Being Forced to be Evil

Post » Mon May 28, 2012 12:12 pm

The problem is that there isn't an equal number of good quests, where you get awesome items. So you feel like you're missing out on tons of content for being good.
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Claire Lynham
 
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Post » Mon May 28, 2012 4:15 pm

Well, the start of Molag Bal's quest was a surprise, he did trap my character and forced her to kill a man. Everything after that was of course optional, but she did it mostly out of fear of him. His nickname (King of [censored]) is well earned :pinch:

Sheogorath was surprise too, but he isn't really evil, only CRAZY! :wacko:

If you were good, you wouldn't be dealing with the Daedra lords!

Except maybe Meridia and Azura, they are good gals ^_^
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Eve Booker
 
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Post » Mon May 28, 2012 4:45 pm

But the quest isn't optional. It is thrown in your face.

Yes, I could just walk away and leave the guy in the cage for an eternity, along with an unfinished quest in my log, but my OCD would not allow for that, DUH.


I wasn't forced to do the Molag Bal quest. Any quest your are given, you never HAVE to complete them. Love the freedom of this game.
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Lynette Wilson
 
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Post » Mon May 28, 2012 1:27 pm

I really wish there was a way to tell them to [censored] off or remove the quest from my journal, for reasons unknown to me it annoys me a lot to have random quests in there I know I'm never going to do.

I think this is a problem for many people. But, I can see there being just as many people complaining if quests were wiped off/marked as completed if you say no or turn away. I think they keep it in there just in case you decide to do it later or something.
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Emmanuel Morales
 
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Post » Mon May 28, 2012 1:10 pm

If you want your character to be good, then great. But, why can't they have a moment of madness? Why can't you blame the Deadric lord for possesing your mind or somthing to that effect. Active RP'ing is needed, I feel, I do it alot and it makes for just incredible game-play.
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Ellie English
 
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Post » Mon May 28, 2012 1:04 pm

I play a "good" character for the most part (more of a lawful neutral, though).
Spoiler
I was already planning on killing the guy in the Mehrune's Dagon quest, so I was like lolk when Mehrunes told me to kill the guy.
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Stace
 
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Post » Mon May 28, 2012 7:22 am

So a Daedra God made a dude crazy enough to try to kill you and when 2 minutes later the same Daedra God offered you a prize in his evil voice you was like "sure, gimme that prize!"... I'd hate to break your bubbles but if you roleplay a good character then you should have simply walked out of that house without checking out what the prize was.

Except the front door is locked (key required). There's no way out before you go down there.
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Oscar Vazquez
 
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Post » Mon May 28, 2012 8:10 am

Dude, the priest attacks you if you don't attack him, once he delivers the first blow, It was just self deffense. Then, you can refuse helping Molag Bal, not bringing Boethia's priest to him. Anyway, Boethia is not exactly the most merciful of daedric princes, so I didn't think killing him was exactly an evil deed, more like neutral. You can, of course, walk away and let him rot in that cage, what is actually worse, you know.
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Michelle Chau
 
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Post » Mon May 28, 2012 11:28 am

It seems there are quests that force you to murder innocent people (Daedra quests) without an alternative. ...

It's like that in TES IV: Oblivion. There are several quests that require you to be evil to complete.

That said, as mentioned before, the game does not force your character to be evil. You can just skip or fail the quest or questline. TES games are, in my opinion, not designed so that one character would do everything in the game.
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Alexx Peace
 
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Post » Mon May 28, 2012 9:07 am

It seems there are quests that force you to murder innocent people (Daedra quests) without an alternative.

I wish these types of quests would have been written to give you a choice, for example defying the Daedra lord and letting the prisoner escape.


I don't like how in the main quest you are forced to steal and frame someone just to continue. This removes 100% of the "Roleplaying" elements from the game unless you're already playing as an unscrupulous character.

That said, as mentioned before, the game does not force your character to be evil. You can just skip or fail the quest or questline. TES games are, in my opinion, not designed so that one character would do everything in the game.

You cannot finish the main quest any other way.
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Minako
 
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Post » Mon May 28, 2012 5:19 pm

Yeah he tries to kill you if you don't give in to the demon.

This servant of Molag Bal guffaws at these crybaby players' squishy weakness and moral frailty

HAHAHAHAHAHA
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Bitter End
 
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Post » Mon May 28, 2012 7:33 pm

It's like that in TES IV: Oblivion. There are several quests that require you to be evil to complete.

That said, as mentioned before, the game does not force your character to be evil. You can just skip or fail the quest or questline. TES games are, in my opinion, not designed so that one character would do everything in the game.

The problem is, there are no choices. Sure, you are given the "choice" not to complete a quest, but how many full-fledged quests are there (not misc. tasks) that are good and evil players decline to do because they're evil? None that I've found.

There should be a choice in the evil Daedra quests to say "f you" and finish the quest in a different way. That said, there should be different outcomes for the main quest and faction questlines, but Bethesda has a problem with choice inside quests it seems. Choice in choosing which quests, where to go, etc.... but they force you to pick one way through a quest or story questline every time.
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Jonathan Egan
 
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Post » Mon May 28, 2012 4:54 am

No one can be pure good. Even if you play as a High Elf, in The Elder Scrolls they're no better than humans. And Molag Bal is a god. Sure, you can ignore him. For a time. But eventually he's going to grow impatient. That's what's going to happen to my character. He tries to ignore Molag Bal, but eventually realises that you can't cheat a god. It's going to haunt him for the rest of his days, but it's also going to make him a better person. It is going to inspire him to do more good, and fight harder to save Tamriel.

So a Daedra God made a dude crazy enough to try to kill you and when 2 minutes later the same Daedra God offered you a prize in his evil voice you was like "sure, gimme that prize!"... I'd hate to break your bubbles but if you roleplay a good character then you should have simply walked out of that house without checking out what the prize was. YOU chose to accept an evil prize, YOU decided to become evil, noone forced that choice on you.

How can you walk out of a trap set by a Daedra. Besides, the house was barred until you accepted.

This was sort of my experience as well. Molag Bal told me to crush him. I look over at the guy for a few seconds and he does absolutely nothing. Since I always like daedra quests I obviously smacked his head in a few seconds later.. So to me it appeared I had the choice of just running out of this building without killing him.

Then you must have stumbled upon some kind of glitch, because in my version he started rambling, then attacked me.
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Ashley Campos
 
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Post » Mon May 28, 2012 7:17 pm

You are asked by law enforcement to help clear out a house of Daedra worshipers. Sounded like a good deed.

The Daedra God then asks both of you to kill each other. I do nothing - he tries to kill me, I defend myself. Nothing wrong there.

But then the same quest wants you to lead a guy there to be slain. I tell the guy what is up, that it is a trap from the Daedra God, but he is cocky and goes anyways. He gets trapped. God asks me to kill him. No option to say no. I try to find a way to free him from the cage, but there is no way.

At this point I have 2 choices. Either walk away, leave him in the cage forever and let the quest be half-finished or kill him.

I don't like leaving half-finished quests in my log forever. It's annoying.
Well, you do get the converstation option to say you aren't going to help him, at which point he tries to manipulate you to do it anyway, there you can choose to ignore it, save the priest and leave him to his fate(just walk away after you set him free, he's kind of a [censored] anyway and you tried to warn him, if he runs of to be the god of [censored]'s [censored] then that's his problem) or go through with it, but i'm guessing for you it might have just aswell said continue since the quest dosen't go away untill you get the mace.
Can kind of sympathise that i don't like half finnished quests cluttering up my journal either, but tbh i'm not about to let a game interface boss me me around ;) But there should've been an option to hide or abandon quests, hopeing a mod will come around for that
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Lexy Corpsey
 
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Post » Mon May 28, 2012 4:31 am

The idea of having a choice in that one doesn't have to complete a quest is really a bit off, in my opinion.

In no game whatsoever are you ever *forced* to complete a quest. Never ever. Of course, if you don't, chances are you'll just hang around some town because there's no plot to follow. Which makes the notion of not finishing quests and proclaiming it to be some sort of freedom of choice somewhat absurd. But hey, you could roleplay some random dude enjoying the sunshine, right? And that's of course why we all play roleplaying games. ;)

A quest that gets thrown into your journal despite you explicitely declining (and yes, it happens in Skyrim) and that doesn't subsequently offer you any alternatives to actually get rid of it is simply bad quest design, not proof of great freedom of choice. Or to put it differently: Would more choice within any given plot hurt anyone? Does anyone really prefer the choice of doing or not doing some quest over choosing between different approaches within the same quest to actually bring it to a conclusion?

Because, you know, said Daedra quest in the abondoned house doesn't offer any conclusion whatsoever if you don't follow the one and only predetermined path.
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vanuza
 
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Post » Mon May 28, 2012 5:03 am

Yes.And the also the vice versa.Quests that force you to be good when I want to kill that person...I think none of the quests should force you to act evil or holy.That would be what makes a game a RPG,before anything.
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Mackenzie
 
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Post » Mon May 28, 2012 7:19 pm

I think telling the OP to just ignore the quest isn't helping.
Sometimes it's fun if you can do something ingame, istead of having to follow rules you made up yourself outside of the game to make your character work.

In this case imagine you could maybe negotiate with the daedra, maybe tell the authorities what's happening in the house, somehow trick the daedra into giving you the artifact and then destroy it or something else entirely. INGAME. And that's the main point. It would be great if i had more options in game !
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Inol Wakhid
 
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Post » Mon May 28, 2012 6:12 am

Why anyone would try and play a pure good guy in a TES game is beyond me, you miss out on so much.

In Oblivion, the only guilds which, on a prima facie basis, were not morally reprehensible were the mage's college and the fighter's guild, even the fighters guild has you getting drugged out of your face and murdering innocent families. Sure, you weren't in full control of yourself, but would a good character be able to simply accept that and move on? I doubt it.
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John Moore
 
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Post » Mon May 28, 2012 8:26 am

The idea of having a choice in that one doesn't have to complete a quest is really a bit off, in my opinion.

In no game whatsoever are you ever *forced* to complete a quest. Never ever. Of course, if you don't, chances are you'll just hang around some town because there's no plot to follow. Which makes the notion of not finishing quests and proclaiming it to be some sort of freedom of choice somewhat absurd. But hey, you could roleplay some random dude enjoying the sunshine, right? And that's of course why we all play roleplaying games. ;)

A quest that gets thrown into your journal despite you explicitely declining (and yes, it happens in Skyrim) and that doesn't subsequently offer you any alternatives to actually get rid of it is simply bad quest design, not proof of great freedom of choice. Or to put it differently: Would more choice within any given plot hurt anyone? Does anyone really prefer the choice of doing or not doing some quest over choosing between different approaches within the same quest to actually bring it to a conclusion?

Because, you know, said Daedra quest in the abondoned house doesn't offer any conclusion whatsoever if you don't follow the one and only predetermined path.

I agree somewhat, it could've easily been concluded by warning the priest properly and he gives you some sort of reward for the heads up,
Spoiler
what happend for me was i tried telling him Molag Bal sent me and he just didn't believe me and ran of to be trapped
And while i wouldn't expres it as some great proof of freedom, you still have the freedom to ignore it if you wanto be good, might not be the most optimal solution but the only one we have until they release the construction kit and we can mod it ourselves.
Just beacuse the option isn't apealing enough dosen't mean it dosen't exist, more like choosing the lesser of two evils,yes you shouldn't have quests you decilne forced down your throat and there defenently needs to be more choices in quests like these that are unambigiously good/evil.
But in this case we don't, it svcks but we just haveto work with what we've got.
Some have more choices even if they aren't written in the journal if you're just abit creative. Like the Namira quest,
Spoiler
i met the cannibal and thought, well that's kind of [censored] up but she dosen't really deserve to die, so i follow her to her little sanctuary where she then tells me to go lure some random person to her so she can eat them, my only option is "Ok!" so i cut of her head and bam, quest complete with buggy re[censored]s! Might have not been the best way the quest could've played out, but damn if it wasn't fun.
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Alkira rose Nankivell
 
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Post » Mon May 28, 2012 5:32 pm

The POINT IS SIMPLE..:

Agreeing to undertake a quest is NOT inherently good or evil.
Actually undertaking it may be good or evil, or may actually not be.

At some point in time, every game refered to the "to do" list as the "journal".
If you are sent to assassinate or murder someone -- there is an GLARINGLY OBVIOUS ALTERNATIVE:
Warning the victim and ensuring that noone else finishes the quest; Sabotaging for the Daedric lords -- saving the victim or ruining their plans.

Dropping the shards from an artifact in lava, bottomless pit or in the depths of the icy sea.

Creating an antidote to a poison or removing the source of the evil.

Letting the artifact remain corrupt instead of actually doing the good option in one of the good quests. Oh wait...

All the quests seem to have EVIL options, but not all seems to have GOOD options.

Simply being able to delete a quest from the list would be very welcome.
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saxon
 
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Post » Mon May 28, 2012 4:49 am

Simply being able to delete a quest from the list would be very welcome.
QFT.
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Emily Graham
 
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Post » Mon May 28, 2012 4:30 pm

u know i have done about 5 of the daidric quests....and was i the only one who got to see that it wasnt linear but i actually had options? options that were not worded/laid out before but i i thought i could actually do soemthign else and....DOM DOM DOMMM! the game actually took my actions into consideration or manipulated the situation for me.

also for peopel who are playing as "paladins' or "holymen/women", rememeber that they tried "and did a great job" to create a living world of npcs and choices, and in life no matter who u are u will be presented with situations where u either fail/fall or have to demena urself and ur pride/way to go on. look at all the heros in the past and i dare u to name 2 that never did anything wrong or fell.

also HUGE SPOILER!












if u get stuck in an optional quest where u dont like the either outcomes.......then revert back to an old save. your welcome =]
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Everardo Montano
 
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Post » Mon May 28, 2012 4:08 am

You are asked by law enforcement to help clear out a house of Daedra worshipers. Sounded like a good deed.

The Daedra God then asks both of you to kill each other. I do nothing - he tries to kill me, I defend myself. Nothing wrong there.

But then the same quest wants you to lead a guy there to be slain. I tell the guy what is up, that it is a trap from the Daedra God, but he is cocky and goes anyways. He gets trapped. God asks me to kill him. No option to say no. I try to find a way to free him from the cage, but there is no way.

At this point I have 2 choices. Either walk away, leave him in the cage forever and let the quest be half-finished or kill him.

I don't like leaving half-finished quests in my log forever. It's annoying.

Why do you think that walking away leaves the quest half finished? Because the game tells you this? I don't really understand this. You made the choice, you chose not to side with Molag Bal, finished. Did you want a reward?

edit: I'm pretty pleased with how evil a lot of the Daedric quests are. In previous games most of the quests for these almost entirely evil demons have been at worst morally neutral which hasn't exactly made sense to me.

The problem is that there isn't an equal number of good quests, where you get awesome items. So you feel like you're missing out on tons of content for being good.

TBH The real problem is that the Daedric artifacts are just TOO WEAK they aren't "awesome items" at all :( It's definitely on my list for things I'll need to make a mod to fix when the construction set gets released, if someone else doesn't do it first.
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Elizabeth Lysons
 
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Post » Mon May 28, 2012 5:26 am

Never having the option to do bad doesn't make you a good person, a good person has the opportunity to gain from evil but chooses not to.

You have been given a task to perform and now the battle between good and bad begins. You can give into your completionist nature and give into the darkness, or you can fight against it every time you open your journal. The irony of goodness is in its foundation on struggle and the battle against ones own nature.
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Victor Oropeza
 
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Post » Mon May 28, 2012 9:45 am


also for peopel who are playing as "paladins' or "holymen/women", rememeber that they tried "and did a great job" to create a living world of npcs and choices, and in life no matter who u are u will be presented with situations where u either fail/fall or have to demena urself and ur pride/way to go on. look at all the heros in the past and i dare u to name 2 that never did anything wrong or fell.

Sure.

If I couldn't come up with at least a handful of proper alternative routes for the particular storyline in question right away. This quest isn't designed to be 'tragic' or to cause a moral dilemma, because in itself, it offers exactly one course of action. Well, I suppose you could just kill that priest right away when you encounter him. Which doesn't really count in this case - as opposed to other plotlines where killing someone does in fact present you with a suitable conclusion. Anway, in this case, the dilemma consists of doing or not doing a quest, and in the latter case not having a proper ending to the story. It's pretty much an out-of-game dilemma anyway.

Of course, as Petrol pointed out, we've got to arrange ourselves with what we have. It's still beyond me how anyone can seriously defend this sort of flawed storytelling though. Especially since the game in fact does offer alternative solutions in other cases (although more often than not it leaves to be desired...). And the quests which are designed in such a way that they'd need some sort of flexibility also aren't that numerous.

Having said this, I do very much enjoy this game. But it does have its flaws. ;)
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michael flanigan
 
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