skyrim good at exploration ? Hahahaha . It was just a snowy landscape with a ruins... Now morrowind... that's an ideal game .
There's just something about TES which makes it feel special, probably because you can take it at your own pace and have the freedom to do what you want, when you want.senordesol said:I'm going to break with the haters and say that I really enjoyed exploring Skyrim (with 179 hours under my belt; I damn well should have).
Could it have stood up to more enemy/dungeon variety? Yes. (Thank God for mods) That said, there was a certain 'what's that over there?' factor that exploration is all about. I loved the fact that a tiny, utterly missable hutch in the Northern wastes could yield a daedric side-quest. I loved that I could simply pick a direction and run into all sorts of stuff.
So, for me, 'finding things' was more crucial than what was found. Again, I'll fully admit that there could have been more. In fact, when I heard ES5 was going to take place in Skyrim, I rolled my eyes ('Gee, temperate European fantasy setting no one's done that before...'), but I liked it far more than I thought I would.
The things I enjoyed about Skyrim (as well as Oblivion) was just getting lost in it; screw the story. From finding that rare alchemical ingredient to that last ebony ingot to finish my armor, I've found that if you just pick something to do (rather than be told what to do) the Elder Scrolls games are very rewarding.
I didn't really get that with Dragon Age or Far Cry. With those games, there's always something pushing you along the main path -even the side quests are just a function of the main story. In ES games, *not* being the hero is totally an option. For a number of (in-game) weeks, I was a pearl-diver in Oblivion; with some water effects mods, it was quite relaxing --then one night, I surface to find a ghost wandering the coast of Bravil. There's nothing comparable to that in DA or FC and that's why I love Elder Scrolls exploration.
No Man's Sky seems to be going for that, though whether they'll deliver is up for debate.visiblenoise said:For all its popularity, Skyrim actually seems like a game for a niche crowd in this sense. Just look at how many people are think that Skyrim's world is dull and lifeless (I'm one of them).
A good exploration game to me would require a lot of NPCs, creatures, other interactible things going about, surprising me with their complicated behaviors. I think this would impress lots of people, more so than the way Skyrim went about doing things, which mainly seemed to be to show off the grandeur of its environments.
Could be because in ES and FO there's actually a 'world' to save...a very animatronic one, sure --but they're self-contained, functioning systems.endtherapture said:There's just something about TES which makes it feel special, probably because you can take it at your own pace and have the freedom to do what you want, when you want.senordesol said:I'm going to break with the haters and say that I really enjoyed exploring Skyrim (with 179 hours under my belt; I damn well should have).
Could it have stood up to more enemy/dungeon variety? Yes. (Thank God for mods) That said, there was a certain 'what's that over there?' factor that exploration is all about. I loved the fact that a tiny, utterly missable hutch in the Northern wastes could yield a daedric side-quest. I loved that I could simply pick a direction and run into all sorts of stuff.
So, for me, 'finding things' was more crucial than what was found. Again, I'll fully admit that there could have been more. In fact, when I heard ES5 was going to take place in Skyrim, I rolled my eyes ('Gee, temperate European fantasy setting no one's done that before...'), but I liked it far more than I thought I would.
The things I enjoyed about Skyrim (as well as Oblivion) was just getting lost in it; screw the story. From finding that rare alchemical ingredient to that last ebony ingot to finish my armor, I've found that if you just pick something to do (rather than be told what to do) the Elder Scrolls games are very rewarding.
I didn't really get that with Dragon Age or Far Cry. With those games, there's always something pushing you along the main path -even the side quests are just a function of the main story. In ES games, *not* being the hero is totally an option. For a number of (in-game) weeks, I was a pearl-diver in Oblivion; with some water effects mods, it was quite relaxing --then one night, I surface to find a ghost wandering the coast of Bravil. There's nothing comparable to that in DA or FC and that's why I love Elder Scrolls exploration.
There's also so many neat little touches in the world that make it special. You find clutter items arranged at random shrines throughout the world, which tell a story. Each fort might have its own unique special point of interest - like the fort with the special trapped vault inside of it full of treasure.
Every rock and shrine and ruin and fort and inn seems careful placed and it feels like a real world (thought I'll admit New Vegas is even better for that), and each time you play it you can discover something new in the world. Dragon Age or Kingdoms of Amalur just don't have that feeling. The scenery is pretty sure, but you just feels like you're walking down a corridor, to points along a map, ticking off a checklist rather than organically exploring the world.
It depends if you find the dungeons the main draw of the game. I personally don't, I think the dungeons for the most part suck, and the big wide outside is the best part of the game. But even some of the more unique dungeons like the huge Dwemer city, and Blackreach, are pretty cool.Smigglebops said:Eh, if Skyrim had more variety I'd be inclined to agree, but every dungeon falls into one of the same few archetypes. Draugr dungeon, falmer dungeon, bandit dungeon etc. That, and there really isn't all that much to do outside of fetching and killing.
When I think about it, any game where the primary way to interact with the world is through combat falls short of great exploration in my opinion.
Minecraft does it well I think. Mapping out a new region looking for villages and cool looking mountain formations is always satisfying, even when things do look so samey (multiplayer helps too).
New Vegas has fucking truckloads of content though and an entirely serviceable open world to fit it in.snekadid said:Except that half the map is giant impassable mountain ranges(impassable because of the invisible walls that Obsidian loves so much) that the map is even smaller than it looks with very little content.
Artificially promoted guard post? It's a deathclaw nest, and probably the only high level area in the game without loot. Yes, its two functions are 1. Suggesting the player take the long route during their first playthrough and 2. Deathclaw hunting after you have leveled up significantly. The deathclaw cave, deathclaw promontory, cazador mine, nightkin cave, etc, all have high level loot in them for high level players.snekadid said:Both the people that quoted me need reading comprehension lessons, so LISTEN UP! I said they were PUT THERE to prevent you from sneaking through and at no point did I say that it was impossible to sneak through. My point which you would have understood having passed 5th grade English would be then that the area is pointless, acting only as a artificially promoted guard post, which it is as there is no actual content in that area unless big game Deathclaw hunting was all you wanted.
I actually think Skyrim (and to a far lesser extent, Oblivion) seriously screwed the pooch on the exploration aspect with that bug which rendered the local map virtually useless by almost immediately refilling uncovered portions of the map (I guess it depends on how much ones regards cartography as essential to exploration experience). I agree with you about Morrowind.endtherapture said:Skyrim, Oblivion and Morrowind are three very special games regarding their exploration in my opinion. They're just on another level for exploration and environmental storytelling.