Complete lack of choice.

Post » Wed Jun 06, 2012 2:10 am

So I joined the Companions thinking it would be like the Fighter's Guild, where I'd get sent on interesting assignments, maybe get to know my guildmates a little more (Dissapointment. Nothing beats the comraderie of the DB from Oblivion, sorry) and stuff like that. But no. Of course not. I do a few missions and then all of a sudden I'm forced to become a werewolf. Absolutely no way to continue in the faction without becoming one. Really? No choice? I had zero interest in becoming one. Sure, I was aware of "The Circle" from having read about the faction elsewhere, but I thought it was to be something voluntary. Something you had to, if you wanted to, work hard to get into. Nope. Insta-acess. Because you're a special, gleaming star.

It might seem trivial to some since there's a way to "cure" yourself, but as a longtime TES player it just irks me that I can't be the person I want to be. Sure there's a cure. But in the meantime I can't get resting bonuses because of my "beast blood" and I have to put up with annoying "wet dog" and "ear fur" comments. It would have been better just to have a completely seperate faction called The Circle, who just happen to be a pack of werewolves, whose sole goal is to wipe out those who threaten their existence. Weren't there actual Vampire Clans in previous TES installments? It should have been something like that. Then I'd have the choice to become one. I'd have known full-well what I was getting into.

I have to say, this is the third Skyrim faction I've played, and it's definitely the most disappointing.
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Josee Leach
 
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Post » Tue Jun 05, 2012 2:43 pm

ru serious being a werewolf is awsome
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Marcus Jordan
 
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Post » Tue Jun 05, 2012 2:13 pm

You get to cure yourself later. The circle was tricked in to becoming werewolves by the Glenmoril witches, although some in the companion would rather harness the power than see it as a curse.
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meg knight
 
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Post » Tue Jun 05, 2012 1:05 pm

I agree with the op, just shows a lack of effort in the faction to force you into some lame twilight crap. Def miss the fighters guild.
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Tamara Dost
 
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Post » Tue Jun 05, 2012 5:37 pm

Well, Skyrim suffers from a lack of freedom of choice. Sadly.

However, isn't the DB more "free" to that regard?
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Kelly James
 
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Post » Tue Jun 05, 2012 12:26 pm

ru serious being a werewolf is awsome
You totally missed the point of the thread. >_>

I agree with the op, just shows a lack of effort in the faction to force you into some lame twighlight crap. Def miss the fighters guild.
Twilight crap?
Ugh...
Comments like this make me look towards to WW3.
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Curveballs On Phoenix
 
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Post » Wed Jun 06, 2012 2:43 am

For THAT to be the triggering complaint of "lack of choice" seems pretty weak. Being a werewolf (temporarily) to join the inner circle is no more of a restriction on choice than having to learn a spell to enter the mages college is. (Well, unless maybe you are already a vampire.)

The companions are NOT the fighter's guild- they have their own story. Its not "lack of choice" if the events outside your choosing ARE the story line.

In Morrowind, you had to become infected with an incurable disease as part of the main plot line. How's THAT for "complete lack of choice"?
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Neko Jenny
 
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Post » Wed Jun 06, 2012 1:23 am

Because that's the story line. It's what Bethesda decided would be fun. I mean the main quest isn't plotted so you can make friends with the dragons and have cute little sparkly ones sitting on your shoulders--that's not the story they wanted to tell.

And there is an actual choice later. (Besides, you only need to change once--after that you can ignore it until you get the option to cure it later.)
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Heather Kush
 
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Post » Tue Jun 05, 2012 8:36 pm

Companions was a very fun time for me. Maybe because it was when i just got skyrim, and it was one of the first things i got involved in as i was first experiencing the awesome moments of the game. Anyway, i liked it. My main is still a werewolf to this day...And my companion/wife is from the Companions too.
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Gemma Archer
 
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Post » Wed Jun 06, 2012 3:46 am

I loved the Companion's faction although I felt you were introduced to 'the circle' too soon. Alsot it would have been nice to have had a true fighter's guild seperate from the Companions. Perhaps located in Solitude or Falkreath.
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Valerie Marie
 
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Post » Wed Jun 06, 2012 3:50 am

You get to cure yourself later. The circle was tricked in to becoming werewolves by the Glenmoril witches, although some in the companion would rather harness the power than see it as a curse.

I know the game says they were tricked into becoming werewolves and maybe the first one was but you get to choose and so presumably did your fellow members of The Circle.
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Siobhan Thompson
 
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Post » Tue Jun 05, 2012 11:04 pm

So when I was asked about joining the Circle, I said I didn't want to be one and left. Are those people under the forge just going to stay there for the rest of my game? They're still there waiting for me.

I have such fond memories of Modryn Oreyn and the way he showed me how to be a Fighter too - and he was such a great artist. Oh well, I'll just be a Dovahkiin Mage. :tes:
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Tom Flanagan
 
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Post » Tue Jun 05, 2012 12:36 pm

So when I was asked about joining the Circle, I said I didn't want to be one and left. Are those people under the forge just going to stay there for the rest of my game? They're still there waiting for me.

I have such fond memories of Modryn Oreyn and the way he showed me how to be a Fighter too - and he was such a great artist. Oh well, I'll just be a Dovahkiin Mage. :tes:
Yeah, Skjor and Were-Aela just stay there for the rest of the game until you decide to become a werewolf. Can't take jobs from Vilkas or Farkas or do anything else for the Companions.

And yeah, one of my characters was a vampire and the werewolf blood cleared that up right quick. I just jettisoned through the remaining Companions quests and cured myself immediately after curing Kodlak in the final quest.
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james kite
 
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Post » Tue Jun 05, 2012 9:30 pm

And yeah, one of my characters was a vampire and the werewolf blood cleared that up right quick. I just jettisoned through the remaining Companions quests and cured myself immediately after curing Kodlak in the final quest.
I did that too. However, the game thought that I was still a werewolf (the "days spent as a werewolf" counter in the stats kept increasing). The guards still gave me the "furry ears" lines. And I still couldn't get the resting bonuses. The only things that had changed were that the immunity against diseases was gone and that I couldn't shapeshift any more.

I consoled my way out of the ever increasing "days as a werewolf" nuisance, but the guards wouldn't ever stop with their comments.

So, I won't ever do this questline again, I guess. It's not as if I'd miss out on anything interesting or exciting, unless you think that a lowlevel Farkass moron against a bunch of deathlords is exciting.
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josh evans
 
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Post » Wed Jun 06, 2012 2:06 am

Lytha that is a bug. I thought I was the only one experiencing this.

And also Immune to disease never worked right. Infact, there is only one disease it will prevent, and well, it's obvious which one that is >_>.
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sam smith
 
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Post » Tue Jun 05, 2012 9:23 pm

Lack of choice is a pretty big flaw in the game. So damn linear for an 'open world' game.
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Tha King o Geekz
 
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Post » Tue Jun 05, 2012 10:18 pm

Do you know what would solve 99% of the complaints people have about lack of choice or being railroaded into quests? The ability to drop or discard quests from the log. I think most gamers are a little bit OCD or completionist when it comes to things like that. Wandered to close to a shifty NPC, who yanked you into a dialog and gave you a quest you couldn't say "no" to? No problem, drop it!
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Trevor Bostwick
 
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Post » Tue Jun 05, 2012 10:14 pm

You get to cure yourself later. The circle was tricked in to becoming werewolves by the Glenmoril witches, although some in the companion would rather harness the power than see it as a curse.

The point that the OP is trying to make here is that maybe he doesn't want to become a werewolf. He was force to become one because it's part of the saga. Who cares if the circle was tricked into becoming one by the Glenmoril witches. That doesn't make them force their disease on others. The circle is just as bad if not worst then the witches IMO.

For THAT to be the triggering complaint of "lack of choice" seems pretty weak. Being a werewolf (temporarily) to join the inner circle is no more of a restriction on choice than having to learn a spell to enter the mages college is. (Well, unless maybe you are already a vampire.)

The companions are NOT the fighter's guild- they have their own story. Its not "lack of choice" if the events outside your choosing ARE the story line.

In Morrowind, you had to become infected with an incurable disease as part of the main plot line. How's THAT for "complete lack of choice"?

Sorry but that doesn't make any sense. If your player is a mage then you go to the college of winterhold to learn how to do spells while the other hand if your player is more of a barbarian (or if you're battlemage) type you go to the the companions to learn how to become a better fighter. So essentially they are a fighters guild. They are mercenaries who people hire to fight off dangerous creatures.

Just on my recent thread http://www.gamesas.com/topic/1357978-the-companion-saga-svcks/ the guild severely lacks of any storyline. It was completely boring, and none of the less very disappointing.
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Kahli St Dennis
 
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Post » Wed Jun 06, 2012 12:17 am

It is plain as day before you become a werewolf that that is where the companion guild line takes you. You know their secret long before they take you into the secret chamber to perform the blood ritual on you. You are not forced into it. Why would you want to continue the companions quest if you didn't want to be a werewolf?? You know that is what the high ranking companions are and yet you want to somehow be the only high ranking companion who is not a werewolf? that doesn't make any sense.
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James Shaw
 
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Post » Tue Jun 05, 2012 11:50 pm

The reason I began the Companions questline was so I could get into Dustman's Cairn for the Word Wall. I knew where it was going to go but I was hoping for a speech option when the time came so I wouldn't have to join the Circle. I just don't want to be that and this game allows me to go where I want and do what I want so I guess I have to want to not be a Companion. I wish there was another path though. :tes:
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KiiSsez jdgaf Benzler
 
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Post » Tue Jun 05, 2012 12:54 pm

The only choice in this game is the direction you want to walk, and the order in which you pick and complete very linear quests. It's a linear game that you complete in a non-linear fashion.

I wouldn't say that Elder Scrolls has really devolved much, though. There wasn't a lot of choice in Morrowind either, at least not compared to other rpgs I've played.

This has always really been the TES sandbox style. I would much prefer lots of meaningful choices and consequences, but Beth has opted to spend more time giving quantity over quality in that regard.
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Scarlet Devil
 
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Post » Wed Jun 06, 2012 1:27 am

Do you know what would solve 99% of the complaints people have about lack of choice or being railroaded into quests? The ability to drop or discard quests from the log. I think most gamers are a little bit OCD or completionist when it comes to things like that. Wandered to close to a shifty NPC, who yanked you into a dialog and gave you a quest you couldn't say "no" to? No problem, drop it!

If I show you my huge ass quest log(misc included) you'll wonder what do I do with my time in the game..
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gary lee
 
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Post » Tue Jun 05, 2012 9:22 pm

For every one of these threads there's another complaining about lack of consequence.

Can't have it both ways.
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Haley Merkley
 
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Post » Tue Jun 05, 2012 3:50 pm

For every one of these threads there's another complaining about lack of consequence.

Can't have it both ways.

Um, yes you can. Choices AND consequences has always been a staple of good rpgs.
But doing the guild questline isn't exactly much of a choice. I do it now, or do it later!

I'm not even sure why the original poster is complaining though, really. It's not like being a werewolf really has any consequence anyway.

Now, if there had been some requirements to join the Companions. If they had been more selective in who they let in. If your actions and skills/stats determined whether or not you even found out about their little secret, and your actions again determined whether or not you ended up becoming a werewolf, then we would be getting somewhere.

Oh well, Age of Decadence demo will be out most likely later this week and I can get some real C&C.
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stevie critchley
 
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Post » Tue Jun 05, 2012 12:09 pm

I did that too. However, the game thought that I was still a werewolf (the "days spent as a werewolf" counter in the stats kept increasing). The guards still gave me the "furry ears" lines. And I still couldn't get the resting bonuses. The only things that had changed were that the immunity against diseases was gone and that I couldn't shapeshift any more.

I consoled my way out of the ever increasing "days as a werewolf" nuisance, but the guards wouldn't ever stop with their comments.

So, I won't ever do this questline again, I guess. It's not as if I'd miss out on anything interesting or exciting, unless you think that a lowlevel Farkass moron against a bunch of deathlords is exciting.
Awww Farkas is charming in his naivete. >:

And that's an odd glitch, I had never heard of that sort of one before. I'm about to cure myself now, I hope that doesn't happen to me. ;o;
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roxanna matoorah
 
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