So I found a video called "Why The Elder Scrolls Isnt Dumbing Down".......

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SajuukKhar

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endtherapture said:
Really? I definitely preferred the sense of progression in Oblivion. In Skyrim I did the Mage's guild quest in one sitting. It was very short, and although I wanted more, it was simply unsatisfying, I didn't get any loot, and I felt the game was just teasing me.

For the corresponding questline in Oblivion I had to travel around the entire province, working for loads of different people and it took ages to do! There were more quests and the quests were a lot more interesting...and that was just a preliminary bit to the MAIN MAIN Mage's Guild quest, which began when I got to the Arcane University after a very long questline.
I was talking about the narrative, not the progression of the narrative.

But anyways, I despised Oblivion's progression, the Oblivion MG is, IMO, one of the worst questline in the series, well, from Morrowind onward.

Firstly, many of the MG's quests meant nothing, and led into nothing. Many of them were just quests anyone could have given you, that had a mage theme to the. guild quests should not be just more side-quests, they should be inter-connected storylines that all lead into a larger narrative. This was a problem Morrowind had in abundance also, 99% of the guild quests, for any guild really, were just more of the exact same side quests you got from everyone else, and had no real purpose or meaning in the world besides to be just more filler BS.

Secondly, it makes no sense that mages would be expected to travel across the entire country just to be let into the guild in the first place, most people in that time frame had little to no money, and would have not been able to go to every guild at all, Morrowind made more sense because you could join up at any major town. Beyond that however, most of the tasks they gave you were rather stupid petty BS, that really didn't even need a mage to figure out most of the time.

Thirdly, the MG plot makes no fucking sense, and it all revolves around the unexplained action of Hannibal's banning of Necromancy. The game never explains why the Arch-Mage banned necromancy, despite the fact it was widely practiced and accepted by pretty much every mage for ages, and the answer to this question is KEY to the plot of the MG, because if the Arch-mage hadn't banned necromancy, then Mannimarco wouldn't have been able to get the necromancer army he had, and never would have been able to attack the MG in the first place. The entire plot of the MG is nonsense because is rests on an unexplained, and unexplainable, action that only exists to set up the plot.

As for how Skyrim goes.
-You hear about the College
-You pass a magic test to get in
-You get a basic lesson about defense
-You go to Sarthaal and find the eye
-Then every single quest after that follows finding the eye leads into each other in a logical series of events that are all connected to each other.

The college does have some other, minor quests, like the master spell challenges, the helping the three students with their problems, and several radiant quests like filling soul gems, recovering magic tomes, and picking up items to be enchanted, all things a magic college would do, but it doesn't try to ram those down your throat, nor does it make them required to do the main story.

Skyrim is how faction questlines should be imo, keep the filler BS that is just quests that ANYONE could give to you as out of the way as possible, and focus on telling a story, dont try to start a story them mid-way through stop us with some random quests.

Should have Skyrim's quests been slightly longer? yes. ButSkyrim's focus on quests that are tied to a plot, instead of making half the questline just random trivial tasks, is a VAST improvement over Morrowind/Oblivion.

And you do get some good loot via the MG questline in Skyrim, the Staff of Magnus, and the Archmage's robe for example. In Oblivion you get what? Mannimarco's crappy staff of worms?
 

Windcaler

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While he makes some good points its hard to take him seriously when he relies on the "rose tintled goggles of nostalgia blinding you" as the basis for his entire argument.

The argument he made with radiant AI and invincible NPCs I can totally understand because I experienced that with Fallout 3 while trying to turn in scrap metal to the guy in Megaton when he fell through the world. It seems to me that a good compromise is to make them invincible to everything but the player.

He also makes many logical fallacies with his arguments, especially with the broken quest giver he mentioned. Yes her directions were broken but thats 1 NPC out of I dont know how many that have quest directions that arent broken. It also doesnt touch the issue that skyrim has the immersion breaking problem where you cant turn off the quest indicator because you dont get any directions other then it. That was his real argument, that the Dragonborn basicly has a GPS built into his brain despite being new to the region

As to the amount of character the game has in the variety of NPCs, I still think Morrowind has more. He has a point that a lot of dialougue is copy and pasted. However he neglects to compare the number of characterized NPCs between the three games. I dont know the exact numbers but I believe Morrowind has more characterized NPCs and the non-characterized ones serve to make towns and villages feel more alive. To take whiterun as an example, does that really feel like a city, let alone the head of a kingdom? To me, it feels like a hamlet calling itself a city and thats true for just about every other city in Skyrim (exceptions being Winterhold and Solitude which felt more like towns). Now Vivec, felt like a big city. Balmora and Ebonheart felt like towns. Seyda Neen and Dagon Fel felt like hamlets.

Of course the counter to this is often "oh youre just looking at it with Nostalgia" but anyone that says that couldnt be more wrongl. Im playing Morrowind right now as an Argonian warrior so the problems of the game are fresh in my mind right now.

Suffice it to say I just disagree on a lot of levels
 

bug_of_war

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the hidden eagle said:
Streamlining is'nt a bad thing in general but if you dumb down your games to the point where a half blinded monkey can play it then it's pretty bad.I have no problem with complicated gameplay mechanics being more user friendly, but I hate it when games insult my intelligence and act like I can't figure out those puzzles or sections on my own without handing me the answer.
I agree, I am also quite capable with complex game mechanics, as most people are, but I don't see how Skyrim insults peoples intelligence. I understand that the game is more simple, but at no point did I feel as though this was a detriment. That's just me though...
 

Fieldy409_v1legacy

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Oh look, the "useless" thread got two pages while I was asleep. Lol. If you don't care don't post.

I really don't have much to add beyond I'm reading everything and enjoying the arguments. Though I'm feeling more swayed against this video now, especially after reading Dopo's posts.
 

Mr.Savage

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endtherapture said:
They did have cool concepts, but most ultimately failed at being an interesting quest.

The one where your captured to be hunted in a game on that island, essentially just boils down to beating the first guy to get his stuff, and taking care of the rest of them normally, just like any other dungeon. It could have been really cool if there were alternate paths in which you could sneak your way out, or talk your way out, etc.

The one where you have to kill everyone in the house without anyone else knowing just turned into literally stabbing them when no one else was looking your way. You could be standing above the corpse with a drawn knife and they would just say "Oh goodness me! I wonder who did it?". It would have been neat if you could like, poison someone's food and then serve it to them, or something.

The Mages Guild well murder mystery felt really unfinished, if it had gone on for any length of time and you had to find out who did it, could have been cool. But all it turned into was "Oh you found a dead body? AND Black Soul Gems in his room? Oh my!"...And that's it, you never get any resolution to it. In fact the entire mages guild quest was pretty bad, in my opinion.

The heist of the Elder Scroll...Yeah that was cool :p


But overall, I'd have to agree with what SajuukKhar said, they're just...Not very well done quests, for the most part.
 

bug_of_war

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Auron said:
Simplifying it made it far easier and less interesting, creating characters within a theme was far more interesting than the "I'll just do everything" thing in Skyrim, it's a bad thing to many of us. While I'm a big defender of more freedom in games the freedom to do everything all at the same time is not exactly what I want.

The one "advantage" is making it more accessible to twitchy people who like to shoot things and not think a lot... It makes money but I'm not seeing many advantages otherwise.
I think the guy in the video summed it up really well, the game wasn't dumbed down, it just stopped adding certain restrictions. If anything I feel more immersed knowing I can do anything regardless of race or class because then I can play my character as I want, not as how the stereotype of the race acts. Nords can now be good mages, archers and thieves, Altmer are able to be valid at two handed weaponry, to me that is more realistic. As for the guild joining, the guy in the video brings up a good point, if you really wanna immerse yourself then why would you go and seek the guild that wouldn't suit you character? No one is forcing you to join (except for the mages guild, but you don't have to complete that). Also, in Morrowind you could still join other guilds, it's just before hand they would act like a dick to you. And, seeing as how to be a good assassin/thief you need to not be noticed, like at all, then why would people know that you're the leader/working for thieves or assassins. The mages are shunned in Skyrim, so why would anyone outside of the guild care to know who you are? The Bards guild is also quite a minor guild.

So yeah...I agreed with what most of the guy brings up in the video, it's not dumbed down, it's not less immersive, it just gives freedom to the player to either follow strict paths making it so they can only be a mage, a thief, a warrior, or allowing those who like to be the most powerful to be the most powerful. I don't see why a company assuming their players have the ability to supress desire to play a certain way while also retaining full freedom for those who are unsure which class fits them. Hell, took me 5 attempts to realise my best class is a Bosmer archer, but in Skyrim I was able to be a Nord warrior because of it being more simple.
 

endtherapture

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SajuukKhar said:
The problem with Skyrim is that the overall questline was so short. I joined the College and was Archmage in the space of a few hours. That's silly. Plus the resolution wasn't satisfying. I had no idea what the Eye of Magnus did and I wanted to find out more about the Psjic monks. Turns out I'm going to have to wait another 5 years for some closure on that. The quests were too short and too shallow despite being "cooler" on the surface.
 

Benpasko

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Mr.Savage said:
The one where you have to kill everyone in the house without anyone else knowing just turned into literally stabbing them when no one else was looking your way. You could be standing above the corpse with a drawn knife and they would just say "Oh goodness me! I wonder who did it?". It would have been neat if you could like, poison someone's food and then serve it to them, or something.
Once you killed a couple people, you could talk the other people into killing each other. And then you could reveal that you were the killer to the last survivor, it's a lot of fun.
 

Mr.Savage

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Benpasko said:
Ohhh yeah, I forgot about that...It's been too long :p

I guess that was alright then. However, compared to Skyrim, the quests overall seemed a bit bland to me. I suppose in the end though, it's still quite a decent game.
 

Atmos Duality

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Eh...I'll go over the video's points:

1) Agreed. Though the Radiant AI, while..."nice" is still an utter farce that adds little to my experience.

2) Mostly agreed, but for different reasons. Faction consequence isn't any more or less believable than before, primarily because creating a set of responses to correspond to even half of the possible faction incompatibilities is insane.
For Oblivion (I haven't played Skyrim) Bethesda just threw up their hands and said "Fuck it! Too complicated."

3) Quest Markers...egh...
OK. Morrowind has some quests that are truly heinous to locate by generalized direction; either due to error on the part of the creator of that quest, or due to ambiguous geography.

However, bad as that was, I hate the "Psychic Radar" aspect of quest markers in Oblivion even more.
Combined with universal Fast Travel and loop-style dungeons, they single-handedly destroyed most of the appeal of exploration in Oblivion for me.

Let me get one thing straight here: Not all Quest destinations are supposed to be easy to locate
There is a real difference between giving good guidance and hand-holding.

I'm not opposed to quest markers in general; I'm opposed to how they are lazily used, especially in Oblivion.
I remember a quest where I had to comb through the mountains to reach an old haunted stronghold that supposedly hadn't been seen in centuries, and I found it under 10 minutes because of my Psychic Radar.
It ruined that part of the quest for me. Utterly, and made me acutely aware of the price of total convenience.

4) Dialog
Agreed, sort of. His comparison to Skyrim sounds plausible enough (again, haven't played Skyrim so I'll have to take his word for it), but it does not work at all for Oblivion.
There are very few characters, and the Speechcraft Pie minigame was just so. Fucking. STUPID.
Generally speaking, Morrowind did do the dialog much better than Oblivion, but only in the finer details, by necessity.

There is a need to improve the characterization; that's what "named" NPCs are for, and Bioware has proved why.

EDIT: Oh, and I caution against using "Nostalgia" as a catch-all argument for dismissal.
While the video did not do this, I have seen it used constantly as a general-purpose argument, often as a strawman argument.

Just because something is old and beloved does not necessarily mean it is only good for nostalgic purposes. There are games that have legitimately interesting elements you just don't see often, if at all.

Besides, a well-made logical argument is always superior to the very best "Nostalgic" argument one can make.
 

ChrisCarTheMarauder

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I agree with a few things he says, but honestly, Skyrim is still one of the most overrated games to come out in years, and I'm a huge Bethesda fan. I hope they focus more on quality as opposed to nothing but quantity and graphical fidelity with TES 6 and Fallout 4.