Lack of some RPG-ish features

Post » Wed Jun 06, 2012 10:45 am


Of course not. Then again there's no such thing as infinite time and money.

Yeah you're right but I think there is a middle ground Bethesda hasn't reached. I'm really of they opinion Beth took their time crafting the physical world and when it came to the people and quests in that world they rushed to completion and left out too much.
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Francesca
 
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Post » Wed Jun 06, 2012 7:17 am

Yeah you're right but I think there is a middle ground Bethesda hasn't reached. I'm really of they opinion Beth took their time crafting the physical world and when it came to the people and quests in that world they rushed to completion and left out too much.
I'm not sure the game would be any better if they compromised. The dialogue might be better, but if the world wasn't as well constructed as it is, would slightly better dialogue have saved it? As it is, it's the environments that make the game worth playing.

I'm not saying that I wouldn't love better dialogue, of course, but I'm a fairly objective gamer: Skyrim is better than many games in many ways and worse in many others. At the end of the day, I think it's better than most, so I'll cut the devs some slack. No such thing as a perfect game, a perfect dev team, or a perfect person. It's unreasonable to expect a game or a group of people to excel in all areas.
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luis ortiz
 
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Post » Tue Jun 05, 2012 10:59 pm

They need to go back to the drawing board and start adding and stop subtracting.
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Jack Bryan
 
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Post » Wed Jun 06, 2012 3:14 am

A couple of the Thieve's Guild members have back story to them. For example This one member had this sob story about getting violated by bandits, another was a jail breaker for hire.
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Rowena
 
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Post » Wed Jun 06, 2012 6:47 am

They need to go back to the drawing board and start adding and stop subtracting.
They do add. There's a lot more in Skyrim than there was in Morrowind or Daggerfall. The problem is that some "fans" are just blind to what's been added.
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Rusty Billiot
 
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Post » Wed Jun 06, 2012 10:55 am

They do add. There's a lot more in Skyrim than there was in Morrowind or Daggerfall. The problem is that some "fans" are just blind to what's been added.
I personally see it as it is. Some things are added, some are removed. I don't think any people here, even those criticizing Skyrim, could not address the added features but I can't say the same about "fans" who see no problems with Skyrim. But that's expected, some "fans", by definition, are blind like that. :wink:
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Red Bevinz
 
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Post » Wed Jun 06, 2012 11:01 am

I personally see it as it is. Some things are added, some are removed. I don't think any people here, even those criticizing Skyrim, could not address the added features but I can't say the same about "fans" who see no problems with Skyrim. But that's expected, some "fans", by definition, are blind like that. :wink:
I can see that some things have been removed. That's inarguable. But the way some people go on, just listening to them would make you think they've added nothing. (And no, I'm not talking about graphics or non-dice combat when I say they've added things)
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Valerie Marie
 
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Post » Tue Jun 05, 2012 11:36 pm

What's been added from morrowind to skyrim?

I'm curious because I haven't really played morrowind much.
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Kanaoka
 
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Post » Wed Jun 06, 2012 3:27 am

What's been added from morrowind to skyrim?

I'm curious because I haven't really played morrowind much.
Its more like what been lost.

http://www.uesp.net/wiki/Morrowind:Morrowind

This is what Morrowind offered.
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Steve Fallon
 
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Post » Tue Jun 05, 2012 8:01 pm

They've cut and snipped so much since Daggerfall :sad:
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Astargoth Rockin' Design
 
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Post » Tue Jun 05, 2012 9:00 pm

I can see that some things have been removed. That's inarguable. But the way some people go on, just listening to them would make you think they've added nothing. (And no, I'm not talking about graphics or non-dice combat when I say they've added things)
It is all opinions, you know. You can accept that people have issues with Skyrim then either ignore them or offer constructive criticism. Or get emotional and flame them. :tongue:

@awesomeray,
Schedules. NPCs have a routine they follow. They sleep, eat, wander around at specific hours each day with proper animations. In Morrowind, they only wander around a fixed spot and did nothing else.
Physics.
Combat improvements, dual wielding, manual block etc.
Companions.
Horses.
Pickpocketing, smithing as skills.
Traps, puzzles.
Quest Markers. All seeing compass.
Investing in merchants.
Fast Travel.
Woodcutting, cooking, etc..
Everything voice acted.
Perks.

these are all I can think of right now.
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Red Sauce
 
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Post » Wed Jun 06, 2012 11:25 am

What's been added from morrowind to skyrim?

I'm curious because I haven't really played morrowind much.
Mostly, the world is a lot more "fleshed out" - Bigger color palette, to the dismay of those who love all the shades of Brown Morrowind had (Vibrancy? Heresy!), more unique NPCs (Honestly, Morrowind had rather few memorable NPCs outside the main quest. Now, had the writers bothered to focus on the little guys instead of feeding Micheal Kirkbride's Gary Sue...), living towns and believable economies, observable culture-in-action (In Morrowind, there was once a lot of interesting stuff going on, but then everyone forgot how to sleep, and started walking around the same place), more places of interest, more information on the places of interest, personality added to otherwise insignificant characters...

On the mechanical side of things, as much as I dislike them removing "Acrobat" as a character type, they've greatly increased the number of ways you could define your character, especially for the various flavors of warrior and thief. Perks allow you to define your take on the assorted skills - how you handle a shield, meaningful weapon choice, what your armor means to you, etc.

Dungeons have much better design, with more thought into the encounters, areas-of-interest within areas-of-interest, loot distribution, puzzle solving (Alas, none of the legendary hidden temples feature The Shrine of the Silver Monkey in them), and meaning to them.

Identifiable food.

There's a greater ability to be self-sufficient in the wilderness, and bug-hunting never gets old for me :) (Why do I keep killing the bug, though? I wish I could get a glass jar to keep them in so they can flutter about merrily :( )

Companions to complement less self-sufficient character types.

Quests are also much better, diverse, and plentiful, even though the "Guild" quests are much fewer - There's a world to explore out there, stop waiting for someone to tell you what to do!
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Honey Suckle
 
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Post » Wed Jun 06, 2012 5:16 am

What's been added from morrowind to skyrim?

I'm curious because I haven't really played morrowind much.
radiant AI
voice acting used extensively
fast travel (I have no idea why they didnt put this in Morrowind)
dual weilding
perks
radiant quests
physics
generally good graphics and not laughable animations
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Nicole Mark
 
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Post » Wed Jun 06, 2012 10:49 am

I think you should compare Skyrim to other Elder Scrolls games instead of Fallout. Fallout is a different beast when it comes to faction conflict, and quests in general. Elder scrolls in my eyes has always been more simplistic in the dialogue than Fallout.
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Jonathan Windmon
 
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Post » Wed Jun 06, 2012 8:15 am

Your anology doesn't follow from a certain perspective. While I agree in the overall message, Beth didn't make Fallout NV, so in the context of making an actual Beth game, Skyrim blows Oblvion out of the water and pretty much follows what Beth has done recently over the past 6 years. I think there is a good deal of dialgoue that is expository and deals in some story telling. Morrowind was deeper, but along the same lines and of course Daggerfall was very rich. I would actually compare Skyrin to other Beth *developed* games like Fallout 3 and Skyrimdoes better than it for dialogue.

Now, find a game where Obsidian/Black Isle Studios (or any of its general off-shoots)/Interplay dealt with medieval lore.
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Klaire
 
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Post » Wed Jun 06, 2012 5:38 am

There is more but that's what i got
I tried sticking to fundamental features being they are more objective and easier to actually discuss rather than bicker over
Have fun. :biggrin: this took me 4 hours. :bonk:

They added:
  • more realistic dialog
  • better visuals
  • dual wielding
  • more smithing options
  • more visually in-depth character creator
  • voiced
  • perks
  • shouts
  • lvl scaling
  • standing stones
  • immortal people
  • runes
  • blocking mechanics and more ways to block
  • 5 shields
  • in game map
  • factors other than skill and weight of boots for stealth
  • horses
  • quest markers
  • permanent followers
  • Jobs
  • mining
  • 3 light armor
  • 4 heavy armor
  • 2 blunt weapon
  • 2 helmets
  • 5 short blades
  • 3 long blades
  • 7 bows
  • 6 axes
  • magical staves
  • rag doll physics
  • training limit
  • marriage
  • child games
  • cooking,
  • tanning hides
  • brawls
  • buying a house
  • inns
  • 13 spells
  • sprinting
  • hand-to-hand can kill
  • can recover missed arrows
  • always hit if you hit them
  • power attacks
  • kill animations
  • You can only make potions with the effects you know about
  • fast travel
  • major cities are in cells
  • doors that can not be unlocked by normal means
  • people have leeway and can forgive crimes
  • ability to escape jail
  • cursor tells you whether you are seen or not plus if an action is illegal
  • items are marked as illegal
  • trespassing is illegal
  • can not sleep in owned beds


They removed:
  • Attributes
  • Birthsigns
  • Classes
  • skills such as spears, medium armor, athletics, unarmed, acrobatics, hand-to-hand, and mysticism
  • degradation of equipment
  • all equipment for alchemy,armoring,enchanting
  • different types of lockpicks
  • probes
  • throwing weapons
  • cross bows
  • 4 types of arrows
  • 3 types of bows
  • pauldrens, greaves, cuirass being separated armors
  • 14 blunt weapons
  • 10 short blades
  • 1 light armor
  • 13 long blades
  • 2 axes
  • 9 medium armor<
  • 21 sheilds
  • 28 helmets
  • reputation
  • spell making
  • the ability to fail a quest
  • enchanting scrolls
  • bound armor
  • 76 spells
  • things being contraband
  • death warrants
  • Propylon Indices
  • slaves
  • cursed items
  • lvl-fixed rewards
  • spell failure
  • classes of diseases
  • being fatigued by running
  • a direct way to increase disposition
  • storage limit in containers
  • wearing both plain and armor types at the same time
  • enchant any were
  • halberds
  • journal records conversations on topic
  • you can drop quest items
  • skill requirements for faction advancement
  • all items show for sale regardless if saleble or not
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neen
 
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