Why Skyrim isn't a great RPG or TES game part 2

Post » Fri Jun 22, 2012 10:22 am

You appear to have misread me (which would suggest you aren't too bright), I never said the games I roleplay in are RPGs, just that I could roleplay in games that aren't largely stat based. I don't particularly care for for "literal definitions" so long as enjoy myself. I'll confess that I can't list five, because I don't play a great number, but to list:

- Minecraft.
- Red Dead Redemption.
- Saint's Row 2.
- Sim City.
...

None of those are RPGs.

I'd call Minecraft a sandbox building game above anything else. RDR is a sandbox action-adventure game, Saint's Row 2 may have some RPG elements, but again, it's a sandbox action-adventure game. And as for SimCity I have no idea what the hell you're thinking there. :confused: It's a city building game.

Yeah, unlike you "true RPers" I've got some pretty wide tastes, and I wouldn't consider anyone a "tratior" because they can enjoy a FPS alongside any other genre.
I enjoy a wide range of games... including action-adventure games and FPS games. But you don't see me trying to argue that RDR is an RPG when it's clearly not.
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NAkeshIa BENNETT
 
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Post » Fri Jun 22, 2012 12:57 am

I feel that where Skyrim lacks in a RPG is strong writing. It has good writing, but not strong writing. I made the comment in another thread about the guilds. The guilds in Skyrim lacked any real weight. I know I bring up these games a lot and I want to make it clear it isn't that I am asking that these things should be implemented. But they should also be considered and looked at. Skyrim lacks any weight to the complicated quetsions it raises. In the Fable series there is a real big impact or it feels like a big impact based on the decisions made by the character. The strong writing comes from the fract of the weight of your decisions. In Fable 2 you could slaughter a whole village for the Shadow Cult they had, and then you leave for a few years and then come back to see the decisions you made actually influence the game. That is strong writing in the sense of impact.

When talking about the Guilds in Skyrim I'll just copy and paste what I said before.
I have done the Thieves, The Companions, The Mages, and the Dark Brotherhood guilds.

If I had to rate them. The College of Winterhold, Dark Brotherhood, Thieves, Companions. [and my scale is based on impact on the world, which none of the guilds actually had]

I hate being forced into being a werewolf or the fact that I hadn't really earned the right to know their secret. It would have been better if let's say they had Oblivion style quest. After doing those errand boy quest for the mages guild darted across the land only then could I go to the college. Then even then in the college I was running as an errand boy and actually earning my rank as an apprentice. Not one quets and suddenly I'm an apprentice.

After a while the guilds in Oblivion were so long and so hard and tedious I actually hated doing them sometimes. Because I was nearly dead and then I was like I have to report to this dude. Bah humbug. lol. I actually felt like I was being sent out to danger and even ranted to the arch mage about how I hated him, how I'll never do his quest again and yet here I was doing the quest.

I hated how in the Dark Brotherhood in Skyrim
Spoiler
kiling the emperor
had no real impact. I remember in Oblivion doing the Thieves Guild and I cannot remember if this happened in the Dark Brotherhood as well, but in Oblivion you'd hear towns people whisper of the deads. "Did you hear the Elder Scrolls has been stolen?" and it was even on one of the newspapers too, some courier just gave me a newsletter and I read about the Elder Scrolls being stolen. That had some impact on the environment.

The guilds and questlines, all though good, decent enough for my attention had no real impact. Or inclination that it had an impact.

The issue is that Skyrim lacked any heavy weight.

I could have easily fixed some of the guilds in Skyrim. The College of Winterhold I think would be twenty times more interesting if
Spoiler
It was not the Thalmor that was the bad guy. It was Tolddir or however you spell his name.
It would had a lot more weight and emotional connection to the story as well. It was to obvious of a set up. And there wasn't any pay back. All this set up and you already knew what was going to happen. There was nothing unique and interetsing to the story aspect.

Part of an RPG is the story and the strong story and the weight it carries on the character.
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Rach B
 
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Post » Thu Jun 21, 2012 10:20 pm

None of the COD games after COD4 have good combat, haha.

Hinting at something else... :biggrin:
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Kat Lehmann
 
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Post » Fri Jun 22, 2012 12:53 pm

...

None of those are RPGs.


Honestly, who here even bothered to read my entire posts, and thus realise that I was well aware of this fact at the very start?
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Tarka
 
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Post » Fri Jun 22, 2012 1:55 am

In my opinion MW was a slow tedious game that pales in comparison to Skyrim . MW is overrated .
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emily grieve
 
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Post » Fri Jun 22, 2012 12:27 pm

Part of an RPG is the story and the strong story and the weight it carries on the character.
Yep. And this is yet another area where Skyrim is weak as an RPG. The problem is, simplified game mechanics can be fixed with mods, while the quests that already in the game cannot. And Skyrim would have so much more depth if the quests were better written.

In my opinion MW was a slow tedious game that pales in comparison to Skyrim . MW is overrated .

Judging by your posts I'd guess that you're a gamer who doesn't favor 'classic' RPGs and instead prefers fast-paced, action-y modern ones. That's fine and all, but I'm one of those that prefers slow and "tedious" RPGs. That's what I loved about The Elder Scrolls, and it's disheartening to see the series move away from its roots and the fans that got it to where it is now.
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Tom Flanagan
 
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Post » Fri Jun 22, 2012 10:42 am

Please, name me five RPGs that aren't stat heavy.
What about just that one RPG to rule all RPGs : Ultima 7

Or maybe you are more into Ultima 6.
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Sarah Kim
 
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Post » Fri Jun 22, 2012 4:26 am

Judging by your posts I'd guess that you're a gamer who doesn't favor 'classic' RPGs and instead prefers fast-paced, action-y modern ones. That's fine and all, but I'm one of those that prefers slow and "tedious" RPGs. That's what I loved about The Elder Scrolls, and it's disheartening to see the series move away from its roots and the fans that got it to where it is now.

Well also part of the RPG is environment as well. And I had the most disconnect from my game. I am going around sneaking in Skyrim and realizing I remember in Oblivion I had to hide in shadows and you feared the light as guards walked around with torches. Here I am in a well lit cave. And it just took me out of the character and the moode for just a second. A RPG has to have a strong sense of suspension of belief as well to be able to get into the role.
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Jeff Tingler
 
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Post » Thu Jun 21, 2012 8:43 pm

Again, are you illiterate? I never once claimed any of them were RPGs by your definitions and I think I made it obvious enough. I don't think you quite grasp my meanings.

Man, these threads are a hoot.

If you are saying "oh well I can RPG in any game I want to" then why are you in a conversation about what mechanics make an RPG in the first place?
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victoria gillis
 
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Post » Fri Jun 22, 2012 12:29 am

Perks, attributes and major skills would have worked well together. Increases in attributes from within the perk tree would make sense. The problem with the "learning by doing" leveling system is the lack of major skills. Buying, selling and lockpicking is leveling up enemies against my mage ...why?

If there is any flaw with TES leveling system it's that non combat skills allow you to levelup and make you weaker in the progress.
How about we get rid of level scaling and keep learn by doing system?


If RPG's Don't need Stats, Classes, Attributes, Weapon diversity, Choice/Consequence, Multiple Options/Actions to go about things, extensive Character Developement etc etc. WHY do you find it offensive to Say Skyrim is as RPG as COD?
Just imagine this hypothetical COD game with those elements and a mind-blowing story. It still wouldn't be an RPG for the simple fact that the game is the prime example of railroading.
Unfortunately, classic RPG games are measured at their ability to hide this fact, the railroading.

In a true RPG you are allowed to do as you will within the limits of the rules. It woks in P&P because there is a human being taking on the role of NPCs, and that human is vastly more capable of reacting than a programmed AI set. So we have to start with the realization that CRPGs are necessarily limited by their medium. ..
That is a big technological barrier. Some covered that limitation with excellent writing and others just ignored it and created dungeon crawlers, build playing games. My criticisms is after four decades especially counting the last decade, that limitation mustn't be that prevailing.

Your actions define your character, and your gameplay changes and evolves in response to your actions. Confront the assassins' guild, and they take out a contract on you. Impress them, and they try to recruit you instead.
That's how Morrowind was marketed by Bethesda.

do whatever you want, go wherever you want
That's how Skyrim is marketed.

In Skyrim, NPCs can recognize their relatives which combined with a disposition system and RAI could create something incredible but Bethesda does not want what they can't control. They are scared from their own creation.

One particular example that comes to mind is .. Josh Sawyer, who was playing through Fallout New Vegas for the second time. And he decided to piss off both factions in the game, who hate each other. And when you piss off either faction in the game, assassins will attack you, which is pretty typical for showing reputation mechanics in games.

But because he had chosen to piss off both factions, which is something we hadn't accounted for, he woke up in the Mojave Wasteland one morning to find that both assassin squads had spawned in but rather than attack him, they launched at each other, murdered each other, and Josh just went by, whistled, looted all their corpses... And I could have spent like a month and a half trying to do a narrative design solution that would set up that situation, but because of the mechanics Josh was able to have a story all his own because of his actions in the environment.
Narrativists think that you can't avoid railroading. They are wrong. It can be avoided. What I want is, development focus in this aspect. The avoidance of railroading in RPGs.

Bethesda tries to make things as oblivious to each other as possible while they should be going the other way, making the world interconnected as possible. Lobotomizing RAI to avoid chaos, making factions unaware of each others and now, whole disposition system is gone. No one is aware about each other in Skyrim. RS is about expanding on a base(of zero), it is designed to avoid the consequences of an interconnected world. The consequences must be embraced. That is a good thing, Bethesda must trust the maturity of the players, if it is not railroading but my choice to piss off a group and that closes doors to me, that's OK. Failure is a big part of the experience. We value the accomplishments by comparing them to our failures. Why do we fall? So we can rise again.

I mean, if it was possible they would find a way to make both civil war questlines doable at the same time. I am 100% sure, they did brainstorming on this, tried to defeat logic, anywhere possible. Their direction is wrong, that's what I am saying. We are literally going backwards, so much time is lost.

http://youtu.be/3Bd4I0Wu3Ss

I want her to be a real person with a real family. I don't want these abstracted, staged encounters. These are so immersion breaking. I mean, this is the good part of the game. Where I encounter a captive which is amazing, my most immersed moment in the game. But I learned the truth that captives are random generation without a beginning and an end. It is an illusion. The potentially best part of the game is a cheap mechanic to adjust your morality, metagaming at its best. Skyrim is even more oblivious, it is not even trying hiding its railroading. It is just linear.

What I am saying is these parts should be integrated into the world mechanics. Actual NPCs capturing actual NPCs and these having actual consequences in the world. That would be a world. Being able to try bribing every single NPC in the world, or taunting them. That's a mechanic. For example, reporting a crime. Can we do that? With pure mechanics. Can we make a false report? The possibilities are endless.

I go on and on about Morrowind not because I suffer from nostalgia and stuck in the past but because I think it is the one that shows the spark, the ambition towards these ideals. It makes me think about a sequel with all the cool possibilities. It is amazing that ten years later, from that dream inducing poor Morrowind we came to this brilliant arcade game. A brilliant game but it must be understandable why I am pissed here.

This stuff is too important to be discussed under this stagnated RPG genre. Maybe immersive sim would be a better title to talk about progression. I don't trust RPGs to be RPGs. :P
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abi
 
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Post » Fri Jun 22, 2012 12:53 am

Post limit.
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Flash
 
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