Railroaded into dishonor

Post » Tue May 29, 2012 4:54 am

Im just a tad bit disappointed that so many quest arcs lock me into an immoral/selfish motivation.

Its perfectly natural for an adventurer to explore all his options, but the way these "shady" quests are scripted, I am really wishing there were some dialogue choices that will back me out or nudge the quest giver to consider something less cold blooded, or even just to whack them once they have really crossed the line, but, without including a specific spoiler, some of these NPCs are immortal!

Nice game but its frustrating when you tread so carefully for dozens of hours and then suddenly receive an involuntary soul transplant, thus becoming the very thing you have been hunting all that time.

Another thing that would be nice, is to be able to undo some of the wrongs that you have done. Paybacks and apologies... put them on the marker board Bethesda! ;)
User avatar
Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Tue May 29, 2012 1:58 am

i agree. i don't like when a quest seems to be taking my character down the 'evil' path. That's why before I start a new quest I always make a save so I can return to a point before I started an undesireable quest. Feels like it takes away from the fluidity of the game.
User avatar
Rik Douglas
 
Posts: 3385
Joined: Sat Jul 07, 2007 1:40 pm

Post » Tue May 29, 2012 2:50 am

Yeah I must agree, quests should have multiple paths/endings instead of always having the same solution. well there are some with alternative endings but they are very rare.
User avatar
Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

Post » Tue May 29, 2012 1:42 pm

Sometimes there are options/alternative routes that aren't spelled out as a quest objective. They don't appear in the log because they're not what the questgiver asked you to do nescessarily - though the linearity of most quests does mean you wouldn't have a huge reason to look for alternatives since there usually aren't ones. This doesn't happen often enough though so its understandable to simply not look for the few cases where this happens.

The most obvious example of this is not framing the merchant for the theives' guild - yep you don't have to get him arrested. Also the "destroy the dark brotherhood" quest is started by taking the unlisted option of killing the 4th viable target in the shack rather than 1, 2 or 3. That one is more well known though so its easy to forget its not an option spelled out in the log.
User avatar
jodie
 
Posts: 3494
Joined: Wed Jun 14, 2006 8:42 pm


Return to V - Skyrim