I have the same problem with the Dark Brotherhood that I did with the Thieves Guild in Skyrim in that neither of those two guilds really felt like you were doing...guild things.
With the Dark Brotherhood in Oblivion, the missions were really well done. You had to generally infiltrate a secure location, dodge guards, make the hit fast and clean and book it. There was some measure of planning that was involved, or even if you didn't plan and just ran through it, there was at least room for planning. Not only that, but a few of the quests had options, like choosing to drop the bull's head on that guy in Bruma. The Skingrad manor mission is probably the best Elder Scrolls quest I've done in a while; playing the guests against each other, slowly isolating them one by one and then making the kill. Best.
Also, the Thieves Guild in Oblivion felt more...thief-like too. For later missions you generally had to do the same thing as the DB: you could take the time to plan, dodge guards, get in and out, and sometimes you'd run into unexpected countermeasures like the Dark Welkynd Stones, and you'd have to weave out of line of sight to dodge them to grab your objective and then get the hell out.
The contracts in the Dark Brotherhood in Skyrim were underwhelming at best. They were very boring and laughably easy. The missions aren't much better either: a great deal of them are so hard-scripted that it's very hard to get wrong. The only one I found even remotely difficult was trying to assassinate the son of that Imperial Guard, mostly because it took four freaking bow shots in the head to down him. (Wanted the bonus, so tried to kill him in the city in broad daylight, meaning no melee attacks).
Although, to be fair, while the last mission was also incredibly underwhelming, the satisfaction from killing Mr. Important was pretty good, although that old bastard just had to ruin it by expecting you. Be surprised, dammit, the Dark Brotherhood is here for your ass!
Thieves Guild is on the same line for me. The entire second half of the faction quests turned into religious wank. I just feel like the Thieves Guild went in the wrong direction after a certain point, and while the armor you get is cool, it doesn't feel like the Thieves Guild. It just feels like a very long and extended Daedric quest.
With the Dark Brotherhood in Oblivion, the missions were really well done. You had to generally infiltrate a secure location, dodge guards, make the hit fast and clean and book it. There was some measure of planning that was involved, or even if you didn't plan and just ran through it, there was at least room for planning. Not only that, but a few of the quests had options, like choosing to drop the bull's head on that guy in Bruma. The Skingrad manor mission is probably the best Elder Scrolls quest I've done in a while; playing the guests against each other, slowly isolating them one by one and then making the kill. Best.
Also, the Thieves Guild in Oblivion felt more...thief-like too. For later missions you generally had to do the same thing as the DB: you could take the time to plan, dodge guards, get in and out, and sometimes you'd run into unexpected countermeasures like the Dark Welkynd Stones, and you'd have to weave out of line of sight to dodge them to grab your objective and then get the hell out.
The contracts in the Dark Brotherhood in Skyrim were underwhelming at best. They were very boring and laughably easy. The missions aren't much better either: a great deal of them are so hard-scripted that it's very hard to get wrong. The only one I found even remotely difficult was trying to assassinate the son of that Imperial Guard, mostly because it took four freaking bow shots in the head to down him. (Wanted the bonus, so tried to kill him in the city in broad daylight, meaning no melee attacks).
Although, to be fair, while the last mission was also incredibly underwhelming, the satisfaction from killing Mr. Important was pretty good, although that old bastard just had to ruin it by expecting you. Be surprised, dammit, the Dark Brotherhood is here for your ass!
Thieves Guild is on the same line for me. The entire second half of the faction quests turned into religious wank. I just feel like the Thieves Guild went in the wrong direction after a certain point, and while the armor you get is cool, it doesn't feel like the Thieves Guild. It just feels like a very long and extended Daedric quest.