I wish skyrim was more like fallout series when it comes to

Post » Tue Jan 01, 2013 8:03 am

Wasn't the point of my post, but I'll bite. TES cant really put in that much choice because the game has a very extensive bit of lore. The game's lore has to be accurate but vague enough to allow all characters to fit. Having all this choice makes it hard for devs to speak of the events in lore, because if they do, someone's character will be shut out. Not saying this is a good excuse, it just is what it is. I personally don't really care about the amount of choice in FNV. It isn't compatable with TES, because of the lore. What WOULD be appropriate for TES is multiple ways to go about the goal of a mission. That is something Fallout NV offers plenty of, and something Bethesda may be able to incorperate without affecting the lore.

Would you agree?

I can deal with that for the main quest, if most of the choices are taken away for you but they could at least do it with the side quests, and we dont even get that.
The side quests are what more people concentrate on for 90% of the game anyways at least give us the choices for those quests. Then I could do with hte main quest not having those choices.
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Sarah Knight
 
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Post » Tue Jan 01, 2013 4:14 pm

I agree with this.. But the writers who work at Bethesda really are terrible.. I do not know what they were doing, the main quest was garbage in my opinion, 99% of the sidequests (guild-quests included) were bad, and the dialogue was quite casualized and boring..

To each his own. I think the story lines were great, except the Companions. It was eh. The rest I was fine with though. Especially the cw. That interests me more than anything else in Skyrim.
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Jordan Fletcher
 
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Post » Tue Jan 01, 2013 3:33 pm

I agree with this.. But the writers who work at Bethesda really are terrible.. I do not know what they were doing, the main quest was garbage in my opinion, 99% of the sidequests (guild-quests included) were bad, and the dialogue was quite casualized and boring..

Holy overreaction. Have you played the DLC's?
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Enny Labinjo
 
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Post » Tue Jan 01, 2013 2:12 pm

I can deal with that for the main quest, if most of the choices are taken away for you but they could at least do it with the side quests, and we dont even get that.
The side quests are what more people concentrate on for 90% of the game anyways at least give us the choices for those quests. Then I could do with hte main quest not having those choices.

True, side quests are not spoken of in lore, so Beth has a complete free pass to do whatever they want with those. Some side quests actually do do this, btw, but not on FNV's scale.
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Matthew Aaron Evans
 
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Post » Tue Jan 01, 2013 4:54 pm

Holy overreaction. Have you played the DLC's?

Not Dragonborn, I am a PC user.. Dawnguard I have, wasn't really moved by it.. I didn't really enjoy most of the quests.. I hope Dragonborn is good, it would be a nice to see the writing improved in the cames which will come..
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Claudia Cook
 
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Post » Tue Jan 01, 2013 10:35 am

Not Dragonborn, I am a PC user.. Dawnguard I have, wasn't really moved by it.. I didn't really enjoy most of the quests..

Come on, man. The plot itself may have not been spectacular, but Serana's dialogue and storytelling more than makes up for it. And the journey to the ending was spectacular.
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LuBiE LoU
 
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Post » Tue Jan 01, 2013 7:49 am

Ahhh but you see, I never said it was a bad idea. I said they both were fine on their own. :smile:

You are really stupid...and your arguing method needs a little tweaking methinks. I see you as a joke atm.
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Jonathan Braz
 
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Post » Tue Jan 01, 2013 3:42 pm

Yes you can align with the bad guys in the game, but there are not good or bad moral choices like there are in Fallout, Mass Effect or KOTOR.
You can still do all those bad side quests but you still will get the same ending no matter what you do.

Where as those other games you can get different endings depending on if you were a good or bad character.

Like I said before, the very first quest you get , with that archer guy asking you to pass a fake note to the bards love interest. You have no way of not taking the quest and telling him just to piss off, or even no i wont do that.

You have to just take the quest, then just chose to ignore it. Why isnt there an option to just say NO?

The game should be about choices to mold the world the way you want, and if this was ME, KOTOR or FO NV you would be given that choice.

I wwant to see more choices like that for every quest, and also different ways of doing or even screwing up a quest (if you are evil) in the ES series

Oh don't talk to me about the different endings of the Mass Effect. I played through all 3 of them with the same character, the final cutscene was the exact same no matter the choices,and the only different thing was the color of the explosions!
But I can see what is it that you like,and why you like it. You want instant showcasing of your goodness or meanness. Well in TES generally you can decide to be good or bad,it's just that your decides are on a larger scale and more long-term fashioned.
So yes,you can't just go to an npc and speak to him words that will make him feel bad,but you can become a vampire and drink their blood,or rip out their intestines with your long werewolf claws,or soul trap them. The thing is that the game doesn't present you an on-screen dialogue menu to choose from it to do it,but it just let you experiment yourself to see if you can do it,and what will happen next.

Personally I'm all for more interactivity and dialogue options with NPCs. I just think that it shouldn't stuck on options that just allow you to play it evil or good character. Now if your other problem is that there are entries added on your journal for quests that you might want or not to do.... I can't help with that one. In the past it was of the major complains for the series that not all quests were recorded on the journal. That was the major complain for Morrowind. Now that journal rights stuff,people don't like it because it writes stuff on it. Now,let's make a distinction between Elder Scrolls and Mass Effect shall we ? Mass Effect 1&2 might be much more focused on providing a multitude of dialogue options and quest variety,but its another thing to have like 5-6 different hub areas with like 3-4 sidequests in each,and a different thing to have a single large area,as large as 50 Mass Effect areas,with like 150 quests. If you ignored a side quest in Mass Effect and at a point later on you want to go back and do it,it's kind of easy to remember where you found the quest giver,and what the quest was all about. But in Skyrim it's way too hard to do that. I mean even the fact that the "misc" quests only add a title in your journal and no more info,broke the journal function and the game for many people,because they had like 70 active quests and they didn't knew which was which,and where. On a game as broad as Skyrim and with so many quests,and with the landscape being so much homogenized it would be a nightmare to go and find the one who would give you a quest 2 weeks ago real life time,and after having done another 20 quests and 15 dungeons in the meantime.
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Jamie Moysey
 
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Post » Tue Jan 01, 2013 7:15 am

I agree, I think the lack of being able to tell someone that you do not want to do a quest, or to have the effect on the game that it should, is a problem in this game, like what I do means nothing to the common folk.
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Max Van Morrison
 
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Post » Tue Jan 01, 2013 3:57 pm

Oh don't talk to me about the different endings of the Mass Effect. I played through all 3 of them with the same character, the final cutscene was the exact same no matter the choices,and the only different thing was the color of the explosions!
But I can see what is it that you like,and why you like it. You want instant showcasing of your goodness or meanness. Well in TES generally you can decide to be good or bad,it's just that your decides are on a larger scale and more long-term fashioned.
So yes,you can't just go to an npc and speak to him words that will make him feel bad,but you can become a vampire and drink their blood,or rip out their intestines with your long werewolf claws,or soul trap them. The thing is that the game doesn't present you an on-screen dialogue menu to choose from it to do it,but it just let you experiment yourself to see if you can do it,and what will happen next.

Personally I'm all for more interactivity and dialogue options with NPCs. I just think that it shouldn't stuck on options that just allow you to play it evil or good character. Now if your other problem is that there are entries added on your journal for quests that you might want or not to do.... I can't help with that one. In the past it was of the major complains for the series that not all quests were recorded on the journal. That was the major complain for Morrowind. Now that journal rights stuff,people don't like it because it writes stuff on it. Now,let's make a distinction between Elder Scrolls and Mass Effect shall we ? Mass Effect 1&2 might be much more focused on providing a multitude of dialogue options and quest variety,but its another thing to have like 5-6 different hub areas with like 3-4 sidequests in each,and a different thing to have a single large area,as large as 50 Mass Effect areas,with like 150 quests. If you ignored a side quest in Mass Effect and at a point later on you want to go back and do it,it's kind of easy to remember where you found the quest giver,and what the quest was all about. But in Skyrim it's way too hard to do that. I mean even the fact that the "misc" quests only add a title in your journal and no more info,broke the journal function and the game for many people,because they had like 70 active quests and they didn't knew which was which,and where. On a game as broad as Skyrim and with so many quests,and with the landscape being so much homogenized it would be a nightmare to go and find the one who would give you a quest 2 weeks ago real life time,and after having done another 20 quests and 15 dungeons in the meantime.

The ME ending is stupid yes but the choices you make during those games do matter, esp with who lives and who dies and how people treat you etc. And the dialog tree in ME is great just like in all bioware games.

but all I am saying is give us more dialog options that affect the game like in ME, fallout, and KOTOR and other games that use those kind of dialog trees.

Its not really about being good or evil, its just about choice and we dont have a lot of choice in skyrim when it comes to those type of things.
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Lucy
 
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Post » Tue Jan 01, 2013 4:32 pm

Come on, man. The plot itself may have not been spectacular, but Serana's dialogue and storytelling more than makes up for it. And the journey to the ending was spectacular.

Didn't like Serena.. Her voice was quite annoying.. Way too American for a fantasy game like Elder Scrolls.. That being said, I do believe the amount of options in her dialogue was a step forward.. I don't really agree with the storytelling but the ending was just what you would expect from a normal game, but not Skyrim.. Well my point was it ended unlike Skyrim where the problem didn't exactly end, but then at the end of the DLC, they offered me to become a vampire soon as I completed the Dawnguard side.. Couldn't there have been more of a choice based on what is better for "My" playstyle.. Sometimes its better to allow the player to choose between 2 gifts and not just give them both.. But that was just one side, and the Vampire side.. You don't get to blot out the sun when I thought that was the goal? When choice is stripped from a player and just giving them everything, it is really is annoying.. So the problematic story and the casualized choices made me not really like the DLC.. Now talking about that place West of Skyrim and that one Realm.. Well, I went in following a linear path and forced to waste time killing a thousand of hunch-back looking creatures to get to some Snow Elf.. When it comes to that Realm, it wasn't very original.. I was forced to read some book when I was a kid which had to do with something quite identical in every way.. Except the realm was more modernized and I believe it was under Martial law.. But the idea was to go save some father who was entrapped in a Realm and they had to defeat some oversized Brain to get an item.. Its very similar because Serena's mom was stuck in some Realm, I cannot remember if she was forced to stay in by the Dragon, but if so then that was another similarity between that book and the realm.. But Serena was stuck in a realm and needed to get a item protected by some Dragon..
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Kayleigh Mcneil
 
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Post » Tue Jan 01, 2013 3:38 pm

You can block out the sun.. obviously not permanently as that would be completely stupid.
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Alexis Acevedo
 
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Post » Tue Jan 01, 2013 6:17 pm

You can block out the sun.. obviously not permanently as that would be completely stupid.

Obviously.. It wasn't a great thing to even have been said.. They should have said - I would rather if they didn't say anything at all but, "we will block out the sun temporarily".. But obviously that doesn't sound as badass..
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Anthony Santillan
 
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Post » Tue Jan 01, 2013 2:16 pm

You are really stupid...and your arguing method needs a little tweaking methinks. I see you as a joke atm.

Comments like this reflect a lot about the person saying them, no?
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CArla HOlbert
 
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Post » Tue Jan 01, 2013 2:58 am

It's only really an issue where it forces you into a quest like the Thieves' Guild intro or into something morally questionable with no choices, like the haunted house in Markarth. Or hell, the Companions quest line in general. There really needs to be alternate routes for these, or just telling the quest giver "shove off" if your good aligned character doesn't want to murder some random guy because you had no idea what you were getting into.
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Yvonne Gruening
 
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Post » Tue Jan 01, 2013 3:31 am

I agree, more choice is good. Almost every game does a little of it now a days, GTA4 even Bops2 had choice, though not very good.
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Bethany Short
 
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Post » Tue Jan 01, 2013 5:00 pm

& better voice overs
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Craig Martin
 
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Post » Tue Jan 01, 2013 10:47 am

Ask your self this, why it important to experiance the ramifcations of your actions in a game, in the game itself, then you will undersatd why the cutscenes are BS.

But to make it clear, it's becuase actions that dont happen in game, mean nothing, becuase they are not in the game itself.
You didn't address either of my questions. All you're doing is saying, "New Vegas didn't account for every single consequence of an action, therefore it's choices had no meaning." That's a ridiculous position to take.

First, there is an immediate moral, ethical, practical, whatever impact in making a quest decision. Save that guy instead of another guy may not have some world altering consequence, but it's still important in establishing your character, their goals, their motivations, their beliefs and convictions. If a quest does not provide you with a choice, your character is not provided the opportunity to adequately define themselves in the scenarios they encounter.

Second, there are immediate consequences based on character skillsets. A combat novice with a silver tongue likely won't be able to complete a quest through the application of force. A quest that recognizes these character distinctions and allows for alternative paths for completion where appropriate makes these character options more viable for more content.

And this is all ignoring that New Vegas has more consequences for your actions than TES, which is pretty much limited to a bounty system and not a whole lot else. Whereas choices in New Vegas can leave entire quest lines, vendors, and areas locked off to you, TES' bounty system is quirky and has no lasting impact after you've paid your dues. So why you harp on about New Vegas' ending slides when there's far less meaningful consequence in Skyrim, I'm not really sure.
Factually wrong.

Go look up the quest list of Morrowind, Oblivion, and Skyrim, the VAST majority of quests have little to do with world shattering forces, most are just people who need something found, stolen, or someone killed, and the quests that do involve the Daedra, are always made in such a way that they stay very secret, or affect nothing outside of the local area.

Fallout: New vegas on the other hand is all about doing stuff that saves entire settlements, restoring power to the wasteland, and bringing all the factions of the land togeather into some sort of super army to fight another one of the factions.

-Fallout has always been about changing huge swaths of land by destroying villiages/townss, and making alliances that form into new nations.
-Elder Scrolls is about preventing the world from being destoryed and returning things to the status-quo for the most part.
Um, have you actually played New Vegas?

Goodsprings, a tiny near-ghost town:
-Drive off geckos
-Fix a radio
-Fend off or assist a raider group

Primm:
-Rescue a deputy
-Rebuild an eyebot
-Recruit a sheriff

Novac:
-Investigate ghoul sightings
-Investigate brahmin attacks
-Identify a slave trafficker

Mojave Outpost:
-Kill a few giant bugs
-Investigate a nearby town

Where are these grand, world altering quests you're talking about? Yes, the main quest is going to have a larger impact. That's partly what makes it the "main quest". But how can two armies fighting over a big cement wall possibly trump demonic invasions, dragon invasions, magical artifacts that threaten to tear apart reality, the return of super powerful wizards, or racial extremists seeking to bring about the end of the world? I mean, the NCR/Legion conflict is already in Skyrim with the civil war questline. Then on top of that you have events that threaten to end the world. That they crowd a bunch of meaningless fetch quests around these extremely impactful ones is irrelevant.
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joseluis perez
 
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Post » Tue Jan 01, 2013 6:17 am

lololololololol.............BETHSEDA MADE FALLOUT 3 LIKE OBLIVION NOT THE OTHER WAY AROUND. I rest my case.
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Katie Pollard
 
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Post » Tue Jan 01, 2013 10:17 am

Where are these grand, world altering quests you're talking about? Yes, the main quest is going to have a larger impact. That's partly what makes it the "main quest". But how can two armies fighting over a big cement wall possibly trump demonic invasions, dragon invasions, magical artifacts that threaten to tear apart reality, the return of super powerful wizards, or racial extremists seeking to bring about the end of the world? I mean, the NCR/Legion conflict is already in Skyrim with the civil war questline. Then on top of that you have events that threaten to end the world. That they crowd a bunch of meaningless fetch quests around these extremely impactful ones is irrelevant.

I actually think he was just talking about the story of Skyrim and the story of New Vegas, then he thought that there was some repetition in all of it..
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Dragonz Dancer
 
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Post » Tue Jan 01, 2013 11:43 am

It's only really an issue where it forces you into a quest like the Thieves' Guild intro or into something morally questionable with no choices, like the haunted house in Markarth. Or hell, the Companions quest line in general. There really needs to be alternate routes for these, or just telling the quest giver "shove off" if your good aligned character doesn't want to murder some random guy because you had no idea what you were getting into.

The thieves guild is easily avoidable. There are a few different ways to progress through the MQ without joining the thieves guild.
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Lilit Ager
 
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Post » Tue Jan 01, 2013 9:52 am

The thieves guild is easily avoidable. There are a few different ways to progress through the MQ without joining the thieves guild.

That still doesn't negate the fact he approaches you, fingers you immediately as a thief (despite not being one most of the time) and pushes the quest on you anyway. It's very, very badly written.
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Kanaoka
 
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Post » Tue Jan 01, 2013 5:10 am

That still doesn't negate the fact he approaches you, fingers you immediately as a thief (despite not being one most of the time) and pushes the quest on you anyway. It's very, very badly written.

He just says you didn't earn it honestly. That could mean graverobbing (we do that a lot) stealing, murdering, whatevs. He's just guessing. He doesn't outwardly say you're a thief.
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Emilie M
 
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Post » Tue Jan 01, 2013 1:40 pm

To each his own. I think the story lines were great, except the Companions. It was eh. The rest I was fine with though. Especially the cw. That interests me more than anything else in Skyrim.

You damn Stormcloak milk-drinker...how dare you make me agree with you on something! More CW content Bethesda!
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Jimmie Allen
 
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Post » Tue Jan 01, 2013 7:05 am

Yeah it'd be nice if Skyrim had the same level of "choice" that the Fallout games have... after playing Fallout 3/New Vegas for a few hours then switching to Skyrim, i felt a bit claustrophobic..
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Brandon Wilson
 
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