Skyrim: The game of fetch quest

Post » Wed Jun 06, 2012 5:42 pm

Living = breathing, learning = books, work = moving, etc. = etc.
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+++CAZZY
 
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Post » Wed Jun 06, 2012 11:21 am

It's a fact. He came on the forums a while back to announce that he was not going to develop the mod, because he's now working for gamesas. In this, he follows a number of other modders who were similarly gobbled up.
Oh cool. Good for him. His mod was a joy to play.
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mike
 
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Post » Wed Jun 06, 2012 5:46 am

Which is why I said I couldn't care less. Im an RPer, I'll make my own quests and stories up.

Meh, that's like reading a boring book, making up new parts as you go along. A bad story is a bad story. It doesn't matter if I'm roleplaying.

The same with good stories.
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kyle pinchen
 
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Post » Wed Jun 06, 2012 7:05 am

Meh, that's like reading a boring book, making up new parts as you go along. A bad story is a bad story. It doesn't matter if I'm roleplaying.

The same with good stories.
No, its like Role playing and getting more out of a game after you squeezed everything dev made out of it. the devs dont factor in things to do for Inquisitor builds, or bar wenches, for example. Their non linear and 'miscellaneous' play style is incredibly rewarding and are two of my favorite RPs out of the thousands Ive made over the course of ES, specifically. Getting more out of your game, thinking outside of the box, using your imagination=fun.
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Megan Stabler
 
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Post » Wed Jun 06, 2012 2:21 pm

They could have made many of the fetch quests slightly more interesting with better journal entries.

Like I have one that's been sitting in my journal for ages "Fetch Grimslever". Yeah, there was some story behind that which the woman gave to me which I've mostly forgotten. Including a proper story summary in my journal would have been a huge improvement.

I think this is why Skyrim seems like a game of fetch quests because they literally give you a huge list of miscellaneous quests in your journal which are "fetch" "fetch" "fetch" with no story elaboration.
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Erika Ellsworth
 
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Post » Wed Jun 06, 2012 8:30 pm

Well, fetch or kill. It's just a question of how interesting they make the journey in between.
Indeed. That's the trick... to dress up the fetch and kills quests to be amazing and interesting.
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Taylor Bakos
 
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Post » Wed Jun 06, 2012 5:23 am

No, its like Role playing and getting more out of a game after you squeezed everything dev made out of it. the devs dont factor in things to do fr Inquisitor builds, or bar wenches, for example. Their non linear and 'miscellaneous' play style is incredibly rewarding and are two of my favorite RPs out of the thousands Ive made over the course of ES, specifically.

It's both depending on whether or not the game's story is good / diverse enough. Whether or not this game is good ebough is up for debate. That said, if you can enjoy the game then great! At the same time, try to understand that many people may disagree, regardpess of how you personally feel.
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HARDHEAD
 
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Post » Wed Jun 06, 2012 7:01 am

I guess it all comes down to how you want to play the game. If you get the quest, fast travel to the location and bash through the dungeon to get the item and then fast travel back, I agree with you.

Then there is the option of actually take the time to walk/ride through the world, which is bound to make up a totally different story around the item as well.

I agree that the background info of the quest is a bit lame most of the time though. And the journal doesn't make it any better. For me, that's the spot they really missed!
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Crystal Clarke
 
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Post » Wed Jun 06, 2012 4:45 pm

No, its like Role playing and getting more out of a game after you squeezed everything dev made out of it. the devs dont factor in things to do fr Inquisitor builds, or bar wenches, for example. Their non linear and 'miscellaneous' play style is incredibly rewarding an are two of my favorite RPs out of the thousands Ive made over the course of ES, specifically.
Thats why I roleplay. I however only in game like Morrowind, Oblivion, Skyrim and then in Fallout 3 and NV.

RPGs are riddled with fetch quest, I guess its a standard. I have played many RPGs as well, a lot of them have at least one to five fetch quest.

On other games classified as RPGs Dragon Quest or Final Fantasy even Parasite Eve in my opinion those games stand on story and great gameplay.
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Monika Fiolek
 
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Post » Wed Jun 06, 2012 8:43 pm

Every RPG quest is either fetch X object, kill Y monster\person, or talk to Z person.
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Casey
 
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Post » Wed Jun 06, 2012 8:10 am

Indeed. That's the trick... to dress up the fetch and kills quests to be amazing and interesting.
That adds depth but does not change what they are, I love the many fetch quest I have done and the games I have played that has them.
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Emmi Coolahan
 
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Post » Wed Jun 06, 2012 8:55 pm

It's both depending on whether or not the game's story is good / diverse enough. Whether or not this game is good ebough is up for debate. That said, if you can enjoy the game then great! At the same time, try to understand that many people may disagree, regardpess of how you personally feel.
What would people be disagreeing with me on? The only thing Ive stated was RPGs are made up of fetch quests.
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Nicole Elocin
 
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Post » Wed Jun 06, 2012 2:52 pm

Is anyone really saying that Oblivion's quests were better? because even though you had a single quest like the painter's you had [censored]loads of horribad quests (Fighter's Guild was horrible, for example, and Oblivion Gates were exsasperating). In skyrim you still have good quests, like Sanguine's, The Forsworn Conspiracy or Potema's, not to mention the guilds, while shorter, are way better.
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butterfly
 
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Post » Wed Jun 06, 2012 7:04 pm

...And they could have made it a bit harder to find what item to fetch. The GPS is another strange element out there.
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Star Dunkels Macmillan
 
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Post » Wed Jun 06, 2012 9:35 am

and Oblivion Gates were exsasperating).

So true!
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SUck MYdIck
 
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Post » Wed Jun 06, 2012 4:58 pm

Is anyone really saying that Oblivion's quests were better? because even though you had a single quest like the painter's you had [censored]loads of horribad quests (Fighter's Guild was horrible, for example, and Oblivion Gates were exsasperating). In skyrim you still have good quests, like Sanguine's, The Forsworn Conspiracy or Potema's, not to mention the guilds, while shorter, are way better.
Oblivion too had fetch quest threw out the entire game. The Oblivion Gates was the worst things ever designed in the series.

No faction has ever topped House Telvanni and under that the Mage Guild of Morrowind, and the main quest in Morrowind, it was epic. That is my opinion.
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Ezekiel Macallister
 
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Post » Wed Jun 06, 2012 1:43 pm

...And they could have made it a bit harder to find what item to fetch. The GPS is another strange element out there.
With this I do agree. They should implement a system for directions even as simple as Daggerfall's, if only for immersion. I guess quest markers are here to stay due to voiced dialog, though.
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Allison C
 
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Post » Wed Jun 06, 2012 8:15 pm

What would people be disagreeing with me on? The only thing Ive stated was RPGs are made up of fetch quests.

Many traditional hero stories are just fetch quests like the 12 labours of Hercules, and the Argonauts and the Golden Fleece.

They are a natural part of rpg games, but the presentation is also very important. Skyrim gives you a huge list of quests in your journal which read "Fetch" x "from" y "for" z.
I want to look at a list of stories not just a shopping list.
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El Goose
 
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Post » Wed Jun 06, 2012 8:59 pm

With this I do agree. They should implement a system for directions even as simple as Daggerfall's, if only for immersion. I guess quest markers are here to stay due to voiced dialog, though.
Why? Couldn't you record a bunch of usual responses and then the NPCs give you different (or maybe even inaccurat) responses depending on how far away you are from the "target item". Something like that...
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Nikki Lawrence
 
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Post » Wed Jun 06, 2012 7:27 pm

Oblivion too had fetch quest threw out the entire game. The Oblivion Gates was the worst things ever designed in the series.

No faction has ever topped House Telvanni and under that the Mage Guild of Morrowind, and the main quest in Morrowind, it was epic. That is my opinion.
As many times as I have completed Morrowind, House Telvanni is the only questline I've not gone through alongside with the mages guild, I'll give It a try in my next playthrough (Can't bring myself to play a magic-based character). The rest of the guilds in Morrowind were meh (which was an incredible improvement form Daggerfall's random guilds and random everything), and Oblivion's were similar if not for the quite good thieves guild and interesting design of the mages guild ranks (I loved getting to the Arcane University the first time). Skyrim's guild quests have kind of interesting storylines but lack a rank system and some more "mundane" quests (After the first two quests or so you feel like you're playing something similar to the MQ instead of running errands for the guild).
Why? Couldn't you record a bunch of usual responses and then the NPCs give you different (or maybe even inaccurat) responses depending on how far away you are from the "target item". Something like that...
Yeah, but that wouldn't be "Keep going till you see a big rock on the road, then turn left and keep walking alongside the lake. The cave will be on your right as you cross the bridge", which is needed to completely get rid of quest markers.
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Lawrence Armijo
 
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Post » Wed Jun 06, 2012 10:30 am

i agree most of the side quest are fetching something, like if we were dogs we would love this, but sense we are not, i don't find them very fun.
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xemmybx
 
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Post » Wed Jun 06, 2012 8:23 pm

Many traditional hero stories are just fetch quests like the 12 labours of Hercules, and the Argonauts and the Golden Fleece.

They are a natural part of rpg games, but the presentation is also very important. Skyrim gives you a huge list of quests in your journal which read "Fetch" x "from" y "for" z.
I want to look at a list of stories not just a shopping list.
OK? What does that have to do with what I posted? Im not defending fetch quests, or even Skyrim quests, Im stating that thats just what it is.
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Richus Dude
 
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Post » Wed Jun 06, 2012 6:56 am

You said something with a direction system in Morrowind. I never played that, so I don't really know how it worked, but what is the difference in writing the directions and recording them?
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saharen beauty
 
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Post » Wed Jun 06, 2012 10:45 am

You said something with a direction system in Morrowind. I never played that, so I don't really know how it worked, but what is the difference in writing the directions and recording them?
Well, directions are usually a couple of lines, that would be a couple of extra lines for every quest in the game, not to mention radiant AI quests wouldn't have directions, given they're randomly selected. You'd also need a diary. I'd love It, though.
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Bereket Fekadu
 
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Post » Wed Jun 06, 2012 9:34 am

As many times as I have completed Morrowind, House Telvanni is the only questline I've not gone through alongside with the mages guild, I'll give It a try in my next playthrough (Can't bring myself to play a magic-based character). The rest of the guilds in Morrowind were meh (which was an incredible improvement form Daggerfall's random guilds and random everything), and Oblivion's were similar if not for the quite good thieves guild and interesting design of the mages guild ranks (I loved getting to the Arcane University the first time). Skyrim's guild quests have kind of interesting storylines but lack a rank system and some more "mundane" quests (After the first two quests or so you feel like you're playing something similar to the MQ instead of running errands for the guild).
You should give it a try.
Well I still play a magic character in Skyrim, I just do not get as much enjoyment from it as I did in Morrowind and Oblivion because of spell creation.
I liked the Legion, Imperial Cult, Thieves Guild, Morag Tong, Mages Guild, and all three of the great houses. I agree the fighters guild was ok.
What I dislike about Oblivions and Skyrims ranking there is no requirements you have to have to advance in any of the guilds.
Some missions still boil down to fluffed up stealth quest, which is fine with me.
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CxvIII
 
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