» Mon Jun 11, 2012 3:32 am
I don't think it is a matter of a person's past gaming experiences, moreso than what they bring to the game with their character. Just read many of the threads and posts in all of the series sections, and you'll see how many will still play and defend playing an open-ended game as if it is linear and state that if it were linear it would have been better. Some role play deep; I know I do, putting less stock in the mechanics and nomeclature of the game (levels, classes, lore heaviness, etc.) in favor for a deep backstory to my character, and infusing in him, the edicts that either I live by myself or would live by given that environment. Like many upon putting the game into the system, I was wowwed right away by its beauty, while at the same time noting how some things were sacrificed for that beauty. I can keep my character in full immersion, but there will always be those moments in the choices and dialogue that will never fit, because like the previous games we are limited in our responses such as Yes-optimistic/ Maybe-Undecided/ and of course, No, which unfortunately almost always is delivered by a sarcastic remark from the player character. Almost part and parcel contemporary sarcasm sadly for the negatives.
I think many use some sort of limiting aspect to the game, but not so much a strident thing like "I'm a cleric so I will only use blunts!" or "I'm a thief so I would never wear armor!" but from reading many posts, I see a lot of this still exists. For me, I like to treat it the same way I treat such nuances in the tactile world. The frail late age lady that unbeknownst to you and I is a Tai Chi Chuan master. The gal who bags groceries with a Neopet button that on her off time hunts game with a bow come the season. The guy who from the outside looks like a former wrestler but in actuality is an operatic singer that still performs on stage and has never once lifted his hand against someone in anger. I treat characterization with that amount of freedom because I enjoy it better. Everyone (NPC's) have a story, I would imagine. Like the quest 'In my Time of Need" with Saadia. There is no clearcut resolution to know if she is telling the truth, or Kematu. You just have to trust and hope, you made the right decision. But you can also decide to do absolutely nothing about it. I did this, until traveling the land I noticed how all the Redguard women were being harassed by the A'likr as they hunted the one they want. So given my character's want of helping, doing the good deed, I started it if for no other reason that my character would want to stop the poor women from being surrounded and harassed. Or when I come upon a killed person in the game from some terrible incident, like the girl who just wanted to bathe in the cool water, even at the risk of her eventual fate. Some, see this in game and loot her belongings, and keep walking. Me, I remove her from the water, place her under the tree, cover her with a hide of a Sabrecat and throw some lavender flowers on the corpse. Does it mean anything at all to the mechanics of the game or the main quests? Absolutely not. Would this be something that my character and by extension I myself would do if I came upon such a scene in that world? Absolutely.
It is this, that makes me enjoy the game. The freedom to decide the character and the history of my character. One of my characters is a carryover from Morrowind, since being Nerevarine, he is immortal. That is not synonymous with invulnerable. Even the Nerevarine can be killed, it is just that he would be ageless and thus would explain how he ended up there, even after an unsuccessful time in Akavir. He may decide to change the world and help, or he may just decide like the Greybeards, that dragons are part of the natural world and this belong. Given some of the talks with the dragons that speak to you, it is not as if they don't have a reason to want to put humans to the task. Especially after the Akavirii.
The beauty of these types of games is that regardless of what you might be expected to do via the storyline, you are under no obligation to do it. Right now, when I make a character, instead of following the usual roped in thing of getting free, going to Riverwood, starting with the Claw and the keystone, I can go in the opposite direction, finding Dragon cairns and word walls without even inciting the dragons to come about, until I decide, which can be even as late as level 30. I can devote a character, once he became the Arch-Mage, to just doing that, staying at the College and doing "step and fetch it" things until he decided to take a student on exploration adventures. I don't pigeonhole my immersive gaming to what is expected, rather, I like to take it in the oft times odd directions of what would this or that character prefer to do. Such as one time with Morrowind, I actually took that package to give to Caius Cosades, and placed it on a dead body. Boom! It was gone from the Vvardenfell world and that meant that I (and by extension all the NPC's) had to live with the world as it was when my character first got off the ship a Seyda Neen.