The railroading in this game is pretty awful (Thread may con

Post » Tue Jun 19, 2012 3:20 am

As I said in the title, the railroading in this game has just been awful. I love the game overall, please don't misunderstand-but I have been cornered into doing many things I have not wanted to.

I can't tell you how many evil Daedric princes I now serve because I wasn't warned about what quests I was about to go do, or don't have the option to kill them.

The only way to not succumb to these results is to not do the quests-which is absolutely horrid
for completionists like myself. I'm sick of helping them complete their power or some other such nonsense because I simply wanted to help the local blacksmith get a dog. It's ruining my roleplay with the game, and has frankly grown tiresome.

It isn't just the Daedra though. As soon as you enter the Bee and the Barb in Riften you're automatically railroaded into being a member of the thieves guild, unless you just want to let the quests sit unfinished in your logbook. It isn't like you just do one tiny quest for them-get it out of the way, and then be done, because as soon as you finish one they force another more sinister one on your plate. The worst part of all is that I can't even kill them and at least fail the quest I get it out of the way, as they just resurrect. I suppose it's too much to ask give me a questline that will let me eliminate the Guild and liberate Riften from it's corruption. Instead the only way to avoid getting burdened with their questlines is to avoid going into the Bee and the Barb altogether throughout your entire playthrough.

I'm just sick of a lack of options ruining the integrity of my roleplay, and cluttering up my menus. It's bad enough that I have 50 lbs of undroppable quest item crap in my inventory even though I've already completed the quests for most of them, but now my hero dragonborn PC is a servant of like 3, 746 different evil demons, all because Bethesda assumed that there was no way I'd rather defeat them an get nothing over joining them and getting some crappy new mace or something.

It isn't just about the toys for some of us, and it ruined my firstplay through of the game-which is a real shame because overall the game is good.
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Steve Bates
 
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Post » Mon Jun 18, 2012 10:55 pm

And forgive my punctuation and such, I typed that entire thing up on an iPod touch.
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kennedy
 
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Post » Mon Jun 18, 2012 7:29 pm

I agre 100%. Most quests should either be declinable, or offer multiple ways to complete them like in New Vegas.

Why can't I help Mjoll eliminate the Thieves Guild and Maven Blackbriar?!?
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Abi Emily
 
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Post » Tue Jun 19, 2012 12:05 am

The Daedric quests are railroaded? Since when? They're the ones with the freedom to choose at the end, you can often tell the daedra to get stuffed. Also defeating a Daedra is impossible by lore, unless it manifests into Mundas.

Thieves' Guild at Bee and Barb... when? I went in their with my mage and have no thieves' guild thing in my quest log...

Also, my quest log is a journal, so in a way I've just mentioned what has happened, so whether I care or not doesn't really matter...
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Czar Kahchi
 
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Post » Mon Jun 18, 2012 9:43 pm

I really dont think that a game which allows you to drop whatever your doing travel across half the providence and start something new is railroaded
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Bedford White
 
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Post » Tue Jun 19, 2012 7:25 am

I really dont think that a game which allows you to drop whatever your doing travel across half the providence and start something new is railroaded

Funny I did it all the time in this game

Try harder maybe?
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Catherine N
 
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Post » Tue Jun 19, 2012 5:37 am

The Daedric quests are railroaded? Since when? They're the ones with the freedom to choose at the end, you can often tell the daedra to get stuffed. Also defeating a Daedra is impossible by lore, unless it manifests into Mundas.

Thieves' Guild at Bee and Barb... when? I went in their with my mage and have no thieves' guild thing in my quest log...

Also, my quest log is a journal, so in a way I've just mentioned what has happened, so whether I care or not doesn't really matter...

Half the time you may not know you are lured into a Daedric quest, and then they clutter up your log book because you don't want to do it. Sure, it may not annoy you, but it's laziness on Beth's end.
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Connie Thomas
 
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Post » Mon Jun 18, 2012 4:11 pm

You are quite often hinted and can refuse, although some Daedra are annoying in how they get you, like Clavicus or Hircine.

Things like Sanguine are intended to be forced on you due to the Daedra deliberately tricking you though

It's more interesting than them all being at shrines... :/
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Quick Draw III
 
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Post » Mon Jun 18, 2012 10:07 pm

Half the time you may not know you are lured into a Daedric quest, and then they clutter up your log book because you don't want to do it. Sure, it may not annoy you, but it's laziness on Beth's end.

So you were fooled into doing something that you wouldn't have otherwise.

That's good quest design IMO.

It's like the Fallout 3 quest with Tenpenny Towers and the Ghouls. I took the "good" option and was obviously shocked at the final result. Was I pissed? Of course, but it was still a brilliant move by the devs to keep players guessing.
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sarah
 
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Post » Tue Jun 19, 2012 6:23 am

For one, having something affect the world around you is different than doing something that involves you.

If your character tries to do the right thing and something bad happens, at least you can say he was trying to be the hero he is. With this however, you are forced into becoming something you don't want. Why should my good character have to sell his soul and serve some evil demon?

It destroys the integrity of my roleplay. The only way to avoid is to ignore it and act like nothing happened, which not only cluttets our logbook, but also ruins the integrity of your RP. It was just a poor design flaw.

Look at the quest with Clavicus-keep in mind there will be minor spoilers.

You want to help a blacksmith get a pet dog.
You are at this point locked in to serving an evil character. There is no turning back. You van either get the axe for Clavicus and restore him to full power, kill his dog and restore him to full power, or simply ignore it. Why would my good character aid an evil demon? Why is there no option to take the axe to the fires of Mordor and destroy it and strand Clavicus in the statue for ever and all of eternity. Is Bethesda that hell-bent on proving how "strong" the Daedra are? That they will let it ruin our playthrough? It's a terrible design choice.

Don't even get me started on why I can't kill the members of the thieves guild and en the quest right there.
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Emilie Joseph
 
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Post » Tue Jun 19, 2012 7:16 am

Yeah, I was a bit disappointed about being forced into the Thieves Guild, seeing as I always play a "good" character in Bethesda games, but...

Spoiler
I was glad that the actual thieving was ditched rather soon. I like how the quests actually turned out.

^^^^ Not any specific spoilers, but spoilers nonetheless.
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Etta Hargrave
 
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Post » Mon Jun 18, 2012 7:36 pm

I agre 100%. Most quests should either be declinable, or offer multiple ways to complete them like in New Vegas.

Why can't I help Mjoll eliminate the Thieves Guild and Maven Blackbriar?!?

I agree too many quests were forced on you. However, I get the impresson people aren't aware certain quests did have alternative ways of completing them. Bethesda simply didn't lead you by the nose to find them (for once).

Molag Bal - I've read that people didn't want to finish this and were complaining about it being stuck in their journals. You can deliberately "fail" this one.

Same goes for Namira's - in fact, you can avoid ever starting it.

TG - you do NOT have to join them to continue the MQ, you need only realise he must have friends you can lean on.

As for being unable to kill off members of the TG, that has everything to do with Bethesda's overuse of essential tags.
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Tamara Dost
 
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Post » Mon Jun 18, 2012 10:33 pm

Yeah, I was a bit disappointed about being forced into the Thieves Guild, seeing as I always play a "good" character in Bethesda games, but...

Spoiler
I was glad that the actual thieving was ditched rather soon. I like how the quests actually turned out.

^^^^ Not any specific spoilers, but spoilers nonetheless.

You don't have to do the quest because they give it too you, it is as simple as that.

But I have to say this new quest system is just another B.S. hand holding option they added. Because too many people complain they can't find quests or miss them. Some players need to be lead by the nose I guess.....lol
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Jason Wolf
 
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Post » Mon Jun 18, 2012 6:42 pm

You don't have to do the quest because they give it too you, it is as simple as that.

But I have to say this new quest system is just another B.S. hand holding option they added. Because too many people complain they can't find quests or miss them. Some players need to be lead by the nose I guess.....lol

Except few people did complain about that.
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Dj Matty P
 
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Post » Tue Jun 19, 2012 6:04 am

Molag Bals was irritating. I told him to get lost, and he told me about the other guy so being a hero type, I went to go save that dude from horrible torture.
Having done so, I warned the guy Molag Bal was baiting him into a trap, and he rambled off anyways.
Following him back, I get handed the mace I declined already, and get stuck with an objective to beat the guy to death.

So at this point, I've said "screw you" to the guy three times, and he's still making me his champion? His champion should be trying to kill me by rights.
Beyond the fact that you get forced to step into the worlds most obvious trap at the altar to begin with.

Namira's is stuck in my log too, I tried to just kill off the person when we met, but she's unkillable.
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Amber Ably
 
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Post » Mon Jun 18, 2012 9:13 pm

Molag Bals was irritating. I told him to get lost, and he told me about the other guy so being a hero type, I went to go save that dude from horrible torture.
Having done so, I warned the guy Molag Bal was baiting him into a trap, and he rambled off anyways.
Following him back, I get handed the mace I declined already, and get stuck with an objective to beat the guy to death.

So at this point, I've said "screw you" to the guy three times, and he's still making me his champion? His champion should be trying to kill me by rights.
Beyond the fact that you get forced to step into the worlds most obvious trap at the altar to begin with.

Namira's is stuck in my log too, I tried to just kill off the person when we met, but she's unkillable.

LOL, about Namira, that's wrong, I killed her the minute I saw her, "Quest failed:...." :P
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ILy- Forver
 
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Post » Tue Jun 19, 2012 3:08 am

I agre 100%. Most quests should either be declinable, or offer multiple ways to complete them like in New Vegas.

Why can't I help Mjoll eliminate the Thieves Guild and Maven Blackbriar?!?
the quests in new vegas were pretty basic and simple not very complicated and you really didn't have a lot of choices other than who's side you were gonna be on and the game played out the same way no matter who's side you were on, nothing changed on the strip or anywhere else...actually in skyrim the quest system overall is much more dynamic and complex than in new vegas. everything about the quest system is way more complex than in new vegas.
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Kaylee Campbell
 
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Post » Tue Jun 19, 2012 1:08 am

"No good deed goes unpunished"

Seems to be a mantra of this game.

Play something else if you wanna be Dudley Do-Right and come through squeaky clean.

I understand the plight of those who wish to be "paladins" or what-not, but seriously, I think the lack of black-and-white absolutism is a good thing.

Luring do-gooders into taintful predicaments is a good thing. Why wouldn't Evil try to corrupt you, and put permanent stains upon your lily white smock, if nothing else?

Should a "Paladin" slay Paarthurnax?

I think this game presents some genuinely challenging dilemmas. Who cares if your sense of "completionism" or other OCD issue makes you flip out over not being able to blank out all items from your quest log.

Think of them as whispers in the back of your mind... I know y'all mostly try to be good people throughout your life, but... just about everybody has fantasized about killing somebody, at some point, even if it was just a flash in a moment of fury.

The game gleefully indulges/explores the darker sides of human nature. Without much sugar-coat. But yet, people call it shallow.
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daniel royle
 
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Post » Tue Jun 19, 2012 2:49 am

I'm afraid the "Skyrim makes me do bad things" and "I love Skyrim BUT..." departments are on lunch right now. Please have a seat and we will call your number as soon as someone is available to listen to your pointless complaining. You are number 99999985673 in the line so please be patient. :devil:
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Kelvin
 
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Post » Mon Jun 18, 2012 7:08 pm

Just ignore the quests in your journal, what's the problem?
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Amy Smith
 
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Post » Mon Jun 18, 2012 10:59 pm

You aren't the first to be annoyed. If you are on PC, a mod is in the planning stages to get rid of this railroading: http://www.gamesas.com/topic/1319358-wipzidea-skyrim-derailed/page__view__findpost__p__19834719
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Prue
 
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Post » Tue Jun 19, 2012 7:53 am

they had the same deadric type quests in oblivion but except for the one you needed to get [to give to martin] you could avoid them all
you were not side trapped in to doing them as you really are in this game
also what i liked about oblivion is that i DID NOT have to join the thieves quild to get the skelton key
i played the good guy andalways got the key and azuras star.. i always gave the star to martin
i never played the thieves guild or the dark brotherhood.. and i played the game thru all the other quests exploration main quest etc over 22 times
i will never play this game as much.. not enough for a good character.. and it does not mean as much in this game as it did in oblivion
you knew if you were good or not as the NPC's said it to you

fallout new vegas was made by Obsidian not BGS and i really did like fallout 3
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Sarah Kim
 
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Post » Tue Jun 19, 2012 2:45 am

"No good deed goes unpunished"

Seems to be a mantra of this game.

Play something else if you wanna be Dudley Do-Right and come through squeaky clean.

I understand the plight of those who wish to be "paladins" or what-not, but seriously, I think the lack of black-and-white absolutism is a good thing.

Luring do-gooders into taintful predicaments is a good thing. Why wouldn't Evil try to corrupt you, and put permanent stains upon your lily white smock, if nothing else?

Should a "Paladin" slay Paarthurnax?

I think this game presents some genuinely challenging dilemmas. Who cares if your sense of "completionism" or other OCD issue makes you flip out over not being able to blank out all items from your quest log.

Think of them as whispers in the back of your mind... I know y'all mostly try to be good people throughout your life, but... just about everybody has fantasized about killing somebody, at some point, even if it was just a flash in a moment of fury.

The game gleefully indulges/explores the darker sides of human nature. Without much sugar-coat. But yet, people call it shallow.

I think it'd be more accurate to say, "The road to hell is paved with good intentions.", lol. I think the people who have the most problem with this game are those trying to impose nonsensical D & D moral absolutes on Skyrim. I really hate the D & D alignment system. It requires brainless gameplay.
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Jessica Nash
 
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Post » Mon Jun 18, 2012 9:21 pm

Well, they are demons after all so they manipulate you; they tricked you in order to obtain what they want.

You can just ignore em but they are there...knowing you will come back...to serve.
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Big mike
 
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Post » Mon Jun 18, 2012 9:15 pm

Well, they are demons after all so they manipulate you; they tricked you in order to obtain what they want.

You can just ignore em but they are there...knowing you will come back...to serve.

But If my character has the strength of will, why can't I just say: F~ck you. And then tell the vigilants of stendarr? The only option is giving in to evil. Most of my characters have strong strength of will and It goes against what they would actually do.
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Daddy Cool!
 
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