So the NPC ignoring the fact his Golden Claw is gone is a better choice?
Uhh, yeah? Every single other NPC in the game's dialog doesn't change when they come home to an empty house.
TBH id rather have had a reactionary dialogue if it was possible than even ignoring that fact that its no longer there.
Wait, what? Where did you get the idea that I'd prefer no reaction to an appropriate reaction? I'm assuming you mean "appropriate reaction", making the sentence a baseless response, even though you failed to specify, because otherwise the sentence is poorly worded and contributes nothing due to the overly general implications of "reactionary dialog" which could include an inappropriate response like "Thank You", or an appropriate one like "Oh, it's gone missing again", at which point it's superiority to ignoring the missing recovered quest item is entirely dependent.
I will admit still thanking you for retrieving it is a bit much if you steal it again.
Nevermind. These three sentences are very confusing.
This happens with a lot of games that have many voice overs even for the most common NPCs, Skyrim has 71 listed voice actors which dwarf what Oblivion had. Now while some lines are overly done, least we can say for the most part that there are more of a variety for voices in Skyrim than in previous games.
That's not even what I'm talking about, the number of voice actors in Skyrim is a given, it's set in stone, the game was released with X many, proving it could hold that much, and suggesting it could ONLY hold that much. Since we don't know, let's just assume the number of voice actors is a constant and cannot change.
The issue arises that space is removed from the game to place lines of dialog, and that space reduction is multiplied by the number of times a different iteration, or voice actor repeats the line. Ignoring the relatively negligible space taken up by accompanying subtitles, Bethesda could have had the voice actors shoot different lines rather that repeat the same ones multiple times taking up approximately the same amount of space. This would have made the game's dialog significantly less repetitive, and likewise more rich with the only perceivable drawback being slightly more time taken to write more dialog, program in the new dialog, and program in accompanying subtitles, that's it.
This is something Bethesda easily could have done, but didn't for whatever reason.
This is what I'm talking about. That Skyrim at least had more voice actors is for the most part irrelevant to the discussion.
I could be wrong but isnt it the same with magic or other equipment? If you are in the midst of using it you cant switch?
No, actually. Most of the time you can switch. You could be holding down the trigger to heal yourself and then at the same time open up the favorites menu to switch to a Conjuration spell, the healing spell simply cancels, and your hand's equipped spell is replaced. The same goes for weapons, switch from a sword to a dagger mid-swing and your character instantly stops and unsheathes a dagger.
It DOES get stuck on occasion, but unlike the shouts where the game is designed to prevent you from switching during casting, this happens when the game lags or bugs out, sometimes simply preventing you from attacking altogether despite having a spell and weapon ready.
Ive never tried but I dont see why thats an issue.
Are you implying that it shouldn't be a concern if everything, like weapons and spells, couldn't be interrupted while switching? That, that was simply how the game is, and there's no use in complaining about one of the things that don't work this way, when the rest aren't meant to? Because even if that were the case, believe it or not, there's still a level of intuitive game design that gamers expect from developers these days, and one aspect of that is not having clunky controls, which Skyrim would easily become a target of if it wasn't so smooth to switch between spells, weapons, and items most of the time (ignoring the time-pause feature of the Favorites menu, or the broken #1 and #2 hotkeys).
One really basic thing I'll keep faulting Skyrim for is not having a simple running jump option. Super Mario Bros. had a running jump and that was OVER 20 YEARS AGO, what's Skyrim's excuse?