Alllllrighty then, I was playing Oblivion yesterday... (complaint text wall)
In short, stealth doesn't seem to work, I love killing, and your only role is a servant.
Even with all of that, I still find myself playing the game and having fun. Admitably, sometimes all I want to do is have someone point me at a badguy HQ and say "go nuts, but brng me back a snow cone." (quest item) Possibly known as kick-in-the-door style gameplay in D&D.
This got me thinking, what irksome qualities did a good game have that didn't make you quit alltogether no matter how frustrating they got? (overpowered raiders? the witch? upward falling apples?)
and ragequit again when yet another guard chose to disregard my ninety-fucking-five sneak skill (or has that been the wrong one this whole time?) while I was trying to pick his pocket for free arrows. "Stop criminal," he cried, given the knowledge of my plans through his standard issue psycic-implant guard helmet. I was rather annoyed by this and countless other occasions when the NPCs just didn't want to play with a sneaky character, like when guards report their own deaths a mile away from civilization or when someone detects you in a combat situation, they implant a tracking device and CANNOT lose you unless you either end their lives, (which if they are not monsters, will be reported even with no one else around or breathing) or traverse half the game's landscape. It seems if a game isn't geared towards stealth, it just isn't an option outside of quests where they want you to sneak and everyone has gone blind and deaf. This is particularly bothersome because when an NPC breaks the law in a quest or something, the guards are all coming off medication for their magic helmets and can't be asked to do anything. Then there's the whole roleplaying aspect of the "RPG," the one that doesn't exist. I can't help but notice that when dealing quest givers, the only responses are either that of a doormat or that of an asshole and THEN a doormat. Another thing, why not give the player control of the "knocked unconcious" thing? Just give us a switch in the options to determine whether a quest matters as much as getting someone out of the way.
Even with all of that, I still find myself playing the game and having fun. Admitably, sometimes all I want to do is have someone point me at a badguy HQ and say "go nuts, but brng me back a snow cone." (quest item) Possibly known as kick-in-the-door style gameplay in D&D.
This got me thinking, what irksome qualities did a good game have that didn't make you quit alltogether no matter how frustrating they got? (overpowered raiders? the witch? upward falling apples?)