100 annoying things about Skyrim.

Post » Wed Jun 13, 2012 6:02 am

I'm the head of the thieves guild but they still regard me as a new whelp.
Dirge still wants to kill me even though I'm his boss
I'm head of the companions but I'm still a whelp
I'm arch mage but I'm still the new guy apparently

In fallout 3 my actions would be broadcast over the radio and dialogue would change.
In New Vegas I could alter the world dramatically
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DarkGypsy
 
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Post » Tue Jun 12, 2012 6:22 pm

continue what?
most of the games you mantioned don't last 200 hours, and those that do have repetitive dialogues and lines like skyrim,
so no, you shall not continue, you should start.

you asked for examples and i gave you rpg and non-rpg ones.

the rpg games i listed can last hundreds of hours and do not have the repetative dialogue absurdity of skyrim.
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Dalley hussain
 
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Post » Tue Jun 12, 2012 4:43 pm

or maybe you were younger...

Not even.
I dont get younger. I am the quintessential grumpy old man and have been since I was 18, just before the last ice age or so.
Then there is that I still play the game, as it actually has replay value, being one of the last decent games Bethesda made.

Then there is that these debating tactics of dismissal, downplay and downright false information only grind my gears and achieve nothing else. Except possible alliteration.
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i grind hard
 
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Post » Wed Jun 13, 2012 1:07 am

you asked for examples and i gave you rpg and non-rpg ones

the rpg games i listed can last hundreds of hours and do not have the repetative dialogue absurdity of skyrim.

oh yeah, they do.
they just don't have that annoying auto-talk when you are near people, but if you talk to someone that already said what he had to he just keeps on repeating it, like in every game.

now on a more serious matter: how could you list gears of war??
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Emma Copeland
 
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Post » Tue Jun 12, 2012 5:22 pm

oh yeah, they do.
they just don't have that annoying auto-talk when you are near people, but if you talk to someone that already said what he had to he just keeps on repeating it, like in every game.

In New vegas One of the FOUR main leaders of the factions in New vegas; Ceasar has so much character and backstory and tons of dialogue I was going through it for ages because it was a joy to listen to. That beats anything that Skyrim could ever ever offer
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Dorian Cozens
 
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Post » Tue Jun 12, 2012 8:14 pm

continue what?
most of the games you mantioned don't last 200 hours, and those that do have repetitive dialogues and lines like skyrim,
so no, you should not continue, you should start.

One of the flaw's in Skyrim is how you are not recognized by people properly, dialogues are affected of this badly. Forengar is cconstantly recomending you to fo to the college of winterhold if you have a thing for magic, when you are the arch mage. Bar keeper at Thieves guild see you as Brynjolf's newest protege when you are the leader of the guild, Nazeem constantly mocking you for not going to the cloud district when you are a Thane of Whiterun. These things are dragging the whole dialogue down and if there had been a proper reputation system that recognized you for what you had spoken to people with before and what role you had in the world the whole dialogue system could have been so much better. There are plenty of NPC's in previous games that had short or no dialogue at all, that presented nothing new information wise or just acted as a filler in a city. The difference as tho they don't say stupid things to you everytime you might look like you pass close to them.

The way you defend skyrim and it's dialogues is cute at best, it's futile as they do suffer from lazyness and a non working recognition system. The more you keep defending it the more of a fool you will look like, and this comes from a person who likes Skyrim. I don't write topic after topic about how bad it is, or what it lacks like some on these forums do, I play the game and enjoy it. However the game does have it's flaw's and dialogue wise the game is weak compared to previous titles.
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Jenna Fields
 
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Post » Tue Jun 12, 2012 6:55 pm

48. Spellmaking not being included makes sense because the Nords think using magic is weak; not to mention the College of Winterhold, the very place that specialises in magic, was blamed for the Great Collapse.

Hi Chojin613. How' you doin'?

Surely, you do realized this a flawed comeback, don't you? If anything, your observations, which are true, would account fo the absence of mgical pratices altogether, not just of Spellmaking in particular. Since Magic is very much present in Skyrim, your point has just been rendered moot. On a sidenote, I cannot miss that which I have not experienced, but Spellmaking does sound a lot of fun.
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xx_Jess_xx
 
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Post » Tue Jun 12, 2012 6:02 pm

I have to say, the skyrim community has more inconsiderate little cry babies than I have seen for any other game community. For the love of god, if you are so unhappy with this game why do you spend so much time expressing your disdain instead of just moving on? It's JUST A GAME! If I EVER played a game that I could come up with a huge list of things that annoy me about it, I would simply move on to another game. The last thing I would do is waste my time in a discussion board talking about it.

Welcome to 2012, this isn't a Skyrim specific thing. It goes for pretty much all games that are released.
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Sophie Morrell
 
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Post » Tue Jun 12, 2012 9:29 pm

Most is very short, very poorly written and not really interesting.

This is your opinion of course

A few of them actually go so far as to describe gameplay mechanics. Thats not lore.
That shouldnt be in a book. That is why people invented manuals.

I will make a notable exception for the http://www.uesp.net/wiki/Lore:Songs_of_the_Return.
The Woodcutters Wife and the Cabin in the Woods are also delightful little romps.

But all in all, 80% of the books are from at least two games ago and of the remaining, 15% is filler that should be in the manual, filler describing the game, and poorly written one-page long lists.

it comes to mind to me even the story of the Falmer leader/prince now and others,but i repeat,i don't remember all the titles and something good is there if compared to the storylines of main quest and guildes -even you have find at least three of them (or the 5%) good after all,or not ? :biggrin:

And as i've said before probably some are from Morrowind and i don't know/remember ;if you've read all of them good for you of course :biggrin:
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Claire
 
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Post » Tue Jun 12, 2012 7:45 pm

oh yeah, they do.
they just don't have that annoying auto-talk when you are near people, but if you talk to someone that already said what he had to he just keeps on repeating it, like in every game.

now on a more serious matter: how could you list gears of war??

ah, so now you're talking about 2 different issues.

the gears of war and splinter cell examples were to show the absurdity of your statement that there are no games that don't have the repetative auto-talk of skyrim.
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KiiSsez jdgaf Benzler
 
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Post » Wed Jun 13, 2012 3:22 am

This is your opinion of course



it comes to mind to me even the story of the Falmer leader/prince now,but i repeat,i don't remember all the titles and something good is there if compared to the storylines of main quest and guildes.

And as i've said before probably some of them are from Morrowind and i don't know/remember ;if you've readed all of them good for you of course :biggrin:

http://www.uesp.net/wiki/Lore:Fall_of_the_Snow_Prince?
A Bloodmoon book, originally.

Im willing to concede that are little gems out there that I may have missed or do not recall at this point.
However, most new stuff is like http://www.uesp.net/wiki/Skyrim:Yngol_and_the_Sea-Ghosts , and while that is interesting its also like, what, three sentences?

I dont really count that as 'interesting new lore'.
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Cagla Cali
 
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Post » Wed Jun 13, 2012 3:51 am

The Maze that has confounded people for generations is pretty much a linear cake walk.

Yes, but you have to admit that "Labyrinthian" sounds a lot better than "Piperunliterally" :teehee:
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Lewis Morel
 
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Post » Wed Jun 13, 2012 12:35 am

Yes, but you have to admit that "Labyrinthian" sounds a lot better than "Piperunliterally" :teehee:

:rofl: :rofl:
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Nauty
 
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Post » Wed Jun 13, 2012 2:05 am

ah, so now you're talking about 2 different issues.

the gears of war and splinter cell examples were to show the absurdity of your statement that there are no games that don't have the repetative auto-talk of skyrim.

yeah, but my question was "can you mention a game that can last MORE THAN 200 HOURS and doesn't have repetitive dialogues", I was just puzzled how gears of war could come in your mind...
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BaNK.RoLL
 
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Post » Tue Jun 12, 2012 8:17 pm

Not even.
I dont get younger. I am the quintessential grumpy old man and have been since I was 18, just before the last ice age or so.
Then there is that I still play the game, as it actually has replay value, being one of the last decent games Bethesda made.

Then there is that these debating tactics of dismissal, downplay and downright false information only grind my gears and achieve nothing else. Except possible alliteration.

To elaborate on Merari's point I think this is something that a lot of people don't realize. Many of us love Morrowind so much that we literally play in all of the time. It's been 1 or 1 and 1/2 weeks since I've booted up Skyrim, but I was last playing Morrowind less than eight hours ago, right before going to bed. I'll play it again today in all likelihood, and tomorrow. In some ways this can be quite galling, as we see almost every day the things that Bethesda did well back in 2002 and apparently forgot about nine years later. So trust us when we say we like the game on its merits, not on a mistaken nostalgic vision generated by our youth.
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Sophie Louise Edge
 
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Post » Wed Jun 13, 2012 2:51 am

I never play games i don't like... oh sorry, did i wake you?

This is the best reply in the thread.

On topic:

There are only two things I don't like about Skyrim:

1. Can't craft arrows (without a mod)
2. Bandits kick my ass no matter what level I'm at unless I'm equipped with top of the line gear
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NEGRO
 
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Post » Tue Jun 12, 2012 4:25 pm

In New vegas One of the FOUR main leaders of the factions in New vegas; Ceasar has so much character and backstory and tons of dialogue I was going through it for ages because it was a joy to listen to. That beats anything that Skyrim could ever ever offer
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Shianne Donato
 
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Post » Tue Jun 12, 2012 7:29 pm

Hi Chojin613. How' you doin'?

Surely, you do realized this a flawed comeback, don't you? If anything, your observations, which are true, would account fo the absence of mgical pratices altogether, not just of Spellmaking in particular. Since Magic is very much present in Skyrim, your point has just been rendered moot. On a sidenote, I cannot miss that which I have not experienced, but Spellmaking does sound a lot of fun.

I'm good thanks.

"Makes sense to me" is what I should've said. Having not done much where the College is concerned, or even spent that much time in Winterhold, I can't even speculate about what reasons there might be for the prescence of magic. I can't deny that you have a point, but it was the only "argument" I could come up with that has any validity.
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Gracie Dugdale
 
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Post » Wed Jun 13, 2012 12:41 am

yeah, but my question was "can you mention a game that can last MORE THAN 200 HOURS and doesn't have repetitive dialogues", I was just puzzled how gears of war could come in your mind...

i was just being ridiculous for the sake of it.

my coffee just kicked in
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Budgie
 
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Post » Tue Jun 12, 2012 5:02 pm

Hi Juzten76! Good to see you.

I have to say, the skyrim community has more inconsiderate little cry babies than I have seen for any other game community. For the love of god, if you are so unhappy with this game why do you spend so much time expressing your disdain instead of just moving on? It's JUST A GAME! If I EVER played a game that I could come up with a huge list of things that annoy me about it, I would simply move on to another game. The last thing I would do is waste my time in a discussion board talking about it.

Com'on. You have got to be freakin' me. Everybody knows the Cry_Baby_complaining threads are started by Mods in disguise. Mods get paid by average number of threads locked. They are human beings, you know? They have to make ends meet, for Heaven's sake! Give mods a break.

:biggrin: [In Sarcasm we trust]
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Roisan Sweeney
 
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Post » Wed Jun 13, 2012 2:47 am

In New vegas One of the FOUR main leaders of the factions in New vegas; Ceasar has so much character and backstory and tons of dialogue I was going through it for ages because it was a joy to listen to. That beats anything that Skyrim could ever ever offer

anyway: http://www.bethblog.com/2007/09/27/inside-the-vault-mark-lampert/
the important part if you don't want to read it all:

There are over 37,000 lines of spoken dialogue in Oblivion. Discuss.

Yes, it would seem that our designers know no bounds when it comes to writing for our games. Also, consider this: at one point in development, there was almost twice that much! A figure was calculated and we knew that we could never fit that much into the game, so they all worked hard to hone it all down and still have it turn out so wonderfully.


As far as how we managed to get that many lines of finished dialogue into the game, all I can say is that no man is an island. People spent a lot of time here playing the game and testing out the dialogue in the game, and that saved a lot of trouble during recording in that there weren’t too many things to change that couldn’t wait until the shorter ‘pick up’ sessions which would follow later on. We also recorded in two studios at the same time, with me directing in one and another designer directing in another. That way we could record the voice actors more quickly, and then turn the raw recordings over to two or three editors so that we could get everything turned around and into the game in a timely manner. I edited a bunch of it nonetheless as I always have little picky changes that I want to make, plus listening through each and every file toward the end for the sake of quality control, plus post effects, plus doing the same for localized versions … but it all got done in the end at the hands of many.


I think the most critical aspect of handling enormous amounts of recorded dialogue in a game is to be ridiculously organized from start to finish. The writers have to follow certain agreed upon guidelines in order to make the dialogue work in the game, and when the massive raw script is first exported, all of that data is more or less what I start with as I format and further organize it all into something usable in the studio … something that I usually spend a full day or two doing. I need it to be easily readable and as easy to understand as possible for the voice actors, and I also need a lot of extra data for each line to direct from. Somehow that all has to get crammed into each page for each line, and everyone’s copy of the script needs to match exactly to avoid confusion which might otherwise snowball into a larger problem. It should be easy for the editor to make sense of even if it’s a matter of weeks before they start, and it all has to make sense in the months that follow when the odd dialogue bug is popping up in the game here and there. When a problem comes up because some guard’s line which is supposed to be, “Hey, you!” is actually playing as, “Hey, stop!”, I need to be able to search that line and quickly figure out what’s going on, why the wrong line or take is playing and where the correct one is hiding.


Having actual paper copies of the script to work from is a big help, too, even if it does mean a pricey visit to a local printing store. It saves everyone’s eyes, you can make notes directly on the page, the designers can write in their line changes as we adjust dialogue on the fly during the session, it’s great to edit from, etc. In the end it’s worth having. You also get to keep a full copy on your shelf to show off, too. “Those five three-inch binders completely packed full of paper? Yeah, we recorded all of that. And at one time it would have been almost twice as much!”


'nuff said
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Mark
 
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Post » Tue Jun 12, 2012 11:29 pm

anyway: http://www.bethblog.com/2007/09/27/inside-the-vault-mark-lampert/
the important part if you don't want to read it all:

There are over 37,000 lines of spoken dialogue in Oblivion. Discuss.

Yes, it would seem that our designers know no bounds when it comes to writing for our games. Also, consider this: at one point in development, there was almost twice that much! A figure was calculated and we knew that we could never fit that much into the game, so they all worked hard to hone it all down and still have it turn out so wonderfully.


As far as how we managed to get that many lines of finished dialogue into the game, all I can say is that no man is an island. People spent a lot of time here playing the game and testing out the dialogue in the game, and that saved a lot of trouble during recording in that there weren’t too many things to change that couldn’t wait until the shorter ‘pick up’ sessions which would follow later on. We also recorded in two studios at the same time, with me directing in one and another designer directing in another. That way we could record the voice actors more quickly, and then turn the raw recordings over to two or three editors so that we could get everything turned around and into the game in a timely manner. I edited a bunch of it nonetheless as I always have little picky changes that I want to make, plus listening through each and every file toward the end for the sake of quality control, plus post effects, plus doing the same for localized versions … but it all got done in the end at the hands of many.


I think the most critical aspect of handling enormous amounts of recorded dialogue in a game is to be ridiculously organized from start to finish. The writers have to follow certain agreed upon guidelines in order to make the dialogue work in the game, and when the massive raw script is first exported, all of that data is more or less what I start with as I format and further organize it all into something usable in the studio … something that I usually spend a full day or two doing. I need it to be easily readable and as easy to understand as possible for the voice actors, and I also need a lot of extra data for each line to direct from. Somehow that all has to get crammed into each page for each line, and everyone’s copy of the script needs to match exactly to avoid confusion which might otherwise snowball into a larger problem. It should be easy for the editor to make sense of even if it’s a matter of weeks before they start, and it all has to make sense in the months that follow when the odd dialogue bug is popping up in the game here and there. When a problem comes up because some guard’s line which is supposed to be, “Hey, you!” is actually playing as, “Hey, stop!”, I need to be able to search that line and quickly figure out what’s going on, why the wrong line or take is playing and where the correct one is hiding.


Having actual paper copies of the script to work from is a big help, too, even if it does mean a pricey visit to a local printing store. It saves everyone’s eyes, you can make notes directly on the page, the designers can write in their line changes as we adjust dialogue on the fly during the session, it’s great to edit from, etc. In the end it’s worth having. You also get to keep a full copy on your shelf to show off, too. “Those five three-inch binders completely packed full of paper? Yeah, we recorded all of that. And at one time it would have been almost twice as much!”


'nuff said

What does that have to do with New vegas' amount of dialogue and Skyrim's?
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Pumpkin
 
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Post » Tue Jun 12, 2012 2:32 pm

What does that have to do with New vegas' amount of dialogue and Skyrim's?

it has to do with oblivion and skyrim dialogues, twice as much

as a side note, fallout has 65000 lines, which is more than skyrim.

but still people repeats their lines a lot there too
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Nick Jase Mason
 
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Post » Wed Jun 13, 2012 5:47 am

To elaborate on Merari's point I think this is something that a lot of people don't realize. Many of us love Morrowind so much that we literally play in all of the time. It's been 1 or 1 and 1/2 weeks since I've booted up Skyrim, but I was last playing Morrowind less than eight hours ago, right before going to bed. I'll play it again today in all likelihood, and tomorrow. In some ways this can be quite galling, as we see almost every day the things that Bethesda did well back in 2002 and apparently forgot about nine years later. So trust us when we say we like the game on its merits, not on a mistaken nostalgic vision generated by our youth.

absolutely.

i've been playing morrowind every year since the goty came out and was playing right before i got skyrim.

therefore, for many of us it's quite easy to compare the 2 and see the glaring faults of skyrim.

it's a reason why i'm going to play oblivion again right after i'm done with skyrim. i'll be able to directly compare them in a more accurate way.
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Sam Parker
 
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Post » Tue Jun 12, 2012 6:15 pm

it has to do with oblivion and skyrim dialogues, twice as much

as a side note, fallout has 65000 lines

(talking about Skyrim in my post now stop editing your posts late :tongue: )It doesn't mean it's quality and if it isn't in the right place and spread thin between loads of characters then it doesn't have much of an impact.
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Alexandra Ryan
 
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