Todd admits Fallout 4's Dialogue didn't work, you'll never guess what happened next

Thank you! I don't think there is a faction and characters I hate more then Maven Black-Briar and all of the Thieves Guild characters from Skyrim.Throughout my entire time in Riften I longed for the Legion in NV to show up and burn those dirty profigates on a tire fire and as well as burn down their sinful and degenerate town!:twisted:
Leave it to Bethesda to take the most loathsome, detestable character in the entire game ... and set her as essential.
 
Head of the Mages guild after like 4 quests.
That was the point where the hype broke for me when it came to Skyrim. I was playing a sneaky warrior Nord who only knows healing magic and suddenly, I become the Head of the Mages Guild all because I killed the final boss of the quest-line with a sword I found in a ruin somewhere instead of using any mastery of magic against them. The Companions were even worse somehow; after 3 missions (give or take), their Inner Circle trusted the newcomer enough to reveal the Werewolf condition to aforesaid newcomer. Pacing seems to be a significant problem for Bethesda.

I remember how Morrowind stopped rank advancement until you reach a certain skill level. That made sense and made the guilds seem like actual places of employment. At least Oblivion made up for removing that feature with longer quest-lines and actual effort in writing (that Whodunit mission, while somewhat lacking, was fun to play). Skyrim did not even try with most of the factions.

Where's the Legion when you need them to burn profligates in Skyrim?

My favorite part of the fighters guild is when
Percius Mercius starts asking you to murder other members of the guild
To be fair, the Camonna Tong already took over the Fighter's Guild by manipulating the current Guildmaster and the members you murder for Percius so killing them by combat would be the only way to free the guild from them.
 
I remember how Morrowind stopped rank advancement until you reach a certain skill level. That made sense and made the guilds seem like actual places of employment. At least Oblivion made up for removing that feature with longer quest-lines and actual effort in writing (that Whodunit mission, while somewhat lacking, was fun to play). Skyrim did not even try with most of the factions.
That's definitely a factor. In Morrowind the Guilds felt like jobs, something you do and go home to rest afterwards.
 
That's definitely a factor. In Morrowind the Guilds felt like jobs, something you do and go home to rest afterwards.
I get what you mean. I remember how many of the initial quests treated the low-ranking player like an errand boy in Morrowind rather than the savior of the guild.

Isn't that what guilds are supposed to be though(at least when you are a low ranking grunt in a guild)? Seems like Bethesda missed that memo and confused job with repetitive radiant quests.
 
I get what you mean. I remember how many of the initial quests treated the low-ranking player like an errand boy in Morrowind rather than the savior of the guild.

Isn't that what guilds are supposed to be though(at least when you are a low ranking grunt in a guild)? Seems like Bethesda missed that memo and confused job with repetitive radiant quests.
They are, the higher ranks you get the more important your duties become. From helping keep a couple of Guars safe to deciding Morrowind's destiny, House Redoran helps simulate the rise from grunt to hero like all other factions.
 
They are, the higher ranks you get the more important your duties become. From helping keep a couple of Guars safe to deciding Morrowind's destiny, House Redoran helps simulate the rise from grunt to hero like all other factions.
Ah good old House Redoran... Even the rewards for doing your job as an errand boy there start out low until you become more important in that House. I like how the player estate for that Great House was a small village with guard towers and small houses around the main house instead of a mere mansion. Heck you could even recruit willing single women to live in so that your retainers can find love among the single ladies.
 
Ah good old House Redoran... Even the rewards for doing your job as an errand boy there start out low until you become more important in that House. I like how the player estate for that Great House was a small village with guard towers instead of a mere mansion. Heck you could even recruit willing single women to live in so that your retainers can find love among the single ladies.
I find it interesting how Morrowind shows the journey from grunt to hero really well, in all their guilds and even the main questline. You start as a puppet for the emperor, a way to exploit the religion of the Dunmer to ensure greater power but later and later you become more influential and become the real Neverine.
 
I find it interesting how Morrowind shows the journey from grunt to hero really well, in all their guilds and even the main questline. You start as a puppet for the emperor, a way to exploit the religion of the Dunmer to ensure greater power but later and later you become more influential and become the real Neverine.
I agree. Morrowind could show that journey from grunt to hero even for an older title. I think it's because Morrowind had some good progression and pacing to it in its writing. I remember it was once said that Morrowind did not fake urgency for the main quest like future Elder Scrolls games like Oblivion and Skyrim. So it could progress at the player's pace and at the player's choice which allowed it to scale up and escalate based on player input. I remember when you first meet Caius Cosades at an extremely low level, he even tells you to go explore, train and build up a reputation before accepting a main quest from him, giving you some spare cash to help with those listed activities.

It also remembered that the player character is some random grunt plucked from jail and so everyone did not look up to you immediately (though a high Personality stat would make them like you faster) thus forcing the player to put in effort to earn respect and reputation.


Super Bunnyhop made a video comparing Morrowind and Skyrim's main quest together and I find many of his points address the problems with Bethesda's approach to pacing and writing in their current Elder Scroll games. I believe it was him that mentioned the fake urgency in Skyrim's main quest.
 
That was the point where the hype broke for me when it came to Skyrim. I was playing a sneaky warrior Nord who only knows healing magic and suddenly, I become the Head of the Mages Guild all because I killed the final boss of the quest-line with a sword I found in a ruin somewhere instead of using any mastery of magic against them. The Companions were even worse somehow; after 3 missions (give or take), their Inner Circle trusted the newcomer enough to reveal the Werewolf condition to aforesaid newcomer. Pacing seems to be a significant problem for Bethesda.
God, Don't even get me started on the Companions quest for that matter(Why the fuck are they forcing me become a werewolf when I don't want too? Why the fuck can't I tell their leader who is trying to put an end to all that?)
There is so much wrong with the guild quest in Skyrim that its not even funny. Compare the guild quest from Morrowind and even Oblivion to Skyrim's and its just laughable over how shoddy and poorly thought out the Skyrim guild quest are.
 
Last edited:
God, Don't even get me started on the Companions quest for that matter(Why the fuck are they forcing me become a werewolf when I don't want too? Why the fuck can't I tell their leader who is trying to put an end to all that?)
There is so much wrong wrong with the guild quest in Skyrim that its not even funny. Compare the guild quest from Morrowind and even Oblivion to Skyrim's and its just laughable over how shoddy and poorly thought the Skyrim guild quest are.
Saving the world from Dragons isn't enough?

Well then, we have a whole lot more options.
 
I'm almost doubting whether or not the dialog system was bad now. I mean, I just can't believe that for once Todd wouldn't tell a lie.
 
Weren't bugs also intentional, for that Bethesda feel?
I believe that there was a reviewer on some professional "journalism" website (game journalism sucks btw) who said that he felt a sense of nostalgia because of Fallout 4's bugs, but on that same website their review of Fallout New Vegas criticized it for having similar issues
 
I believe that there was a reviewer on some professional "journalism" website (game journalism sucks btw) who said that he felt a sense of nostalgia because of Fallout 4's bugs, but on that same website their review of Fallout New Vegas criticized it for having similar issues
Yeah well, double standards and hypocrisy reign in journalism.
 
Back
Top