Very simple step for Beth to make quests 100% better!

Post » Thu Jun 07, 2012 5:17 am

Some of you people are so, so basic.

I have played rpg games with intensive text that`ve almost bought me to tears because they have fleshed out the personality of a character (heros, villains, npcs) in a manner that a single scripted voice with a few lines of words in a game just can`t do. think BG2, planescape Torment ) almost a well written novel), etc, etc...

I`m not saying I don`t like audible speech and that you can`t get emotion from audible speech (of course you can), but you need depth of words written to portray that depth and character. You need much more voice acting before it`ll match the amount conveyed by text.

I doubt those of you who apparently get more connection from a few spoken lines will get it though.

Chrono Trigger is probably my favorite RPG. Not only was there no voice acting with all dialogue via text, but the main character didn't even speak via text!
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Melissa De Thomasis
 
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Post » Wed Jun 06, 2012 1:56 pm

To add to your point, the new Zelda had quest choices believe it or not. In many of the side quests yyou could come out with different outcomes depending on how you handle things, from having a ghost fall in love and haunt one of his fellow knights, to having the it girl in school fall in love with her prince charming. Was pretty nice to see that from flirting with the item check girl and making her love you to breaking it off with her and having her dad reward you for doing so.

TES does need more choices, would have been fun to choose to assassinate some of my victems or tell Nazir to go puck himself. Or the client... But since they reward you for some of these things it kinda mutes the point of wanting to do some good as an assassin instead of bad, I really liked the first assassination, kill the abusive lady in orphan hall. That had a good outcome for most of kids, cept the lady who helped her she freaked out.
You can kill Astrid when she tells you to kill someone and then destroy the Dark Brotherhood through a quest.

I feel like the choices for the secondary quests are fine, though the MQ lacks them. It's true FO:3 has several options for each quest, but a riddiculous ammount of quests. I'd rather take FO:NV's companions instead.
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Far'ed K.G.h.m
 
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Post » Wed Jun 06, 2012 12:59 pm

TES has always been more subtle than that "in your face choice" type of RPG. There are many choices. Whether or not to become a werewolf or vampire is a major choice that severely impacts the player and play through. Unlike DA, say, TES places more emphasis on deeds over words.
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^~LIL B0NE5~^
 
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Post » Wed Jun 06, 2012 9:00 pm

I guess they could start, but in Skyrim there's over 400 quests. In Fallout 3 there were what? 20?
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Lucy
 
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Post » Wed Jun 06, 2012 10:30 pm

I think every quest should have as many options as you might have in reality. A `yes, no, maybe and I don`t care, do it yourself and what if I do this instead?` alternatives.

Problem is ,even today, audible speech greatly limits game space of what can be done and it COSTS Bethesda money to employ voice actors (although they have enough money in my view, its just how they allocate it).

You`d get many more options if it was text speech mostly, with the odd audible.

But then people would whine about not enough speech.
Voice acting is dirt cheap. I've had whole games and the music done for under 10k. You get to pick who you want and they go in and bang it all out in one day usually.

I don't think voice acting costs are any concern to them at all when they design the game. If it were they wouldn't use any big name actors to achieve their goal.

They definitely need to make some of the quests have choices and different ways to complete the objectives. Even with the same voice acting outcome they could make the quests more dynamic. LIke say they want you to put some rival mead place out of business. You could bring the head of the leader or kill the workers. Poison the mead, burn the place down, use your speech to convince the owner to invest in some other company that is destined to bankrupt him, etc. It wouldn't need all those options but a few would be nice. Or the old "whatever he's paying you to kill me, I'll double it and give you a life time supply of mead". lol. I'd take that deal and go back to the original quest giver and end him, lol. Just ways to make quests more interesting and different based on your role play.
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X(S.a.R.a.H)X
 
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Post » Thu Jun 07, 2012 3:20 am

I just want to point out that for the developers, adding multiple quest paths and choices in a game as large as Oblivion/Skyrim, is far from "very simple."
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Annika Marziniak
 
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Post » Wed Jun 06, 2012 6:58 pm

I'm not so fond of the good/bad idea either. I think it a bit strange that the game should decide whats right and wrong and judge me, usually because the "good" parts somehow always comes down to a really obvious referens to christianity, which is really misplaced in this kind of game.

For me it's much more rewarding with a strict action-reaction way. If you steel from a rich person, they send mercenaries after you. If you kill a civilian, you get the guards chasing you, and so on.

There needs to be a consequence to your actions.
And somehow I would like the game to remember some of my deeds. I find it annoying that the Forsworn keeps attacking me at first sight when I just saved their leader from prison. And why do all conjurers and necromancers out there just attack me for no reason?
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Jesus Duran
 
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Post » Wed Jun 06, 2012 2:52 pm

I'm not so fond of the good/bad idea either. I think it a bit strange that the game should decide whats right and wrong and judge me, usually because the "good" parts somehow always comes down to a really obvious referens to christianity, which is really misplaced in this kind of game.

what, you mean morals? christianity is just based on good moral values
please, give me examples of something specifically "christian", or i'll think you're being paranoid
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Alyna
 
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Post » Thu Jun 07, 2012 5:13 am

I love how everyone feels they need to put 400 "I love Skyrim" disclaimers before they say anything, and then finish with 500 "I love Bethesda" disclaimers whenever they have any insight into the faults of the game. It reminds me of any history book or treatise on the Third Reich, or when anyone in a college class shares an opinion that isn't blatently liberal. "Please don't kill me, but the devs are slacking!"
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Crystal Birch
 
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Post » Wed Jun 06, 2012 1:03 pm

Be careful not to wander off topic. I don't think this is the forum for religious discussions. And I didn't say I didn't like the christain values myself. But "good moral values" are always debatable. What do you put in your definition of "good"? Kant or Nietzche had very different views of what to call "good". Not to mention Jesus. And who dictates what is "moral"? Is "good" always "moral"?

Anyway. Say that you want to play a character with an more kharma-like approach? Not to mention how the society of Skyrim works, where all the Nord seems to have some kind of love for strength and combat, which draws at least my mind towards some facist ideology.
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Eliza Potter
 
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Post » Wed Jun 06, 2012 9:37 pm

I have to disagree with you. Remember this is not a fallout game. Every beth game is different from others which makes their games wonderful. The quests in skyrim are outstanding..... They're have such a incredible story to each quest. There is always scenes in a quest that is very cool. Please don't compare fallout series to the elder scrolls because it doesn't work out if you think about it. I don't see oblivion having much opinions and choices. Same goes for morrowind. Theres always one path but in skyrim theres two big choices you can make.
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Emma Louise Adams
 
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Post » Wed Jun 06, 2012 5:19 pm

I think every quest should have as many options as you might have in reality. A `yes, no, maybe and I don`t care, do it yourself and what if I do this instead?` alternatives.

Problem is ,even today, audible speech greatly limits game space of what can be done and it COSTS Bethesda money to employ voice actors (although they have enough money in my view, its just how they allocate it).

You`d get many more options if it was text speech mostly, with the odd audible.

But then people would whine about not enough speech.


Another hit TES took when it started being geared for consoles. How epic would this game be if it was built for the PC.
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Sophie Payne
 
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Post » Wed Jun 06, 2012 3:32 pm

Voice acting is dirt cheap. I've had whole games and the music done for under 10k. You get to pick who you want and they go in and bang it all out in one day usually.

I don't think voice acting costs are any concern to them at all when they design the game. If it were they wouldn't use any big name actors to achieve their goal.


Then Bethesda shouldn`t be so tight with their quest lines if what you say is true. They should pop in as much speech as Baldurs gate or Morrowind from a good writer and let it go.

I'm not so fond of the good/bad idea either. I think it a bit strange that the game should decide whats right and wrong and judge me, usually because the "good" parts somehow always comes down to a really obvious referens to christianity, which is really misplaced in this kind of game.

For me it's much more rewarding with a strict action-reaction way. If you steel from a rich person, they send mercenaries after you. If you kill a civilian, you get the guards chasing you, and so on.

I try to understand why some younger people seem to have this reaction to anything that talks about good and bad, like they hate the concept. why is this? So they can do anything and not feel remotely guilty? Anyway...

Having good/bad options just helps us have alternatives which can be considered `good` or `bad`. A mother runs up to you and asks you to rescue her little girl from an attacking man. You can respond `yes` or `No`; you may not see that as `good` or `bad`, that`s up to you, but sure looks bad to say `no`.

But there should be a 3rd or more alternative answers such as, "Why is the man attacking the little girl?"

That way you have the `Good`, the `bad` and the `wise` options. Personally i`d add a couple more which would be standard for every situation.

Baldurs gate 1 and 2 understood this well. There was one scenario I remember where we came across a dwarf that openly admitted to being a child-killer and the child-ghost was haunting him. You had the option of a, killing him instantly, b. leaving him alone and c, ask him why he did what he did; which branched to further options.

I always chose to ask why they did what they did first. With the child killer he tried some roundabout psychological crap with me so I would let him off and get rid of the ghost child, but I wasn`t impressed and killed him anyway. Then I went and found the child`s teddy bear which was all the kid wanted to rest.

Now THAT was good branching text lines with good, bad and alternative options. Also a very memorable story too.
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Céline Rémy
 
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Post » Wed Jun 06, 2012 7:32 pm

Good and bad is just a matter of perception.

The devs should not decide which action sends on what path. There should just be action and re-action.
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Louise Andrew
 
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Post » Thu Jun 07, 2012 3:59 am

i think more quests need to end on a sour note like with markarths big quests have a band of savage degenerates own markarth or a corrupt leader take the reigns.
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Auguste Bartholdi
 
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Post » Wed Jun 06, 2012 9:16 pm

Things are only "good" or "bad" if the society labels them such.
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Steeeph
 
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Post » Wed Jun 06, 2012 5:55 pm

I'm confused as I have not had the same reaction to the game. What are some examples of quests you thought were resolved too simply?

As for rewards, I think it's perfectly fine if the "evil" rewards are greater. That means a larger range of characters might choose to go for them out of pragmatism versus lulz eebul. I could find no compelling reason to join Caesar's Legion in FNV, for instance, and never did.
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Trevor Bostwick
 
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Post » Wed Jun 06, 2012 9:40 pm

Another hit TES took when it started being geared for consoles. How epic would this game be if it was built for the PC.
it would svck because the last few games would have gotten them very little money therefore they wouldnt have been able to add in as much for lack of wages to pay alot of people especcially actors.
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roxanna matoorah
 
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Post » Wed Jun 06, 2012 1:41 pm

i think more quests need to end on a sour note like with markarths big quests have a band of savage degenerates own markarth or a corrupt leader take the reigns.

i was disappointed by the way it ended. It was like nothing happened at all.

Things are only "good" or "bad" if the society labels them such.
Good and bad is just a matter of perception.

The devs should not decide which action sends on what path. There should just be action and re-action.

These last two quotes are from people with no real understanding of the world at all. Sounds like College talk that some Lecturer probably came out with.

Whether you don`t believe in good or evil, you have to have some kind of parameters. Something you can label as good or bad or where will you know to draw the line?

The Nazis thought it was ok to exterminte millions of Jews and others because their concept of good and bad had been eroded to the point they didn`t know what was `good` or `bad` and didn`t care.
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Penny Flame
 
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Post » Wed Jun 06, 2012 10:25 pm

I try to understand why some younger people seem to have this reaction to anything that talks about good and bad, like they hate the concept. why is this? So they can do anything and not feel remotely guilty? Anyway...

Why do you think it's age related?

Things are only "good" or "bad" if the society labels them such.

I doubt it's that simple...
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Joe Alvarado
 
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Post » Wed Jun 06, 2012 11:47 pm

it would already help if my char could choose to start a certain quest or not.

right now, there are quests in my log, that dont give me any choice but to ignore them.

ooops i talked to the wrong person, now i'm a member of the bards college ... dammit i have to steal something. thx. not even a cancel option...grrrr
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C.L.U.T.C.H
 
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Post » Wed Jun 06, 2012 1:33 pm

The Nazis thought it was ok to exterminte millions of Jews and others because their concept of good and bad had been eroded to the point they didn`t know what was `good` or `bad` and didn`t care.

"Erode" is just seen from our point of view. I would go with "Changed". They knew what was good and bad. For them, that is. At least in the short perspective.

As for Daggerfallftw: You can also argue that there are values and emotions that origin from other places than society. Empathy wasn't held very high in Nazi Germany, but is seen as an intergrated part of the christian morale. But where does it origin? And empathy for what? In in what perspective? Only humans? Animals? Plants?
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Campbell
 
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Post » Wed Jun 06, 2012 11:13 pm

I think something else that makes quests dull at times, is the lack of believable and interesting characters. I think Skyrim suffers from few truly interesting and unique individuals. I can't think of anyone I have met on my journey, who has been dastardly, charming, charismatic, endearing, passionate you get the idea.

If I'm going to do a job for someone, I'd like to feel like I know a bit about what makes that character tick. This is something that I think the FO games do better. They make the characters have more of a story, more human.

This is is just my opinion.
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Daniel Brown
 
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Post » Thu Jun 07, 2012 5:21 am

Definitely Agree.
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herrade
 
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Post » Wed Jun 06, 2012 12:50 pm

Actually it pretty much is that simple. Think cannibalism. To a tribe that does this, it's normal and ok. To most other societies, it's a disgusting and, in most places, illegal act. Then there is human sacrifice. Look at the death penalty. Some places don't do it while others do. Some believe it's a good thing while other think it is terrible. While one can pick out a list that would be pretty clear, there is much that falls under the gray it really comes down to what is socially accepted as right and wrong.

With that said, the entire TES universe would have it's own morals and laws, differing from place to place, while many would have a few things in common. Your character grew up in this universe and probably in a particular place within. Beth could very much establish these morals and laws and dialog can be allotted to cover different levels like good, neutral, and evil.
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Barbequtie
 
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