As much as I like the Voice acting and animations, and the sense of character and immersion they add to the game, I dislike the limitations on the quests. From Morrowind to Oblivion to Skyrim you can see a distinct decrease in the amount of endings, interpretations, and ways of going about most of the quests, to the point where some are ones that you don't like, but have no alternative with
I'm not sure what the solution is. Unlike say, Mass Effect, where the story is more linearised and the options can be controlled better, it isn't enough to give the illusion of choice, especially given the scope of the game, while at the same time, the improvement made by voice acting is undeniable. By the illusion of choice, in a game like Mass Effect, the player is given many choices, but they're of a trivial or non-flowing nature, and don't greatly effect the course of the game. Hence, while a few details need to be changed, it doesn't necessarily effect the outcome, a character lives, or a character dies, that's it for the most part,.
I'd suggest that maybe TES doesn't need to do it, but I'd like an old school RPG of the Morrowind vein with a bigger focus on openness of interpretations. In fact, making something even more open than Morrowind would be even better.
(For instance, I wanted to turn in the thieves guild, set the legion on the shipwreckers, and force the Blades to accept Parthunax as having a right to live)
I'm not sure what the solution is. Unlike say, Mass Effect, where the story is more linearised and the options can be controlled better, it isn't enough to give the illusion of choice, especially given the scope of the game, while at the same time, the improvement made by voice acting is undeniable. By the illusion of choice, in a game like Mass Effect, the player is given many choices, but they're of a trivial or non-flowing nature, and don't greatly effect the course of the game. Hence, while a few details need to be changed, it doesn't necessarily effect the outcome, a character lives, or a character dies, that's it for the most part,.
I'd suggest that maybe TES doesn't need to do it, but I'd like an old school RPG of the Morrowind vein with a bigger focus on openness of interpretations. In fact, making something even more open than Morrowind would be even better.