"Why Oblivion ruined Skyrim for me..."

Post » Tue Jun 12, 2012 1:49 am

I like Skyrim for the gameplay (and beards) but I feel they steered it too far towards low fantasy. There aren't enough fantastical creatures in Skyrim. I'd like to see minotaurs and unicorns again, as well as dreughs and other crazy fantasy creatures. They really made a mistake limiting themselves to monsters present in nordic mythology.

I also feel like they half-assed the factions. I find it hard that the companions would over leadership to someone they just met less than a week ago. The College quests could have been interesting (During the first quest I was excited because I thought it would be more like a college than just a quest dispenser with the lectures etc.) but the story is rushed and unsatisfying. The Dark Brotherhood is good, but it still feels too short.

I feel like Bethesda has relied too much on the radiant story system. Very few of the quests are actually thought out and written by professional writers while there are loads of crappy quests that all amount to "go into this cave and get my family treasure from the chest at the end!" that really aren't that different from running random dungeons.

Radiant story, while useful, is NOT an excuse to cheap out and get lazy with the writing. This game could have been so much better if they had just ditched that idea and just done the quests like they did Oblivion's.
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Nichola Haynes
 
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Post » Tue Jun 12, 2012 12:32 am

As a miner, your quest is to mine.

Quests don't have to be limited to just adventuring for loot. A "quest" is nothing more than a job.

Semantics and nothing more. You have clearly never roleplayed.
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~Sylvia~
 
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Post » Mon Jun 11, 2012 6:18 pm

Semantics and nothing more. You have clearly never roleplayed.

And you're clearly making assumptions.

My, isn't this a fun game?
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CSar L
 
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Post » Mon Jun 11, 2012 2:55 pm

As a miner, your quest is to mine.

Quests don't have to be limited to just adventuring for loot. A "quest" is nothing more than a job.

Well, you're right. But, you can still roleplay without quests.


role-play
? ?[rohl-pley]


verb (used with object)
1.
to assume the attitudes, actions, and discourse of(another), especially in a make-believe situation in an effortto understand a differing point of view or social interaction:Management trainees were given a chance to role-play labornegotiators.

2.
to http://dictionary.reference.com/browse/experiment with or experience (a situation or viewpoint)by playing a role: trainees role-playing management positions.


Doesn't say anything about quests.

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bonita mathews
 
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Post » Mon Jun 11, 2012 9:04 pm

Well, you're right. But, you can still roleplay without quests.


role-play
? ?[rohl-pley]


verb (used with object)
1.
to assume the attitudes, actions, and discourse of(another), especially in a make-believe situation in an effortto understand a differing point of view or social interaction:Management trainees were given a chance to role-play labornegotiators.

2.
to http://dictionary.reference.com/browse/experiment with or experience (a situation or viewpoint)by playing a role: trainees role-playing management positions.


Doesn't say anything about quests.




quest[kwest]


noun
1.
a search or pursuit made in order to find or obtain something: a quest for uranium mines; a quest for knowledge.

2.
Medieval Romance . an adventurous expedition undertaken bya knight or knights to secure or achieve something: the questof the Holy Grail.


It even mentions mining specifically :biggrin:

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TASTY TRACY
 
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Post » Mon Jun 11, 2012 10:21 pm

I must be too tired to comprehend what you're asking, I don't think I'm getting it entirely. I think the best answer would be, the needs of the many outweigh the needs of the few.

The factions and dispositions need to be there though, for stuff like marriage and companions to work.

Its not you its me.

I was thinking with the more factions involved in an NPCs disposition the more conflicts that could arise leading to the situation you described.

I believe the way it works now for companions and marriage is binary.Did you do favor yes/no.As far as I can tell anyway.
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Tanya Parra
 
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Post » Mon Jun 11, 2012 1:11 pm



quest[kwest]


noun
1.
a search or pursuit made in order to find or obtainsomething: a quest for uranium mines; a quest for knowledge.

2.
Medieval Romance . an adventurous expedition undertaken bya knight or knights to secure or achieve something: the questof the Holy Grail.

I said you were right about the quest, still wrong about roleplay. Sorry, I don't write these definitions.
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Melissa De Thomasis
 
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Post » Tue Jun 12, 2012 1:45 am

I said you were right about the quest, still wrong about roleplay. Sorry, I don't write these definitions.

1.

to assume the attitudes, actions



1.


a search or pursuit made in order to find or obtain something: a quest for uranium mines; a quest for knowledge.

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Sophie Morrell
 
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Post » Mon Jun 11, 2012 5:07 pm


1.

to assume the attitudes, actions



1.



a search or pursuit made in order to find or obtain something: a quest for uranium mines; a quest for knowledge.


Wow, you can debate until the cows come home and make anything sound like a quest, it doesn't make you right. Unless you mean to say that simply waving your arms about is a quest, you know actions can mean many things.
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steve brewin
 
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Post » Mon Jun 11, 2012 10:05 pm

Wow, you can debate until the cows come home and make anything sound like a quest, it doesn't make you right. Unless you mean to say that simply waving your arms about is a quest, you know actions can mean many things.

Which is exactly why I said a quest is not limited to the romanticized version.

For example, a "quest for knowledge" may never have you leave your house, ever, but it's still a quest.

If you are going to try and simplify it all the way down to "waving your arms" then that's your prerogative.

He said his character was a miner. One of the definition examples specifically included "searching for a mine."
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Emily Jones
 
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Post » Tue Jun 12, 2012 12:45 am

Which is exactly why I said a quest is not limited to the romanticized version.

For example, a "quest for knowledge" may never have you leave your house, ever, but it's still a quest.

Well your quest to prove yourself right is just making things worse for you. Roleplaying does not rely on quests or knowledge...

I know the definition of quest and role-play, I think you need a better understanding of them. But I will not be the one to teach you, cause I need to complete my quest for sleep.
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Jennifer Munroe
 
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Post » Mon Jun 11, 2012 3:06 pm

Well your quest to prove yourself right is just making things worse for you. Roleplaying does not rely on quests or knowledge...

I know the definition of quest and role-play, I think you need a better understanding of them. But I will not be the one to teach you, cause I need to complete my quest for sleep.

That's just so cute.
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Louise Dennis
 
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Post » Mon Jun 11, 2012 1:30 pm

Darkside

If I read your idea correctly There would only be the "self" faction and factions you join would affect that number.

Eorland again

Base 50

when you join the companions it would give a boost to Eorlands "self" faction say +20

making it 70 for Eorlands "self" faction

So you would make factions Binary (joined yes/no) and have disposition adjustments made off of this?

Is this correct?
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WYatt REed
 
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Post » Mon Jun 11, 2012 4:21 pm


Sone of a [censored] YOU DIDN'T PLAY MORROWIND!!?!?!??!?
neither did i, couldn't get pass the fact that my attacks miss until i use the same skill a million times...same reason why i couldn't play fallout. My gun should fire where i aim my sights, only my personal aim of the joystick should affect my shot.
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Charlotte Buckley
 
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Post » Mon Jun 11, 2012 5:21 pm

Darkside

If I read your idea correctly There would only be the "self" faction and factions you join would affect that number.

Eorland again

Base 50

when you join the companions it would give a boost to Eorlands "self" faction say +20

making it 70 for Eorlands "self" faction

So you would make factions Binary (joined yes/no) and have disposition adjustments made off of this?

Is this correct?

Basically.

I dislike the idea of... say I murder someone and their spouse, or a guard, saw me and attacked me, only to be defended simply because I joined the Companions... without ever talking to them or interacting with them in any way other than the quests they hand out.

I would much rather, and feel it would make the world more "real," have "self" be what guides the NPCs, and joining the faction would simply be a small bonus to their disposition to me.
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Emma Copeland
 
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Post » Mon Jun 11, 2012 7:51 pm

I havent looked at a CK since MW.Do you know how disposition is set up in regards to factions?Is it binary with nothing to modify it ?If not Ill look it up.
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Robert Jr
 
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Post » Mon Jun 11, 2012 11:46 am

I havent looked at a CK since MW.Do you know how disposition is set up in regards to factions?Is it binary with nothing to modify it ?If not Ill look it up.

Not a single clue.

I play on 360 anyway.
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Cartoon
 
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Post » Mon Jun 11, 2012 2:49 pm

me too.Ill go look it up
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Melly Angelic
 
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Post » Mon Jun 11, 2012 9:47 am

it appears only the highest value effects NPC disposition.
Instead of all factions affecting disposition
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Dale Johnson
 
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Post » Mon Jun 11, 2012 11:54 am

it appears only the highest value effects NPC disposition.
Instead of all factions affecting disposition

Meaning?
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Queen Bitch
 
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