Why does nothing mater?

Post » Sat Jun 02, 2012 7:37 pm

Because an open world game that isn't based on linear, scripted paths, cannot account for everything that can happen in that world, cannot account for every action that the player can take in that world.

Other games have the illusion of having better reaction to player choice, but that is because those games offer less for the player to do, there is less choice, and the choices that the player do have are more linear and scripted.

It's a video game. Not an alternate reality.

This
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Trish
 
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Post » Sun Jun 03, 2012 1:25 am

Why does nothing the PC does make any impact on Skyrim?

You kill the Emperor and no one cares. You join the thieves guild and start robbing stores and houses blind, but no one adds security. You win the civil war but everything is just like before. Dragons start attacking towns, but no one builds defenses. You save the world from the uber dragon, and no one gives a rip.
Because We're all just figurative dust in the digital wind!
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k a t e
 
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Post » Sat Jun 02, 2012 4:18 pm

Pretty much. It's very difficult to get too in depth with "world" reactions to everyathing a player does in an open world game.
Right, right... killing the freaking emperor or defeating the dragon god of time and saving the world, thus fulfilling a prophecy, aren't important enough to warrant at least a few lines of dialogue and some minute differences on the gameworld even while there is only one way to actually do either or other similarly major actions the PC can take in the gameworld. Even Daggerfall, Morrowind, and Oblivion all at least had reputation systems that accounted for actions and may even get some people to actually say a few lines or treat you a bit differently.
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electro_fantics
 
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Post » Sat Jun 02, 2012 5:48 pm

Right, right... killing the freaking emperor or defeating the dragon god of time and saving the world, thus fulfilling a prophecy, aren't important enough to warrant at least a few lines of dialogue and some minute differences on the gameworld even while there is only one way to actually do either or other similarly major actions the PC can take in the gameworld. Even Daggerfall, Morrowind, and Oblivion all at least had reputation systems that accounted for actions and may even get some people to actually say a few lines or treat you a bit differently.


I think that the lack of rep and Karma was a big mistake. It adds a ton to Fallout.
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Cheryl Rice
 
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Post » Sat Jun 02, 2012 1:10 pm

I find it comical that people honestly believe the linear one outcome per quest are actually unknowns that can't be accounted for in a game made by the very peeps who thought them up, nevermind that Guards comment on the Grey beards making a peace summit before you finish the quest, but that they don't even say anything about it or the players other achievements over the course of the game.


I don't need a pat on the back, but I'd like that when I do something OBVIOUSLY WORLD CHANGING the world changes significantly.
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Rudi Carter
 
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Post » Sat Jun 02, 2012 3:01 pm

At least in FO3 and NV people react somehow. In Skyrim you can't even tell if you've played one hour or a hundred. Nothing matters.
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[Bounty][Ben]
 
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Post » Sat Jun 02, 2012 5:21 pm

Actually it is just lack of time and bad planning. With one more month, they could have recorded more dialog to be used according to the Dovahkiin's accomplishments. There are 5 main events, becoming Legate/Stormblade, Thane, Archmage, Harbringer and defeating Alduin. (Thief guildmaster and Listener are known only to faction members and not the world at large)

Instead of every person magically knowing I have X amount of sneak level and call me a sneak thief, I rather they have bland "hello's" and "hi's" until one of the event points are met.
THE GAME CAN ACCOUNT FOR THE PLAYER COMPLETING THE MISSIONS - THE CORE MAIN STORY QUESTS - THAT THE DEVELOPERS LAYED OUT FOR THE PLAYER TO COMPLETE.

Your point wouldn't be so wrong if Bethesda didn't give us a main quest and some pretty large side quests to complete.

What, was completing the Civil War storyline or the Dragonborn storyline or the Thieves Guild storyline or the Forsworn storyline really so unexpected? Bethesda gave us some pretty deep mission-chains here - did they really not anticipate their customers playing through them?

Not capping them, not giving the player a satisfying conclusion, and not having the world "grow" is lazy storytelling.

What if you completed a dungeon and there wasn't the obligatory chest with a magic item inside of it? What we're talking about is the equivalent of completing a dungeon but getting no loot - where's the emotional payoff for saving the world? Jesus Christ Balgruuf - I saved Whiterun from the Stormcloaks - the least he could have done is attend my wedding. By the time my character got married, I was Thane of all Seven Holds. And the game couldn't care less.

I'm a Thane of every Hold, but I'm also the Archmage, a Nightengale, leader of the Dark Brotherhood, the Dragonborn, and basically everything else that's awesome in the game - and no one has any flipping clue. That's such lazy storytelling.

And you're cutting Bethesda slack because there was no way for them to anticipate the player playing the game they sold to the player in the first place?! Are you stupid or just crazy?

When you join the Companions, the guards get new conversation options. It's little things like that - that's all it would take, and they didn't do it.
Right, right... killing the freaking emperor or defeating the dragon god of time and saving the world, thus fulfilling a prophecy, aren't important enough to warrant at least a few lines of dialogue and some minute differences on the gameworld even while there is only one way to actually do either or other similarly major actions the PC can take in the gameworld. Even Daggerfall, Morrowind, and Oblivion all at least had reputation systems that accounted for actions and may even get some people to actually say a few lines or treat you a bit differently.

Pretty much these!!!
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Kieren Thomson
 
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Post » Sat Jun 02, 2012 5:21 pm

All of the really devoted fans have either never played New Vegas or just like putting their fingers in their ears and going "lalalalalala ICAN'THEARYOU! lalalalalalala SKYRIMISTHEBESTGAMEEVER!"

OP, I agree. It is kind of annoying that almost nothing you do matters. I especially like how being a hero in the Civil War questline causes almost no changes in how others treat you.
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Cassie Boyle
 
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Post » Sat Jun 02, 2012 6:45 pm

Meh, it's not a big deal to me. I'm sure in TES VI they will have more details like this added, since enough people are probably going to complain about this, and it's a legitimate gripe. So we should see Bethesda pay more attention to this stuff in the next game. Skyrim as-is though is still amazing, even if not everyone in the world treats you differently based on every decision you make.
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Markie Mark
 
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Post » Sat Jun 02, 2012 11:03 pm

Because an open world game that isn't based on linear, scripted paths, cannot account for everything that can happen in that world, cannot account for every action that the player can take in that world.
It doesn't have to account for everything, but Skyrim hardly accounts for jack squat. One would think the major quest lines would matter.

Other games have the illusion of having better reaction to player choice, but that is because those games offer less for the player to do, there is less choice, and the choices that the player do have are more linear and scripted.
And more satisfying.
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^_^
 
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Post » Sat Jun 02, 2012 2:54 pm

Why?

Because Bethesda has never been any good at actually implementing the changes your decisions make. Unfortunately, this even extends to guilds you join, which is really jarring when you're the Guildmaster but people think you're still a noob.

Yea but ironically the guards have been tracking your every single move, including your skill gains, but still think you fetch the mead at the companions -.-
Im starting to think this was all a cruel joke by bethesda to make us go rampage and kill every single person, i've never been so annoyed when walking through towns. Not to mention CHILDREN.
And Nazeem.
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emily grieve
 
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Post » Sat Jun 02, 2012 10:25 pm

No nightly news in skyrim ;)
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Sophie Morrell
 
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Post » Sat Jun 02, 2012 3:12 pm

The civil war modifies the behaivor of guards. But the basics have to remain the same.

The only thing that changes is their clothes/armor. Their ignorant attitudes remain the same. Bethesda could have easily left out the stupid guard comments and inserted Hail Dragonborn. NPCs for that matter too. One line comments that you hear through 150+ hours of game play is ridiculous. Get rid of all those stupid comments and just put Hail Dragonborn unless the NPC gives you a quest or you "talk" to them. Easily done by Bethesda but they chose a different path probably to make us want to gut the stupid guards and npcs.

For those who think news doesn't travel fast, hail citizen is also good. Hail high elf, whatever. Oblivion did this well. Skyrim, no.
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Etta Hargrave
 
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Post » Sat Jun 02, 2012 2:39 pm

The "open world" excuse is... well... an excuse.

If you aren't going to do it right, don't do it.
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jessica robson
 
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Post » Sat Jun 02, 2012 6:30 pm

It's a game.

Cheers
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Beat freak
 
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Post » Sat Jun 02, 2012 2:40 pm

It's a game.

Cheers

Thanks for the insightful post.
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Chloe :)
 
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Post » Sat Jun 02, 2012 10:33 am

If the ever devlope a form of a storage device capable of holding all of their thoughts, then you more than likely would not see this.

Just blame a majority of it on tech. limits.
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OnlyDumazzapplyhere
 
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Post » Sat Jun 02, 2012 4:06 pm

call the samaritans, if you need a shoulder to cry on

That's your answer, to the question, "Why does nothing the PC does make any impact on Skyrim?" ??

What an idiotic answer.
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Stephy Beck
 
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Post » Sat Jun 02, 2012 3:01 pm

If the ever devlope a form of a storage device capable of holding all of their thoughts, then you more than likely would not see this.

Just blame a majority of it on tech. limits.

Oh come on that's a crock of bull.

I heard more varied comments from NPC's in Oblivion.

I mean seriously they couldn't remove the "so you're Brynjolf's new protege" comment from the bartender at the Ragged Flaggon once I'm halfway through the Questline? Couldn't remove the "fetch mead for the guild" comment after half the questline is complete.


I can deal with a [censored] gaurd commenting on my 1 handed skill and saying he to prefers a sword and board while we both have battleaxes hanging from our back's. But at the very least please take notice of how the world has SIGNIFICANTLY changed around you!

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Caroline flitcroft
 
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Post » Sun Jun 03, 2012 2:02 am

If the ever devlope a form of a storage device capable of holding all of their thoughts, then you more than likely would not see this.

Just blame a majority of it on tech. limits.
It has nothing to do with tech limits. It's strictly a design decision. gamesas chose to have every NPC line done in voice over and then they chose not to do a few extra lines that would add flourish to the world. They chose. They were definitely not forced, not by time, not by tech constraints, not by the difficulty of implementation... They chose.

It was a cold and cynical evaluation of whether what they had would be enough to svcker in casuals or if they needed more. Nothing else. And because everything is done in voice art, it's going to be almost impossible for modders to do sod all about it without it sticking out like a sore thumb. And gamesas CHOSE TO MAKE THINGS THIS WAY.

There's no excusing it or dodging it, there's only accepting the cold, hard truth. gamesas made every choice regarding this game, nothing was forced by some external publisher, and they chose to not record more flourish lines, for the simple reason that all the simpleton reviewers and all the casuals wouldn't notice anyway, so really there wouldn't be a good return on investment in buying more lines from the voice artists.

You know what's really funny? it's all a matter of rank in a lookup table. In all the previous games since Morrowind, the NPC greeting (and all the other dialogue) is determined by which entry with matched prerequisites comes first in a table with entries. I'm guessing it's the same in Skyrim, which means it's hugely simple to add a few lines about the main events in the game. It is thus exclusively a matter of intent.

If modders could do voice art that even remotely resembled what is already in the game then the problem could easily be fixed for the PC segment, but modders usually can't do voice art worth a damn and so all the platforms are doomed to a stupidly static world, solely because gamesas couldn't be bothered with a bit of polish.

Best thing mods can do at this point is shuffle the existing dialogue around so guards only call you sneak-thief if you're wearing thief guild or nightingale armor and NPCs stop talking about you being a new member of the companions once you're not new anymore. It will be an improvement but won't fix the depth issue.
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Victor Oropeza
 
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Post » Sat Jun 02, 2012 10:24 am

It's a game.

Cheers

Wrong.

I'm a PS3 player, it's a slideshow. :vaultboy:
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Sakura Haruno
 
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Post » Sat Jun 02, 2012 1:28 pm

If the ever devlope a form of a storage device capable of holding all of their thoughts, then you more than likely would not see this.

Just blame a majority of it on tech. limits.

Correct me if I'm wrong, but last time I played Skyrim, there was only ONE possible outcome for every one of the few major questlines (ie main quest, civil war, guilds). Only exceptions are the dark brotherhood and civil war that have 2 possible outcomes.
Well, considering that most of everything else is insignificant on a world scale, the number of sets of phrases/slight world-gameplay changes could easily be typed down in ONE digit... maybe a bit over ten in number if the devs desided to be generous and add a couple more things like Forsworn and Orcs or something... and considering that NONE of the questline endings intervene with each other, I'd say it's PRETTY DAMN EASY to achieve with todays technology. I'm no game designer expert, but really: all the phrases could be written in one afternoon and recorded in the very next if need be... adding a couple extra dialogue options and a few lines in the code to cater for all the new dialogue... probably wouldn't take that much. I've seen modders do more complex stuff alone and in their free time... and all that would add... a few MBs in the game files...

But NOOOO, they'd rather do the same but for stupid things like that small deadric item that is hidden deep beneath a pile of trash in your bag and no person could possibly see it, or for how much you've leveled up your speech and sneak... Good job Beth, it's always nice to see developers who know how to prioritise!!! :bunny:
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Amie Mccubbing
 
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Post » Sat Jun 02, 2012 5:19 pm

Well, I think Beth has the "caring" part a bit upside down because if I kill a chicken all of Skyrim is after me.
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Heather Stewart
 
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Post » Sat Jun 02, 2012 10:03 pm

I think it's pretty obvious why. This is really the first Elder Scrolls game to even dabble in such subjects like the player having roles that would "impact" the world, and the first time Bethesda designed a system to try and account for that. Older elder scrolls games relied entirely 100% on imagination for such roles, and the only "major" thing the players would do that the world might react to was the mainquest.

As such, the game's implementation of such things is rather shallow and not well implimented, just like how the first "new big" feature they implement in all their sequels turn out. A lot of the faults in Oblivion were due to the newness of the type of design they were doing - which was pretty much fixed with Skyrim. However Skyrim's faults all boil down to them implementing things for the first time, that may or may not be entirely developed due to them testing-the-waters per say, and not knowing any better.

It may seem pretty obvious to us, but that's why I am convinced Bethesda lives in a bubble and as such never are aware of the implications in their new designs/features until after they release them :tongue:
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Mizz.Jayy
 
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Post » Sat Jun 02, 2012 12:01 pm

Because scripting is very tedious work.
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abi
 
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