Why Skyrim is shackled by its genre.

Post » Mon Jun 11, 2012 4:24 am

I keep hearing about "no impact on the game" "nothing changes" " no circumstances" etc. Could someone explain this a little better? What circumstances do you want? Forests burned down? Dragons to stop attacking? NPC's already make 100 comments on quests you've completed as is. It's tiring.
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Paul Rice
 
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Post » Sun Jun 10, 2012 11:08 pm

Open world does not mean you can't have a deep meaningful story. I give Fallout 3 as a great example.
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Alexx Peace
 
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Post » Mon Jun 11, 2012 10:31 am

If they turn TES into a linear RPG like Dragon Age, I'll [censored] a brick, [censored] that. I'd rather have an opne world that has a few bugs, beautfiul world, then a linear story and a couple more memorable charcters. SKyrim was linear enough.



This. :thumbsup:
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Fluffer
 
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Post » Mon Jun 11, 2012 12:42 pm

invisible walls, unless, overtly so, is NOT a good argument to rest on.

we're talking minute degrees. not, mass effect vs new vegas. new vegas wins by default.
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Natasha Biss
 
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Post » Sun Jun 10, 2012 11:30 pm

IMO characters would be more memorable by simply fleshing them out. Adding underlying plots within the guilds to give the illusion of NPC having their own goals and objectives. Where they are controlling things in the realm of Skyrim the player is not.
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Alan Cutler
 
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Post » Mon Jun 11, 2012 6:45 am

ironically, i just got into the bugged bard college questline. it's pathetic.

however, i'll take the bugged bard line in the skyrim world over the mass effect bioware stuff everyday.

mass effect dialogue is good. next.
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Jesus Lopez
 
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Post » Mon Jun 11, 2012 8:26 am

Skyrim is actually pretty linar when you think about it.
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Danger Mouse
 
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Post » Mon Jun 11, 2012 11:03 am

I'm curious if you've ever played Shadow of the Colossus, Limbo, or more recently Dear Esther? If you have what are your thoughts on them? I understand that you may not find exploring, or picking flowers to be a big piece of the game but as a mechanic exploration and story telling via visuals is hugely successful.

The games I listed (plus you could include Flower or Audiosurf) are all games that do a great job of creating immersion, or telling a story visually rather than in dialogue. In the TES franchise the world is arguably the biggest character, and the most important, in the whole series. People may not remember the people but they sure as heck remember the world and in that sense I think the TES series shines and does what it's supposed to do.

No, I haven't played those games. Certainly the world is a major character. But the stories are also an important part of the world. They help to define the setting. If they're lacking, so is the world. As for the world itself telling a story, it really doesn't. It's like a hot bimbo. She looks really good, but that's really all she has going for her. The world in Skyrim is much the same. It looks beautiful, but that's about it. There are some occasions where you see hints of a story in the world, but they're really not any deeper than the NPCs. You look around the world and you see towers, crypts, ruins, forts, etc. They give a suggestion of a long and rich history, but when you stop and think about it, it often starts to fall apart. Why did someone build a tower there? There's no reason at all. Why did someone build their family crypt out in the middle of nowhere? There's no reason given. They did a lot better with the forts this time around than they did in Oblivion, but there are still a number of them in totally random locations. The history presented by the world is little more than skin deep.

Even when the world could tell a great story, it fails to do so. A perfect example is the Great Collapse. You have this interesting story about the Sea of Ghosts rising up and battering the cliffs with tremendous force, destroying a once great city. When you look at it in the game world, though, you have a few stock buildings with a few stock abandoned houses and a college atop a column of stone. There's not even the slightest hint of the once great city. The world utterly fails to tell the story.

The best you can really hope for is, as others have said, to make up your own story in the world. But that is, ultimately, an insignificant activity because it has no real impact on anything and the world does not respond to it.
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natalie mccormick
 
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Post » Mon Jun 11, 2012 11:26 am

Skyrim is actually pretty linar when you think about it.

actually, depending, on how you think about it, it is the most wide open game world ever created.
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Rachael
 
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Post » Mon Jun 11, 2012 11:15 am

No, I haven't played those games. Certainly the world is a major character. But the stories are also an important part of the world. They help to define the setting. If they're lacking, so is the world. As for the world itself telling a story, it really doesn't. It's like a hot bimbo. She looks really good, but that's really all she has going for her. The world in Skyrim is much the same. It looks beautiful, but that's about it. There are some occasions where you see hints of a story in the world, but they're really not any deeper than the NPCs. You look around the world and you see towers, crypts, ruins, forts, etc. They give a suggestion of a long and rich history, but when you stop and think about it, it often starts to fall apart. Why did someone build a tower there? There's no reason at all. Why did someone build their family crypt out in the middle of nowhere? There's no reason given. They did a lot better with the forts this time around than they did in Oblivion, but there are still a number of them in totally random locations. The history presented by the world is little more than skin deep.

Even when the world could tell a great story, it fails to do so. A perfect example is the Great Collapse. You have this interesting story about the Sea of Ghosts rising up and battering the cliffs with tremendous force, destroying a once great city. When you look at it in the game world, though, you have a few stock buildings with a few stock abandoned houses and a college atop a column of stone. There's not even the slightest hint of the once great city. The world utterly fails to tell the story.

The best you can really hope for is, as others have said, to make up your own story in the world. But that is, ultimately, an insignificant activity because it has no real impact on anything and the world does not respond to it.

and, the actual conclusion of your post is? ...
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Laura Samson
 
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Post » Mon Jun 11, 2012 6:01 am

I keep hearing about "no impact on the game" "nothing changes" " no circumstances" etc. Could someone explain this a little better? What circumstances do you want? Forests burned down? Dragons to stop attacking? NPC's already make 100 comments on quests you've completed as is. It's tiring.
I'll give a few examples:

-If we choose to complete the Dark Brotherhood line, our actions at the end are entirely ignored, even if done before the Civil War line; what should have happened is that the result of said actions was applied to the CW quests, thus drastically altering their progression.

-Upon completion of the MQ, nobody really gives a damn, and the Dragons keep right on coming; what should have happened is that the random Dragon attacks entirely ceased, and your reputation is set such that when you speak, people listen.

-If you ally with the Forsworn during a certain quest, nothing really changes aside from a few dead perma-bodies (both sides) lying in the streets of Markarth; what should have happened is a drastic shift in your standing with the Forsworn, even to the point where those associated with the folks you freed were allies. Also, an equal shift in Markarth's opinion of you, to the point where every time you set foot in the place it starts a massive fight as all the guards try to bust you for treason (yes, I'm aware of the rep glitch, that doesn't count as it's unintended).

-Joining a given guild has no consequences as far as obtaining membership, let alone advancement, in another; what should have happened is that joining some guilds either locks out joining others or severely crimps advancement possibilities, as they have oppositional goals and either wouldn't want someone they consider a traitor in their midst or would be highly suspicious of them and wouldn't let them advance to the point where they could do something drastic.

Those are just the most glaring cases; there's a large number of more subtle instances that could be similarly treated, although some are more excusable due to being isolated from the group(s) they'd affect.
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Amy Masters
 
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Post » Mon Jun 11, 2012 8:14 am

If you are wanting a game that is a merger of Skyrim and ME then yeah, that would be great. But there are 10 races you can play in Skyrim in addition to both sixes. There are 20 times more NPC's you can talke to in Skyrim than you can in ME. And if you wanted deep relationship possibilities with each and every one of them just because it CAN BE DONE, then you will grow old and die before anyone could finish it.

I will agree with you that it would be great, but at the same time realism kicks in along with the fact that I would like to play the game before my grandchildren get here.

This has nothing to do with expanding the content but making the best of it. Quality over quantity. I don't think EVERY NPC has to have a purpose. The ones there are however need to be more meaningful, and again not all have to be this way. You can still have generic quests thrown in there with forgettable NPCs to help fill the game, but the game is seriously lacking substance. Guilds are a perfect example. What ever happened to Guild ranks? Where did factions go? Having an impact and seeing your impact in the game world is as important to immersion as it is gamplay. Without it, there is a whole lot of nothing to do and no reason to do it. To me, this is what happens to most sandbox games. It is all filler and no meat. To me, the best steaks are marbled. In game terms, that means a blend of the go here kill that or gather that missions from random NPCs with radiant AI as well as the super unique story line quests. This isn't much to ask.
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Captian Caveman
 
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Post » Mon Jun 11, 2012 3:38 am

edit: not correct
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Ludivine Dupuy
 
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Post » Mon Jun 11, 2012 5:31 am

To start off the TES series has been about as much an RPG as GTA/Saints Row have been shooters. All of those are open world games with either RPG or Shooter elements. In fact both Rockstar and Bethesda are applauded for the same things, both create beautiful world (Skyrim and Red Dead Redemption come to mind), but outside of that both handle things differently. In a way the TES franchise has been shackled by what it is and that is an open world game.

If the TES franchise focused on a more linear experience then many problems people happen would be reduced. Bugs would ultimately be reduced, more memorable characters be allowed to exists, game elements could be fleshed out and deepened, and the story could be improved. Prioritizing would be a lot simpler with the reduced number of priorities, and ultimately we'd have a much tighter, stronger, and focused experience.

However that would come at the cost of having a much smaller, linear world. Having an open world game means that you have to lose some of that tone and prioritizing becomes key. The question becomes "How many people will actually experience this" whether that this is a quest, story, character, or weapon, you have to ask yourself how many people will actually see it.

This "open world" game becomes so constricting that the name becomes semi ironic. I can adventure around this huge world but what was the cost? The cost was having a more focused game.

I totally agree. As I posted somewhere here yesterday, it wants to be sandbox/open world, but at the same time it forces you into story lines, and I just don't think the mash-up is that great. I think it's quite telling that there are so many posts discussing the avoidance of the main quests; almost as if people are trying to justify not being all that enthralled with the actual story elements.

I don't agree with people who say "But there's so much else you can do!" I don't want a game that I have to subvert in order to get any enjoyment out of it. Running around aimlessly just because I can is not, to me, a game. To me, an old game like "Arcanum" is much better, more fun, and a heck of a lot more interesting and unique. "Skyrim" tries to be too many things at once and comes off as a jack of all trades rather than a master of any.
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JUDY FIGHTS
 
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Post » Mon Jun 11, 2012 12:49 am

I totally agree. As I posted somewhere here yesterday, it wants to be sandbox/open world, but at the same time it forces you into story lines, and I just don't think the mash-up is that great. I think it's quite telling that there are so many posts discussing the avoidance of the main quests; almost as if people are trying to justify not being all that enthralled with the actual story elements.

I don't agree with people who say "But there's so much else you can do!" I don't want a game that I have to subvert in order to get any enjoyment out of it. Running around aimlessly just because I can is not, to me, a game. To me, an old game like "Arcanum" is much better, more fun, and a heck of a lot more interesting and unique. "Skyrim" tries to be too many things at once and comes off as a jack of all trades rather than a master of any.
....Which is why they should scrap having a main storyline altogether and focus on the open-world.

The open-world has always been one of the most appealing things about the series, while the storylines have generally been criticized or avoided entirely. If one needs to go, it's fairly obvious which one.
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teeny
 
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Post » Mon Jun 11, 2012 2:12 pm

just delegate properly.

i don't know the business of videogames, at all.

with mark cuban money i know i'd develop a game you all like. at least, the people that mattered and a bit of the casuals, lol.

we're NOT talking complex problems or solutions.
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Eileen Müller
 
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Post » Mon Jun 11, 2012 2:12 am

I keep hearing about "no impact on the game" "nothing changes" " no circumstances" etc. Could someone explain this a little better? What circumstances do you want? Forests burned down? Dragons to stop attacking? NPC's already make 100 comments on quests you've completed as is. It's tiring.

No impacts on the game: If I become guild master of the thieve's guild, I'm still greeted with "So you're Brynjolf's new whelp, eh?" If I'm Archmage of the College, guards will still tell me to "go cast your fancy magic someplace else." If I murder every person in Riverwood and dedicate my life to making the world terrible, I'll be treated the same as if I've given my gold to charity and spent my entire life rooting out evil in Skyrim to make it a better place. You say NPC's each make 100 comments on completed quests... really? I doubt it.

Nothing changes: This complaint I've seen in regard to completing guild quest lines. The guilds remain the same, and nothing changes after you've reached the top.

No consequences: If I choose intimidate, and threaten to cut someone's head off, they'll continue on as though it's all good. Every dialogue option I select leads to the same end. It's shallow.
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Sarah Unwin
 
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Post » Mon Jun 11, 2012 5:27 am

You look around the world and you see towers, crypts, ruins, forts, etc. They give a suggestion of a long and rich history, but when you stop and think about it, it often starts to fall apart. Why did someone build a tower there? There's no reason at all. Why did someone build their family crypt out in the middle of nowhere? There's no reason given.

This is why I asked if you had played any of those games. In a way you're asking the game to hold your hand, to explain to you why they're there as if they need a reason to be there. You're looking at the game through the lens of a society that requires a reason for everything. Unfortunately the reasons we give are generally arbitrary which would go against the ambiguity that the series clings to.

As for your bimbo anology I find it somewhat funny. You're using this stereotype to show how one dimensional they're. That stereotype is based upon subjective qualities (such as looks, intelligence, etc) that create this person. However is it any different than a girl, or guy, who is incredibly bright but not a looker, or lacks social skills? They too are one dimensional and may not appeal to a wide audience.

I won't go any farther as it becomes overly subjective and really won't end without using bias. I will say that many beautiful people, guy or girl, are actually very intellectual. They just don't have to be to have success in our society.
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Khamaji Taylor
 
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Post » Mon Jun 11, 2012 1:48 pm

No impacts on the game: If I become guild master of the thieve's guild, I'm still greeted with "So you're Brynjolf's new whelp, eh?" If I'm Archmage of the College, guards will still tell me to "go cast your fancy magic someplace else." If I murder every person in Riverwood and dedicate my life to making the world terrible, I'll be treated the same as if I've given my gold to charity and spent my entire life rooting out evil in Skyrim to make it a better place. You say NPC's each make 100 comments on completed quests... really? I doubt it. Nothing changes: This complaint I've seen in regard to completing guild quest lines. The guilds remain the same, and nothing changes after you've reached the top. No consequences: If I choose intimidate, and threaten to cut someone's head off, they'll continue on as though it's all good. Every dialogue option I select leads to the same end. It's shallow.

I agree to about your critiques of changes on a micro scale (that being how people treat you) but at the macro scale I think it becomes hard to balance changes within the game world itself and how much influence you as a character have.

As for the bold piece that criticism is applicable to any game.
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Sabrina Steige
 
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Post » Mon Jun 11, 2012 1:43 pm

For the first point my point about the MMO was to reflect upon KoA and its MMO like world. The way that "zones" are set up sort of kills the world for me. What I mean by zones it that there are clearly areas that are designed for level 1-5, 6-10, 11-15...etc. The mobs in the zone basically stand around waiting for you to kill them, they have no life, and no purpose outside of for you to farm them. Bethesda is one of the few developers I've seen who create an open world game that doesn't rely on such a mechanic.

I agree, Bethesda chooses to scale enemies somewhat which allows you to visit any zone. In KoA you CAN visit any zone, but you would be ripped apart in a higher level zone if you're not careful. I do not see how this has ANYTHING to do with Bethesda's inability to add meaningful dialogue, fluid combat, and a solid story. You're basically saying that these other games can do it because they don't have scaling enemies.

Overall my MMO statement was nothing more than a overreaction, a fallacy if you will. As for The Old Republic I haven't played it so take what I say with a grain of salt. Ultimately that approach to an MMO fails because once you're done with the story, which would be the main driving force, you're done with the game. From what I've read, and from what I've heard most people quit after they complete their characters story because it's kind of like retirement at that point.

Again, you're way off the mark. The driving force in MMO's is end game content: instances (flashpoints in Old Republic) and raids (operations in Old Republic). ToR has an abundance of end game content, tons of loot, while still maintaining excellent dialogue and story line. ToR fails in other regards, mostly in its lack of innovation but that's neither here nor there. They're alive and well, successful, with subscriptions growing. They broke the MMO mold.

That isn't to say that the story isn't good it's just that the main reason to play is the story which really defeats the purpose of an MMO. Also the raid structure totally fails when you incorporate story and the choice system. It was a great idea, implemented well within the context of an RPG but fails at the MMORPG part.

This is entirely your opinion, as the alignment / choices system in ToR is praised by players and reviews alike. I'm not going to get into opinions.


KoA is much, much more constrained. I've played maybe an hour of it and the world felt much shallower than that of Skyrims. Invisible walls, places I couldn't go, etc. Yes it's an open world, but not to the extent that Skyrim's is.

I didn't hit any invisible walls in KoA-- just couldn't fall off cliffs. Again, I don't see the logic. Because you can jump off cliffs in Skyrim it makes sense that their story, dialogue, NPC depth, and combat are all shallow and bland.

As for the combat... I dunno why people say all Skyrim consists of is "click, click, click" because that's EVERY game! Name me a game (not kinect) where I'm not clicking a mouse or pushing a button to attack. As for Kingdoms yes it has better combat but it is just click, click, click and ultimately it looks flashier but becomes a button masher because that's far more effective. Yes you have a dodge mechanic and it works, however you spend your time clicking at an opponent... such is the life of a video gamer.

KoA's combat is flashier, it's more fluid-- it just LOOKS better. In Skyrim, enemies (and my own character) barely react to being hit. The combat hasn't changed much since Morrowind, other than the slow-mo up close cut scenes, and the fact that they fixed the back peddling exploits.


To me it is again the problem with an open world game. The bards college could have had some of the BEST writing in the game but nobody would ever see it. The story could have some of the BEST writing in the world and nobody would ever see it. You said it yourself the appeal is exploration and in that sense Skyrim is unmatched. It honestly becomes a question of "is it worth it to spend time, money, and effort to create awesome dialogue that only half of the gamers will see it?". I understand that's a question of any game, but in a game like Skyrim where you can go anywhere it becomes a bigger question.

Remember, we're talking about NPC dialogue and questing-- which is a HUGE part of the game. With branching dialogue options and consequences, a powerful driving story for a main quest, better written guild quest lines... how on earth can you assume "no one will see it"? Especially considering the amount of "books" in the game that feature full stories. What about combat? Also a HUGE part of the game. Would no one see it?

That being said I do agree that more choices and less character ambiguity would be great however I hate moral systems. They're simplistic gimmicks that add very little to the game. They take me out of the experience and are poorly implemented. Bioware does it the best, but that's like saying Microsoft has the best motion controller.

Moral choices take you out of the experience? You think ONE dialogue option to select and ONE way of completing a quest somehow immerses you more deeply than multiple options with consequences to your actions? You have an interesting taste in gaming...

I will say that the Daedric quests are easily on par with Bioware games in terms of weight. You really feel like the princes have complete, and total control over you and in many cases you're tricked into doing their bidding. Many of those quests will always be the pinnacle of story telling in Skyrim and much of the TES series.

Again, this isn't good writing. This is laziness. Forcing someone into completing a quest in only ONE way (House of Horrors, for example) is laziness.

I could name at least three things that every game does poorly, and those 3 things will always be huge game mechanics. I'm not saying that makes it right, I'm just saying that's how life is.

I love Bethesda, I love Skyrim, I want nothing more than to see TES grow and get better. Your ideology to just "accept" shortcomings is, to me, totally unacceptable. Thankfully there are plenty of people who can and will criticize a game so that future installments will improve.
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Lisa Robb
 
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Post » Mon Jun 11, 2012 2:40 pm

To start off the TES series has been about as much an RPG as GTA/Saints Row have been shooters. All of those are open world games with either RPG or Shooter elements. In fact both Rockstar and Bethesda are applauded for the same things, both create beautiful world (Skyrim and Red Dead Redemption come to mind), but outside of that both handle things differently. In a way the TES franchise has been shackled by what it is and that is an open world game.

If the TES franchise focused on a more linear experience then many problems people happen would be reduced. Bugs would ultimately be reduced, more memorable characters be allowed to exists, game elements could be fleshed out and deepened, and the story could be improved. Prioritizing would be a lot simpler with the reduced number of priorities, and ultimately we'd have a much tighter, stronger, and focused experience.

However that would come at the cost of having a much smaller, linear world. Having an open world game means that you have to lose some of that tone and prioritizing becomes key. The question becomes "How many people will actually experience this" whether that this is a quest, story, character, or weapon, you have to ask yourself how many people will actually see it.

This "open world" game becomes so constricting that the name becomes semi ironic. I can adventure around this huge world but what was the cost? The cost was having a more focused game.

Okay I am not sure you understand what a true RPG is. A game like Dragon Age, and I am a huge Dragon Age fan, is a action adventure game. It is like watching an movie like Conan as you adventure through it. It is a VERY linear game focusing heavily on the story and the action.

Skyrim is more like Dungeons and Dragons pen and paper. You don't have a main driving story, what YOU DO is the story. You are playing a person in this living world, not advancing down a linear path towards an end goal. This litterally lets you play how ever you want. A sandbox RPG if you wish to call it that. For me playing Skyrim or any TES game isn't about the story THEY tell, its about the story that i tell. I would never touch a TES game if it tried to be more like an action adventure game. This is a game where I can truly roleplay anyway I want without having to be forced into a story.
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Rachel Eloise Getoutofmyface
 
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Post » Mon Jun 11, 2012 12:02 pm

Skyrim is more like Dungeons and Dragons pen and paper. You don't have a main driving story, what you DO is the story. You are playing a person in this living world, not advancing down a linear path towards an end goal. This litterally lets you play how ever you want. A sandbox RPG if you wish to call it that. For me playing Skyrim or any TES game isn't about the story THEY tell, its about the story that i tell. I would never touch a TES game if it tried to be more like an action adventure game. This is a game where I can truly roleplay anyway I want without having to be forced into a story.

A: You missed OP's point. It's okay, most of us did. He was being somewhat sarcastic and trying to illustrate that Skyrim's shallow story, bland dialogue, and so on are perfectly acceptable because that's not Bethesda's forte. I disagree, but that's neither here not there.

B: How can you possibly trick yourself into actually thinking Skyrim lets you play the game "your way" when you are forced to select ONE dialogue option or forced into completing most quests in ONE particular way.
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Trevi
 
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Post » Mon Jun 11, 2012 4:43 am

now your talking detail, risky.

we all know i can play however i want in skyrim. yes, within skyrim's parameters. that's an absolutely ridiculous ideal.

anyways, the options of skyrim are much more than any other game on the market. period. blank.

next.
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Hot
 
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Post » Mon Jun 11, 2012 5:46 am

now your talking detail, risky.

we all know i can play however i want in skyrim. yes, within skyrim's parameters. that's an absolutely ridiculous ideal.

anyways, the options of skyrim are much more than any other game on the market. period. blank.

next.

I guess that's your opinion-- because I can walk around pretty far I have more "options." I'm sorry but I don't think multiple ways of responding to an NPC or two ways of completing a quest is somehow outside the realm of possibility with today's technology.
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Bellismydesi
 
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Post » Mon Jun 11, 2012 2:18 pm

A: You missed OP's point. It's okay, most of us did. He was being somewhat sarcastic and trying to illustrate that Skyrim's shallow story, bland dialogue, and so on are perfectly acceptable because that's not Bethesda's forte. I disagree, but that's neither here not there.

B: How can you possibly trick yourself into actually thinking Skyrim lets you play the game "your way" when you are forced to select ONE dialogue option or forced into completing most quests in ONE particular way.

I don't even have to do quest to play Skyrim. I could make a hunter, live in the forest hunting, and selling my animal harvest to a merchant in town. I could play as a thief who runs around stealing from houses, and likes to sneak out of town at night and try to steal from local bandits without being caught. I could play a merchant who never fights, with a body guard, wandering around collecting ore to make into armor to sell, ingredients to make into pots to sell and become filthy rich. I could play Skyrim without touching a single quest and enjoy it far more then I could Dragon Age. How many RGP's do you know of that let you play with that much freedom? My merchant/thief idea, impossible in most RPG's even KoA besides NwN which is the closest example of game that offers somewhat of the freedom TES does.

To me RPG's are like larping, but in a game. It's about the effort I put into the game that rewards me with what I enjoy about the game. Not by what cool or flashy lights they add, or having this epic story. I would rather have that free world with no quests, then a linear game with no freedom.
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Mariana
 
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