why did they remove the usefulness of guards?

Post » Tue Jun 12, 2012 4:23 pm

No. There was no marraige in Morrowind or Oblivion and not once did I lament that fact after pouring more hours in those two games combined than I have standing in lines in my lifetime. Whether it adds benefit is debateable. As for the question, "is it really needed", that is one of the most important questions when it comes to cost/benefit anolysis. If you are going to spend hundreds of man hours developing something that 5% of your users will take advantage of, it probably isn't worth it.
The singles in Skyrim are the minority, not the couples. Most players end up marrying someone in Skyrim.

By the way, the whole "is it necessary" argument is completely flawed. You should never rip out bits of gameplay just because they aren't necessary. Most gameplay elements aren't "necessary" to begin with. Gameplay elements should only be cancelled if they detract from the experience or don't add enough value to the experience to justify their existence, and both of those issues are very subjective. As I said, most people appreciated the marriage mechanic in Skyrim.
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Alex [AK]
 
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Post » Tue Jun 12, 2012 12:00 pm

They give you directions to new dungeons nearby?

Generally just around town and such.
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mollypop
 
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Post » Tue Jun 12, 2012 4:38 pm

Skryim towns are pretty basic, you don't really need directions. With the QUest Marker, you no longer need hints.

They removed STATs from Skyrim too, next game, they will probably combine all magic schools into a single school, and remove heavy/light armor and just have $DLC SKINS instead.
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sam westover
 
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Post » Tue Jun 12, 2012 5:58 pm

Guard conversations with the player show how the world is reacting to what you have done in the game.
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Cccurly
 
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Post » Tue Jun 12, 2012 9:42 pm

Who needs directions? Just follow the marker...

What marker?
You mean the marker that shows where your quest objective are?

How is that gonna help me find the alchemy shop, the blacksmith, or the nearest enchantment bench?

I didn't even know there was an alchemy shop in Riften until I just happened to stumble across it.
Not to mention the layout of Windhelm, where a newcommer can run around in circles for a long time before finding what they are looking for, I still do it sometimes after playing for 100+ hours.
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James Rhead
 
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Post » Wed Jun 13, 2012 12:43 am

Gotta say that I'd totally forgotten this aspect of Oblivion. Of all the things that have been removed from the last two TES games in Skyrim, I think that's pretty low down on the list in terms of importance.

I agree with what some folks have said here, that the way the guards in Skyrim react much more dynamically to what you've been doing is a lot better, and probably worth the loss of the directions.
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Sebrina Johnstone
 
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Post » Tue Jun 12, 2012 12:38 pm

Gotta say that I'd totally forgotten this aspect of Oblivion. Of all the things that have been removed from the last two TES games in Skyrim, I think that's pretty low down on the list in terms of importance.

I agree with what some folks have said here, that the way the guards in Skyrim react much more dynamically to what you've been doing is a lot better, and probably worth the loss of the directions.

Except when a guard in Riften goes "I know who you are... Hail Sithis!" when I just barely joined the Brotherhood and have never, ever, been to Riften.
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Hayley Bristow
 
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Post » Tue Jun 12, 2012 9:40 pm

To help Bethesda come up with yet another of their RP excuses (the dark brotherhood is lame because of hardships; marriage is brief and lame because life in Skyrim is harsh) for slacking out big-time, how about: These are Nords, not Imperials. Imperials are good with talking. Nords are good with fighting.
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Ice Fire
 
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Post » Tue Jun 12, 2012 5:41 pm

To help Bethesda come up with yet another of their RP excuses (the dark brotherhood is lame because of hardships; marriage is brief and lame because life in Skyrim is harsh) for slacking out big-time, how about: These are Nords, not Imperials. Imperials are good with talking. Nords are good with fighting.
Winterhold, which used to be a huge city and the College actually interesting, is lame because of "the Great Collapse"....
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Lindsay Dunn
 
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Post » Tue Jun 12, 2012 3:18 pm

: The imperials view us as Barbarians, I am an testament to their Ignorance :

Keep your hands to yourself sneak Thief.
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Sammykins
 
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Post » Tue Jun 12, 2012 10:06 am

Perhaps they removed it because skyrim's cities are way smaller than oblivion's and a lot smaller than morrowind's?
You can run around the whole city in 1min in skyrim, so there is no need for those guards telling you where to go.
I remember i spent 5min in cheydinhal before i explored all of the citie's buildings(exterior) and i didnt even enter the castle or any houses.
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JD bernal
 
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Post » Tue Jun 12, 2012 5:17 pm

Winterhold, which used to be a huge city and the College actually interesting, is lame because of "the Great Collapse"....

Exactly. There are so many others it's not even fair.
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Jenna Fields
 
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Post » Tue Jun 12, 2012 11:56 am

Yes. They streamlined the game by removing a feature which gave the player directions...
We wouldn't want any of those directions getting in the way of the quest arrows now would we? :biggrin:
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Guinevere Wood
 
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Post » Tue Jun 12, 2012 9:40 pm

"Why did they remove-" seems to be a pretty common phrase for Skyrim.

Just sayin'.
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Britta Gronkowski
 
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Post » Tue Jun 12, 2012 5:20 pm

"Why did they remove-" seems to be a pretty common phrase for Skyrim.

Just sayin'.

They needed extra space to store all the mead.
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Janine Rose
 
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Post » Tue Jun 12, 2012 6:28 pm



What marker?
You mean the marker that shows where your quest objective are?

How is that gonna help me find the alchemy shop, the blacksmith, or the nearest enchantment bench?

I didn't even know there was an alchemy shop in Riften until I just happened to stumble across it.
Not to mention the layout of Windhelm, where a newcommer can run around in circles for a long time before finding what they are looking for, I still do it sometimes after playing for 100+ hours.
There's an alchemy shop in Riften? In all seriousness I didn't know that...where would that be?
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Shianne Donato
 
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Post » Tue Jun 12, 2012 11:51 pm

There's an alchemy shop in Riften? In all seriousness I didn't know that...where would that be?

Ask one of the guar-- oh wait.
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Phillip Hamilton
 
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Post » Tue Jun 12, 2012 10:23 pm

No directions from Guards... but Marriage... O.o

Probby a good thing. Otherwise they might have let slip about how your wife used to keep the whole barracks happy, before you met her...
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Nicholas C
 
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Post » Tue Jun 12, 2012 9:44 am

The people who takes you to city from city will tell you stuff about that city, if you ask them. They normally tell you the main inn and keep but may tell you other things, like The Companions and Winterhold College.
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Killer McCracken
 
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Post » Tue Jun 12, 2012 10:49 am

"Why did they remove-" seems to be a pretty common phrase for Skyrim.

Just sayin'.

Indeed.
TES V: Unnecessary Removal.
Fallout 4: Unnecessary Removal With Guns
TES VI: Look What Else We Found That We Could Remove
:P
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Strawberry
 
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Post » Wed Jun 13, 2012 12:32 am

I have heard from the guards this "you can sell off that old junk at bits and pieces" that's about it
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Chloe Botham
 
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Post » Tue Jun 12, 2012 2:26 pm

People complain about hand holding in a game that encourages exploration, but also complain about the guards not holding your hand and telling you what every building in town is for.

Did I get that right?

Maybe this doesn't bother me at all because my gaming experience has conditioned me to talk to everyone in every town and see what buildings I can and can't enter, so I tend to become familiar with a town's layout pretty quickly.
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GLOW...
 
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Post » Tue Jun 12, 2012 8:47 pm

People complain about hand holding in a game that encourages exploration, but also complain about the guards not holding your hand and telling you what every building in town is for.

Did I get that right?

Maybe this doesn't bother me at all because my gaming experience has conditioned me to talk to everyone in every town and see what buildings I can and can't enter, so I tend to become familiar with a town's layout pretty quickly.

There's a pretty big difference between a quest marker that pin points a character or object and a guard saying "the blacksmith is in the north side of town."
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bimsy
 
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Post » Tue Jun 12, 2012 1:50 pm

Keep in mind you can still use your map to figure out the general area of stores.
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Austin England
 
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Post » Tue Jun 12, 2012 10:08 pm



There's a pretty big difference between a quest marker that pin points a character or object and a guard saying "the blacksmith is in the north side of town."
Hige difference. Good point
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Jennifer Munroe
 
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