» Mon Jun 11, 2012 7:43 am
Skyrim has 0 replay value due to the game being... well, Skyrim.
- All the new quest systems... and they're so clearly madlibs that it's not even organic
- the writing is non-existant. There's not even a Mass Effect-style choice to be nice or mean about doing the same thing.
- speech is a perfect example of learning the wrong lesson from Fallout 3. We should have had all those extra options (like [Strength], [Heavy Armor], etc) that Fallout 3's system would have had. Instead, we got a system that's even less useful than Oblivion's, and is even less engaging. Why is speech less useful than Fallout 3? I can understand ditching the pie, but... I think I've seen the prompt for speech use 10 times so far.
- Perks, sleeping pills, can't tell the difference.
- Character has no chance to show individuality. Cardboard cut out that you can play dress-up with and toss random trope checkmarks at. "Select here for Thief Trope #47". Ugh. Creates 0 investment in the character.
- Skills are poorly balanced and some (*coughSmithingcough*) are nonsensical in the context of Nirn being a living world. Every *(&^*(&*(&*(&()*& smith in the world can craft normal weapons, but YOU and YOU ALONE can make supergodly Legendary weapons? Really?
- As an example of how bad smithing actually is, it takes approximately 3 seconds to come up with something MORE customized, more sensible for the context, and that actually works with or without the perk system: Item quality is based on skill. Low skill, even with the knowledge of the material = bad item. Say... Crude Iron Dagger. Improvement requires reforging (which strips enchantments without an appropriate perk, maybe?), but enhancement does not: you can add serrated edges, lighten the weight, give it a rounded edge, or adorn the weapon with jewels, runes, and carvings. At higher tiers, you can enchant the blade using some of the adornments. BOOM, a system where your weapon is more unique than it is now, but without the absurd +700% damage improvement mechanic.