Why are so many things being cut?

Post » Wed May 02, 2012 3:05 pm

Daggerfall's knightly orders weren't quite distinguishable from one another. Also all the quests and dialogue and indeed everything in Daggerfall suffers from the total lack of polish and depth that occours when a game that should have been built in 5 years with a large team gets built in two with a small team.

Now for the other games I'll count only the factions that give you quests.
Morrowind has 8 joinable main factions and 10 in total if you count the blades and one vampire clan. The total vanilla number is 14. Oblivion has 5 main factions (if you can consider the arena a major faction) and three minor ones (all other factions don't give quests and are there for the game engine) The minor factions are worse than in Morrowind since they only have one quest (the ones in Morrowind had three). Skyrim has seven factions and only six of them are joinable.

Daggetfall and Oblivion had far less quests than Morrowind. I'm not sure about Skyrim but it seems to me the number of quests is quite similar to the one in Morrowind. Also Morrowind has a huge number of spells when compared to Skyrim... almost twice the number with lock unlock mark recall levitation waterwalking etc. So yes Morrowind had the most unique content of the series.
User avatar
Hazel Sian ogden
 
Posts: 3425
Joined: Tue Jul 04, 2006 7:10 am

Post » Wed May 02, 2012 9:41 am

You don't really stumble upon it though. You know what it's going to be, just not what it looks like (specifically, anyway). It doesn't encourage exploration as much as it encourages discovering pre-approved places. If you're walking straight down a path, and you see that there's a ruin to your left, you'd probably turn left because it showed up on your compass -- even if there's an amazing waterfall just ahead with a pot o' gold at the base. It would have been better if places didn't show up on your compass unless they were marked on your map first.


Why? Why shouldn't there be meaningful consequences? It detracts from character development and gameplay experience when Bethesda makes it so quests can't be failed (even if you don't intend on doing them) or certain NPC's can't be killed (Todd Howard: "No, you can't role-play a murder! You have to keep that person alive just incase you want to be a magician! -- but you can't be a good magician either because you spent too many perk points on becoming a murderer!").

It's pretty much Bethesda saying, "You're playing the game wrong." How can that be in an open-world RPG like Skyrim? It just doesn't make sense.


Also, there's the journal. I know that's a hot subject on these forums, and people certainly have mixed views on it.. but quests aren't nearly as meaningful when they're displayed as simple objectives on a list (and by simple, I mean simple -- most of them couldn't get any more vague or literal). Morrowind may not have had the best way of doing things (according to some people), but it was headed in the right direction. Oblivion basically fell of a cliff in that aspect, while Skyrim only succeeded in climbing 1/4 of the way back up. It's not an MMORPG. Objects don't need to be short and literal or vague. They should be full of detail (only the details you're given, mind you). Same goes for marked objectives. If someone wants you to go to dungeon x, but they don't specifically tell you where it is (or even that it's a dungeon), it shouldn't automatically appear on your map. The kind of depth and detail in the quest system has greatly diminished since Morrowind (the fetch this/kill that quests in Morrowind had a storyline and plot behind them half of the time -- but even when they didn't, they made since.. no newcomer to any guild or house is going to be sent on important missions at first, for instance).
They aren't in Skyrim either - Did you even play the questlines, or are you just repeating what others say?

Companions begin with a routine "Show us what you're made of" quest. Then you get a routine quest "Lets see how you do with a partner" - and THEN things go wrong by having the Companion's "Dark Secret" revealed too soon. Also, you handle yourself so admirably in that mission that it's apparent you're the hottest thing to enter Skyrim since Ysgramor.

The College of Winterhold starts with you having to demonstrate the Uselessness of Wards, and then you're forgotten and can't do anything because the [censored] ward will always fail before Tolfdir shuts up and actually casts the [censored] fireball at you, thus hitting you and breaking the quest. Or, you prove yourself the most awesome mage ever by actually managing to hold the ward up for that [censored] long (Seriously, Tolfdir needs to learn how to shut up), and you're still given the most menial job (Picking up trash, essentially) on an expedition that all Apprentices are invited along on. Once you find an artifact, the [censored] Psijiics step in and screw everything up because that's what elves do.

The Thieves Guild has natural progression, until you prove yourself to be the Hottest thing to enter Riften since the entire Supervolcano area first erupted.

The Dark Brotherhood has the Night Mother playing favorites, because you're the coolest thing to enter the sanctuary since Sithis.
User avatar
c.o.s.m.o
 
Posts: 3419
Joined: Sat Aug 12, 2006 9:21 am

Post » Wed May 02, 2012 6:20 pm

They aren't in Skyrim either - Did you even play the questlines, or are you just repeating what others say?

Companions begin with a routine "Show us what you're made of" quest. Then you get a routine quest "Lets see how you do with a partner" - and THEN things go wrong by having the Companion's "Dark Secret" revealed too soon. Also, you handle yourself so admirably in that mission that it's apparent you're the hottest thing to enter Skyrim since Ysgramor.

The College of Winterhold starts with you having to demonstrate the Uselessness of Wards, and then you're forgotten and can't do anything because the [censored] ward will always fail before Tolfdir shuts up and actually casts the [censored] fireball at you, thus hitting you and breaking the quest. Or, you prove yourself the most awesome mage ever by actually managing to hold the ward up for that [censored] long (Seriously, Tolfdir needs to learn how to shut up), and you're still given the most menial job (Picking up trash, essentially) on an expedition that all Apprentices are invited along on. Once you find an artifact, the [censored] Psijiics step in and screw everything up because that's what elves do.

The Thieves Guild has natural progression, until you prove yourself to be the Hottest thing to enter Riften since the entire Supervolcano area first erupted.

The Dark Brotherhood has the Night Mother playing favorites, because you're the coolest thing to enter the sanctuary since Sithis.
That's the problem. You just happen to be the most amazing thing ever.

In Morrowind, House Telvanni consisted of fetching muck and sload soap, delivering Mistress Therana's skirt, finding rare books, interviewing someone, acting as a messenger, retrieving an amulet, helping another member, killing enemies from other factions, curing a Kwama Queen, etc... and finally becoming the Archmagister. You don't save the world. You don't assassinate the Emperor. You don't destroy an entire faction. To put it simply, the world doesn't revolve around you. It was actually believable the entire time. Unlike Skyrim.

OMG, MQ HERO. OMG, COLLEGE HERO. OMG, COMPANION HERO. OMG, DB HERO. OMG BARD.. okay, there are exceptions, but very few.
User avatar
Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Wed May 02, 2012 10:18 am

Although I agree this "save the world" thing is going to far not just in Tes but in many other games, what would you want to do in Tes?
Fetch mead, play postman, milk you faction leader's cow,get arrown in the knee for not washing your dishes?
If you were put in place of someone who is actually simple farmer, you would get bored quickly, better kill the emperor and get arrow in the knee.
User avatar
Portions
 
Posts: 3499
Joined: Thu Jun 14, 2007 1:47 am

Post » Wed May 02, 2012 2:24 pm

Although I agree this "save the world" thing is going to far not just in Tes but in many other games, what would you want to do in Tes?
Fetch mead, play postman, milk you faction leader's cow,get arrown in the knee for not washing your dishes?
If you were put in place of someone who is actually simple farmer, you would get bored quickly, better kill the emperor and get arrow in the knee.
Something along the lines of what they did in Morrowind? The thrill of doing quests came from learning more about the lore or getting in with the characters you actually liked. People loved the Telvanni because they were the Telvanni. They certainly didn't need a massive ball of energy, Thalmor conspiracy, and Psijic intervention to do so.

In the main quest, you save the world and fight dragons. Why do you also need to be the center of attention in every faction?
User avatar
darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Wed May 02, 2012 1:26 pm

Correct me if I am wrong, but in Morrowind, you are reincarnation of Indoril Nerevar with purpose to save the Morrowind from Dagoth Ur.
Seems like any other game in series.
I agree on lore and people in game though.
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Wed May 02, 2012 11:04 am

Correct me if I am wrong, but in Morrowind, you are reincarnation of Indoril Nerevar with purpose to save the Morrowind from Dagoth Ur.
Seems like any other game in series.
I agree on lore and people in game though.
Yeah, but that's the main quest. I don't like how, in Skyrim, you're the "hottest thing" ever (as Scow2 put it) in most of the faction questlines. As if saving people from Alduin just wasn't enough.
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Wed May 02, 2012 2:28 pm

Something along the lines of what they did in Morrowind? The thrill of doing quests came from learning more about the lore or getting in with the characters you actually liked. People loved the Telvanni because they were the Telvanni. They certainly didn't need a massive ball of energy, Thalmor conspiracy, and Psijic intervention to do so.

In the main quest, you save the world and fight dragons. Why do you also need to be the center of attention in every faction?
I liked the lack of "menial" tasks in Skyrim's factions. In fact, I consider the "Companions" to be the most well-done faction in the game that I've done, because of how it subverts "Rookie Muck-raking".

"Go get my Sword Sharpened" is responded with "You're a Companion, not a serving-boy. Nobody's your boss". And even at the end, you're merely an advisor, not leader, of the faction.

From a story/lore perspective, the College of Winterhold is also great, in the sense of "This is why you should send ALL Altmer Politicians to Wuuthrad, no exceptions." Of course the entire college gets screwed over during the course of its guild quest - It's what they do.

The Imperial Legion questline also offers justification of you being the center of attention - You're expected to take out an entire well-garrisoned fortress full of Bandits by yourself - you're not likely the type to be willing to join the rank+file, so you need to be awesome enough to be a one-man army.

Also, you're "The Hottest thing in Skyrim" even before you speak to any Faction leaders - they just don't know it at the time. All you do during the quest-lines is prove it.
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Wed May 02, 2012 11:45 pm

Correct me if I am wrong, but in Morrowind, you are reincarnation of Indoril Nerevar with purpose to save the Morrowind from Dagoth Ur.
Seems like any other game in series.
I agree on lore and people in game though.

Morrowind only has an epic mainquest. All the other faction quests revolve around getting you on top and helping the faction you are part of. No "I saved the world from a gigantic ball" or "I killed the God of Necromancers... That was just a killable altmer but still..." and then getting on top almost as a sidenote. The mage and thieves guilds seem to suffer the most from this need of making things uber. The companions had a decent questline. The only problem with it is that it was a third of the Telvanni questline in Morrowind
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Wed May 02, 2012 7:21 am

When you become leader of Thieves guild, that guy Brynolf or whatever say "I am sorry las.I got importang things to do" who is leader here?
Stormcloaks and Imperials are both using the Dragonborn and when they don't need him for killing entire forts, they don't care a [censored] about him anymore.Look also how Blades demand you kill Paarthurnax.
In Skyrim in truth nobody respects you.
User avatar
Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Wed May 02, 2012 9:00 am

I liked the lack of "menial" tasks in Skyrim's factions. In fact, I consider the "Companions" to be the most well-done faction in the game that I've done, because of how it subverts "Rookie Muck-raking".

"Go get my Sword Sharpened" is responded with "You're a Companion, not a serving-boy. Nobody's your boss". And even at the end, you're merely an advisor, not leader, of the faction.

From a story/lore perspective, the College of Winterhold is also great, in the sense of "This is why you should send ALL Altmer Politicians to Wuuthrad, no exceptions." Of course the entire college gets screwed over during the course of its guild quest - It's what they do.

The Imperial Legion questline also offers justification of you being the center of attention - You're expected to take out an entire well-garrisoned fortress full of Bandits by yourself - you're not likely the type to be willing to join the rank+file, so you need to be awesome enough to be a one-man army.

Also, you're "The Hottest thing in Skyrim" even before you speak to any Faction leaders - they just don't know it at the time. All you do during the quest-lines is prove it.
In the Companions faction, there are plenty of members who aren't part of The Circle. The questline was designed so that you see Farkas transform, and because of that you're invited. Why? Why couldn't the questline revolve around mercenary work, helping a side during the civil war, protecting towns from bandit raids, etc.. and finding fragments of Wuuthrad? The Circle could still have existed, but should have occurred later on -- even during a Radiant quest. Or werewolves could simply have been added as creatures that roam Skyrim.

The College of Winterhold is a huge mess. You're not even there 24 hours before finding the Eye of Magnus. After that, [censored] hits the fact and you become ever-so-important and, eventually, Archmage. It was far too fast-paced, with important events occurring almost immediately after you join.

I haven't done the civil war questline, but I can already say I'd rather be sent on missions with other soldiers, or perhaps a special unit of battlemages (non-existent after Helgen).. Of course, if they know you're Dragonborn, some things are to be expected.

However, that doesn't mean you need to be the hero of every faction in the game.
User avatar
Silencio
 
Posts: 3442
Joined: Sun Mar 18, 2007 11:30 pm

Post » Wed May 02, 2012 12:04 pm


In the Companions faction, there are plenty of members who aren't part of The Circle. The questline was designed so that you see Farkas transform, and because of that you're invited. Why? Why couldn't the questline revolve around mercenary work, helping a side during the civil war, protecting towns from bandit raids, etc.. and finding fragments of Wuuthrad? The Circle could still have existed, but should have occurred later on -- even during a Radiant quest. Or werewolves could simply have been added as creatures that roam Skyrim.

The College of Winterhold is a huge mess. You're not even there 24 hours before finding the Eye of Magnus. After that, [censored] hits the fact and you become ever-so-important and, eventually, Archmage. It was far too fast-paced, with important events occurring almost immediately after you join.

I haven't done the civil war questline, but I can already say I'd rather be sent on missions with other soldiers, or perhaps a special unit of battlemages (non-existent after Helgen).. Of course, if they know you're Dragonborn, some things are to be expected.

However, that doesn't mean you need to be the hero of every faction in the game.


Yea, hero who is treated like crap.
User avatar
Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Wed May 02, 2012 7:49 pm

Yea, hero who is treated like crap.
You can thank Bethesda for not implementing a reputation system that allows NPC's to respond appropriately depending on your actions or deeds.

Judging from your actions during faction questlines, as well as your role in them, you're pretty much an all-important hero/savior, regardless of whether people in-game acknowledge that or not.
User avatar
stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Wed May 02, 2012 2:34 pm

The College of Winterhold is a huge mess. You're not even there 24 hours before finding the Eye of Magnus. After that, [censored] hits the fact and you become ever-so-important and, eventually, Archmage. It was far too fast-paced, with important events occurring almost immediately after you join.
That's what happens when you let elves get involved. :P

Yes, it's a cop-out. But it doesn't stop it from not making sense.
I haven't done the civil war questline, but I can already say I'd rather be sent on missions with other soldiers, or perhaps a special unit of battlemages (non-existent after Helgen).. Of course, if they know you're Dragonborn, some things are to be expected.

However, that doesn't mean you need to be the hero of every faction in the game.
Every single Civil War quest has you fight along other soldiers, except for the "Subterfuge" missions and Information Warfare, where you have to be a single agent. During the fights, though, you have to carry the brunt of the battle to keep your side from being slaughtered.
User avatar
jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Wed May 02, 2012 12:32 pm

Yeah, but that's the main quest. I don't like how, in Skyrim, you're the "hottest thing" ever (as Scow2 put it) in most of the faction questlines. As if saving people from Alduin just wasn't enough.

The problem is that your approach doesn't make sense in context with the main quest. Why would the Nevaraine be treated as anything but the hottest thing in Morrowind? Why would the Dragonborn? I mean, seriously. A common complaint with Skyrim is that the NPCs don't recognize your deeds enough, which is a valid complaint, but then we get people complaining that the Dragonborn doesn't spend all of the factions quests being treated like a nobody when he shows that he's the freakin Dragonborn. He isn't a nobody, he kills dragons single handedly and he can clearly handle any of the BS these people ask him to do. Him being treated as anything other than rad wouldn't be consistent.
User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Wed May 02, 2012 11:16 am

And if the quests were dragged out that much, people would complain, "I'm the DOVAHKIIN, why am I fetching buckets of milk for so-and-so," Yes, you do progress a little too fast through the guilds which I didn't like, but they progress in a way that at least makes sense.

I still think that Oblivion's guilds were the best. They didn't have you doing meaningless work but you still had to prove yourself. It was a perfect balance between the problems of Morrowind and Skyrim.
User avatar
Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Wed May 02, 2012 9:46 am

bah i actually love skyrim's system the best and i did play MW and OB to death
User avatar
Ray
 
Posts: 3472
Joined: Tue Aug 07, 2007 10:17 am

Post » Wed May 02, 2012 11:09 pm

I dont't really see the problem in linear dungeons and the quests in Skyrim. Most dungeons are/were home or temple to someone. In realoty, most buildings are based on a main hall or corridor and several attached rooms. OB's dungeons just didn't seem lile inhabited, that was the problem. But to be fair, MWs dwemer ruins were basically just storage rooms. At least I can't beloeve that anyone lived there.

And for the quests. I'd rather save the world 5 times than delivering skirts all the time. Every job you have in RL is a chore somehow, so don't you want to do something different in a game? Skyrim has a little too short quest lines, that's clear to me, but you can still invest over 100 hoirs because they jave so many quest lines. You pay about 60 bucks for the game and can enjoy it surely about 30 hours. How much do you pay for a cinema ticket? ;)


Because they want money to keep their game developing company afloat, so as to still produce half baked RPGs.

Many people are happy with the "half baked" RPGs they're making. And besides, I got my job to earn money, Beth's guys and gals do probably the same. I know that the best artosts have to die on poverty so that rich f*cks can trade their work for insane amounts of cash two hundred years later, but maybe those artist didn't like the outcome and would have liled to die at the age of 90 with 50 children from 5 different beautiful women/men. I like money, everybody does, so don't damn them to hell as log as they're not destroying lives or screw you ober really bad lile selling Daggerfall 1.1 every year.
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Wed May 02, 2012 8:23 am

Many people are happy with the "half baked" RPGs they're making. And besides, I got my job to earn money, Beth's guys and gals do probably the same. I know that the best artosts have to die on poverty so that rich f*cks can trade their work for insane amounts of cash two hundred years later, but maybe those artist didn't like the outcome and would have liled to die at the age of 90 with 50 children from 5 different beautiful women/men. I like money, everybody does, so don't damn them to hell as log as they're not destroying lives or screw you ober really bad lile selling Daggerfall 1.1 every year.
Nicely said :tops:
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Wed May 02, 2012 4:08 pm

Just my 2 cents, but honestly, for all the people making the arguement about "I'd rather not do meaningless 'fetch my milk quests'" or some such nonsense that some were spewing, I will make a bold statement, NOBODY does. By saying Skyrim's quest lines were too fast in progression and there wasn't enough "proving" time or that there was too much "center of the universe" moments for the hero, does not mean that people want some mediocre set of additional quests. Sorry, but I personally prefer to have fun quality quests, but I'd like a good amount of them, a realistic amount, maybe one or two mediocre quests, like Rat training or what the hell ever, but I'd like a gradual increase over time in difficulty. Oblivion certainly DID have the best quest lay out in my opinion, still a bit short, but it was definetly an improvement on consistency and progression.

My personal philosophy on the whole "save the world" idea is that the game was not meant to simply be a Main Quest epic finale, it was made so that players could play their own character. Now I do feel everything but the Main Quest and maybe the mages guild should be a more mundane task, but I don't think it should be some "just another day in the office" job either.
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Wed May 02, 2012 8:35 am

The best thing about having menial tasks for quests is that they contrast greatly when you finally get to go do something epic, which ultimately provides more entertainment. That was the great thing ab out Morrowind's MQ. Menial beginnings contrasted in a most entertaining way with the epic endings.

I still say that a Morrowind style quest line (up to a rank before you hit whatever of "Grandmaster" that guild uses) coupled with a more Oblivion style "Grandmaster" questline that you can choose to access (or outright ignore) would be best.
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Wed May 02, 2012 7:22 am

The best thing about having menial tasks for quests is that they contrast greatly when you finally get to go do something epic, which ultimately provides more entertainment. That was the great thing ab out Morrowind's MQ. Menial beginnings contrasted in a most entertaining way with the epic endings.
The other thing worth noting about Morrowind's faction quests is that, when you are given a series of "fetch-it" menial tasks, it gradually dawns on you that the quest-giver has an agenda, and that there are other quest-givers who have different agendas. There are tensions within the guilds, giving you the feeling that you are dealing with real personalities, and there usually comes a point when you have to decide whether you're going to continue doing a particular quest-giver's bidding.
User avatar
Marcus Jordan
 
Posts: 3474
Joined: Fri Jun 29, 2007 1:16 am

Post » Wed May 02, 2012 12:41 pm

I don't understand why it always has to be either or. Yes, Morrowind did its thing and it was rad. Then Oblivion did something else and it was pretty cool too. The thing is, they were already done. They don't need to be repeated. Morrowind is still there to be played and experienced, and just because there are people who'd rather play one over the other doesn't mean the other has failed.

Yeah it's cool to start out being told to kill rats then slowly moving up the ladder from there, but there's also something to be said for murdering a dragon and drinking its soul nectars within the first few hours of the game. It's Elder Scrolls 5. I want to see what new things Bethesda comes up with, not just wallow in what's familiar. I'd rather play a game that tried something different and only turned out ok than a game that's awesome because it's living in the memory of another awesome game that came before. People complain that Bethesda doesn't "take risks" like they did with Morrowind, but then we get discussions that are full of people talking about how different the later games are from Morrowind and whether that makes it better or worse, rather than trying to discuss how to better improve on the direction that these games are trying to be taken in.
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Wed May 02, 2012 5:55 pm

I don't understand why it always has to be either or. Yes, Morrowind did its thing and it was rad. Then Oblivion did something else and it was pretty cool too. The thing is, they were already done. They don't need to be repeated. Morrowind is still there to be played and experienced, and just because there are people who'd rather play one over the other doesn't mean the other has failed.

Yeah it's cool to start out being told to kill rats then slowly moving up the ladder from there, but there's also something to be said for murdering a dragon and drinking its soul nectars within the first few hours of the game. It's Elder Scrolls 5. I want to see what new things Bethesda comes up with, not just wallow in what's familiar. I'd rather play a game that tried something different and only turned out ok than a game that's awesome because it's living in the memory of another awesome game that came before.

I'd rather play a game that took all that was done before, improved on it 10x, and then added 50x more to it.
User avatar
мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Wed May 02, 2012 7:54 pm

Yeah, I'd like to play a game that had an infinite budget and development time too.
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

PreviousNext

Return to The Elder Scrolls Series Discussion