Re: Games Discussion Thread
I don't care what generic npc #3546 has to say about the state of the town, I can assess that for myself. And I certainly don't care about their story, the only reason they are there is to give me a task I can complete for a reward. Main NPCs however, could see some more character development, in fact I can't even remember a single NPC's name from skyrim or oblivion (This could be attributed to the shear volume of games I play though, or the fact that there are just so many NPCs and locations).
Than logically you should be against them fleshing out NPC #3546 too right? which is what they did... or attempted to do..
The stats system was worthless to any non-casual anyway, you were going to max your stats at some point, and skyrim's perk system works exactly the same way, only now the bottom tier has been combined with the top. Do an action, the related ability gains experience until you get better at it. Saying the stats system is necessary is like saying you need a separate tree for each type of sword you can acquire shortsword, longsword, cutlass, rapier, katana instead of just having a swords tree. It bloats the menus and gives you a false sense of customization (you get the same abilities in the perk tree that you would have gotten from the stat menu).
Than instead of completely deleting it they shoud have expanded on it to allow for a more diverse/fun experience.
Less removing of content more expanding on whats there for a deeper more enjoyable experience.
Not failing, well, he's spot on. I don't want to spend 5 minutes reloading each time a situation goes against the way I want it to (I get enough of that by playing any Japanese stealth-based game), and why bother making that a feature when 70-80% of players are just going to reload a save anyway?. Though I do inevitably end up reloading it's typically due to buggy AI, some quest essential NPCs are still killable and frequently die, or outcomes that I couldn't predict (More on this later).
Ill admit, the save system on is a bit of a wonky arguyment. While im against save scumming (you should pay for your failures), skyrim literally needs it due to the buggy ass fucked up game it is....EVEN today.
I can't stand the way that morrowind handled quests. And I think this is a much deeper dispute than 'it's too hard', stemming from two different schools of thought. One in which the player spends time learning about the world and then later on uses that knowledge to complete quests. The other, which I belong to, is that quests are one of the ways for the player to learn about the world, picking up information (and rewards) as they progress through and complete the quests. Honestly, it seems like a lot of wasted time to try and sift through all the NPC information to figure out which cave I need to go to and KILL or PICK UP something (too many people that bitch about casual games seem to forget that their un-casual games use the same repetitive objectives for the bulk of their quests.) in a world FILLED TO THE BRIM with caves, to me. TL;DR keep my arrow out of this brah, or there's gonna be problems.
Rather than expanding on what they had, they decided to treat you like a fucking child and literally point you to target A removing all enjoyment and adventure of any quest.
Id rather have to pay attnetion to what people are saying and where they are pointing me to than follow and on screen arrow.
If there enough of a straightforward description of your task like "go to derp lake and kill the mudcrabs" and they add a map marker of the lake to your map than yes thats fine!
But a compas marker that literally holds your hand all the way there is too much.
To each their own.
Loss of impact on the world. Well this seems like a production decision to me, sure they could have made generic NPCs address you differently but that's about the extent of what they could reasonably be allowed to do. Again this is a deeper dispute than 'it's too hard to deal with the consequences of my faction alignment', being more the same reason why villains don't REALLY win in movies: I'm playing games to have fun and enjoy a story, what happens when I get to a point and find that I don't like where the story is headed? I don't want to rape that village full of women for the glory of the empire, but oh, I'm 50 hours into my playthrough and can no longer work with any of the other factions. Why would I want to spend ANOTHER 50 hours to only find myself in a similar situation with a different faction? Because guess what? Any game that has real impact on the world from your actions has some sort of bullshit like this, whether it's forced actions after a massive time-sink, unclear or unforeseeable consequences. Why would I buy (or play at all, really) the sequel to a game that made me say 'enough' and stop playing it?
Your issue seems to stem from the issue i have with the "world full of nothing", should you really have spent that long on 1 character?
Wouldent it have been more fun to have played through as a few different characters/classes/storylines/guilds? Or 1 character through 1 story and 1 guild that took 50 hours and now your fucking annoyed with the choises you have made?
Skyrim fails at this style of gameplay BUT it also fails at the deeper longer more story driven style too.
With no impact or reflection to the time you have poured into the game, you feel pointless/worthless like you have acomplished NOTHING and you have done just that, NOTHING.
Eh, im drunk and its late. Man i hope what im saying here is what im thinking...