Guild quest v main quest

Post » Wed Jun 13, 2012 2:43 am

Is it just me that thinks the guild quests just destryoed the main quest?
The main quest just kept dragon on :tongue: amd was very stale mwahah power and destruction.
Where as the guild were good and the dark brotherhood quest line was superbly writtin up too fonv standards.
Soo what do yous think?
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Kara Payne
 
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Post » Tue Jun 12, 2012 7:05 pm

Thieves' Guild... good?

:rofl:
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jennie xhx
 
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Post » Wed Jun 13, 2012 5:30 am

Agreed. The Dark Brotherhood was fantastic, and the Thieves Guild was great as well. I wasn't a huge fan of the companions, but it was still a nice questline.
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suniti
 
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Post » Wed Jun 13, 2012 1:13 am

The guilds in this game were WAY TOO SHORT, and the Thieves Guild had little to no thieving outside of radiant quests... the dark brotherhood was the only one of them that was DECENTLY written, and at the end when you
Spoiler
kill the emperor
it has no effect on the empire which makes no sense.
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Lillian Cawfield
 
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Post » Tue Jun 12, 2012 5:05 pm

TES is not really about Guilds. The stories are nice and the quests can be fun. But quests are really just excuses to go out and explore the world.

The Faction Quests were fine in this game, although as implemented they are a bit short. They could have easily extended these by requiring a certain number of Misc and Radiant Guild Quests to be done before each major stage of the Guild's Main Quest.
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Undisclosed Desires
 
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Post » Wed Jun 13, 2012 7:06 am

I've got to say: Compared to Oblivion the guild questlines were pretty bad in my opinion.
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Tracy Byworth
 
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Post » Tue Jun 12, 2012 5:53 pm

Meh, I thought the Main Quest was actually pretty good, Better than anything else guild-related, save for The Dark Brotherhood, which unfortunately only appeals to one type of character. That said, I still think Skyrim tosses the game up to drama too early, though more gracefully than Oblivion did, that's for sure. Morrowind and Fallout 3 still represent where Bethesda did main-quests the best though.

Writing griefs aside, Fallout 3 somehow managed to open up in such a spectacular way, yet still be so open to personal interpretation. Being forced out of the vault, but never really being told " You need to find dad" was something I appreciated, hell, even the Foreword by Bethesda in the manual says "Or just forget he exists."

Skyrim opens in a spectacular fashion too, the actual opening sequence is amazing in all accounts. I just wish they introduced the concept of "you're dragonborn" a little bit later in the game. In terms of overall quality, I'd rate Dark Brotherhood first, Civil War second, followed closely by the Main Quest. Then College of Winterhold, Companions and finally the terrible thieves guild. (I'd tell nocturnal to shove the nightingales wherever you shove things on a half-naked deity)

Morrowind did well, by never trying to outshine Vvardenfell itself. Everything wove itself together in understanding Morrowind on a deeper level. Part of the overall theme of discovery in that game. Even the main quest teaches the player about ancient Morrowind history, such as the War of the First Council, The Ascendency of the Tribunal, and their ultimate decline, in detail that helps flesh out the overall story of the province itself, and this is repeated with every guild in the game. From the Fighter's Guild and Thieves Guild involvement with ancient dunmer crime syndicates, the academic difference between Imperial-bred Trebonius and native dunmer beliefs, Great House politics and The Morag Tongs unique place as "State sponsored assassination" within the province. In contrast, Skyrim's Dragon War is little more than an echo, with very little to suggest it was ever a significant event in Skyrim's history at all, The College of winterhold is in their own little universe, The Companions embrace Nord life, but it's far too brief to gain anything... Only The Dark Brotherhood really capitalize on the state of Skyrim, and the Civil War faction is a little too obvious to give due credit.
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Lily Something
 
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Post » Tue Jun 12, 2012 10:20 pm

TES is not really about Guilds. The stories are nice and the quests can be fun. But quests are really just excuses to go out and explore the world.

The Faction Quests were fine in this game, although as implemented they are a bit short. They could have easily extended these by requiring a certain number of Misc and Radiant Guild Quests to be done before each major stage of the Guild's Main Quest.

That doesn't make them longer, that makes them more tedious.
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CSar L
 
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Post » Wed Jun 13, 2012 6:21 am

I miss the days when guilds acted as, y'know, actual guilds, rather than mini-questlines to be railroaded down in a matter of a few hours. :confused:
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Bryanna Vacchiano
 
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Post » Wed Jun 13, 2012 4:35 am

All of the Guilds are amazing. The MQ is also Beth's best work to date. My favorite MQ this generation.
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Nichola Haynes
 
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Post » Wed Jun 13, 2012 5:24 am

All of the Guilds are amazing. The MQ is also Beth's best work to date. My favorite MQ this generation.

Seriously, I'm going to be blunt here, because I've seen dozens of your posts before, and at this point I'm entirely convinced that you're either a troll (most likely) or you have some sort of personality disorder. A few months ago you used to berate Beth for every design decision in the game, and now you praise them in every area? Either you have some extreme and erratic opinions or you're a really bad troll.
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Dalton Greynolds
 
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Post » Tue Jun 12, 2012 4:40 pm

I haven't finished the main quest just yet; been exploring and doing some of the deadra quest. Mehrune's Dagger for my Night Assassin.

I have done the Thieves, The Companions, The Mages, and the Dark Brotherhood guilds.

If I had to rate them. The College of Winterhold, Dark Brotherhood, Thieves, Companions. [and my scale is based on impact on the world, which none of the guilds actually had]

I hate being forced into being a werewolf or the fact that I hadn't really earned the right to know their secret. It would have been better if let's say they had Oblivion style quest. After doing those errand boy quest for the mages guild darted across the land only then could I go to the college. Then even then in the college I was running as an errand boy and actually earning my rank as an apprentice. Not one quets and suddenly I'm an apprentice.

After a while the guilds in Oblivion were so long and so hard and tedious I actually hated doing them sometimes. Because I was nearly dead and then I was like I have to report to this dude. Bah humbug. lol. I actually felt like I was being sent out to danger and even ranted to the arch mage about how I hated him, how I'll never do his quest again and yet here I was doing the quest.

I hated how in the Dark Brotherhood in Skyrim
Spoiler
kiling the emperor
had no real impact. I remember in Oblivion doing the Thieves Guild and I cannot remember if this happened in the Dark Brotherhood as well, but in Oblivion you'd hear towns people whisper of the deads. "Did you hear the Elder Scrolls has been stolen?" and it was even on one of the newspapers too, some courier just gave me a newsletter and I read about the Elder Scrolls being stolen. That had some impact on the environment.

The guilds and questlines, all though good, decent enough for my attention had no real impact. Or inclination that it had an impact.
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MISS KEEP UR
 
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Post » Tue Jun 12, 2012 2:51 pm

All of the Guilds are amazing. The MQ is also Beth's best work to date. My favorite MQ this generation.
care to explain I thought the MQ was very poor probably the worst mq ever in a beth game.
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Sheila Esmailka
 
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Post » Tue Jun 12, 2012 9:06 pm

MQ and Guild quests all svcked.

EDIT: only quest i liked was the DB quest when you first meet the Guild Master. Thats it.
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Hayley O'Gara
 
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Post » Wed Jun 13, 2012 5:45 am

I miss the days when guilds acted as, y'know, actual guilds, rather than mini-questlines to be railroaded down in a matter of a few hours. :confused:

Yeah, that's not happening anymore. It makes the game "hard" and "unfair" when you can't do EVERYTHING on a single play-through or complete a story stage sequence in half an hour or less.
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Camden Unglesbee
 
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Post » Tue Jun 12, 2012 2:41 pm

i thought the faction/ guild quests were one of skyrims best features. other then the fact that people didnt notice tulius/ ulfric were dead the civil war was one of my faveourite questlines beaten only by the DB, i think these quest lines out did the main story by far
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Chantel Hopkin
 
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Post » Tue Jun 12, 2012 2:58 pm

I sorta liked the Main Quest, I mean, it wasn't a masterpiece, not by a long shot, but it served it's purpose well enough. Although I will admit, there is a certain uniformity to the whole, "save the world from imending doom" concept.

The guilds I really liked a lot but they were really short. They all can be completed in an afternoon. I mean, just a few hours ago, I was a new member, now I'm the Guild Master? Really? I also hated how they were artificially extended through Radient Story. I don't want to grind through a lot of generic missions, I want a few big, memorable and interesting missions. But other than that, the writing and the storyline pull in Theives and DB were much better than most of the rest of the game
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natalie mccormick
 
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Post » Wed Jun 13, 2012 6:02 am

I preferred guilds when they didn't force words in to my mouth and change my personality to match the B-movie plot in the game.
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Juan Suarez
 
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Post » Tue Jun 12, 2012 9:17 pm

The overall quest line for DB was good. However, the actual assassination missions were a joke. For all it's flaws, Oblivion's DB missions were so much more interesting.
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benjamin corsini
 
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Post » Tue Jun 12, 2012 11:56 pm

Companions pwned the Main Quest. Dragons? Meh. Werewolves? Hell yes.
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Chad Holloway
 
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Post » Tue Jun 12, 2012 11:05 pm

I preferred guilds when they didn't force words in to my mouth and change my personality to match the B-movie plot in the game.
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Zach Hunter
 
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Post » Wed Jun 13, 2012 2:39 am

There is not one quest in Skyrim i didn't enjoy.
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Elena Alina
 
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Post » Wed Jun 13, 2012 2:22 am

The guild quests were horrible. I liked that they added radiant quests. Some are a good way to pass some time, like getting books for the college, closing ruptures, extra assassinations, the master spell quests, etc. Some... like the thieves guild jobs... well not so much.

I think all the quest lines need some 'good' filler. It feels like almost all of them jump from look new recruit, to giant problem that new recruit solves, to new recruit becoming the guild master all in 4-12 hours of gameplay. Morrowind and Oblivion had a few missions to get you acquainted with the group before the problem became apparent. If feels like if you 'want' to do that you would have to do a bunch of radiant quests. Which I wouldn't mind with college or DB(and they do encourage doing so in the DB), but are just plain boring in the theives guild. Break into XYZs house and steal gold X, repeat 175 times if you want 100% completion of the thieves guild. I don't want to travel across the map to steal some piece of junk then hike back. Is it that hard to have better quests?

Of course the MQ in Skyrim and Oblivion have the same issue. You go from random prisoner to jumping into the middle of this quest to save Tamriel/Skyrim in the first five minutes, and the pace only pushes you harder. You have to purposefully say, "I'm not doing the MQ yet." Morrowind you knew what the major issues were, the blight, dagoth, etc. But you were a tiny minion in the Blades just learning to walk and were treated as such until you proved yourself. Imagine if Cosades was standing at the docks when you got off the boat, and said, "Rush to red mountain and save the day, hurry hurry hurry, the blight has come! You must save Morrowind! You are Nerevar reborn!" That is what Skyrim and Oblivion do with their MQs. It is really irritating, and doesn't make it feel like your character is growing.
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Philip Rua
 
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Post » Tue Jun 12, 2012 3:41 pm

Companions pwned the Main Quest. Dragons? Meh. Werewolves? Hell yes.
Half an hour of Dragons is better than five minutes of werewolves.
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Harry Hearing
 
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Post » Wed Jun 13, 2012 5:01 am

They were fine, if you do all the side quests then stuff isnt as short, but the main guild quests were short.

As for the main quest, never finished it, but it kinda forced u to start the guild quests (some), which is irritating as [censored].

Many sidequests were fun :P and i enjoyid them, plus the radiant quests.

The civil war quests were fun at first, but then suddenly it turned into a bunch of, take this fort this or infiltrate this [censored] (even though you are wearing armor made by us which clearly indicates u are fighting with us) that. Skyrim is one of the best games, but thats only cause its combat is much more superior then Oblivion and Morowind, the quests would have needed some working on.
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Angela
 
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