Why does nothing mater?

Post » Sat Jun 02, 2012 12:09 pm

It's what happens when you make a game this open. If you want a roleplaying game that's like a story where your actions can change future events, play Dragon Age. If you want a roleplaying game that gives you a sandbox feel and an open world, play Skyrim.

So far, even though BioWare has done a good job with choices in Dragon Age and Mass Effect, I feel as if there's no game that truly gives you a story where all your actions are meaningful. I can understand your sentiment that you want a larger impact on the world, but that would require programming many, many more things, as well as taking into account every possible choice that can affect the world. It's not plausible given the time, money, and hardware restrictions

[censored] play fallout 2, it's open world and every action has consequences there
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ladyflames
 
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Post » Sat Jun 02, 2012 7:49 pm

I found is amusing that some people think that Beth games are shallow. On the contrary, Beth games are extremely deep in environment, lore, and world space, as well as allowing players freedom to alter what they wish, pretty much. Name another game that offers such depth. Name another company that supports such depth. Anyone who wants a deep story for their characters need only make such a story. Beth gives us the tools; it's up to use to use them.
Maybe I'm quibbling about terms, but what TES has is incredible gameplay breadth, not depth. An Elder Scrolls protagonist can go in any direction, see a million sights, and find a million things to do, but those things are not deep. Quest lines are getting shorter and more linear, not longer or more consequential. The lore is deep, yes; but that's cold comfort when this or that Daedric or political quest, rich in backstory, has only one resolution, and often one even a vanilla "hero" would probably not choose. The surface of Skyrim is huge, amazing, and fun; but digging beneath that surface often yields disappointment in substance.
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Genocidal Cry
 
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Post » Sat Jun 02, 2012 1:02 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.

Which is really hilarious because Beth swore up and down that in Skyrim NPCs would acknowledge your rank/status.
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Andrea P
 
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Post » Sat Jun 02, 2012 7:08 pm

Skyrim changes the cities for the war but then they go back to the way they were in a day. It's good because I wouldn't want to look at a burnt city forever. In Oblivion your completed quests and even your fame/infamy had an impact on what people said. I think in Skyrim they got really lazy with the conditions of all the vocals, whoever was in charge of that should be fired because it's just incredibly lame how you are forever addressed as a fetcher of mead even when you are head of the companions, or it is suggested you join the mages guild when you are already the arch mage. These little greetings are huge for immersion yet they totally overlooked them.

11-11 was a bad decision. Finish the game next time Bethesda. Fallout 3 was considerably more polished than Skyrim. Not sure why, but they need to roll back to how they did things then.
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Conor Byrne
 
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Post » Sat Jun 02, 2012 3:41 pm

Skyrim changes the cities for the war but then they go back to the way they were in a day. It's good because I wouldn't want to look at a burnt city forever. In Oblivion your completed quests and even your fame/infamy had an impact on what people said. I think in Skyrim they got really lazy with the conditions of all the vocals, whoever was in charge of that should be fired because it's just incredibly lame how you are forever addressed as a fetcher of mead even when you are head of the companions, or it is suggested you join the mages guild when you are already the arch mage. These little greetings are huge for immersion yet they totally overlooked them.

11-11 was a bad decision. Finish the game next time Bethesda. Fallout 3 was considerably more polished than Skyrim. Not sure why, but they need to roll back to how they did things then.
So long as they don't try and squeeze in Fallout 4 for a 12-12-12 date, we should be all set and clear as far as avoiding stupid PR stunts that look "cool" goes.
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Melissa De Thomasis
 
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Post » Sat Jun 02, 2012 7:18 pm

And more satisfying.

Not really.

I don't need the game to hold my hand and tell me my character is evil. I know my character is evil. Or good. Or whatever choice I made.

But I'd rather have the Bethesda design where I actually HAVE the option to build my character my way and do things in the world the way I want to do them.

LOL @ all these people who are saying "how hard is it to script for single ending quest lines" - it's so blatantly obvious these people need their hand held to understand that they actually HAVE A CHOICE.

So many quests I have completed in ways that are "off script" - the game didn't tell me that I had the choice to do what I did, I just did it because that's what I wanted to do and the game gave me the freedom to do it.

So how are the developers supposed to script the game to react to something that can result in virtually unlimited outcomes?
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Kelsey Anna Farley
 
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Post » Sat Jun 02, 2012 11:09 pm

Bethesda chose to create a HUGE world where you could pretty much do whatever you damn well please. It is literally impossible to program a game to react to all the different possible outcomes.
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IM NOT EASY
 
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Post » Sun Jun 03, 2012 2:10 am

So long as they don't try and squeeze in Fallout 4 for a 12-12-12 date, we should be all set and clear as far as avoiding stupid PR stunts that look "cool" goes.
Glad you said that, hopefully in future Fallouts and in the new Elder Scrolls they get the ash piles out of the game they never disappear. Also if they can have the weapons and arrows cleaned up in future title that would be great, somehow I think that dropped weapons in Skyrim that enemies drop after I kill them never fade away I think that is linked to the enemies never respawning in front of dungeons again.

Sorry for that rant but these are problems that should be fixed way before Fallout 4 oames out or TES VI. These bugs should not even be in the next titles.

This game needed more time to polish. 11-11-11/12-12-12 what a joke.
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Romy Welsch
 
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Post » Sat Jun 02, 2012 6:12 pm

[
Not really.

I don't need the game to hold my hand and tell me my character is evil. I know my character is evil. Or good. Or whatever choice I made.

But I'd rather have the Bethesda design where I actually HAVE the option to build my character my way and do things in the world the way I want to do them.

LOL @ all these people who are saying "how hard is it to script for single ending quest lines" - it's so blatantly obvious these people need their hand held to understand that they actually HAVE A CHOICE.

So many quests I have completed in ways that are "off script" - the game didn't tell me that I had the choice to do what I did, I just did it because that's what I wanted to do and the game gave me the freedom to do it.

So how are the developers supposed to script the game to react to something that can result in virtually unlimited outcomes?

Bethesda chose to create a HUGE world where you could pretty much do whatever you damn well please. It is literally impossible to program a game to react to all the different possible outcomes.


Not entirely accurate, and a side note. So you should Imagine it? you who's imagination has 0 Impact on the game should make up for what the game lacks, did you not just state this is a Game right? so...why are you at any point other than for -your- descisions and -your- reasonings behind them in doing what-YOU- do in the game Responsible for giving reason for things like, the general political clout in Skyrim after the war, or how people bow and praise you as savior of the world...when the game doesn't do that?

When the World does not change worth a damn as a result of your TERMULTOUS WORLD SPLITTING actions, YOU are responsible for Imagining it?


do you see where I'm getting at? RP is not a Crutch its supplementary and sure as hell doesn't need to be an excuse for anything except YOU/YOUR Character in the Game.
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Glu Glu
 
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Post » Sat Jun 02, 2012 11:55 pm

How many people in the game realize that you just saved the world?
Spoiler
Does Adrianne Avenicci know that you went to Sovngarde and went to battle with heros of old to slay the world eater
No, all she knows is that dragons are back and that the mystical dragon born from ages of old is back to battle them. Even after the MQ the dragons are still there so why should anyone think that you have saved the world, in their eyes the world is still in danger.
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El Khatiri
 
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Post » Sat Jun 02, 2012 1:22 pm

Wyatt, come on, no Cop outs. Why do Guards know I helped the Jarl or Fought the Dragon and am the Dragonborn (barely, as it should be) but don't realize I am the Arch Mage, or Harbinger? or significant events in even the DB storyline, come the hell on.
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Tracey Duncan
 
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Post » Sun Jun 03, 2012 1:05 am

Wyatt, come on, no Cop outs. Why do Guards know I helped the Jarl or Fought the Dragon and am the Dragonborn (barely, as it should be) but don't realize I am the Arch Mage, or Harbinger? or significant events in even the DB storyline, come the hell on.
Because guard gossip? IDK, in reality I wouldn't know if the guy down the street from me went to war or if he had a porm addiction, and that is in the "information" age, in the age of horse drawn carriages, I don't expect information to travel via facebook speeds.

If you absorb a soul in front of a random person they will talk about it. The guards in Whiterun know Im the Harrbinger, they comment on it. The people in Winterhold want nothing to do with the college so I don't think they give a [censored] who is top dog.
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Danny Warner
 
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Post » Sat Jun 02, 2012 4:37 pm

This thread is both new and exciting.
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Cesar Gomez
 
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Post » Sat Jun 02, 2012 12:12 pm

You kill the Emperor and no one cares.

I'd care. I'd be like "Noooo! You killed the Emperor!" Then I'd kick your shins something fierce.
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alyssa ALYSSA
 
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Post » Sat Jun 02, 2012 8:46 pm

It's what happens when you make a game this open. If you want a roleplaying game that's like a story where your actions can change future events, play Dragon Age. If you want a roleplaying game that gives you a sandbox feel and an open world, play Skyrim.

So far, even though BioWare has done a good job with choices in Dragon Age and Mass Effect, I feel as if there's no game that truly gives you a story where all your actions are meaningful. I can understand your sentiment that you want a larger impact on the world, but that would require programming many, many more things, as well as taking into account every possible choice that can affect the world. It's not plausible given the time, money, and hardware restrictions

thats a load of crap saying "...a game this open" Morrowind was such a decent game with alot more mystery, discovery, and content. And because game developers want to make things look better and play better or sound good with voices. They trim down on the good stuff to compensate so the crappy consoles can play it. I say make this game for computer and be done with it and leave the consoles to racing games and shooters.
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Latisha Fry
 
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Post » Sat Jun 02, 2012 10:16 pm

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!

I'd like the Imperials (or Stormcloaks) to at least notice when the Civil War has been won.
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Red Bevinz
 
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Post » Sat Jun 02, 2012 9:46 pm

I'd like the Imperials (or Stormcloaks) to at least notice when the Civil War has been won.
"Wake me up when September ends." =P
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Bloomer
 
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Post » Sat Jun 02, 2012 3:15 pm

Wrong.

I'm a PS3 player, it's a slideshow. :vaultboy:

That made me smile and deserves a compliment.

I felt happy, then sad after I thought about your pain...

...Then happy again after I realised you were silly enough to buy a Bethesda game on PS3.

/joke

I'd like the Imperials (or Stormcloaks) to at least notice when the Civil War has been won.

Have you also noticed that ALL imperial guards look EXACTLY the same after the war? That was really creepy.
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Rich O'Brien
 
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Post » Sun Jun 03, 2012 12:44 am

Storytelling in this game is just bad with only one choice of doing quests.

They could take a lesson from all the books in their game. If you read all the barenziah books, you discover there are many storylines based on who the storyteller is.

In any case its my opinion they should fire whoever is in charge of quests and hire an entire new team to do them in the next game.
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Lauren Graves
 
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Post » Sat Jun 02, 2012 9:47 pm

[




Not entirely accurate, and a side note. So you should Imagine it? you who's imagination has 0 Impact on the game should make up for what the game lacks, did you not just state this is a Game right? so...why are you at any point other than for -your- descisions and -your- reasonings behind them in doing what-YOU- do in the game Responsible for giving reason for things like, the general political clout in Skyrim after the war, or how people bow and praise you as savior of the world...when the game doesn't do that?

When the World does not change worth a damn as a result of your TERMULTOUS WORLD SPLITTING actions, YOU are responsible for Imagining it?


do you see where I'm getting at? RP is not a Crutch its supplementary and sure as hell doesn't need to be an excuse for anything except YOU/YOUR Character in the Game.

No, I'm saying that if I did a bad deed, I don't need the game constantly telling me "OMG YOU DID A BAD THING!", and if I did a good deed, I don't need the game constantly telling me "UR SO GOOD U DID A GOOD THING!"

I did it. I know I did it. I know what happened. I was there.

That's the point of roleplaying - actually doing the actions and making the decisions. The decisions are there for me to make. The consequences are there. I'm not imagining them. They are there. I just don't need the game constantly reminding me that "ZOMG'Z! I'M THE NICEST HERO EVAR!!!"

The other point is - how can a game script reactions to events where the player has the opportunity to go "off script" and do something that'd be nearly impossible for the devs and the game to anticipate?

It's more important for me to have the opportunity to go "off script" than it is to have random NPC's bombard me in the streets with acknowledgments of my deeds, even though my actions took place on the other side of the continent and there'd be no realistic way for these NPC's to know.
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Amber Hubbard
 
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Post » Sat Jun 02, 2012 3:03 pm

Going by the standard talking points of those that dislike Skyrims implementation.

I am going to guess
1.Laziness
2.the release date
3.consoles
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James Shaw
 
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Post » Sun Jun 03, 2012 2:07 am

hat's the point of roleplaying - actually doing the actions and making the decisions. The decisions are there for me to make. The consequences are there. I'm not imagining them. They are there. I just don't need the game constantly reminding me that "ZOMG'Z! I'M THE NICEST HERO EVAR!!!"
And you're missing the obvious. Many actions would have pronunced consequences that would be reflected far more in the world than what they are. Okay, so you know that you helped some shady people capture some Redguard from Whiterun, but why arne't anyone wondering where the heck she went? She was employed at that inn, was she not? How do you react when your employee disappears? Not at all?

What if you kill some NPCs daughter, go to prinson, and then come back a few weeks later? Would you forgive someone for randomly butchering your daughter, if they went to prison for a few weeks or even a few months? Personally I'd want to kill such a person but a Skyrim NPC just happily asks "hey, might I tempt you with a potion, person who killed my daughter?" which makes no sense at all. How do you RP in that situation?

The other point is - how can a game script reactions to events where the player has the opportunity to go "off script" and do something that'd be nearly impossible for the devs and the game to anticipate?
By grouping situations through equivalence classes, which is largely the same way you test code. If this means nothing to you then you don't have the scripting / programming knowledge to claim it is impossible (or even difficult).

And by the way, all I've got in the art of programming are three semesters worth of computer science classes and a tiny bit of programming experience. If I can think up a solution, you can be damn sure the gamesas crew could as well.
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Laura Richards
 
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Post » Sat Jun 02, 2012 10:22 pm

No, I'm saying that if I did a bad deed, I don't need the game constantly telling me "OMG YOU DID A BAD THING!", and if I did a good deed, I don't need the game constantly telling me "UR SO GOOD U DID A GOOD THING!"

I did it. I know I did it. I know what happened. I was there.

That's the point of roleplaying - actually doing the actions and making the decisions. The decisions are there for me to make. The consequences are there. I'm not imagining them. They are there. I just don't need the game constantly reminding me that "ZOMG'Z! I'M THE NICEST HERO EVAR!!!"

The other point is - how can a game script reactions to events where the player has the opportunity to go "off script" and do something that'd be nearly impossible for the devs and the game to anticipate?

It's more important for me to have the opportunity to go "off script" than it is to have random NPC's bombard me in the streets with acknowledgments of my deeds, even though my actions took place on the other side of the continent and there'd be no realistic way for these NPC's to know.


Please provide an exampe where a quest in game is done off script, where completing the quest results in an unintended, unscripted completion of said quest of which there can be no pre determined remark or alteration of said world as a result of that quests completion.

Like I said more power to you about your descisions, but this isn't about -you- persay when I am say the game world does not change or react to your actions, I've said 3 times now I don't need a pat on the back, I do not need an audiable repeating every ten minutes what happens even though thats exactly what happens when you do minor quests. and please I hope you're not knowingly not understanding what I am talking about when in reference


THE GAME WORLD, OF WHICH YOUR CHARACTER IS IN, NOT YOU. YOU ARE A META ENTITY COMPARED TO THE GAME. BUT THE WORLD OF WHICH YOUR CHARACTER EXISTS IN DOES NOT CHANGE OR REACT TO YOUR ACTIONS.
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Sophie Louise Edge
 
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Post » Sat Jun 02, 2012 10:06 am

Going by the standard talking points of those that dislike Skyrims implementation.
the release date
The release date is a good point, it could have done with three months to year in development at least then there would not be as many bugs as there are.
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Nicole Kraus
 
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Post » Sat Jun 02, 2012 11:13 am

No, I'm saying that if I did a bad deed, I don't need the game constantly telling me "OMG YOU DID A BAD THING!", and if I did a good deed, I don't need the game constantly telling me "UR SO GOOD U DID A GOOD THING!"
That's not the point at all. When you help the same old lady across the street five days in a row, she's not going to smile at you and tell you "oh, you're such a nice person" to tell me I did a good thing the previous days, she's doing it to show that she's grateful I bothered spending time helping her across the street. That's how the real work works. Spend some [censored] time in it and you'd notice.

Skyrim isn't the real world but the NPCs are supposed to not seem like [censored] robots and the best way to not be robotic is to act as much like real [censored] people as possible. All gamesas would have had to do is adding a few flags whenever you kill NPCs with people who care about them and have NPCs use the right dialogue if they know you killed whatever person they care about. Add a general disposition to this and some memory and NPCs would begin to seem like they're actually more than chatroom bots with 3D representation.

There's no doubt gamesas could do this easily, if they wanted to, but shallow people with low demands are making sure they don't want to, since it wouldn't pay off. And people like you, Nell, are giving them a [censored] pat on the back for not doing something simple that would do wonders to help immersion. That's quite frankly annoying as hell. I'm getting the distinct impression that if gamesas "wrote" a book with blank pages, you'd call it the best book you ever read. What the hell is up with that?
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Juanita Hernandez
 
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