I don't want to be superman. I feel like I'm not given the c

Post » Mon Jun 11, 2012 12:25 pm

All I needed was the NCR or Nightkin good ending I skipped the rest of your post there. :tongue:

So all the good endings to figure.

Thats what I think. I don't know for sure.
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Shannon Lockwood
 
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Post » Mon Jun 11, 2012 12:15 pm

If you ignore the main quest and do not kill your first dragon at the watch tower, no one will talk about you been dragonborn.

/thread
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David John Hunter
 
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Post » Mon Jun 11, 2012 8:21 pm

Well maybe some of the unimportant ones aren't essential but come on it's either all of them or none of them.

So your problem is with the essential NPC system. Ok.

I don't happen to think that it destroys your ability to choose what you do in the game, but I can understand that people who choose to exterminate large swathes of people feel differently.
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Brian Newman
 
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Post » Mon Jun 11, 2012 6:16 am

So your problem is with the essential NPC system. Ok.

I don't happen to think that it destroys your ability to choose what you do in the game, but I can understand that people who choose to exterminate large swathes of people feel differently.

Well, they don't have to necessarily be killed. Others (myself included) would like an option to have them jailed or intimidated into leaving. All I am saying is that there are a million ways the game could have been played out without taking away from other peoples play styles.
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Chloe :)
 
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Post » Mon Jun 11, 2012 4:46 pm

Well, they don't have to necessarily be killed. Others (myself included) would like an option to have them jailed or intimidated into leaving. All I am saying is that there are a million ways the game could have been played out without taking away from other peoples play styles.

Again, the open-world nature of the game prevents a lot of serious, world-altering consequences from your actions. It's just how the game is. The Elder Scrolls series has always been at the top of the pile of open-world RPGs, and they've never had a game where you could systematically eliminate a guild in any way that didn't involve wholesale slaughter. And it was never something that would be recognized in the game world.
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RUby DIaz
 
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Post » Mon Jun 11, 2012 12:25 pm

Again, the open-world nature of the game prevents a lot of serious, world-altering consequences from your actions. It's just how the game is. The Elder Scrolls series has always been at the top of the pile of open-world RPGs, and they've never had a game where you could systematically eliminate a guild in any way that didn't involve wholesale slaughter. And it was never something that would be recognized in the game world.
Why though? I have provided evidence that this could be done without a negative effect on the game. Why can't the game evolve into something more?
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Marnesia Steele
 
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Post » Mon Jun 11, 2012 2:17 pm

Why though? I have provided evidence that this could be done without a negative effect on the game. Why can't the game evolve into something more?

What evidence? New Vegas?

New Vegas was good, but it's a smaller world and a much more contained story. And you can finish the game. Which is hugely different from Skyrim, where they've chosen to not structure quests in a way that closes off pieces of the game world as you go, enabling the game to change huge areas because you're no longer going to interact with them. There's a value to that sort of game, but compared to an Elder Scrolls game it's like choose-your-own-adventure compared to a blank slate.
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jessica robson
 
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Post » Mon Jun 11, 2012 4:35 am

Whaaaaat.

How can you feel like Superman? I'm the Dragonborn, head of the College of Winterhold, Guildmaster of the Thieves Guild, Listener of the Dark Brotherhood, Harbinger of the Companions, and one of Jarl Ulfric's top people, and Thane in every city, but none of it matters and I have little more power than when I started out because people still treat my char like a commoner or even worse than a commoner.


(Blank slate games svck when nothing that you do matters.)
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Krista Belle Davis
 
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Post » Mon Jun 11, 2012 10:58 am

Whaaaaat.

How can you feel like Superman? I'm the Dragonborn, head of the College of Winterhold, Guildmaster of the Thieves Guild, Listener of the Dark Brotherhood, Harbinger of the Companions, and one of Jarl Ulfric's top people, and Thane in every city, but none of it matters and I have little more power than when I started out because people still treat my char like a commoner or even worse than a commoner.

Maybe it's just that no one likes you.
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Luis Reyma
 
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Post » Mon Jun 11, 2012 7:39 pm



Thats what I think. I don't know for sure.
I will definition look into it after I beat the game for sure, because I will want to know where it hold its place in the Fallout story line.
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kitten maciver
 
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Post » Mon Jun 11, 2012 7:01 pm

Maybe it's just that no one likes you.

Funny. Not.


You can't be superman when you're in a world that doesn't respond to you.
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suzan
 
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Post » Mon Jun 11, 2012 12:49 pm

What evidence? New Vegas?

New Vegas was good, but it's a smaller world and a much more contained story. And you can finish the game. Which is hugely different from Skyrim, where they've chosen to not structure quests in a way that closes off pieces of the game world as you go, enabling the game to change huge areas because you're no longer going to interact with them. There's a value to that sort of game, but compared to an Elder Scrolls game it's like choose-your-own-adventure compared to a blank slate.

Hmm, I just don't see a difference there. Nowhere in NV was the game world ever closed off in any of my games except for the Fort I guess and that was just the way the developters wanted it. The reason for the game ending was because Obsidian felt that fans really enjoyed the ending slides from previous games and those wouldn't work with a game that lets you continue after the end. As for how large the world is, I don't see how that makes any difference. Actually, with a larger world I would think that more dynamic events could be done.
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Kevan Olson
 
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Post » Mon Jun 11, 2012 10:44 am

I will definition look into it after I beat the game for sure, because I will want to know where it hold its place in the Fallout story line.

You might have to wait until the next game comes out to find out xD
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Robyn Howlett
 
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Post » Mon Jun 11, 2012 10:52 am

Hmm, I just don't see a difference there. Nowhere in NV was the game world ever closed off in any of my games except for the Fort I guess and that was just the way the developters wanted it. The reason for the game ending was because Obsidian felt that fans really enjoyed the ending slides from previous games and those wouldn't work with a game that lets you continue after the end. As for how large the world is, I don't see how that makes any difference. Actually, with a larger world I would think that more dynamic events could be done.

Actually, it's pretty much the opposite. In a larger world (I'm talking about the number of characters, unique locations, etc.), there's more chances to break questlines. And since
Spoiler
all the guilds have some kind of involvement in the main quest
, any actions that make major changes to guilds would most likely break that questline. Now, if the game had to be built around allowing every questline to remain intact after an almost infinite number of possible actions that a player could take, then the larger the game, the more impossible that task gets.
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rolanda h
 
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Post » Mon Jun 11, 2012 5:05 pm



You might have to wait until the next game comes out to find out xD
Yeah and I hate waiting but alas I will probably have to.:(
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Holli Dillon
 
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Post » Mon Jun 11, 2012 4:28 pm



Hmm, I just don't see a difference there. Nowhere in NV was the game world ever closed off in any of my games except for the Fort I guess and that was just the way the developters wanted it. The reason for the game ending was because Obsidian felt that fans really enjoyed the ending slides from previous games and those wouldn't work with a game that lets you continue after the end. As for how large the world is, I don't see how that makes any difference. Actually, with a larger world I would think that more dynamic events could be done.
Any mountain I cane across threw up an invisible wall, there was walls on mountains I should have easily been able to climb over that was my biggest issue with NV.
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JaNnatul Naimah
 
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Post » Mon Jun 11, 2012 4:32 am

Actually, it's pretty much the opposite. In a larger world (I'm talking about the number of characters, unique locations, etc.), there's more chances to break questlines. And since
Spoiler
all the guilds have some kind of involvement in the main quest
, any actions that make major changes to guilds would most likely break that questline. Now, if the game had to be built around allowing every questline to remain intact after an almost infinite number of possible actions that a player could take, then the larger the game, the more impossible that task gets.



Okay I see what you are saying but lets examine this further. The first guild that you may need to use to continue the main quest is the thieves guild. Lets say you kill them all, are you screwed? No, because one of the guild leaders wrote down the location of Esbern in their journal. Problem solved.

Next you actually do need to join the Mages Guild and talk to the orc that runs the library to learn things. If you kill him you could just do the research in the library yourself.

When you are writing for a game, there are always alternate ways of doing things.
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mollypop
 
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Post » Mon Jun 11, 2012 7:54 am

As many have already said; if you don't talk to the Jarl of Whiterun once you get out of Helgen, there will never be any dragon attacks. You can just decide to explore everywhere you want to. You can do thieves guild and dark brotherhood questlines if you like. The companion's questline. The College of Winterhold questlines....or you can do none of them and just decide to get 100 in "whatever". Smithing, enchanting...underwater basket weaving...whatever. You don't have to do ANY of the quests if you don't want to, and there is tons of stuff to do. IT IS a sandbox game, and it doesn't force you to go in any direction.

Well, thought it kind of does in some respects...I mean if you want to unlock something locked it forces you to level lockpicking, because there are no longer any spells to do that. And it's monkeyed around with invisibility so that it forces you to use the muffle spell and stealth mode to remain undetected, when before invisibility by itself was enough, if you didn't want to play a character with any thief skills. But besides that, the game is fairly open to play style
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bimsy
 
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Post » Mon Jun 11, 2012 6:11 am

Any mountain I cane across threw up an invisible wall, there was walls on mountains I should have easily been able to climb over that was my biggest issue with NV.

Yeah that is true, but it's the same deal with Skyrim.
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Roberto Gaeta
 
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Post » Mon Jun 11, 2012 7:38 am



Yeah that is true, but it's the same deal with Skyrim.
Here the thing tho, I try really hard to get over the mountains, in New Vegas its impossible in Skyrim I can get over them if I try hard enough. If I can't go up one little portion I go up I way I can and then I go back down the way I could not climb up and just being able to cross that invisible threshold proves that I am not restricted by invisible walls.

It's that reason why I would like my jump spells, acrobatics, levitation, and my mark/recall spells and teleportation scrolls back so we could have other means of traveling the land.
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Susan Elizabeth
 
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Post » Mon Jun 11, 2012 9:45 am

Do random people walk up to a random wall and randomely acquire random shouts? No!

Main quest or not, the character is still made to be dragonborn or whatever.

But they're not active, you can't use them right away.

To add onto the thread, you're not a 'superman', per se. Any trained fighter can kill a dragon. Just look at the blades. Or the companions. They both have side quests that send them (with you) to kill dragons.

They're not Dragonborn. They're just people with swords.
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Katy Hogben
 
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Post » Mon Jun 11, 2012 8:49 am

Here the thing tho, I try really hard to get over the mountains, in New Vegas its impossible in Skyrim I can get over them if I try hard enough. If I can't go up one little portion I go up I way I can and then I go back down the way I could not climb up and just being able to cross that invisible threshold proves that I am not restricted by invisible walls.

It's that reason why I would like my jump spells, acrobatics, levitation, and my mark/recall spells and teleportation scrolls back so we could have other means of traveling the land.

I guess I've just never had a reason to climb the mountains. I always used a mod to disable the invisible walls around the center of the map and in some of the canyons in NV though.
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Dewayne Quattlebaum
 
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Post » Mon Jun 11, 2012 12:18 pm

Okay I see what you are saying but lets examine this further. The first guild that you may need to use to continue the main quest is the thieves guild. Lets say you kill them all, are you screwed? No, because one of the guild leaders wrote down the location of Esbern in their journal. Problem solved.

Next you actually do need to join the Mages Guild and talk to the orc that runs the library to learn things. If you kill him you could just do the research in the library yourself.

When you are writing for a game, there are always alternate ways of doing things.

Right. You just got 2 ways to get around 2 small parts of just one quest if a player did two specific actions.

Now, imagine having to do that for the every single possible action (not just the obvious ones of killing people) across every quest in the game, and you'll start to understand why it's something that developers are still struggling to create a program that gets around the problem.
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Kevin S
 
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Post » Mon Jun 11, 2012 4:59 am

put it on master and be a mage you'll be just another corpse. but if u don't get the words (im sure someone up there said it) it's harder and your pretty much normal, or if u do get the words don't put souls into them.
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James Potter
 
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Post » Mon Jun 11, 2012 5:46 am

Right. You just got 2 ways to get around 2 small parts of just one quest if a player did two specific actions.

Now, imagine having to do that for the every single possible action (not just the obvious ones of killing people) across every quest in the game, and you'll start to understand why it's something that developers are still struggling to create a program that gets around the problem.

There really aren't that many NPC's envolved with the main quest though and those are the only ones you would really need to write big alternate paths for. If you're talking about like a companions quest and you kill farkas for example, it could just be the end of the quest resulting in failure. Radiant quests are even less important.

Edit: Also we can asume that if the developers had thought about all of this during development the quests would'nt be the same and we wouldn't have the same problems.
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Mark Churchman
 
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