NickySquicky said:
I've never played the RPG you mentioned, but the party system seems very similar to BioWare's usual RPG formula, especially in Dragon Age, which has the very same confrontations between companions that could lead to approval from one and dissent from the other. I do believe that character development is a great way to manifest role-playing in a game, but that and player choice are not the exclusive elements of role-playing. Though your character in Skyrim is not shaped so much by your interactions with NPC personalities, you develop a sense of character just from how you play the game. You can become murderous, heroic, crafty, wizard-y and a whole plethora of other adjectives, but you are admittedly more required to connect the dots yourself than you would in a BioWare RPG, whose NPCs' reactions you can use to gauge the kind of character you're creating.
That is actually wrong. The party system is not at all similar to Bioware Party systems.
In Skyrim, you either:
A) Become Thane of a big city and get given a companion (Your Housecarl) Who will sit in your house until you ask them to follow you.
B) Hire a mercenary to follow you, who just sits in a tavern until you hire them
C) Get into a fist fight with someone, beat them up then you have suddenly been 'A good friend to me' so they will follow you wherever.
At no point is there any opposition or goals of any of the character companions. Honestly, no matter what you do, the companions will just do it to. No care. They don't even acknowledge each other exists. It probably doesn't help that they are all spread across the world and won't follow you if you've got someone else following you, but they are in no way similar to Bioware companions. Hell, they manage to be more useless than Bioware companions, and that's hard.
Actually, ou can still use the NPCs and the world as a reflection of the character you're developing, only in a shallower way compared with Mass Effect, Kotor or Dragon Age. Obviously if you join the Dark Brotherhood, you'd probably feel more villainous. Then if you became a cannibal, you'd feel a bit creepy. And though principle player choice in quests often amounts to either accepting or denying them, it's still a way to shape the morality of your character. Obviously these aspects are not very thorough in Skyrim, but like someone else said, it's a technical limitation. BioWare is known for massive worlds and excessive questing and the time spent on developing such probably comes at the cost of better characters.
The thing is, you could do all this outside the game anyway. You want your character to be a villain, you'd play that right from the start. What you would carry these actions out for is to get the NPCs to notice that you are evil. They almost never will. Sometimes one guard will take a break from his adventurer rant and say 'Oh, your the Harbinger of the Companions. I am honoured to see you'. That is the extent of it though. As someone pointed out in another thread, they were the Dragonborn, had slain Alduin, were leader of the Thieves guild, had assassinated the companions, were the Archmage of the College of Winterhold, the Thane of Whiterun, Falkreath, Markarth, Solitude, Riften, Winterhold, Dawnstar, Morthal and Windhelm, the Champion of Molag Bal, Namira, Merhunes Dagon, Azura, Nocturnal, Meridia, Sanguine, Pyriet (Or W/E he is) and other Daedra, had won the civil war for the Empire, yet he went into the Companion's house to join up with them and the guy said 'Are you sure you want to let him join? I've never even heard of him!'. That character had supposedly never heard of the person that Emporers would bow down to, that was the most accomplished man in all of Tamriel, who had saved the world and earned the favour of the gods themselves. He had not heard of him. The world in Skyrim does not react to you.
Look at Mass Effect. You go somewhere, they'll normally say 'Oh Crap, Shepard's here!', or another remark if it is unlikely they have seen your face. It is easier for Mass Effect as you were semi-famous to begin with. The world feels like it reacts to you though. In Mass Effect, you become a Specter and new people will give you quests because of your special skills. In Skyrim, everyone just treats you like an errand boy. The world does not react in the slightest. Hell, Mass Effect even managed to carry it across between games, Skyrim can't do the same within the same game.
OT: Yes, Skyrim fails as an RPG, but semi-succeeds as an action adventure game. It fails in the action part, as that would require the combat to be interesting, balanced and fun. It is basically a hiking sim with random encounters. Similar to how Minecraft is a mining and building sim with mobs. Minecraft isn't classified as an action adventure game too often, because the 'action' isn't really there, and before 1.8 there was little point to adventure.
Everyone argues about what an RPG is, and many say 'Game RPGs and PnP RPGs are different'. I would disagree. There are few, if any, true game RPGs. There are many games with RPG elements, but that does not make them an RPG. Its like how in Skyrim you can use a bow to shoot people, or shoot them with spells. Does that make it a first/third person shooter? No.
Skyrim is an adventure game with RPG elements more than an RPG. It is similar to Mass Effect in this regard, though for different reasons. In Skyrim, the world does not react in the slightest, the writing is bad, and there is a focus on player skill rather than levels (Though levels do help, as has been said they are an end to themselves rather than a means to an end).
See the example above for non-reacting world and bad writing.
For the skill instead of levels thing, think. In Skyrim, does shooting your bow to kill someone have more to do with your level in Bowmanship, or how well you can aim a bow and kite. With only base level bow, I managed to kill a giant at level 5, and the three mammoths with it. How? I ran, kited and aimed. In an RPG, your skill should not determine how well you do, but your character's skill. This is the same problem as in Mass Effect. Your character's skills will make it easier to perform tasks, but they are not required. A level 1 can pick a master lock with their own skill. In an RPG, that lock would be utterly unpickable, unless that character made an extremely god luck role. You play the role of the character, making its decisions. You are not actually the character, performing all its actions for it. That is an RPG element that is usually forgotten these days. It is why I consider Dragon Age more of an RPG than Mass Effect.
The interactive world doesn't need to be massively interactive, just enough to actually seem alive. Skyrim went in too skimpy, whilst Mass Effect and Dragon Age would not be too badly hurt by a little less. All that Skyrim would need is a few extra voice files, and triggers to activate those voice files, and some random events to happen other than dragons and random travellers. Contrary to what was said earlier, new animations would not be needed. Characters in Skyrim don't actually have proper animations when they are talking. They just face you, and for some of them their mouths will move. Not too hard.
This would result in people recognising your achievements. The companions dude would be reluctant to let you in, not because he doesn't know you, but because you seem better suited as a mage or thief than a warrior. Or that you seem better suited to the easy life of the Thane's than that of a warrior. Or that you worship Daedra. Or a mix of the lot. If you kill Alduin, it would give him incentive to let you in. Just a couple of extra voice files, and some if/then/elses + variables. Nothing more. If this were are WC3 map, I could add that in in 10 minutes flat. Probably less. I understand that this is not, and thus would probably take longer, but I doubt it would be immensely hard. Knowing Bethesda, it would screw something else up, but it shouldn't tie into anything but those other variables based off whether you are the Archmage, the Thieves guild leader, ect. Whilst not necessary for an RPG, it is necessary for a good RPG. It would be akin to if guns in an FPS did nothing, and the health regen countered them entirely unless a stream of bullets was ran into that person at all times for a minute. It would be a bad FPS. Some might prefer that style, but it takes away from one of the core themes of an FPS title: Action. There would be little.
Simply because it has health and mana bars, levelling and an inventory does not make it an RPG. BF3 has them. Health and stamina instead of mana, it has levels which unlock things, it has an inventory more than ME2 has, with your guns and attachments in it, though it is a very efficient and streamlined one.
Skyrim is a bad RPG, but a good adventure game. It is the reason I will likely only do one playthrough. Though you supposedly get very different experiences, I already feel like I have tried everything the game has to offer. (And I likely have. Its suffering from that Deus Ex 'Jack of All Trades' Syndrome that Yahtzee described. Whilst you start off with one thing in mind, you become an expert with almost everything eventually).