Voltare said:if you couldn't find caius in the first 25 minutes of the game, you are retarded and really really need to go back to fps's and stay the fuck away from rpg's.
the underlying design flaw, IMHO, is that the events of the main quest are so player centric (triggered exclusively by player action) - were there actually a sense of urgency as events unfold showing Dagoth's conquest, and repeated reminders to the player (letter from Caius, newspaper ads "missing code package sought, please deliver to C. Cosades, Balmora"). Of course the compass in Oblivion is a somewhat cheap solution, but it's not entirely fair to say the problem existed only for the mentally challenged, it points to an actual design flaw that had to be addressed in some way.
Well, I don't think design is the term I'd use in that context, but I was referring to the concept of having a linear story. I feel the developers actually admit that in their defense of linear design, when they argue that they spend all their efforts on "epic," "deep" or "complex" quests/stories. The way they defend linearity, it sounds to me like non-linearity is just too difficult for them.GhanBuriGhan said:As you say, a good non-linear RPG story may involve you mentally, allow you to make moral choices etc. But even a linear story can be designed intelligently, for the same reason a book can be. There are many different forms of "intelligent" entertainment, and since RPG is such a diffuse genre, many of them can apply to RPG design, which is why I say one shouldnt automatically scoff at a linear design.
Well, sure. You can have an intelligently designed combat system, for example. But I was referring to the implementation of story and quests. Simple solutions are linearity, limited player input, and keeping 'em seperate so you don't have to consider interdependancies. Maybe a complex design isn't more intelligent per se, but looking at the results, I feel otherwise.As to Oblivion it's too early to say, but again there are other ways to have stimulating intelligent design than the Fallout way.
Excrément said:you are right, the main problem of Morrowind it was the lack of immersion.
So I am not surprised people didn't find Caïus because, except the journal, nothing makes you feel you have to look for Caïus Cosades.
You don't care about Caïus because you don't care about the background story, and that's one of the flaw of Morrowind. It was also a flaw of Daggerfall (but in daggerfall you had the ghost to remind you to do the main quest).
I prefer to decide to not do the main quest because my character doesn't care about Caïus and the problems of the emperor than not doing the main quest because I don't see why the mainquest is important.
Shit said:you are right, the main problem of Morrowind it was the lack of immersion.
Levski 1912 said:Shit said:you are right, the main problem of Morrowind it was the lack of immersion.
How is that a problem of immersion? I would much rather describe it as a subset of the general lack of any direction in Morrowind, coupled with the lack of any kind of consequences that could be inflicted on the player.
Excrément said:Levski 1912 said:Shit said:you are right, the main problem of Morrowind it was the lack of immersion.
How is that a problem of immersion? I would much rather describe it as a subset of the general lack of any direction in Morrowind, coupled with the lack of any kind of consequences that could be inflicted on the player.
Direction is the easiest way to make you do the main quest (so the quest compass), immersion makes you feel the interest of the main quest and so looking for directions you can find alone.
Thrawn05 said:Excrément said:Levski 1912 said:Shit said:you are right, the main problem of Morrowind it was the lack of immersion.
How is that a problem of immersion? I would much rather describe it as a subset of the general lack of any direction in Morrowind, coupled with the lack of any kind of consequences that could be inflicted on the player.
Direction is the easiest way to make you do the main quest (so the quest compass), immersion makes you feel the interest of the main quest and so looking for directions you can find alone.
Okay, I understand you now. You want an RPG where an Elf with big tits is pleading to you in a sultry voice to perform a certain quest.
Excrément said:Nope, for example in Morrowind, I would expect than I see the fear on a lot of NPCS talking about Dagoth...so that one day I wake up and say this frightened NPCS are a pain in the ass so I should do the main quest.
or I would like to have blades from the empire sent to remind me my quest or kill me if I refuse it, stuff like that.
I would like a Elf with big tits reminds me I have to do the main quest if I play a porn fantasy RPG game (this genre could be cool)
OverrideB1 said:If that was actually the case: that people weren't finding Cosades because they didn't care to do so - rather than being unable to find their rear-end with both hands and a map, why not say so? Instead, we got the dismissive comment that "most people who played couldn't find Cosades". Note - not "didn't want to" but "couldn't". And, if that is the case, then the very freeform nature of the beast is to blame rather than the players. So what makes them (Bethesda) think that the GPS system will change or improve matters if that was the real reason behind the decision?
Apparently, you never visited the city of Daggerfall at night.Thrawn05 said:And did you EVEN PLAY Daggerfall? There was no damn ghost reminding you of any quest.
So you've never put a game down for a few days or a week or two or something because you had other things to do, then came back and forgot what you were doing?Thrawn05 said:Listen Forest Gump, if you need a fucking a game that reminds you to do a quest like a toothache reminding you go to the dentist then you shouldn't be playing these games.
There was an interesting thread on this over on the ESF some time ago (yes, one of the few). The camp ended up being split into two groups -- the group that agreed with you that urgency and consequence should be placed into the game, and the group that argued that "timers" would make it less of an RPG and prevent you from doing all the other side quests, exploration stuff, and so forth, particularly in subsequent play-throughs.Override said:Because I'm pretty certain that there's nothing driving the MQ other than the compass - no areas of countryside laid waste (because that would ruin all those pretty trees), no towns invested, placed under seige, or raised to the ground if you don't follow through on the MQ in a timely manner.
They're rare and comparatively unconventional. Most gamers are used to picking up a game, poking at it a little to figure out its rules, then blasting through it from point A to point B. Freeform games are a whole different beast. The first time someone plays one, they're going to get lost and frustrated. You have to adjust the mindset that you use to approach it. Morrowind was many people's first ever freeform game. It's got nothing to do with intelligence and everything to do with experience. I assume that you, like me, were raised on freeform games (Zelda 1 and Alternate Reality for me).Thrawn05 said:I just can't understand the problem people have with freeform.
Fixed.Thrawn05 said:But since those were less-popular games with far fewer players in the era before the explosion of the Internet I don't hear the amount of fustration with the freeform in those games as I do with MW.
Thrawn05 said:OverrideB1 said:If that was actually the case: that people weren't finding Cosades because they didn't care to do so - rather than being unable to find their rear-end with both hands and a map, why not say so? Instead, we got the dismissive comment that "most people who played couldn't find Cosades". Note - not "didn't want to" but "couldn't". And, if that is the case, then the very freeform nature of the beast is to blame rather than the players. So what makes them (Bethesda) think that the GPS system will change or improve matters if that was the real reason behind the decision?
I have no problem with freeform or more linear RPGs. I just can't understand the problem people have with freeform. If you want to do it, then do the quest. If you don't, then don't. Don't blame anyone but yourself.
There was nothing stopping anyone in Arena and Daggerfall from doing what they want either. But since those were PC games I don't hear the amount of fustration with the freeform in those games as I do with MW.
OverrideB1 said:While I had no problem in finding Cosades, I had no incentive to find him - either in game terms or in role-playing terms.
You've just been kicked off a prison ship (where you've spent an unspecified amount of time as a "guest" of the Emperor) and are ungraciously given a package by a totally unsympathetic NPC who's in the employ of the self-same Emperor. In role-playing terms, only my first character cared enough about the Empire's problems to actually deliver the package and gave up running errands for Cosades before too much time had passed.
In game-play terms, there is nothing driving you towards Cosades and your role as Maud'dib... sorry, the "Chosen One". Even the funky dreams rely on you being a certain way through the MQ. So, I am flummoxed as to why Bethesda would be surprised that people "didn't find Cosades" if that was actually the reason behind Todd Howard's rather all-encompassing statement. But... (and you just knew that there would be a "but", didn't you?)
If that was actually the case: that people weren't finding Cosades because they didn't care to do so - rather than being unable to find their rear-end with both hands and a map, why not say so? Instead, we got the dismissive comment that "most people who played couldn't find Cosades". Note - not "didn't want to" but "couldn't". And, if that is the case, then the very freeform nature of the beast is to blame rather than the players. So what makes them (Bethesda) think that the GPS system will change or improve matters if that was the real reason behind the decision?
I fail to see how a blinking indicator on a compass is going to be "more immersive" and prompt people with double-digit IQ's and some memory of the freeform nature of a proper RPG to fulfill the MQ. Because I'm pretty certain that there's nothing driving the MQ other than the compass - no areas of countryside laid waste (because that would ruin all those pretty trees), no towns invested, placed under seige, or raised to the ground if you don't follow through on the MQ in a timely manner.
Solik said:Apparently, you never visited the city of Daggerfall at night.
Your other comments were unprovoked flame bait that had pretty much nothing to do with what the other poster was saying. Not very good form, guy.
So you've never put a game down for a few days or a week or two or something because you had other things to do, then came back and forgot what you were doing?
They're rare and comparatively unconventional. Most gamers are used to picking up a game, poking at it a little to figure out its rules, then blasting through it from point A to point B. Freeform games are a whole different beast. The first time someone plays one, they're going to get lost and frustrated. You have to adjust the mindset that you use to approach it. Morrowind was many people's first ever freeform game. It's got nothing to do with intelligence and everything to do with experience. I assume that you, like me, were raised on freeform games (Zelda 1 and Alternate Reality for me).
Fixed.
Excrément said:I enjor freeform RPGs, that's why I love the TES games. My perfect game to my taste is a freeform RPG with a total immersion. Daggerfall has a betterimmersion than Morrowind.
And I think Oblivion is gonna be better than both.
I want to feel the game, to feel the lore, to feel I am a part of this virtual world. And it is because I feel this virtual world that I do or not do (according to my role-play) the main quest. It is not a question of linearity for me.
Ther is no doubt they try to cater to a large audience. The to me still open question is to what extent that actually really has a negative impact on my enjoyment of the game. Despite a number of negative changes, I found MW a more enjoyable game than Daggerfall, so the trends you hate may not be so bad for me. Or they may be. I have to play it first.OverrideB1 said:I may have been a bit unclear - I have no problem with free-form games. In fact, I prefer them to the more linear RPGs since I dislike the feeling of being driven on rails towards the game's conclusion. I can also live without a false sense of urgency imposed by mutterings of impending doom if that's what it takes to get a free-form RPG.
However, don a cap other than a long-term hardcore RPG-player and look at MW from the perspective of the people who usually play Final Fantasy. You have a open world where you can - quite literally - go anywhere and do anything and there is nothing driving you onward to complete the MQ. With nothing pushing them onwards - they were left clueless and lost.
Now, much as I detest the GPS, Bethesda think that they have a cure for this in the form of the Quest-Compass. But their reluctance to admit that it can be disabled speaks volumes. Whereas Daggerfall was designed much more for the hardcore RPG audience, MW tried to straddle two camps - the long-term TES fans and the more popular "mass market". And the awful truth dawned on Bethesda - these are two radically different markets (a fact that they could have discovered for themselves with a few moment's of logical forethought).
The other fact that rapidly dawned on Bethesda was that it wasn't the long-term fans that had all the folding green - it was the populist market that had that.
Guess which market Oblivion is being developed for?
As for the pessimism, I think that's fully justified. One of the last few non-independent creators of RPGs has, in effect, sold out its long-term fans in favour of the money - not that I blame them for that decision, but it's a bitter pill. Other than the indie-developers, there is not, now, anyone who is willing to develop a game that might be a little risky because it doesn't pander to the mass-market. And that doesn't bode well for FO3
I just realized this; With the Xbox Live achievements thingie they'll have actual numbers this time around.Voltare said:if you couldn't find caius in the first 25 minutes of the game, you are retarded and really really need to go back to fps's and stay the fuck away from rpg's.
GhanBuriGhan said:Pretty much what I am saying, except for the pessimissm.
To be fair, a lot of more freeform games have that problem. Why should I care about the main quest in Baldurs Gate? Why should I care in Daggerfall? The beauty of those games is, in a way, that you don't have to care, if you want you can just wander off. In more linear games its simple - nothing happens if you don't progress on the questline, and there is nothing else to see or do, either. I can live with that decision to not have urgency, but it would be really nice for a few more games to go th other direction. Hell, I think Fallout is the ONLY such game I can recall right now.
Thrawn05 said:DF was the last good ES game. I can't believe anyone would buy into MW and OB being better then DF.