THAT is when I'm given bulll[censored] jobs and assignments to do for pay. I'm apparently the Harbinger of the Companions, but I also have little dignity enough to hunt Skeevers in a basemant. Why not make all those quests accessible from the start? You need to do 3 assignments to make it to the first plot related quest, then 6 for the next one, then 6 again for the one after that, etc. It's simple pacing, and it would have been so easy to implement, rather than blowing your wad at us with about 2-3 hours of gameplay per guild. I feel like they thought if they didn;t make all the quests strictly story based, then they'd lose the player's attention. That's understandable, but I think they overkilled it. My idea would be a really nice band-aid on the issue.
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Kat Ives
 
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