I was talking about the narrative, not the progression of the narrative.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.
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?