Again, this statement doesnt really jibe with what MW - and presumably OB - will offer. Save for a few items, and story lore - youre under no obligation to touch the main story. Theres more than enough content to explore and stumble in without being "forced" down the main storyline. Both co-exist in the same universe.
But the problem is, they don't co-exist without major compromises to one another. And ignoring a significant portion of a game, a focal point in fact, seems a little goofy. Granted, in Morrowind, the "main quest" was no more interesting than any of the other linear quest lines, but it sounds as though Oblivion is really trying to buck that.
Also, I don't want to do a bunch of stuff in a static world for the sake of improving my character. I want to develop a character throughout the course of a narrative, I'd just prefer that narrative not to be so overtly presented as a single quest line. It's almost to the point where Caius's Oblivion counterpart might say something like "I'm the person to talk to when you want to advance the plot. You can feel free to explore and do whatever else you want, and if I mention anything about urgency, just ignore it."
I'm sure theres coders and programmers out there smart enough to create a system that evolves on its own and creates its own story - but really, we arent there yet.
It's honestly not rocket science, and I think any developer willing to "chance it" could come up with some impressive results.
If what you want is a dynamic world that has no storyline, that adapts and perhaps creates storylines based on what you do (non-scripted), and if perhaps folks expected that form the Radiant AI writeups - well I guess you would be disappointed. I personally wasnt expecting anything on that level, just a system that made the static uninteresting characters in MW a bit more palpatable.
I didn't expect it from Oblivion. It's the sort of thing I'd hoped for from Morrowind, rather than an almost entirely static world, filled with static characters and lousy hand-crafted quests that didn't even manage to be more interesting than Daggerfall's random generator.
However, I did expect RAI to something more than an NPC scheduler. It's a system tailor-made to create emergent situations that aren't entirely predictable, but instead Bethesda are nerfing its potential in order to preserve the integrity of their quest scripts.
For example? This one confuses me because I'm trying to think of what the DEV's "promised" that didnt turn out the way you folks wnanted it to turn out - or could have turned out in such a way. Some are more better equipped to explain this, but a lot of what we've got hasn't cut the mustard.
Okay, first of all, sorry for being a pedant, but "devs" is an abbreviation of "developers" and doesn't need to be capitalised, like an acronym.
Anyway, there's a whole long list of things that haven't met expectations.
- RAI is being toned back
- NPC interaction still involves Wiki topic selection, and now there's even less to talk about!
- There's no interesting rivalries between factions
- There's no evidence of the player ever having to make a meaningful choice
- The character system is being simplified
- Religious factions have gone missing
- There's less quest content
- Horses are implemented in a half-arsed manner across the board
- Havok physics seem to have no gameplay implementation, and even the eye candy elements are poorly done (moon gravity, etc.)
- No procedural content other than graphics
- The economy is still rubbish
- Even the "nextgen" graphics have been systematically toned back
There's a lot more than that. The general process seems to be "Bethesda remain tight lipped. Bethesda release facts. Codex dissatisfied. Elder Scrolls Forums post angry threads for a few days, and talk themselves around from criticism to unquestioning praise. Codex expresses dismay at intelligence of ESF posters. ESF missionaries come to Codex and post inane topics trying to comprehend how anyone can possibly dislike something they're excited about."
Personally, I would much rather BETH sat down and crafted their own huge world with scripted events that seem random and large, than give us this system that IS truly free and evolving, but only genericlly so.
Why? That's a dead end street. The demands on hand created content are constantly increasing, and so you're going to get less and less in each incarnation. Just look at Oblivion. The game world is larger, since it uses various procedural generation techniques, but there are fewer guilds, fewer character options, less NPC "dialogue", etc.
You're essentially advocating a "here and now" policy that doesn't have any room to grow for the future. I'm suggesting an idea that may not be quite as appealing for this iteration, but will only get better over time.
But isnt that - again - an artificial system? [...] Yea - that was fun, for awhile.
I'm just saying that games should strive to include a means of expenditure that exceeds the player's income, so there's actually a point to collecting and selling all that loot. And yes, it may be an artificial system, but it's a perfectly reasonable one, and it adds something to the game.
For example? Other than MW and I'm sure OB - what games have received good reviews that didnt deserve them?
The textbook example is NWN. A game designed to be a DIY kit, that featured a half-arsed single player campaign tacked on at the 11th hour, something that even diehard fans admit was rubbish. The reviewers? Apparently they loved it. In fact, a good many reviews focused almost exclusively on how "great" the campaign was. One of my local gaming rags even went so far as to proclaim NWN as the #1 game in their all time Top 100, about a week after it's release.
Even though a game reviewer may have a good relationship with a company - does that invalidate the score if its a good game?
The problem is, the end user can't tell when an opinion is genuine, and when it's salesmanship. So yes, it basically does invalidate the criticism if there's no way to verify its legitimacy. Hence the "boy who cried wolf" parallels. It's hard to trust a compulsive liar.
RE4, HALO2, CIVIV, etc - highly rated games across the board. Do you disagree with their assessments, even if you disagree with their business models?
Well, of course I can agree of disagree with an assessment
after I've played the game but that's not really the purpose of a
review which is supposed to be part of the process that allows a consumer to make an informed purchase.
As it is, the gaming media routinely rates just about everything highly, so while I might agree with the assessment of a game worthy of its high rating (such as Civ IV) it all becomes comparitively meaningless when a much lesser game is rated its equal.