Anyways, the company of Bethesda just seems so...different. I was reading the Daggerfall manual and I came across this, straight from the mouths of Bethesda:
Role playing is not about playing the perfect game. It is about building a character and creating a story. Bethesda Softworks has worked very hard to make TES:Daggerfall a game that does not require players to replay their mistakes. All adversity can be overcome, excepting only the character's actual death. In fact, you will never see some of the most interesting aspects of the game unless you play through your mistakes.
If your character dies, gets locked in a dungeon, or some other truly catastrophic event takes place, by all means return to your last saved game and replay it. However, if your character is caught pickpocketing, if a quest goes wrong, or some other mundane mishap occurs, let it play out. You may be surprised by what happens next.
This kind of philosophy given by Bethesda is some solid advice. The fact they tried to accomodate failure is in credible. They really had an emphasis on role playing, in contrast to today where the emphasis is on action and graphics, rather than gameplay. They are more focused on creating a nice looking world than a game of complicated politics, storyline and dialogue.
Wow. Just wow. That entire statement seems to be in conflict with Skyrim. Skyrim's emphasis is on a nice looking world(I will give props where they are due, places such as the Forgotten Vale, the Soul Cairn and the final location for the MQ are all breath taking.) and action. Skyrim does away with dialogue, story and the likes for action. There are very few instances where I am blown away by story because honestly, there isn't much. Same goes for dialogue. The most you'll ever get is a sob story from Ulfric and Galmar, which has lots of emotions and fire. Perhaps the next best person with any interesting dialogue is St. Jiub. Not to mention that you, the character, have almost nothing to say. You are ALWAYS the bystander just walking into something. You are never included, minus Season Unending. Your dialogue choices always consist of "Yes, I'll gladly do it!" and "No, I refuse to take part!" but both answers are the same because you take up the task regardless. Most of the time you only have ONE dialogue option. Often a person will ask you "Have you heard of ____?" and your choice is usually no.
So, what happened? My point mostly lies in the second quote. Bethesda clearly did a 180 and did the exact thing they said they didn't want to do. Who knew that such a great RPG would eventually become an action adventure game, with almost no emphasis on the character?
Just something to think about, really. Oh how ideals and philosophies can change due to something as trivial as time.

