» Thu Jun 14, 2012 8:06 am
There were a few things I was disappointed with in Skyrim.
I was expecting weapons to be handled a lot better when I heard about the Skill-specific perks, but these perks do not contribute enough to the ends in order to be worth the point.
I was also expecting crafting to be a little different, namely I wasn't expecting every merchant and their dog to have 900,581 Ebony Ingots in stock, completely ruining any exploratory drive to Smithing.
Sort of jumping off the previous one, I was also expecting the game economy to be a little more "Alive". Sort of in lines with what they were discussing in pre-release PR. I was hoping to see contextual merchant lists, instead of the largely similar random box we have now.
I was also expecting speech to not svck. Though the Dialog interfacing is a lot better in Skyrim, I really feel the impact speech has on the game is one of the greatest transgressions since Oblivion, which regressed too much already from Morrowind.
Finally, I was not expecting short swords to be removed entirely.
Still, I'd say Skyrim lived up to my expectations by surpassing them in other fields. I like it better than New Vegas, and Oblivion, but not as much as Morrowind or Fallout 3.
I'd say Skyrim's biggest problem, as is a problem with a lot of games, is it's afraid to make someone work for a payoff. I think that's an important distinction between interactive art, and infantile entertainment. Interactive art isn't afraid to be disliked occasionally, and even intentionally goes out of it's way to make something not exactly a pleasant experience. But when properly balanced, the distasteful and the tasteful create contrast. The lack of direction in Morrowind was irritating, but the payoff when you stumble into a shrine and speak with your first Daedric Prince leaves an impression that just can't be matched when some stupid dog follows you from Falkreath to Morvunskar barking "HAY LOOK AT HOW AWESOME THIS DEDRICK QUESTS IS GUN BEEEEE!"