» Tue Jun 12, 2012 4:35 pm
The best thing about the thieves guild was that there was a bit of a build up during the initial stages. Each character you meet had a different voice, and a different intro story. It was a shame you didn't adventure with them more directly, but you could roleplay enough to connect well, and of course some were trainers. I thought this questline closest to the quality of Oblivions, as far as the writing went. (SkyRim Main Quest was decent also...)
What really dragged it down , as other's noted, was the random generated stuff being total dreck, same items, same challenge, or lack thereof. And turning down work just to get the right job in another city was a poor choice, and pretty immersion breaking. A bettter approach would have been the bulletin board ala FF XII. Mixed feelings about the rewards at the end. More light in the cistern, new merchants (same stuff mostly, the alchemist was a poison specialist) , new members, but no sense of accomplishment despite it. You'd really done nothing special. I liked the black armour, though it looked more like bike leathers to me, but at least it wasn't a kilted kit.
In short it started out great for me, then petered out despite the whole "Nightingale" tack on. It's pretty obivious these juxtapositions were done on the fly, there wasn't time to write seperate in depth plotlines for each Daedric prince. And I'm sorry, but if I wanted "Black Night " armour, I'd be playing a different game.