Slaanax said:
I dunno, Bioware and Bethesda make very different games, for the exact reason everyone mentioned for bioware sucking is why I like them, I like playing that tells me a story. The open worldness of Bethesda games makes them drag on and I start losing whats going in the story as a wonder about place from place. I never really enjoyed an open world game besides fallout 3, but I just played the story I didn't really stray to far from the main quest.
I appreciate the conciseness of Bioware's narratives, but I also enjoy the sprawling freedom of Behesda's worlds.
There's nothing really wrong with one OR the other, they both have their places in the grand scheme of things. I love both of their approaches to game design, but for entirely different experiences.
If Bethesda can jump a couple of technical hurdles in the animation department, and do more of what they did right in Fallout 3 as far as environmental density and rather unique set-pieces within a limited palette of environment-- face it, admit it, memory constraints and involved man-hours are the biggest hurdles in developing a world where every locale is 100% unique, when you're talking about the scale they work at-- then they could make very incredible games. The purposes of their games aren't necessarily to tell a specific story, but more to provide a world, and the story is there more for an impetus to explore certain parts of that world. Though, it's entirely possible to play Morrowind or Oblivion or Fallout for dozens of hours, without ever even touching a quest-line. I have, and do quite often. Bethesda's games aren't best suited for those driven to a particular narrative goal. I don't believe that's ever been their focus.
Bioware's scale has nothing on the scale Bethesda aims to achieve. They provide a limited selection of more highly-detailed areas, with a tighter focus on the story for each. It works great for the narrative that they aim to provide, but that is not necessarily Bethesda's aim with their open-world games. Bioware aims to tell a particular story, and designs their environments to suit that purpose. Despite certain appearances of non-linearity, the games are still largely designed to funnel the player from beginning to end, but with the illusion of free choice along the way. It's hard to pick up a Bioware game and play it with no particular goal in mind.
In short, Bioware provides a smaller world with the intent on telling a very specific story, the world is compacted more specifically for narrative purposes. Behtesda creates incredibly large worlds, with a potentially optional story that provides context in that world, but relies more on the player to make his own adventure. There's still a goal to work toward, but it isn't a requirement at all to play it. One can plug dozens of hours into exploration, and simply see what's out there (which, in Fallout's case, turns out to be a LOT)
I enjoy both styles fully.
Really, they shouldn't be compared to each other in the least, in my opinion.
Though, it could be said that it would be nice if the player's impact through choices on Bethesda's games could be more strongly indicated, beyond a simple numerical value of good vs. evil. You can be either, sure, but there's no strong reflection of those values, beyond evil-ness making most mundane tasks incredibly inconvenient. I will say that.
ed- I've made like a billion little edits for clarity.