Do you think Skyrim quests are boring and svck.

Post » Tue Jun 12, 2012 3:35 pm

Reads OP. Good God not again!
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Spooky Angel
 
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Post » Tue Jun 12, 2012 9:03 am

I like the Darkbrotherhood quest, yet there are not that many of them. Then once done its only the repeatable night mother ones that **** big time. They need to expand the theifs guild and Dartkbrotherhood quest. Need at least 50 of them each if not more.
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Isabella X
 
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Post » Tue Jun 12, 2012 5:56 pm

All of the Thieves Guild quests svck? It's one of the better Guilds.
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Dustin Brown
 
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Post » Tue Jun 12, 2012 9:25 am

I don't think thar boring BUT if u'v played through the game a few times then u know what to expect... One of my favrit ones was forbidden legend, the whole concept of it was pretty good.

from the first time I played I thought they were great!
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Robert
 
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Post » Tue Jun 12, 2012 2:00 pm

All of the Thieves Guild quests svck? It's one of the better Guilds.

If they are one of the better guilds... then that's not saying much for Skyrim's quests as a whole.
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Olga Xx
 
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Post » Tue Jun 12, 2012 4:43 am

If they are one of the better guilds... then that's not saying much for Skyrim's quests as a whole.

+1
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Jack Moves
 
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Post » Tue Jun 12, 2012 2:14 pm

Morrowind's filler quests were more about getting the player to feel like he/she belonged to a living, breathing world. Take for example some of the early Hlaalu quests. They basically involved traveling to a vendor and convincing them to buy Hlaalu goods. A very boring quest at face value, but consider the subtle implications of those quests. We hear vendors rumble on about imported Hlaalu guar hides as opposed to fresh Redoran ones, alchemists running each other out of business, ashlanders buying ebony from Hlaalu over other competitors, Telvanni councilors seeking unusual ingredients for their potion-making, Tel Vos running out of supplies.... etc.

You simply don't get that kind of thing in Oblivion and Skyrim. On one hand, the quests are obviously uneventful, I'm not going to argue that. But I would argue that they added a bit of substance to the game. It's not much, but those little details can help make a world seem much more believable and interesting. It's not for everyone, but I appreciated the effort.
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Nicola
 
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Post » Tue Jun 12, 2012 7:55 am

Honey Glow quest is amazing.
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Lance Vannortwick
 
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Post » Tue Jun 12, 2012 6:27 am

Honey Glow quest is amazing.

lol, ok.
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BRIANNA
 
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Post » Tue Jun 12, 2012 4:45 am

If I thought Skyrim was boring, the last thing I'd be doing would be dedicating the scarce resource of my time to reading and posting on the Skyrim message boards when I could be dedicating that time to something else, like playing a game that I didn't find boring. So to answer your question; no, I don't think Skyrim quests svck.
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Elizabeth Lysons
 
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Post » Tue Jun 12, 2012 7:44 am

What don't you like about it? I also think DB and Daedric quests are very fun.
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Chad Holloway
 
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Post » Tue Jun 12, 2012 2:02 pm

What don't you like about it? I also think DB and Daedric quests are very fun.

This sums it up:

http://www.shamusyoung.com/twentysidedtale/?p=14422
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Scott
 
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Post » Tue Jun 12, 2012 11:37 am

I think the key question here is were the previous games different?

I'm not far into Morrowind (I keep going back to Skyrim, have to get this 2nd play through finished before I go full time), but so far I've done 'kill this person' quests, 'locate and speak to this person' quests and 'steal this item' quests.

Aside from the difficulty locating one of those people, (a certain thieves guild member in Vivec) they've been near identical to Skyrim's format. There was one part where I needed to decide whether to insult a woman until she attacked me (so I could get an item), bribe her until she handed it over, that added a little variation but if I wanted to I could still describe that as a fetch quest/fed ex/errand boy mission.

Really, what else can they consist of but the above? If you think all TES games have boring and, uh, svcky quests then fine - if you think it's just Skyrim though then please show how previous games did it differently. I think anybody mentioning Morrowind should be obliged to have played it in the past twelve months; no more of this rose tinted rubbish.
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CArlos BArrera
 
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Post » Tue Jun 12, 2012 8:40 am

really, Morrowind quests were better?

Because Morrowind did not had a couple of interesting quests amids the millions and millions of fetch/kill X/steal Y quests. There never were any kind branches in them (how many branch you can get in a fetch quest anyway?), they did not include any kind of consequence and it was just for some monetary reward.

Heck, this isn't just Morrowind, this is like true for the rest of the series.
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Andy durkan
 
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Post » Tue Jun 12, 2012 10:36 am

I'm pretty selective about quests. If your gonna do every single quest out there, your gonna feel a bit overwhelmed. Pick a quest you like, and clear out every dungeon and fort on the way there. Hang out in cities, assassinating people and pickpocketing. Take your time, don't rush through everything.
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Kayleigh Williams
 
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Post » Tue Jun 12, 2012 5:45 am

Dark Brotherhood and Daedric Quests are Top-Notch. On par with virtually anything in any other Elder Scrolls games, with an occasional exception (Merida's Quest isn't particularly interesting)

The Companions quest are sufficient for a "Fighter" guild. My only issue is the force you into story progression, and a huge character change. If you wanted to just be a Merc, you're kind of out of luck. That svcks because they had a great opportunity to side (Early on) with Kodlak's way of thinking, or Aela/Skjor. Thrown away by forcing you into a side, and if you don't accept, you can't even continue to work for the companions.

College starts pretty good, but like the Companions, it forces you into a certain role far too early. What happened to the days where I could just associate with the guild, and not have to participate in world-shaking events? No, you join the college, take your first lesson (A great segment btw, I wish they created more instances like that) and all of a sudden, the world is crumbling around you.

Ironically, the Thieves Guild is the only guild that gets simple "Participation" right. The only problem here has to do with the "Grindy feel" more so because stealth in the game lacks any feeling of legitimacy. As for the story quests themselves, I liked what they were going for(More organized criminal syndicate, than banding of petty thieves), but the poor writing brings it down.


"Radiant Quests" are honestly, fine, as long as they're always "In addition to" handcrafted stuff. I would have liked to see greater incentive for them though. A small gold reward isn't exactly enticing after maybe level 15 when you're swimming in coin. This is another thing the Thieves Guild did right. They gave you better incentive than nigh-useless coin for doing "Grind" quests. Slowly repairing the guild, outfitting the Fences better, things like that. Maybe completing a ton of bounty quests would increase the amount of gold vendors in the hold have, and/or increase their goods quality as you make the roads safer. With enough "Bounty Renown" in each hold, maybe you even get a special exclusive hand-written quest as well (Similar to Thieves Guild special jobs).


I probably blabbed on too long, TL;DR Yes and no. I don't think the quests are boring, but some just lack proper incentive. And many of the guilds don't remain open-ended enough for RP purposes (Railroaded into progression too quickly)
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Rodney C
 
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Post » Tue Jun 12, 2012 7:56 am

Nope, I enjoy nearly all of them. Woudnt be playing the game if I thought it was boring!

^
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Celestine Stardust
 
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Post » Tue Jun 12, 2012 5:27 am

Yes, I think they are poorly realized the writing is just so saturday morning cartoon and they lack real options.
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Louise Andrew
 
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Post » Tue Jun 12, 2012 12:45 pm

The Daedric and Brotherhood quests are great. Anyone who paints all the missions with a broad negative brush doesn't know what they're talking about.
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Tanika O'Connell
 
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Post » Tue Jun 12, 2012 4:02 am

Gamers don't have girlfriends. Don't try to pretend so.

No we have wifes that act like our mom's uses too. Telling us to quit playing games they are for kids and to get to work.
Yes mom, I mean dear.... :-)
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Nomee
 
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Post » Tue Jun 12, 2012 7:21 pm

One of my favorite moments in Oblivion was assassinating that dude swimming in the town pond from a distant rooftop. As much as I love Skyrim, it svcks that I'll never relive that kill.
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Yama Pi
 
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Post » Tue Jun 12, 2012 6:11 pm

I think the key question here is were the previous games different?

There's two key differences:

1) In Oblivion and Morrowind, you knew WHY you were doing the quest you were doing at all times. If you got a quest, the NPC was kind enough to give you a story or details on why you were doing the quest. For example, in Oblivion you have The Killing Field, where you have to help that Farmer's sons defend the farm. Why are they defending it? Because that's their home, obviously. Why does the farmer ask you to do this? Because those are his sons, obviously. Skyrim falls flat in this in that sometimes you get a quest where someone is basically saying "I need this" with no real backstory. A brilliant example is the Companion's quest to "rough someone up," where you address the person you beat up with "you know what you did" when you yourself infact have no idea what they did. On the other hand, the Companions quests in general seem to repeat the theme of "Silver Hand causing problems for us" in.....well in every single quest, without fail up until the last quest. Or on the other hand, you know why.....SORT OF, with the key word being sort of. For example, a certain quest in Whiterun where Party A claims to be an innocent hunted by ruthless assassins, Party B claims to be lawful agents hunting a wanted criminal and then regardless of who you believe, the surviving party says "thanks." Like literally, they just say "thanks" and you never know who was lying and who was telling the truth.
In this sense, there's a lot of doing, but when you, as a human being, try to ask yourself "why am I doing this again," you can't answer it because there is no answer provided. Or if there is, the answer is only half-there, with very vital details absent.

2) In Oblivion and Morrowind, the quests were attached to very nice storylines. Skyrim may hand you a quest that's literally "that guy stole my family heirloom, please kill him and get it back." This is fine every so often; Morrowind and Oblivion BOTH had quests with this exact same plot. The difference is that in Morrowind, you had a main quest with lots of foreshadowing; one that, by the time you understood the prophecy, it was because you had just fulfilled it. Where you had an "OOOOOOOOOOHHHH" moment when you realized what the prophecy truly meant. Oblivion had a Thieves' guild that, again, has foreshadowing. You spend several quests doing seemingly trivial tasks...that is, until you meet the Gray Fox and understand the purpose of it all. That is, until you complete the Ultimate Heist (which definitely deserved the name "ultimate") and have a giant "OOOOOOOOH" moment as all the final pieces come together.

Skyrim? Skyrim's foreshadowing is basically that you find a word wall before absorbing a dragon's soul. That's it. You find words and think "tf are these for," then 5 minutes later you know why. This can't be called foreshadowing because the events are so close to each other and because the game trailers and previews kinda ruined the mystery of the storyline. Hell, the sense of foreshadowing in general is ruined, probably by the fact that when I join the College of Winterhold or the Thieves' Guild, I'm immediately approached by some guy that says "EXCUSE ME SIR, I JUST WANTED YOU TO KNOW THAT I AM AN INCREDIBLY SELFISH AND CONDESCENDING A-HOLE, AS MADE CLEAR BY MY OUTRAGEOUSLY OBNOXIOUS AND [censored]-LIKE VOICE. THIS IS THE PART WHERE YOU ARE SUPPOSED TO SUSPECT ME OF BEING THE ANTAGONIST." I mean it's literally like a freaking cartoon sometimes. Was ANYONE surprised by the events of either of those guilds?

Aaaand that's it really. Skyrim just lacks good stories, which is very ironic for a culture that's supposedly supposed to have good bards.

I suppose you could say a 3rd problem is the quest chains have no pacing. Whereas Oblivion and Morrowind aren't afraid to say "here, go on a couple filler quests for a while with very minor impact or involvement with the main plot," Skyrim seems phobic of filler....until the end. Skyrim is basically as if one were to take the Dark Brotherhood of Oblivion, rip out ALL the quests except your first assassination job, your last assassination job, your "purification," and then the final job, and THEN all the other quests are tossed at you after you're the leader. The result is you have people -literally- screaming "Hello nice to meet you welcome to the guild what can I get for you leader?" at you in a very awkwardly-paced storyline that just kind of leaves you asking yourself wtf just happened...
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Chantelle Walker
 
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Post » Tue Jun 12, 2012 4:48 pm

Your post is too long to quote, but yeah, that is a problem for Radiant quests. Bethesda even pointed this out themselves "...Ironically, Radiant Story didn't tell a great story".

The overall theme of the quests (Kill this guy, get this item) doesn't really differ much from the other games, but what does differ is how the game puts encounters in context. Skyrim does this occasionally (Fragment of Wuuthraad for Companions, Vitoria Vici for DB, Rueful Axe for Clavicus Vile) but not often enough.

Again, Thieves guild works in this regard. Radiant "Grind" quests can be taken at your leisure, story quests are advanced differently, and thankfully they intertwine enough so it doesn't feel like these people exist only to give quests. (Vex, Delvin)
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xx_Jess_xx
 
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Post » Tue Jun 12, 2012 1:05 pm

"How many ways can you do a fetch quest anyway?"

You could kill the guy and get the item.
You could steal it.
You could persuade.
You could settle with an alternate option.

LOTR is a fetch quest.

The question is, how can you [censored] this roleplaying goodness up?

Remove disposition/persuading. Make NPCs essential. Make quests linear. Make quest items to appear after certain scripted events.

I am here to roleplay, that is what interests me. If I can't then there is no use as an interesting story to you could be boring to me and vice versa. Roleplaying would make every quest interesting for my character and me, even if it is a simple fetch quest.

"Only do quests your character would do?"
For 90%, not enough information to tell. For %5, if I could do it my way(I can't). For %4, no. For %1, yes because by chance the linear story coincides with my character's alignment.
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Alessandra Botham
 
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Post » Tue Jun 12, 2012 4:31 pm

I don't think any quest is boring or any quest svcks, I wouldn't be playing it if that were the case. Not fast traveling makes quests more meaningful.
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Isaac Saetern
 
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