For the main quest, that's reasonably true but there is more opportunity for stealth in some of the guilds.
I've been meaning to try out the Thieves' Guild quests, but I've been playing some other stuff in preference to Oblivion. But, I've found from my experience with other guilds, that the game basically expects you to be a swiss army knife. I've only really done the "Recommendation" quests for the Mages, and there seemed to be an inordinate amount where you have to be stealthy.
Also, I think that a few "broken" elements of Oblivion make certain promising aspects redundant. For instance, the lockpicking minigame, the persuasion minigame and the economy basically render unlocking or charm spells pointless. For other aspects, there's generally a barely differentiated alternative, regardless of what character you've chosen to be. Even for armour skills, Heavy and Light armour become pretty much identical, in a functional sense. Heavy Armour perks reduce speed penalties and encumbrance. Light Armour perks increase the protection offered.
So, as I said, I do give Oblivion some credit for character creation, but those choices just don't really have a profound effect, even if I may have understated it a tad in my first post.
There are also times when having high levels in alteration or security can save you from fighting because you can open doors.
Only if you're challenged by the lockpicking minigame. There are an awful lot of players who can just circumvent any lock with player skill.
There are multiple ways of doing some of the quests in Oblivion too. For instance, I pacificistically did one of the main quest oblivion gates (without invisibility or chameleon).
Heh, since I've started doing this myself, I wouldn't really regard it as an interesting choice. Basically, the Oblivion bits are so god awfully boring, I just do speed runs through them now. I don't even need to bother with speed buffs or anything, it's just a mad dash, and like many things in Oblivion it feels more like I'm cheating the system than making a legitimate choice.
Another time, I was meant to get rid of a guard captain. I later learned that you can work with someone to kill him or someone else to get him fired. My assassin, however, just viewed this as another challenge and simply whacked him without getting involved with anyone else.
Oh, I'm happy to concede that Oblivion does have a few quests with multiple outcomes, but I believe San Andreas fares much better in this regard. The one I liked best in Oblivion was the "sacrifice a daedric artifact" quest. For one, it involved a significant choice, but also, it was one of the few quests that were largely self-directed, and played to the game's strengths. I actually enjoyed trying to find out about the various shrines, obtaining a specific offering by whatever means possible, and then pursuing as many off-side shrine quests as I liked.
That to me, is how open-ended RPGing should be. Give the player a goal, a thread to tug on, and provide a multitude of choice that simply piggybacks the game's core features.
However, in contrast to that very positive example, I can also think of innumerable quests where obvious alternatives weren't accounted for. For instance, the stolen painting quest, where I can't finger the one person who lied about the night being clear and starlit.
SA from memory, had quite a lot of the "open-ended" style choices built on core game functionality, and shied away from the easily broken "multiple explicitly scripted options" choices, and that's why I think it fares much better.
Likewise, I would argue that melee versus conjuration strategies (as an example) constitute "different approaches" in the same way that say gang wars could be solved by different approaches in GTA:SA.
True enough, and I think the games are very comparable in that respect. I'd equate the choice of what vehicle you use to get from A to B as basically equivalent to the choice of how you kill something in Oblivion.
I'll concede that I had forgot about these effects but I'm not sure they all are pretty broad. Respawning money, items and cars are certainly factors but are they really that different in concept from levelled loot (other than being more accessible)?
Whoah there. They're very different in concept, because they're explicit rewards for the player's choice to take on a set of associated missions/challenges. If the player has made the extra effort to do something above and beyond what is required of them, they're rewarded. And also, you have various ways in which the player can develop and improve (both their character and their available assets) to get a leg up on the game's difficulty curve. Also, given that SA's economy stays fairly well balanced until toward the final stages of the game, free weapons and regular income are pretty damn significant in the scheme of things.
On the other hand, (Oblivion's) levelled loot is just a factor in an entirely goofy game mechanic. It's not a reward at all, because everyone else in the world is equivalently balanced, making it a necessity.
As for additional save points, I'm not really sure that their impact on the game world is that broad (although they clearly do have an impact).
Yeah, I was thinking properties more in terms of the commercials. Residential stuff doesn't really have any real point, other than being a money sink.
It's a fine mechanic but I don't think it is approriate for a rpg.
It's certainly not ideal, but it is consistent, and that does a lot for me in terms of plausibility and suspension of disbelief, which are important for RPGs. Also, it's better than the Oblivion alternative, which is the crux of the discussion.
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However, could you roleplay a chess piece in the chess world? Would the game world be too alien (when compared to the real world) to role play the "pc"?
I would say it's too barren in terms of interactivity, and more importantly there's basically no freedom at all. A single chess piece exists only to take orders as part of a bigger picture.
New Quest: Move to D4. Wait there for further orders.
I guess what I'm asking is "Is there a plausible game world where the game world is too dissimilar to the real world for an rpg to take place in the world?"
Hmm, I don't think dissimilar is quite the right term. I think as long as the player can reasonably be made aware of the world's rules, you could have an RPG set anywhere.
However, I think what you're getting at, is the idea of a world that is similar to something the player is familiar with, and yet behaves in a contrary manner. For instance, using GTA:SA as an example, instead of eating to regain health, which is a reasonable abstraction, you have to throw yourself under moving vehicles to regain health, which is ultimately a complete contradiction to what the player would expect.
And in that case, the designers would be facing a huge uphill battle in trying to inform the player of what to expect. It wouldn't be impossible, and oddly enough, the example I gave above could work since it is basically the exact opposite of the expected behaviour. If the whole world was some kind of opposite land, then the player could quite easily grow accustomed to it since it still has strong ties to what they're familiar with. It wouldn't take them long to figure out that you kill things by healing them, make things bigger by shrinking them, and whatever other silliness.
Also, the fact that the world isn't built with the provision of instant travel, the sense of being in a large scale persistent world is preserved.
To be honest, I've never found this an issue.
Perhaps it's because I've started overusing fast travel. When I started out, I didn't use it at all, but it got to the point where I came to the realisation that stumbling across a hidden cave/fort/whatever on my way from point A to point B just wasn't very compelling, since it was invariably the same as any other cave/fort/whatever I'd found elsewhere.
And so now I basically jump back and forth, and so it lacks a certain vastness in the same way that autopilot transitions in space combat sims don't really give any sense of scale to space. Of course, it's perfectly reasonable to want to skip thousands of kilometres of emptiness, but there's something seriously amiss when skipping across land that is ludicrously dense in terms of points of "interest".
I disagree because none of the physical changes are irreversable. My fat and muscle went up and down according to what I wanted at a given moment in time. I don't know how that is practically different to carrying different gear for different purposes.
Ah, but you still had to work toward getting what you wanted, and you had to work to maintain it. Hence, there are consequences attached to the choice you want to make. Toggling different gear doesn't really have any real consequence to it, aside from maybe encumbrance.
I'm also not sure what you mean by "restrictive".
Basically, that depending on your character choices certain things are made available, and certain things are off limits. Unlike Oblivion, where anyone can sign up for any guild or any quest and complete it without too much trouble. In that way, SA responds to the character choices you have made, even if the character choices are only short-term.
Potion use isn't limitless like in was in Morrowind. There are limits to how many potions you can have working at a time.
5 at once, I believe. But if you have 5 instant use healing potions, you can quaff them, double tap your tab key, and then quaff another 5.
Yes, there is no hunger or fat "side-effects" but, and I can only speak for myself here, I don't know if they add anything to the role-playing experience.
It does so, because you actually have a choice to make if there are negative consequences tied to certain actions. Without that, it's a no-brainer. I need healing, so I heal myself. Whereas in SA, if I need healing, I need to consider my physique, and also whether I have time to spare to go out of my way and do so. It also places more emphasis on adequate preparation.
Also, things like skill perks and guild perks do reward a player in Oblivion. It's nice to keep repairing your "normal" weapons and armour for a while and then be able to repair magical gear.
Ah, but these are no different to the skill perks that SA provides for the most part. For instance, the dual handguns perk, etc. And curiously, some of Oblivion's perks actually serve to provide
less differentiation between character builds. Most notably, the Heavy vs Light armour debacle.
I would respond that the vast majority of GTA:SA missions are some combination of driving and killing (e.g., with flying as a variation on driving). Many of the Oblivion quests are killing but there are exceptions such as the Thieves Guild quests.
Generally so, but I'd still argue that the differences in SA were more extreme. For instance, the quarry missions involved driving, but they involved driving gigantic mining equipment that was drastically different to say, driving a racecar around a circuit. Or a mountain bike down a mountain. Driving a truck and trailer was vastly different again. And that's just driving. Doing things on foot was a completely different experience. So was flying. And then there are the minigames... Basically, I found that in SA, everything I chose to do, was reasonably different, and also felt like a fairly natural abstraction of what it was supposed to represent. I never felt like a mage doing the Mages Guild quests. Probably because I never had to cast any fucking spells.
I also believe an rpg is based around long term roles rather than short term ones.
Oh, I definitely agree, but in my eyes, Oblivion doesn't do a very good job of differentiating long term roles. In fact, it doesn't even seem to try, given that none of my characters even need to make short term changes to adapt to what should be a remarkably different role.
I'm going to say something that has been expressed by a couple of people on this forum; Oblivion has a real "whole is greater than the sum of its parts" thing about it.
I never got that feeling. Basically, my experiences with Oblivion have been trying out everything the game has to offer, and I'll admit, just doing so involved more "play" time than 99% of games around today. But I've never really found a side to the game I could enjoy as a whole. And I'm not talking about nitpicking individual features, I basically couldn't find myself getting much enjoyment from a stealthy thief/assassin, because even the cumulative effect of (stealth + combat + thievery + life of crime + "story" elements + arena champ + archery + mercantilism) didn't do much for me. Nor did I find enough to interest me as a pure mage, a "paladin", or even a brawling cook.
At the moment, I've exhausted all of the core gameplay options, and all that's left is the pursuit of specific quest lines.
Basically, VD put it quite well when it said it was a game made for the casual gamer; personally, I'd describe it as a "popcorn game".
I can really see this. I'd probably enjoy Oblivion as much as I enjoyed Daggerfall if I'd come at it with the same relative "gaming experience", and I really can understand how someone who has never experienced anything quite like it would really get into it. But I've played too many other games that both exceed the quality of individual features, and also the game as a whole to enjoy Oblivion.
On the other hand, GTA:SA is a clear advancement from its peers, and is markedly more complex than Vice City, while preserving the core gameplay.
For instance, you've probably read about the seen/not seen stealth detection and said sounds like a pretty crappy mechanism so stealth must suck. Well, yes the detection mechanism is a bit off but the overall experience feels right.
No! It didn't feel right to me at all. Stealth gameplay without a light gem is like FPS gaming without a health or ammo counter. It can be passable, but just doesn't quite measure up. But most of all, what is sorely lacking from the stealth gameplay is any kind of inter AI alerts. Stealth in Oblivion could be so much better if it became "situational". As in, for each situation, I have to carefully consider my actions with regard to simple interdependencies of AI. As it stands, Oblivion's stealth system is basically "hide and kill" each individual as though they're isolated from one another. That's just terrible.
Another example is the combat system. Yes, it's too fast and repetitive at times. Yes, battles sometimes are too epic. Etc. Etc. However, there are times when it seems really absorbing, when the frenetic nature of the combat grabs you and reminds you of the chaotic nature of combat.
No, again! I can't agree with that either. I couldn't really find anything interesting about combat. Against a single opponent - Block. Swing. Swing. Repeat. Against multiple opponents - Swing. Repeat. In any combat, if it was overwhelming, the neverending supply of instant healing potions basically nullified any chance of ever being overwhelmed. I didn't even find that Oblivion's foot combat could better Mount & Blade's.
I think that this will become even more noticable when Fallout 3 is released because there won't be a fantasy setting to hide things.
<shudders> I can imagine horrible things for the future of Fallout 3, but the actuality will probably be much worse.