Elder Scrolls V: Skyrim

Surf Solar said:
The problem is not that these games are horrible, it is that many people think that Skyrim/Oblivion etc. are the second comings of Jesus Christ personalized in an RPG

From what I see on, say, a gaming forum completely independent of Bethesda's (I'm not going to use their forums as an example, obv), I've never seen anyone go out and say something to that effect. They may say they like Oblivion with the requisite "...but," followed by criticisms for the shitty animations, how you could count the number of voice actors working on the game with one hand, the uneven and not-even-playtested gameplay, the hordes of bugs, and so forth...

But I think for a lot of people, the main source of joy doesn't come from the combat and quest design in games like Morrowind, but seeing places like Ald'ruhn and Silt Striders in the distance(something that by my admission, was a department Oblivion was comparably lacking in).
 
yes but skills or the "frame" of it does not make everthing an RPG.

What exactly makes Oblivion for example an RPG ? That it has "NPCs" ?

Actually that is my opinion but I think Oblivion is much closer to a first person shooter then some RPG. Albeit it is not so much a mediocre RPG then a very very bad shooter. How so ? Well the story for it self shows no real progression. There is no interaction with the world or the NPCs. Some say it is some kind of adventure game and yeah that probably comes quite close as well. Those few quests they throw around and dialogues ... seriously Metal gear solid already contains 10 times more spoken dialogues.

I know the term "RPG" is meaningless today. But if we call Oblivion some RPG then we can call everything an RPG as you role play a marine in doom. People should not forget where RPGs are coming from though. And here Oblivion has no conection with.

On the other side. How will things be with Skyrim ? No clue. But from what I have seen so far I have my doubts that it will be very far away from Oblivion.

Of course that is just my opinion. I gave up on the idea that we will get decent RPGs on the PC a long time ago anyway. Not when you consider how many truly creative people and companies have gone out of buisness. Making money was always the target. But those people at least tried to stay true (most of the time) to their gameplay. I mean it is a difference if I make some RPG "for everyone" or if I know that I am making a niche-title. And RPGs have never been a market as huge like shooters for example.

It is very very sad to see the diversty in gaming going down the toilet quite fast where it seems everything has to contain some kind of "action" or "fast gameplay" - at least regarding the western market. When was the last time a decent Sim City was released ? Or another game like Command & Conquer 2 or 3 ? Games like Theme Hospital or Jagged Alliance ? Or if you want Planescape Tourment or Arcanum ? THe market was much smaller then today but it allowed for a much bigger diversity compared to today where a game has to sell a minimum of 3 Million copies to be profitable. In the past Diablo 2 sold 1 million copies and that was a huge success where Fallout 2 has maybe sold 200 000 or 300 000 copies and that was seen as big success as well. But what can you expect from companies which literaly spend 100 million of dollars on MARKETING (!) alone while the production of the game does maybe cost only a few millions.
 
To be honest the series has lost many RPG mechanics since Morrowind , and has continued to lose them until eventually Bethesda will have turned it into an Adventure game. Everyone keeps bragging about 300+ hours of gameplay, but no one thinks about how good the gameplay will be. The game will be good, but will be forgotten after the next sequel and it's minor improvements. Sorry, but I am a bit cynical.
 
Not forgotten until the DLCs finish and never forgotten on the PC judging by the modding scene for Oblivion and Morrowind.
 
Sorry, but about what framework are you talking about? None of the skills does actually matter in gameplay, you can solve the game just fine on the first level. Or do you mean the ability to decide wether to kill an npc with a sword or some nerfed spell makes for a good RPG framework? 90% of the quests in Oblivion didn't have alternative questlines or multiple ways to solve a quest, minus maybe the Dark Brotherhood quests. I am really enjoying your posts overall, but here I can't see which awesome system you are referring to. Maybe I've played a different game than you, but

there's no interactivity with the environment ?

What interactivity with the enviroment is there?

We're talking about games that let you pickpocket NPCs,

You mean like in 90% of all other RPGs?

replace their food with poison

Which only happens in instanced scripted events and boils down to the same like said above - "cool there are multiple ways to kill an enemy" :roll: The same for this "re-animate npc corpses" - what use do they have? They can't be really used to solve quests in an intelligent way nor do your stats matter anywhere, opposing to Arcanum where you re-animating your fallen enemies could have a major impact on solving particular quests.

What is this amazing NPC interaction you speak of?
 
sea said:
As I said: Oblivion has a great underlying framework and huge potential for being a great RPG.

The problem is, it hasn't. It is hugely dumbed down system, none of your stats do actually matter, as already said. How is it a great cRPG if none of your stats do matter in it? Just because there are many variables (which are never used for creative use anyway) it doesn't mean there is huge "freedom". What you are saying here, is that "it could be good if it would be a totally different game" which can be applied to almost every other game. If we are going by that, Need for Speed Underground 2 has also a huge potential for being a great RPG - by following your logic "it has the potential" which is just not being used.

Meaning, if there is none of the actual "potential" being used in the original game, it is nonexistant.

Surf Solar said:
What interactivity with the enviroment is there?
Okay, fair enough, I took that as general interactivity with the game world and its inhabitants. Still, I don't see how that makes Oblivion less interactive than other games, unless of course your idea of environment interaction is pointing the mouse at a wall in Fallout and "You see: Cave wall" popping up.

For what it's worth, Fallout 3 has just as much interactivity with the environment as the original games do, if not more (reading computer terminals, being able to pick up and move most items - even weaponizing some of it, lockpicking, etc.). There are also a few special cases for quests, although New Vegas tended to do more of that. Oblivion, not so much, but I think at least that demonstrates Bethesda are learning. Still working on ladders, though.

What Gamechanger is the ability to pick up an item and drop it somewhere else? All it does it utilizing the players ability to hold the z-button, no actual stats are checked against. It's shit and only serves for larping purposes (oh holy shit I can decorate my house!11) aside from the quests you've mentionend which were pretty mediocre, didn't use any character stat and served no challenge at all.

Instead of nothing in Bethesdas Games, I actually prefer the "you see: Wall" etc stuff, thank you.

Surf Solar said:
You mean like in 90% of all other RPGs?
Most RPGs let you pickpocket NPCs? News to me. Plenty do, but plenty are also so heavily focused on combat that something even approaching a stealth path is never even considered. The number of RPGs that let you progress in a quest, bypass a locked door, etc. by pickpocketing from an NPC are actually quite small - it's far more common to simply handle that stuff using the magic of scripting rather than giving NPCs actual physical items for the player to "borrow." In any case, nitpicking.

I dunno, the ability to steal stuff from NPC is just widely spread, hell even some Action RPGs did that. :S I don't know how this is news to you. Ofcourse you could pickpocket some stuff in NV/FO3/Oblivion, but not when it comes to magically locked doors which were even too hard for your PC if you didn't have the magic key which you only get by the same "magic of scripting" you just mentionend. Cool, isn't it? A truely magnificient RPG framework.



Surf Solar said:
Which only happens in instanced scripted events and boils down to the same like said above - "cool there are multiple ways to kill an enemy" :roll: The same for this "re-animate npc corpses" - what use do they have? They can't be really used to solve quests in an intelligent way nor do your stats matter anywhere, opposing to Arcanum where you re-animating your fallen enemies could have a major impact on solving particular quests.
Actually, those sorts of methods of assassination work on just about any NPC, as pretty much all NPCs eat food. If a poisoned apple is the most convenient or only available food, they'll eat it and end up dead. Again, see my point about potential being squandered and wasted, which I've reiterated about five times now.

Agreed, no need to repeat that again.

Surf Solar said:
What is this amazing NPC interaction you speak of?
Having universal systems which determine NPC disposition, allegiance, moral alignment, racial biases in reacting to the player, and so on, which all directly correspond to radiant AI behaviour, i.e. NPCs with low responsibility scores will sneak around and pickpocket other NPCs, steal from stores, etc., and NPCs in a hostile faction will attack the player (that this isn't utilized save for when the player goes on a crime spree is again, another example of wasted potential).

C'mon, you don't want to be an apologist for the "radiant ai" now? As said, all this shit may work in theory, in some pocket plane some dozen dimensions afar, in reality it's just a big pile of shit.
Hell, even Arcanum, with so many flaws in the system did it better than "radiant.

The persuasion system, though basic across the Elder Scrolls games, can be manipulated to make NPCs both like and hate you, which can tie in with quests (sometimes getting someone pissed off at you can be useful, especially in a game like Morrowind where you want to kill an NPC in "self defense"), and furthermore, it ties in with the Mercantile skill by allowing the player to manipulate merchants and invest into stores, gain better prices, that sort of thing. Yes, the game's dialogue sucks, and yes, these sorts of options are rarely if ever used intelligently by Bethesda, but they still offer more than most other games, and they would make for some really awesome gameplay if expanded upon a bit and actually used for something interesting.

So you mean using exploits to gain the best advantage from npc even if not intended by the game means "freedom"?


Again, I think you misinterpret me. I'm not trying to say Oblivion/Morrowind/Skyrim are the greatest games ever, but Bethesda undeniably have some really good ideas that are always let down by shoddy and lazy execution, or simply because Bethesda lack the creativity to ever turn them into anything good. The terrible writing, voice acting, quest design, and so on also always make the failings and shortcomings of the games even more apparent. But a game in the Bethesda mould, which actually used what it had intelligently and within the context of good game mechanics and an interesting game world? That would be pretty cool in my opinion, and it's that potential that attracts so many players.

I've never said they don't have good ideas. I will probably even enjoy the first 1-2 hours of Skyrim (my brother preordered it) for the icy landscapes. The problem is, this has nothing to do with RPGs. All these ideas of them you mentionend are just buried under design decisions rendering their own potentially good framework useless. Stats don't matter. The Twitch Button matters. All of their "freedom" could be there if they'd actually spent some effort, which they didn't. Maybe I really misunderstood you, - their framework could work, but it doesn't. That's why I questionend your statement that the framework is very good. ;)
 
sea said:
The persuasion system, though basic across the Elder Scrolls games, can be manipulated to make NPCs both like and hate you, which can tie in with quests (sometimes getting someone pissed off at you can be useful, especially in a game like Morrowind where you want to kill an NPC in "self defense"), and furthermore, it ties in with the Mercantile skill by allowing the player to manipulate merchants and invest into stores, gain better prices, that sort of thing. Yes, the game's dialogue sucks, and yes, these sorts of options are rarely if ever used intelligently by Bethesda, but they still offer more than most other games, and they would make for some really awesome gameplay if expanded upon a bit and actually used for something interesting.

Again, I think you misinterpret me. I'm not trying to say Oblivion/Morrowind/Skyrim are the greatest games ever, but Bethesda undeniably have some really good ideas that are always let down by shoddy and lazy execution, or simply because Bethesda lack the creativity to ever turn them into anything good. The terrible writing, voice acting, quest design, and so on also always make the failings and shortcomings of the games even more apparent. But a game in the Bethesda mould, which actually used what it had intelligently and within the context of good game mechanics and an interesting game world? That would be pretty cool in my opinion, and it's that potential that attracts so many players.

So far the best persuasion mini-game of any game I've ever played was in DX: HR, though understandably, not every game can have something like this for a lot more opportunities.

Onto that second paragraph there, it makes me glad that when I eventually pick it up (i.e. after finals and a month or two for people to make something worthwhile with the editor) that someone has the entrepreneurial spirit to add some semblance of depth and complexity into the game. So I'll still be hearing only two voice actors in the game, but I can't have everything in this world.
 
Oblivion wasn't that bad. It was fun to collect unique weapons and armor and such for a while. The thing is that it was in no way what I would call a decent RPG with choices and consequences. It was more like a Dungeon Crawler or something.

Now I've heard they have even dumbed down some of the customization options that made Oblivion somewhat fun to play. For example, the armors in Skyrim aren't made of different pieces anymore, just one single piece of armor. Why they decided to take such things away from the game is beyond me!

This way even Saints Row: The Third has more customization options, and that game is not even an RPG.

Bottom line, maybe I'll get Skyrim when it's like 10 bucks or so, and if there is absolutely no other interesting game to play instead.
 
Serge 13 said:
Now I've heard they have even dumbed down some of the customization options that made Oblivion somewhat fun to play. For example, the armors in Skyrim aren't made of different pieces anymore, just one single piece of armor. Why they decided to take such things away from the game is beyond me!
Well, I believe it's not totally accurate. Even on this x-box leak you can see that this guy is equiping boots/bracers/chestpiece and other stuff. Where did you get that information about single piece armor?

Better quality, tutorial leak. Get it while it's hot:
http://www.youtube.com/user/TheAcidCinema
Guy who recorded it was little dumb and didn't even tried other buttons to pick up an item. Shame, but always some better quality footage.
[spoiler:cd72394ebc]I noticed after watching both those leaks, that there are actually two ways you can handle the tutorial. It looks like a choice doesn't really matter in a long run. You go with Stormcloaks or with Imperials. Still it's pretty nice that you actually might choose.[/spoiler:cd72394ebc]
 
sea said:
As I said: Oblivion has a great underlying framework and huge potential for being a great RPG

Just that we can not play a game on "potential" alone. What does that "Potential" help if it is not used correctly or if the framework has no meaning. People can finish the game on level 1 or 2 just as well like on level 50 (more or less). There is also no oportunity to role play any charcter in the game. I recomed reading again the review on the codex about Oblivion

I mean its like saying that that some person has awesome skills in doing art and drawing. Well what does it help if he never is doing art ?
 
SmartCheetah said:
Well, I believe it's not totally accurate. Even on this x-box leak you can see that this guy is equiping boots/bracers/chestpiece and other stuff. Where did you get that information about single piece armor?

Eh?! I am sure it was on one of these gaming sites. Can't remember. Probably just a rumor then. You sure are one smart Cheetah! :mrgreen:
 
I prefer an organic, intuitive approach to playing these types of games. Instead of obsessing over numbers and statistics, I'd rather just play. I'd rather something like stealth be about shadows, noise, line of sight, instead of simply getting a skill number high enough so you can press crouch and walk past a soldier right in front of his eyes. I'd rather aim be based on my own accuracy and the limitations of the weapon, instead of how high my shooting skill is. I'd rather inventory space be restricted by actual size of objects, or objects only able to be placed in intuitive slots, and have to drop gear, not be able to carry 50 heavy weapons in a backpack because my strength stat is maxed. I'd rather be given the burden of solving dialogue dilemmas the hard way, not be given free clues because my speech skill or intelligence is high.

The latter in all cases seems to be the endgame of typical RPGs, where stats are so high that the game plays itself. Stat based games seem more restrictive than liberating for most of the game, then no challenge at all towards the end of the game after you've put the hard work in.
 
then it is a good thing that you probably can do the same as like in Oblivion where you crouch, push the "walk always" button get to a wall next to some enemy and increase your sneak skill to 100. Not to mention it helps with pickpocketing as well.

Look. No one here is complaining about that Oblivion/Skyrim will not be "stat based" Or not working like a PnP gamer.

But that it seems the game will not contain any kind of real choices and interaction with the game world. Not more then throwing a random "fork" from the table or collecting garden gnomes (seriously?).

As said. Its not about if Bethesda games are "funny" games or not. People enjoy things for different reasons. But it is about if it is a good RPG or not. Killing endless waves of Dragons and clubbing hordes of demons while running around with a bow and arrow isn't what we and many others here see as "good" RPG. Oblivion for that matter was never more then a mindless shooter in a fantasy setting. That is how their magic and bows work. Swords are just a melee version of it. Quacke had already melee weapons. Doom had fists.

For example Fallout 1 and 2 offered much more interaction with the game world and the NPCs then Oblivion or Fallout 3 ever could. And I do not think that Skyrim will be suddenly a huge difference here. Not when you consider how much focus they spend on the visuals. Not that graphic isn't important. But I play a game first. Visuals should be there to support the game play not to be the game play. For that I have Crysis.
 
If oblivion had guns instead of spells people would be less likely to call it an RPG and more likely to call it a FPS with RPG elements, in my opinion.
 
Tank Girl said:
I prefer an organic, intuitive approach to playing these types of games. Instead of obsessing over numbers and statistics, I'd rather just play. I'd rather something like stealth be about shadows, noise, line of sight, instead of simply getting a skill number high enough so you can press crouch and walk past a soldier right in front of his eyes. I'd rather aim be based on my own accuracy and the limitations of the weapon, instead of how high my shooting skill is. I'd rather inventory space be restricted by actual size of objects, or objects only able to be placed in intuitive slots, and have to drop gear, not be able to carry 50 heavy weapons in a backpack because my strength stat is maxed. I'd rather be given the burden of solving dialogue dilemmas the hard way, not be given free clues because my speech skill or intelligence is high.

The latter in all cases seems to be the endgame of typical RPGs, where stats are so high that the game plays itself. Stat based games seem more restrictive than liberating for most of the game, then no challenge at all towards the end of the game after you've put the hard work in.

In short - you want to play an action adventure, not an RPG. Seeing what Skyrim is, the game will probably deliver for you.
 
Surf Solar said:
In short - you want to play an action adventure, not an RPG.
I'd be happy playing either, but I was talking more specifically about RPGs.

Surf Solar said:
Seeing what Skyrim is, the game will probably deliver for you.
I've not played it yet, so I couldn't comment.

Walpknut said:
I don't see why stats and player skills have to be mutualy exclusive.
I think they conflict in the examples I gave. YMMV
 
Back
Top