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Review Oblivion Review

Crichton

Prophet
Joined
Jul 7, 2004
Messages
1,220
You're conflating several different issues. You're against unrealistic growth, against Skinner Box game design, and you have a precious interpretation of the concepts of balance and power progression. Start working the knots out of that until you can discuss each of those points individually if you ever want to get out of this anti-progression whirling dervish rut you're in.

I don't oppose character progression on the grounds of realism (how much realism can we ever have in fairy tales?), I oppose it because of the disfigured gameplay it creates. However, I'm frequently confronted with the notion that a static-power-level character shouldn't be implemented because either a) characters have to grow in power for role-playing purposes or b) characters have to grow in power because real people can grow in power. So those issues cannot generally be separated.

I agree that things would be more reasonable if people would limit themselves to either a) what's best for gameplay (combat), b) what's best for role-playing or c) what would be most realistic regarding a given issue (in this case power progression of one or more parties).
 

Keldryn

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Feb 25, 2005
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Location
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EEVIAC said:
SlavemasterT said:
If anything, the review was far too gentle.

I agree. I was expecting the character system to get more of a ripping than it did. In fact, I can't think of a game with a poorer character/advancement system. The problem is that you only advance when you use a skill which makes questing, the heart and soul of RPG gameplay, redundant. I often felt like I was being penalized for not engaging in wholesale slaughter (Hackdirt, for example.)

Isn't that pretty much the same advancement system that was used in Daggerfall and Morrowind? (Though I admit it's been about 9 years since I played Daggerfall.)
 

Keldryn

Arcane
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Fodel said:
From the role-playing point of view, only turn based combat is ok, Oblivion combat sucks, and Gothic combat sucks, Vampire Bloodlines combat sucks... :roll: , Oblivion combat is fun, and is much better MW combat.

Okay... why is only turned-based combat okay from a role-playing point of view? That's the only practical way of running combat in a pencil and paper RPG (unless you're LARPing and even D&D geeks and Trekkies can look down on them), but that doesn't mean that an electronic RPG has to be simulating the tabletop experience as much as possible. The computer can provide many options that aren't practical in a tabletop game... why should we limit ourselves to simply being a simulation of a pencil and paper game?
 

kingcomrade

Kingcomrade
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I was kinda surprised to find out that out of these 7 pages, 4 of them were written by Keldryn. You know, there's a little thingy up in the upper right hand corner of each post. It's a buttom labled "edit." You can go in and add stuff to previous posts.
 

Keldryn

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Feb 25, 2005
Messages
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Location
Vancouver, Canada
Having read the review, I have to say it sounds very much like he had made up his mind not to like the game before he ever even played it. Rather than trying to enjoy the game, he was focused on pointing out everything that was "wrong" with it. That's my impression anyway -- it could very well be wrong.

Disclaimer: I have not yet played Oblivion, so I can't actually argue about whether or not the game plays a certain way. However, it also means I'm not a fanboy. And I can certainly spot when someone has an axe to grind.

That quote is probably the best and most honest description of Oblivion I’ve ever seen. It’s a game for casual players. Hardcore fans of the series or RPG geeks need not apply. You shall not find depth or challenge in Oblivion.

Except that a game with a world that big and so many quests to perform and keep track of is antithetical to what a game designed for casual players normally is. What, they consolidated a few skills, cut down on the repetitive and extraneous dialogue, and streamlined the interface but kept the massive world, and it's suddenly a game for casual players? Give me a break. I highly doubt that the game has suddenly become so much more fast-paced than any of the previous Elder Scrolls games.

At that pivotal moment the design for Oblivion was born: an action game for casual gamers sold as an RPG! Brilliant! Why brilliant? Well, any complaints about the action elements would be met with "It's an RPG! Duh!", while any complaints about the RPG elements would be met with "It's not your grandpa's RPG with die rolls and skill checks. It's an action game! For next generation! Duh!"

Wouldn't it then have made a lot more sense to simply make it an action game for casual gamers sold as an action game, streamlined into a 20-hour game? sure would have been easier, and less expensive for the developers. Actually, isn't that what they did with Reguard? If you want casual buyers to buy your not-RPG game, marketing it as an RPG is not a very sound marketing plan.


Second, the rest of the world doesn't seem to care much and if they do, they hide it well. The problem with the demonic invasion, even as poorly organized as the one presented in Oblivion, is that it doesn't fit the "take your time to explore our world and join a faction or four" motto of the Elder Scrolls series. I mean, the game starts, the emperor dies, I'm told to find the heir NOW!, before it's too late, so joining the Thieves Guild instead and looking for something to steal didn't seem like a very immersive and logical option. All that dramatic main quest urgency seems to play against the strength of the series, breaking immersion and questioning the presence of the menacing, yet silly due to their uselessness, gates. Speaking about the gates...

Doesn't this apply to many RPGs that allow the player open-ended exploration? An exciting plot tends to have a sense of urgency to it, or it really isn't very exciting. Do any of these sound familiar:
"Please, find a replacement water chip for us before our vault runs out!"
"Please, Chosen, find us the GECK before all of our crops wither and die and we starve to death."
"Please, Avatar, Lord British is missing, we must find him now!"
"Please, Avatar, the gargoyles have invaded Britannia and taken over the shrines of virtue!"
"For I shall be your companion, your... provider, and your MASTER! Oh, and when I manifest in your world on the eve of the grand conjunction, which just happens to be a few days from now, your world will end."
"Imoen has been captured by Jon Irenicus! WE MUST SAVE HER NOW!!!! But let's finish all the sidequests in Chapter 3 first."
"METEOR is about to collide with the world unless we destroy Sephiroth now! Hmmm, looks like we missed a bunch of optional stuff earlier on..."


A plot isn't very exciting if it comes down to "the demons will enter the world and it will be consumed by utter darkness! But no rush... take your time. They won't come out until you're ready to face them." Yes, an urgency in the plot creates a disconnect with the open-ended exploration that the game allows, but... it's a trade-off. And Oblivion is hardly the first RPG guilty of this. Some of the best RPGs of all-time are just as guilty. And I'm sure I missed a few as well (not saying FF7 is one of the best of all time, but it is well known).


The poor TES character system, once innovative, deep, and brilliant, has been tweaked and dumbed down from 36 skills in Daggerfall, allowing you creating any character you want, with specific advantages and disadvantages, to 27 somewhat plain skills in Morrowind, to 21 skills in Oblivion: 7 in each group (the immortal Fighter, Mage, Thief builds), 3 skills per attribute. As you all know, some skills have been merged - one Blade skill for all bladed weapons, one Blunt skill for all non-bladed weapons, some skills have been dropped, some concepts have been changed - enchanting is no longer a skill, but a service, staffs are "rocket launchers" and can't be used as melee weapons, crossbows are gone again, etc.

I don't see most of that as a minus, other than staves not being usable as melee weapons. Fewer varieties of weapon skills means that you actually get to use more of the interesting weapons that you find, rather than just selling them off because you haven't spent any time developing that skill. Plus, it's not very realistic that a master of long blades would perform as poorly in combat as an untrained civilian with an axe. Yeah, there are very real differences between weapons, but there are certain basics of melee combat that are applicable in any situation. A lot of skills weren't really worth the effort of investing in before, as they simply weren't as strong a choice as others. If all skills are roughly treated as equal in terms of how difficult they are to improve, then they should all be roughly equal in how useful they are. Enchanting was a pain to raise, and usually I just ended up spending money to raise it to the point where I could use it. Making it a service seems quite reasonable to me, and hardly constitutes "dumbing down." Streamlining can be a very good thing, especially if it takes several options that were sub-par and re-distributes them amongst the remaining options to make them all on more even ground.

Rolemaster had perhaps the most complete and complex set of rules and options around, but that didn't make it a better game.


While Bethesda tried to invite people to play straight classes with extra bonuses, I don't really see a reason for a fighter to pick Blade, Blunt, and Hand to Hand skills and spend time raising all three, considering that these skills are practically the same and have the same perks. I don't think that many thieves would agree with Bethesda's suggestion to use bows for stealth kills and blocking (yes, blocking), and I don't think that pure mages' problems have been fixed by the rocket launchers because every character can use them, so in the end, the most viable option is still the fighter/mage/thief character, mainly due to the poorly developed & supported concepts of straight fighters, mages, thieves.

Was that much different in previous games? Picking a Combat specialty in Morrowind gave you bonuses to all of the weapon skills as well, even though it doesn't make sense to do so. Is the way that Oblivion handles this appreciably different?


Now, some comparisons with Jedi Academy are in order. The game and the physics thing beg for some interesting and interactive with environment and/or opponent spells. Even spells similar to Force Push, Pull, Grip, etc would have improved combat significantly, but for now we are stuck with a more traditional vanilla spells repertoire that doesn't do an action game any favours. (I'm eagerly awaiting those ""It's an RPG! Duh!" responses. I know. Silly me).

That does sound disappointing. No telekinesis spells of any kind? Even Ultima IX had that, although I think you really only needed to use it in the tutorial.


Of course, they do and since Oblivion is a good RPG, it has plenty of action. It seems to me that all problems in Tamriel are solved through violence (which causes more problems down the road, but that’s a different story for another Elder Scrolls game). I can't really blame them considering how awful the persuasion mini-game is. I mean, if I had to choose between trying to quickly admire, boast, coerce, joke (yes, all of them at the same time) and hitting someone in the face with a hammer, I'll probably pick the hammer.

This sounds identical to Daggerfall and Morrowind, unless I' missing something. Well, and the majority of RPGs out there asll well. Many RPGs still don't offer any alternative to violence.


From the role-playing point of view, Oblivion combat sucks. You always hit to please the action crowd and your skill determines damage to please the smaller RPG camp. Needless to say, 15 points of damage are more then 8 points of damage but when you always hit, it's only a matter of time (and health potions). At some point I ran into a bunch of Faded Wrath thingies that were immune to my glass sword of prettiness, I reached for my trusty staff of pretty, but deadly lightnings, and discovered that I forgot to recharge, thus establishing the parallel between me and my fictional character (I usually forget to charge my cell phone). I went through my entire, inconvenient as the back of a Volkswagen (that's a Mallrats reference), inventory and found a mace of magical awesomeness. My Sword skill was about 80, my Blunt skill was about 20. I prepared to die bravely, but since the developers knew that that would have made me upset and lowered my self-esteem, they made sure that even with no skill I'm still a formidable opponent. The Wrath thingies had to face my, well, wrath and were wiped out without any damage to my precious self-esteem. Yay!

That's still better than the combat of previous games in the series (as you say in the next paragraph). Making combat real-time, where one click of the mouse button equals one swing of your sword, but still "rolling the dice" to determine if you hit, is a strange and incongruous hybrid. It certainly never really did it for me. On one hand, it wants to be a "traditional RPG" and roll the dice. On the other hand, it wants to make me play an action game. It's not a very satisfying system.

If you're going to make the combat real-time, but roll the dice to determine if I hit, then make it where I issue an order and attack and dodge attempts are made automatically until I change the order (KOTOR, Baldur's Gate, etc). Otherwise, give me proper control over combat. If I'm supposed to be role-playing this character, then I feel far more immersed in the role when I am in control of swinging my sword, blocking with my shield, and dodging blows than when I just keep hitting the mouse button hoping that one of them will connect, and that my auto-block will work. Higher weapons skills can be implemented by increased damage, faster recovery time after an attack, a greater chance of scoring a critical hit, or allowing me to execute a special move (a great idea in Ultima IX that wasn't really useful in gameplay).

I've never agreed that a game needs to have non-action-based-combat in order to make it a better game, a better RPG, or whatever nonsense increases its RPGnessicitydom.

Now, let's take a look at the combat from the action point of view. Hmm, not bad. I can hit anything that my sword connects with, I can jump back and forth, I can cast spells without having to disarm, and I can block manually, holding my shield up, while advancing in a totally menacing way. A big step forward from the MW's system. Of course, I wish it was a step toward the RPG side, and not action, but as Pete said, rpgs ARE about action, at least the good ones are, so maybe in some twisted way it was. Anyway, even though the combat is more entertaining and definitely looks & feels like a couple of guys whacking each other with swords, it lacks depth. Due to the limited number of things you can do in combat, all you have to do to win most of fights is block, wait for the attacks, and counter-attack 2-3 times before the opponent blocks and counter-attack you. Rinse and repeat. Running around and healing yourself works like a charm too. Going back to the Jedi Academy example, well implemented fast, regular and powerful attacks, plus the combos and even dual wielding would have worked much better in Oblivion. I would say that right now neither the RPG camp nor the action camp would be overly happy with what Oblivion offers in the combat department. The proverb about the jack of all trades comes to mind.

It does sound like they could have made the combat system a little more robust. Opponents need an attack to break your shield block -- which could be partly determined by your shield skill. Jade Empire had a system like that, but it seemed a bit too slow-paced such that it was fairly easy to tell which action to execute on your opponent. Again, I don't see action-based combat as a step away from the RPG side. The context and pacing are more important. And there is a certain pulse-pounding thrill that is a lot harder to experience when a climax is building up and the game drops into turn-based mode.

If you recall, there was a huge uproar when Todd announced that crossbows and throwing weapons have been axed (or blunted), but - BUT! - bows will be done in a grand, never-seen-before, I-can't-believe-it's-not-a-crossbow way. Frankly, I don't see what all the fuss was all about. Other than "look, my arrow is sticking out of that guy's ass, isn't that cool?" wow factor, I can't say that this "grand" way is much better than, say, what I've seen in Interplay's Stonekeep 10 or so years ago or what Painkiller's crossbow had to offer a few years ago. Still, the archery has been improved and sniping out monsters and evil-doers in dungeons is fun, so let's leave it at that.

I haven't seen it yet, but I'd take one really well-done ranged option over three "blah" ones. I've never really bothered much with bows in these games though, as enemies advance pretty quickly.

Well, hopefully one day Todd will make such a game, but let's talk about Oblivion for now. I believe these screenshots illustrate the role-playing and choices in the game

Is this truly representative of the whole of character interactions in the game, or is it simply an example that supports your opinion?


To review, the dialogue system has been changed, so now you have 2-6 things you can ask any given person about.

It's about time. The conversation system in previous Elder Scrolls games sucked. Most characters would say exactly the same thing about most topics, and it was a tedious waste of time trying to find the one or two topics that they would actually have something different to say about.

Upon such request, an NPC will give you 1-3 sentences, one at a time for people with reading disabilities, and sometimes a choice, such as "Do you want to accept this quest now or do you want to accept it later?", will be present.

Or one at a time to keep it synched with the voice acting. I would actually appreciate knowing that I have the option of accepting a quest later, because it sucks when I turn down a quest because I want to save my game first, and then I'm not given another chance. I forget what game that happened in.

Seeing NPCs asking me "not to tell something to someone" brings a tear to my eye, because I can't, even if I wanted to.

Again, Oblivion is hardly the sole offender here. It's just flavour text, don't read too much into it.

Even people with zero imagination would find that dialogue options are incredibly limiting, and that even the most basic and logical options are not there. You can't talk to hundreds of bandits and marauders you will find in ruins, caves, and forts. You can't handle such encounters peacefully by persuading them, fooling them, bribing them, and not to mention joining them. Once they see you, it's fight to the death,

And this is unlike 98% of other RPGs in what way?

and considering that everything is scaled down to your level, the outcome is predictable and rarely challenging.

I've heard mostly negative opinions about this, but I'll have to try it for myself to see if it spoils the gameplay for me.


Faction quests don't overlap, so quests never offer you to make a meaningful choice between, say, protecting an NPC for the Fighters Guild and killing an NPC for the Dark Brotherhood. Also, those seemingly powerful factions don't give a damn about the dark demonic invasion and, instead of doing something about it, do something else. On one hand, you have those stupid gates all over the countryside; on the other hand, you have a quest to find a job for some Fighters Guild's members who don't have anything to do. You can't tell them to close some gates for the benefits of the local communities, so the best you can do is hook them up with a lady who wants them to collect some ingredients. Makes sense.

Hey, I agree with you completely. But even the greatest of the great RPGs are just as guilty of this. Why is Oblivion getting singled out?


The dungeon hack experience is one of the strongest elements of the game. Daggerfall featured huge, seemingly endless dungeons, where you could literally get lost without Mark & Recall spell. Morrowind fixed it by making the dungeons as small and linear as possible. Oblivion's dungeons are somewhere in between, and overall, superbly done. They are well designed, very atmospheric, with levers, buttons, and secret doors, and everything else you might expect from a good dungeon. After a while you may notice a repeating pattern, but it never bothered me.

I shudder at the thought of Daggerfall's dungeons. Damn, those were pointless exercises in frustration. Felt like Phantasy Star II's dungeons in 3D.


Another page from Diablo is borrowed, but the main difference between the two games is that Diablo is much faster paced. Oblivion's progression speed is much slower, so you'll spend many long hours, clearing dungeons, knowing that you are not going to find anything exciting there and that the final chest will offer you nothing but a handful of coins, a potion, and the same equipment you already have.

And yet this is a game for casual gamers? Slow paced, long hours, yup, sounds like what the stereotypical casual gamer wants.


To review briefly for people with link-clicking phobias: NPCs walk around, go to work, to taverns, back home, to sleep, etc. They stop and chat throwing random lines at each other. It was supposed to add a degree of realism, but somehow Gothic games did a MUCH better job there. Maybe the devil was in the details. I've never seen an Oblivion blacksmith doing something, he/she was just standing there, while a Gothic blacksmith was actually making swords, going through the full sword-making cycle, forging, cooling, sharpening blades. There are ships in Oblivion and sailors walk to and from ships, but they never DO anything, but fake activities. Overall, 5-year old Gothic did a much better job creating an immersive world with seemingly alive people than what Bethesda did today, so sadly RAI is neither revolutionary nor evolutionary.

Gothic did it with a greater degree of apparent realism because it was scripted. Same with Ultima VII. Every NPC's schedule and reactions were pre-defined. So yeah, they had a more convincing series of activities throughout the day, but no ability to react to anything outside of what their scripts tell them to do. The Radiant AI certainly isn't perfect -- or even close, apparently -- but it at least tries to do things in a different way. And there isn't going to be any progress towards a believable AI system if designers just stick to scripted activity schedules and finite-state machines. It will improve, but it has to go through these growing stages first.

Now, the main question is "Would you like Oblivion?”. If you are ok with the flaws I mentioned above, and if a mix of a shooter with stats and an adventure game where you follow several linear storylines without much input from you appeals to you, then get the game right now and have fun. If you would rather play a well done action game, or a well done Thief-type game, or a well done RPG than a game featuring a poorly implemented mix of all 3, then play something else, because you won't enjoy what Oblivion has offer.

Hmmm... I haven't even played the game, but your previous comments don't support the picture of Oblivion being a shooter with stats and an adventure game following several linear storylines. Doesn't sound like it plays like a shooter, particularly if you mostly fight with melee weapons. And every storyline is linear to a degree by its very nature. A certain degree of linearity is essential to any coherent plot. Most RPGs have very linear storylines and differ mainly in how much freedom they give you to explore and do things other than advancing the plot.

It was a really long point, but basically I'm saying, if this stuff applies to Oblivion, you should be complaining about it with regards to nearly ever other RPG ever made as well.
 

Keldryn

Arcane
Joined
Feb 25, 2005
Messages
1,053
Location
Vancouver, Canada
kingcomrade said:
I was kinda surprised to find out that out of these 7 pages, 4 of them were written by Keldryn. You know, there's a little thingy up in the upper right hand corner of each post. It's a buttom labled "edit." You can go in and add stuff to previous posts.

Thank you, oh great condescending one. I'm quite aware of how to edit posts. I don't like putting all of my respones to everybody into a single post. Never have, never will. I can have a tendency to go off on tangents and write more than I intended to, and keeping my posts seperate helps keep me focused.
 

Crichton

Prophet
Joined
Jul 7, 2004
Messages
1,220
Gothic did it with a greater degree of apparent realism because it was scripted. Same with Ultima VII. Every NPC's schedule and reactions were pre-defined. So yeah, they had a more convincing series of activities throughout the day, but no ability to react to anything outside of what their scripts tell them to do. The Radiant AI certainly isn't perfect -- or even close, apparently -- but it at least tries to do things in a different way. And there isn't going to be any progress towards a believable AI system if designers just stick to scripted activity schedules and finite-state machines. It will improve, but it has to go through these growing stages first.

I've heard this arguement a few times, but it's completly non-sensical. There is no inherent reason why doing AI scripting from more basic principles is any more likely to produce more believable results.

By that logic, the best way of modeling in a table in a CRPG isn't as a single object, but as a set of atoms and a physics engine the models the interactions holding them together.

The Gothic Series AI does everything it needs to by implementing a) scheduling, b) emergency (read combat) AI and c) agression AI (the switch between the two).

Oblivion AI has garbage for scheduling (a "wander" module). The result of this is NPCs that don't seem to have any purpose in life except to walk around, they have no desks that they write at, no forges to work, no lumber to saw, no fishing nets to tend and in general just no lives. Scheduling reasonable activities for each of them instead of OMG RANDOM WALKING would have made things much more believable.

Oblivion's sad attempt to work out agression AI from 1st principles gives us an occational civil war and borderline unusable companions. If the TES series is interested in moving towards realistic AI then they'll need to think about appropriate responses to stimuli. Gothic NPCs react realistically to someone approaching them with a drawn weapon (they're ok as long as there's a fight going on, but they take it under other circumstances as an attempt to start a fight). Oblivion NPCs don't give a damn about people approaching them with drawn weapons, but they'll cheerfully attack a companion over clearly accidental friendly fire (how hard would it be to check disposition of the attacker to determine if another NPCs was really attacking them or just missed their actual target?).

Obligion also tries to implement a theft system without any complementary punishment system for theft, meaning that any unsuccessful theft results in a fight to the death (or three with a little friendly fire). Gothic II allows for humans to knock each other unconcious to avoid just this sort of problem. If Oblivion can't be bothered to implement arrest and imprisonment (the way G2 imprisons NPCs), the very least they could do is allow the cops to beat a begger or brawler unconcious without killing him.

Bottom line: RAI was a stupid idea for a game like this one (one that involves leathal combat between set factions, not vague disposition changes like the SIMS) and the fact that they have absolutely no quality control over at bethesda means that the whole thing would be better off replaced with scripts from 8 years ago.
 

Section8

Cipher
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That's some serious text, but I'll have a dig.

Disclaimer: I have not yet played Oblivion, so I can't actually argue about whether or not the game plays a certain way. However, it also means I'm not a fanboy. And I can certainly spot when someone has an axe to grind.

That in itself is the prime reason why Oblivion has sold as well as it has. Aside from the obvious shortcomings that were becoming apparent leading up to release, the game still had a very solid premise, and even someone as skeptical as myself would have bought it on day one, if I wasn't principled enough to refrain from giving Bethesda money. But when you get down to brass tacks, it's even kind of disappointing for the pessimists.

Except that a game with a world that big and so many quests to perform and keep track of is antithetical to what a game designed for casual players normally is.

Not really, in this day and age, where absolutely everything is tracked for you in most games, and you have to consider that Oblivion doesn't just hold your hand, it tugs urgently on it whenever something significant happens. For instance, if you have a quest to find someone, you'll get pop-ups:

Journal: Go find so-and-so's house. He lives in <town> behind the <landmark> [Continue] [Make this my Active Quest]

...and you'll go there (following a GPS arrow that leads you straight there. And then...

Journal: I've arrived at so-and-so's house. I should enter through the front door and talk to him. [Continue] [Make this my Active Quest]

It's that fucking blunt that it gives you instructions in case you can't figure out why there's a big fucking red arrow pointed at the door. A door that's typically labelled "So-and-so's house."

And also, with regard to the scale of the world, and quantity of things to do, it's not even remotely overwhelming, because not only is everything tracked, indicated with GPS and mapped, there's very rarely any need to even spend time trudging from location to location. I got absolutely no sense of scale from playing Oblivion, because everything is at your fingertips within seconds.

What, they consolidated a few skills, cut down on the repetitive and extraneous dialogue, and streamlined the interface but kept the massive world, and it's suddenly a game for casual players? Give me a break.

Er, yeah, and on the topic of that "massive world," it's not really. As I said, fast travel bring everything in close, and even if you're "manually" travelling, movement speeds have been scaled considerably, and there are also (largely useless) horses.

The repetitive and extraneous dialogue hasn't been done away with, there's just less of it. Something I foound utterly fucking amazing, was that for the race variations of dialogue, they didn't even bother using the opportunity to differentiate! So basically, every race says exact the same canned responses... with a slightly different voice. Way to waste 50+ hours of VO.

As for streamlining and things, the interface is a lot slicker, if you're playing the 360 version. It's a great interface design for a limited control input. But it's ported over with the sole addition of mouse support for PC, and so it becomes ridiculous and convoluted. That's actually one of the bits that is antithetical toward casual gamers, because it requires lot of page tabbing, scrolling, has no tool-tips, and is frankly, very poor. Most roguelikes have a more accessible interface, and that's fucking scary.

I highly doubt that the game has suddenly become so much more fast-paced than any of the previous Elder Scrolls games.

Then you'd be very surprised. Movement speeds have been scaled up quite a bit, and all aspects of combat are far more geared toward player skill. And aside from that, my experience with Oblivion just felt like less of what I got from Morrowind. It is vastly improved in many areas, but for an experienced gamer like myself, I couldn't find anything to interest me after exploring the multitude of avenues the game had to offer. However, I can easily see how the game would really shine in the eyes of someone who hasn't seen it all before.

In that respect, Oblivion is like a joke book that collects old chestnuts. It's fucking great if you're not the sort of person who has bandied around every joke under the sun with your mates for years. So VD is very much right in his assessment that Oblivion is "a game for casual players."

Wouldn't it then have made a lot more sense to simply make it an action game for casual gamers sold as an action game, streamlined into a 20-hour game? sure would have been easier, and less expensive for the developers. Actually, isn't that what they did with Reguard?

You're making the erroneous assumption that casual gamers don't want to play an RPG. Or more specifically, a beautifully rendered, first person, "immersive" fantasy world RPG. It's not as though the LOTR trilogy was only watched by geeks. There's no real stigma attached to high fantasy anymore, and while rolling dice, crunching numbers and what not still bears that stigma, Oblivion conveniently does away with all of that!

Sure, they could have done something much simpler, but there are some pretty fucking compelling hooks that come from Oblivion being what it is.

"200+ hours of gameplay? For the same price as all these other games with 10 hours? Sold!"
"Wow, I can go anywhere I want, but still never get lost in a 16km^2 world? Fucking Awesome!"
"Immersive? I don't know what it means, but I know it's good!"

If you want casual buyers to buy your not-RPG game, marketing it as an RPG is not a very sound marketing plan.

It's labelled an RPG, but if you'd paid attention, very little of the marketing was directed toward RPG elements. Graphics, scale and detail were that major PR points, along with the periphery of that, like havok physics, etc. There was also quite a bit on how great the combat and stealth were going to be. Bethesda's overall marketing plan was actually pretty sound, despite lots of general incomptence in the day-to-day. They knew they had the RPG fans wrapped up, since we'll get excited over whatever morsel comes to break our starvation, and so they pushed everything that would get casual gamers excited.

Doesn't this apply to many RPGs that allow the player open-ended exploration? An exciting plot tends to have a sense of urgency to it, or it really isn't very exciting. Do any of these sound familiar:

Okay, there are certainly degrees here, and there's a lot the depends on the execution. For instance:

"Please, find a replacement water chip for us before our vault runs out!"
"Please, Chosen, find us the GECK before all of our crops wither and die and we starve to death."

In the case of both Fallout's, even though you spend most of your time being distracted by other issues, you're always seemingly pressing forward with a pivotal goal that is unknowable. "I'm trying to find a GECK/Water Chip, which I need ASAP, but don't really know where to look!"

Oblivion on the other hand, puts everything on pause while you're off doing other things. When you deliver the amulet to the heir and his cohorts, they speak as though you've shown up with all haste, as if the Emperor's body is still warm. There are countless other instances where everything is presented as undeniably urgent, "we have to do this right now," kind of stuff.

And that's why Oblivion fails miserably in that respect. You have someone saying "Help, fucking shit, if you don't do something right this very second, the world is doomed!" You ignore that, and you suddenly realise it's all lies. Whereas Fallout 2 maintains it's sense of urgency by never glaringly revealing to the player that it's all smoke and mirrors.

Oblivion: Dude, check it the fuck out. Smoke. Mirrors.
Player: Dickhead. Why did you show me that?

Fallout was better again, because it kept ticking off the days. It's urgency may have been generously paced for a player who knows the game, but there wasn't much fake about it. You HAD to find that fucking chip, or game over.

Just to recap, when you're tasked with urgently finding something, and you have no fucking idea where it might be, you can be reasonably expected to explore all available avenues in the hope that some kind of clue turns up. When you're told to do something very specific, right this second, and there's no leeway whatsoever, to be able to abandon it at any point to chase your tail, is a glaring fault.

A plot isn't very exciting if it comes down to "the demons will enter the world and it will be consumed by utter darkness! But no rush... take your time. They won't come out until you're ready to face them." Yes, an urgency in the plot creates a disconnect with the open-ended exploration that the game allows, but... it's a trade-off.

Yeah, and like most of the trade-offs in Oblvion, it's poorly thought out, and winds up compromising both sides far more than they ought to be. Basically everything on the main quest is completely directed, with a couple of notable exceptions. Go here, do this, follow the big red arrow. It would have made a lot more sense to have more nebulous goals and locations to be discovered as you progress through the peripheral quests.

On the other hand, the open-ended nature suffers greatly from a large number of invulnerable NPCs, arbitrarily locked doors (with no chance of lockpicking) and various unquantifiable shortcomings that could very probably be a result of the game's main quest focus.

I don't see most of that as a minus, other than staves not being usable as melee weapons. Fewer varieties of weapon skills means that you actually get to use more of the interesting weapons that you find, rather than just selling them off because you haven't spent any time developing that skill.

I can see a limited upside to that, in the same way as I can see the upside to being able to tell your mother you want some motherfucking chocolate milk, and she gets it for you. But, it hardly rewards the choices you've made. In fact, you get more reward from whatever the random loot generator rolls up than you do for having made a specific choice.

On top of that, the may as well be a single "Melee Combat" skill, since for all intents and purposes, the weapon types are all identical. You get the same perks, the same damage; there's basically no differentiation of weapon choice. Except, there tends to be a lot more magical blades about.

A lot of skills weren't really worth the effort of investing in before, as they simply weren't as strong a choice as others. If all skills are roughly treated as equal in terms of how difficult they are to improve, then they should all be roughly equal in how useful they are.

Hah, roughly equal, I like that. On paper, combat skills are fucking congruent. And yet still, Bethesda managed to fuck up the balance so that Blade is the clear winner simply through availability of "exotic" weapons.

Enchanting was a pain to raise, and usually I just ended up spending money to raise it to the point where I could use it. Making it a service seems quite reasonable to me, and hardly constitutes "dumbing down." Streamlining can be a very good thing, especially if it takes several options that were sub-par and re-distributes them amongst the remaining options to make them all on more even ground.

Well, once again, you're obviously speaking from somebody who hasn't played the game. There are still just as many skills that are hard to raise, or in some cases, just plain redundant. And anything that has some semblence of balance, basically is exactly balanced, so there's no fucking point in making the choice.

Was that much different in previous games? Picking a Combat specialty in Morrowind gave you bonuses to all of the weapon skills as well, even though it doesn't make sense to do so. Is the way that Oblivion handles this appreciably different?

Well in Morrowind, it did make sense to pick a couple of weapon skills, since as a jack of all trades "you actually get to use more of the interesting weapons that you find, rather than just selling them off because you haven't spent any time developing that skill.' Obviously at the cost of another skill slot. Still pretty pointless, but at least there's a shallow reason to pick a couple of melee skills. But in Oblivion, standard weapons are basically statistically identical, and since you hit every time, any magical weapon is getting that all important "cast on strike" with every fucking swing, so basically, you're better off being completely unskilled in Blunt and swinging a magical mace than you are being quite proficient and swinging a mundane sword of equivalent level.

That does sound disappointing. No telekinesis spells of any kind? Even Ultima IX had that, although I think you really only needed to use it in the tutorial.

There's object telekinesis, but there's absolutely no integration of Havok physics into combat, so you can't push or pull enemies, nor can you drop heavy stuff on them. The whole spell repertoire is pretty dull, and in terms of combat, the only worthwhile spells are those that kill things fairly directly, or make things easier to kill (resist debuffs and such.)

This sounds identical to Daggerfall and Morrowind, unless I' missing something. Well, and the majority of RPGs out there asll well. Many RPGs still don't offer any alternative to violence.

True enough, but at least in Daggerfall you had the option to decline quests that directly involved violence, and a plethora of character options to gear up as a pacifist. Even Morrowind in providing a far greater range of guilds and quests had more outlets for non-violence, even if it still forced it upon the player in many instances. Besides, this is the Codex, and as such, RPGs are generally compared against the best the genre has to offer, rather than the "many RPGs" that are basically pretty unremarkable.

But, within the context of the review, VD has faulted the violent nature of the world, and the reader is perfectly entitled to dismiss the criticism, given their own predilections.

That's still better than the combat of previous games in the series (as you say in the next paragraph). Making combat real-time, where one click of the mouse button equals one swing of your sword, but still "rolling the dice" to determine if you hit, is a strange and incongruous hybrid. It certainly never really did it for me. On one hand, it wants to be a "traditional RPG" and roll the dice. On the other hand, it wants to make me play an action game. It's not a very satisfying system.

I definitely agree on that count, and there are ways to still preserve random chance based on character skill, but unfortunately, Oblivion doesn't really include a decent implementation that does that. Basically, Oblivion's combat is a step forward from Morrowind, but just one step. It still has a long way to go.

I haven't seen it yet, but I'd take one really well-done ranged option over three "blah" ones. I've never really bothered much with bows in these games though, as enemies advance pretty quickly.

Well for one, it ain't "really well-done." It's adequate. It's like Thief, but without funky arrow choices, and amazingly, also without any kind of AI reactions unless you score a direct hit, front and centre. And secondly, it's not as though crossbow-like physics can't just be plugged directly into Havok. The only real limitation would be animations. And even with that in mind, I don't think there are bows that handle differently. For instance, a shortbow with a fast refire rate, but less range and damage vs a longbow that takes a lot to pull back the string, but carries that potential into the arrow flight.

It's really nothing special at all. Turok was better. Thief was better. Half-Life is better. In fact, pretty much every game I can think of that involves first person archery is at least as good, if not better.

It's about time. The conversation system in previous Elder Scrolls games sucked. Most characters would say exactly the same thing about most topics, and it was a tedious waste of time trying to find the one or two topics that they would actually have something different to say about.

Well, true. I hated Morrowind's wiki system. But Oblivion hasn't really improved. It's basically got all the same shitty, repetitive, canned responses, but has a single wiki topic to randomly look them up. So, instead of wasting time trying to find an interesting topic, you're just wasting your time talking to 95% of the NPCs. Most of the world is like the cookie cut generic NPCs from any other RPG, except instead of clicking once and getting a random line spammed at you, it takes you into a dialogue interface just to click a single option. Whee.

Or one at a time to keep it synched with the voice acting. I would actually appreciate knowing that I have the option of accepting a quest later, because it sucks when I turn down a quest because I want to save my game first, and then I'm not given another chance. I forget what game that happened in.

Well, that's a given, in most circumstances, and most RPGs worth their salt give the player the option to take up quests according to their own sense of time. But that's not the point VD was making. He was pointing out that that's basically the only time you ever get an actual dialogue choice. It's about as feeble as the token YES/NO option presented in the typical JRPG.

Again, Oblivion is hardly the sole offender here. It's just flavour text, don't read too much into it.

Wait a minute, it's not flavour text if it forces you to roleplay a character you're not interested in playing. If I want to play as a man of his word, there's plenty of shit that flies in the face of that. In fact, most of the quests are geared to be solved in a single specific way, and many of them have no regard for activities certain players might be hesitant to indulge in. For instance, I can think of a couple of Mage's Guild quests that involve outright theft, and plenty of others that require the player to engage in illegal activities, when there are clearly other ways the quest should be solvable.

And this is unlike 98% of other RPGs in what way?

Is it wrong to hold 98% of RPGs to the standard set by the 2%? Obviously, not every game will meet that standard, and obviously a game can still be enjoyable despite that, but this is a review after all. VD has obviously put his personal slant on the comment,but again, it's still factual info that you can then say "well, it doesn't bother me that most NPCs are just nameless drones, or that the ones who can talk rarely have anything worth listening to."

Also, it should be noted that we're talking about a game that is supposedly in that upper echelon. It's averaging 94% on Metacritic, which definitely ranks among the top 2% of games, let alone RPGs. So I say - "Fuck yes Oblivion should be held up to the highest standard and criticised accordingly!"

Hey, I agree with you completely. But even the greatest of the great RPGs are just as guilty of this. Why is Oblivion getting singled out?

Because again, it's something that can, and has, been done better. In a critical review, I think it's fair to "single out" a game for it's shortcomings. An unreasonable criticism would be "Oblivion doesn't look photorealistic" because that's beyond technical limitations, and certainly hasn't been done before.

And yet this is a game for casual gamers? Slow paced, long hours, yup, sounds like what the stereotypical casual gamer wants.

The casual gamer has the freedom not to set foot in every dungeon if they get bored by them. ;)

The Radiant AI certainly isn't perfect -- or even close, apparently -- but it at least tries to do things in a different way. And there isn't going to be any progress towards a believable AI system if designers just stick to scripted activity schedules and finite-state machines. It will improve, but it has to go through these growing stages first.

I agree entirely, and I think RAI has great potential, but this is a review of what we have, here and now, in Oblivion, and it's not up to spec. In fact, as VD pointed out, it's outshined by a 5 year old game. That's a lot of broken eggs for a potential omelette.

It was a really long point, but basically I'm saying, if this stuff applies to Oblivion, you should be complaining about it with regards to nearly ever other RPG ever made as well.

Heh. You could probably pare that down to a lazy "you should be complaining about every other RPG ever made," and you've basically nailed the whole purpose for the Codex's existence. :lol:
 

Vault Dweller

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Keldryn said:
Having read the review, I have to say it sounds very much like he had made up his mind not to like the game before he ever even played it.
Of course. That's the only possible explanation when someone doesn't like the game you like (or hope to like since you haven't played it yet, which makes your entire post pointless, btw).

Rather than trying to enjoy the game, he was focused on pointing out everything that was "wrong" with it.
Or I tried to enjoy the game from every possible angle, but couldn't. Not because my mind was made up, but because the game sucks overall.

Disclaimer: I have not yet played Oblivion, so I can't actually argue about whether or not the game plays a certain way. However, it also means I'm not a fanboy. And I can certainly spot when someone has an axe to grind.
So can I. Let's review. You haven't played the game yet, so you are not in position to judge whether my points are valid and what's the ratio of good vs. bad in the game. Yet you make bold claims that :

1) I made up my mind before I started playing
2) Instead of trying to enjoy it, I focused on the negative
3) I had "an axe to grind"

Based on what? Your gut feeling?

That quote is probably the best and most honest description of Oblivion I’ve ever seen. It’s a game for casual players. Hardcore fans of the series or RPG geeks need not apply. You shall not find depth or challenge in Oblivion.

Except that a game with a world that big and so many quests to perform and keep track of is antithetical to what a game designed for casual players normally is.
So is Diablo 2. Just think of clearing each cave as a quest.

What, they consolidated a few skills...
The skills thing and the difference between characters you can make in DF and OB have been explained to death. At this point I shall assume that you are either illiterate or stupid. Don't take it as an insult, but if you intend on dismissing all the arguments with "so what?", it would only lead to unflattering guesses about your intelligence.

...cut down on the repetitive and extraneous dialogue...
And replaced it with what?

...but kept the massive world, and it's suddenly a game for casual players?
Notepad has the most massive world, let's praise that too. Anyway, a world with 7 towns and a shitload of similarly looking caves, dungeons, and ruins is not that massive. Daggerfall's world was truly massive. Morrowind's world was massive or at least very large. Oblivion's world is small, despite the hype. Shocking, I know.

Give me a break. I highly doubt that the game has suddenly become so much more fast-paced than any of the previous Elder Scrolls games.
Well, don't doubt. Get the game and find out.

Wouldn't it then have made a lot more sense to simply make it an action game for casual gamers sold as an action game, streamlined into a 20-hour game? sure would have been easier, and less expensive for the developers. Actually, isn't that what they did with Reguard? If you want casual buyers to buy your not-RPG game, marketing it as an RPG is not a very sound marketing plan.
And yet that's exactly what they did. As for Redguard, it didn't sell well.

Doesn't this apply to many RPGs that allow the player open-ended exploration? An exciting plot tends to have a sense of urgency to it, or it really isn't very exciting. Do any of these sound familiar:
"Please, find a replacement water chip for us before our vault runs out!"
"Please, Chosen, find us the GECK before all of our crops wither and die and we starve to death."
As been pointed out, you don't know where to get those wonderful things, and looking for them is what those games were focused on. Perhaps, if Bethesda didn't choose to hold your hand by telling you "Hey, man, the guy you are looking for is Martin, his house is over there" and offered you, instead, a chance to find him by yourself, the setup would have made more sense.

"Imoen has been captured by Jon Irenicus! WE MUST SAVE HER NOW!!!! But let's finish all the sidequests in Chapter 3 first."
Again, there was a reason to take your time. The game tells you that you must have 20k to proceed further, so you have to do side quests to make some money.

"METEOR is about to collide with the world unless we destroy Sephiroth now! Hmmm, looks like we missed a bunch of optional stuff earlier on..."
Everyone knows that FF games are the best RPGs ever made.

Some of the best RPGs of all-time are just as guilty. And I'm sure I missed a few as well (not saying FF7 is one of the best of all time, but it is well known).
Well known? Yes, it's alright then.

I don't see most of that as a minus, other than staves not being usable as melee weapons. Fewer varieties of weapon skills means that you actually get to use more of the interesting weapons that you find, rather than just selling them off because you haven't spent any time developing that skill.
Which is why we should have 3 skills in future games: WEPANZ, MAGIK, THEIF. Seriously.

A lot of skills weren't really worth the effort of investing in before, as they simply weren't as strong a choice as others.
Really? Why?

Streamlining can be a very good thing, especially if it takes several options that were sub-par and re-distributes them amongst the remaining options to make them all on more even ground.
How about fixing those sub-par options? Anyway, compare characters that you can create in DF to characters you can create in Oblivion, and you will quickly see that there is no streamlining there.

Was that much different in previous games? Picking a Combat specialty in Morrowind gave you bonuses to all of the weapon skills as well, even though it doesn't make sense to do so. Is the way that Oblivion handles this appreciably different?
That's not what I meant. Picking a specialty still gives you bonuses, but choosing all 7 combat (or mage, or thief) skills give you even more bonuses.

This sounds identical to Daggerfall and Morrowind, unless I' missing something. Well, and the majority of RPGs out there asll well. Many RPGs still don't offer any alternative to violence.
You are missing something.

Making combat real-time, where one click of the mouse button equals one swing of your sword, but still "rolling the dice" to determine if you hit, is a strange and incongruous hybrid. It certainly never really did it for me.
Bloodlines did it well.

I haven't seen it yet, but I'd take one really well-done ranged option over three "blah" ones. I've never really bothered much with bows in these games though, as enemies advance pretty quickly.
The point is it's not that well done, other than sniping, it's not that different even from what Stonekeep had, and I see absolutely no reason, other than trying to cut down on animations, not to implement crossbows and throwing weapons.

Is this truly representative of the whole of character interactions in the game, or is it simply an example that supports your opinion?
Truly representative. You are told everything: what to do, what not to do, why to do, etc through those silly pop-ups.

It's about time. The conversation system in previous Elder Scrolls games sucked.
It still sucks, so you may want to postpone your celebration.

Seeing NPCs asking me "not to tell something to someone" brings a tear to my eye, because I can't, even if I wanted to.
Again, Oblivion is hardly the sole offender here. It's just flavour text, don't read too much into it.
Thanks for the advice, mister!

And this is unlike 98% of other RPGs in what way?
Depends on what games you are referring to. Keep in mind that these are not chance encounters. Again, the game has 7 towns, the rest are bandit-filled cave and ruins. Considering that ratio, the problem is much bigger than some random "we gonna kill you" encounter in Fallout.

Hey, I agree with you completely. But even the greatest of the great RPGs are just as guilty of this. Why is Oblivion getting singled out?
Can you be a bit more specific? You mentioned some questionable games like FF and Ultima 9, so I want to be clear on what you are using as your examples.

And yet this is a game for casual gamers? Slow paced, long hours, yup, sounds like what the stereotypical casual gamer wants.
No, a casual gamer wants to load up a game, play for a few hours, without any need to invest time into understanding and paying attention to the story, clear a dungeon or two, get some loot, have some fun, turn it off.

So yeah, they had a more convincing series of activities throughout the day, but no ability to react to anything outside of what their scripts tell them to do.
Trust me, RAI can't do it either, so we have a less convincing series of activities, without any upside.

The Radiant AI certainly isn't perfect -- or even close, apparently -- but it at least tries to do things in a different way.
So did Daikatana.

Hmmm... I haven't even played the game, but your previous comments don't support the picture of Oblivion being a shooter with stats and an adventure game following several linear storylines. Doesn't sound like it plays like a shooter, particularly if you mostly fight with melee weapons.
Jesus Fucking Christ, are you being dense on purpose? Shooter as in gameplay is about killing things in FPS mode.

And every storyline is linear to a degree by its very nature. A certain degree of linearity is essential to any coherent plot.
Uh, no.

It was a really long point, but basically I'm saying, if this stuff applies to Oblivion, you should be complaining about it with regards to nearly ever other RPG ever made as well.
Basically, play the game if you want to argue about it.
 

DarkUnderlord

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Keldryn said:
It was a really long point, but basically I'm saying, if this stuff applies to Oblivion, you should be complaining about it with regards to nearly every other RPG ever made as well.
We do. Have you been living under a rock or something? Did you miss things like the Codex NWN review?
 

Vault Dweller

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Is it *what*? A Mallrats reference? Yes. Inconvinient inventory? Yes.
 

Worm

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The line from the movie,(cuz you're soooo good at pointing out lack of context) used uncomfortable. An inconvenient back of a Volkswagen would be one that always forgets to pick you up at the Airport or one that was born with Fetal Alcohol Syndrome.
 

Vault Dweller

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"Uncomfortable inventory" doesn't have the same ring to it, besides, the focus of that line was always the "back of a Volkswagen" as a comparison, but thanks for being so anal.
 

Worm

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You're welcome! I'm just getting in the spirit of things!
 

Limorkil

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Fanboi thoughts

I admit to being a huge Elder Scrolls fanboi. Sorry.

I think Vault Dweller's review is spot on. I particularly like the use of quotes to show the difference between the Bethesda hype and the realities of the game.

I love Oblivion all the same. Sorry. It's probably because I am starved of decent RPGs.

It strikes me that Bethesda looked at the various criticisms of Morrowind and made sure they fixed (or attempted to fix) the problems in Oblivion. Unfortunately, they selected only those issues that would put off "casual RPGers" or, if I may voice my opinion, "brain dead crossovers from FPS games". The result is something that looks and plays well but is incredibly shallow and mindless. (Actually, all ES games are shallow and mindless - Bethesda just perfected the art here.)

I won't dwell on what I like about the game, because it has very little to do with RPGs. Basically I like the graphics and the combat system. The main reason I like the game though is the Construction Set (editor) on the PC. This makes it possible for people to introduce content that is not so dumbed down, but I will not dwell on that either because it is no excuse for releasing a shallow game.

So what does the ES fanboi dislike?

Incredibly dumbed down quest system and journal.

Quests have never been a strong point of ES games, but this game takes the biscuit. It's not that the quests are linear because some are not. My problem is that stupid messages pop up on the screen and tell me what to do and where to go, usually while I am having fun trying to figure it out for myself. I'll give you a couple of examples:

I am looking for the body of a missing courier from decades past. I see a skeleton in a hallway. Maybe it's the courier. Maybe he will have a clue on him as to where to go next? I approach the courier. ONSCREEN POPUP : "Ahead is the skeleton of the long forgotten courier. He has a clue on his body so you should be sure to examine him."

Example 2 : Some guy is in jail and his girl wants me to find out where he stashed the loot before he got arrested. She tells me to "get creative" because "he is hardly likely to just tell you". So I pick up some food, ale and wine before visiting the guy in jail because I figure I might be able to get him drunk or something, or get the guard drunk and then free the guy. I go see him in jail. He will not talk to me. He says he does not trust me. What can I do to make him trust me? ONSCREEN POPUP : "I talked to .... and he does not trust me. Maybe he will trust me if I am a fellow prisoner." And just to back it up, my journal tells me that I need to find a way to get thrown in jail. No alternative choices whatsoever.

The fact that the quests are more linear than they seem kind of annoys me, but being led by the nose with onscreen messages and overly farsighted journal notes downright pisses me off. Here's hoping for a mod that gets rid of the unasked for help.

NPCs and Not-Very-Radiant AI

NPCs are another ES weak spot. To be fair, Bethesda have done their best to date with Oblivion. Unfortunately, it does not live up to the hype. But falling for the hype is not a reason to dislike the game. What annoys me is that the implementation of NPC AI and schedules is such a half-assed job. The NPCs wander all over the place but very few of them actually DO anything. Farmers hoe their fields, alchemists brew potions, warriors train in the fighter's guild. All day. You would think the "Radiant AI" would allow them to stop of a break, or make them do something different now and again for variety, but no. I admit it is hard to explain why this is so annoying unless you actually play the game, but try to imagine seeing a mage cast a fireball at a target again and again and again and again and again for hours on end and you may start to get the picture. Gothic 2 managed to do the day to day routine thing much better than this using simple scripting.

More annoying that the AI are the character voices. There is, at best, one male and one female voice for each race, and even then I think the voices are done by the same actors affecting a different accent. This means that the beggar and the princess effectively sound like the same person switching from their normal voice to their "on-the-phone" voice. To make it worse, some NPCs actually switch voices depending on what line of dialogue they are delivering. This is most noticeable with the beggars, who start out saying "Can you spare a coin to help me feed my family?" like an orphan from Oliver Twist but then transform into James Earl Jones when they tell you a rumor about the Fighter's Guild.

And don't get me started on the NPC conversations. While I suppose it is kind of atmospheric that NPCs can have converstations, hearing the following in every single town totally ruins the effect:

NPC-1 : "They say that daedra worship is on the increase in Sumerset Isle"
NPC-2 : "Yes. Sumerset Isle sure sounds like a dangerous place these days."
NPC-1 : "Well, be seeing you"
NPC-2 : "Leave me alone" (?)
... brief pause, during which both NPCs remain where they are ...
NPC-2 : "They say that daedra worship is on the increase in Sumerset Isle"
NPC-1 : "Yes. Sumerset Isle sure sounds like a dangerous place these days."
... and so on.

Okay, so they do usually mix up topics a little bit, but in general there are about half a dozen topics that they cycle through.

And going back to item #1, the dumbing down, I remember in Daggerfall I spent ages figuring out how to join the Dark Brotherhood. That problem no longer exists in Oblivion since about once every minute you will hear the rumor about having to kill someone to join the Brotherhood.

Not Really Much Main Character Variation

The main problem is that there is a limited number of skills and many of them have little or no effect on the game. It is another instance of "dumbing down" since it is pretty much impossible to gimp yourself if none of the skills actually DO anything. Some examples:

- As pointed out in VD's review, weapon skills only effect damage. You can pretty much defeat anyone with a weapon and a shield even with 5 (out of 100) Blade skill and 5 Block skill. The only difference is that at low skill levels it takes longer.

- You can easily beat the persuasion mini game even with 5 Speechcraft. All Speechcraft does is reduce the number of rounds you have to play (which I suppose makes it useful given how awful the mini game is).

- You can pick any lock with 5 Security skill. It just takes longer and uses more lockpicks.

- I have yet to see a situation where high Acrobatics skill was required.

- Mercantile is useless because it is almost impossible to not get massively rich pretty much immediately.

In fact, the only skills where a higher skill level has a real impact are the armor skills and the magic skills. Most characters are going to have Blade/Blunt/Handtohand, Block, Destruction/Marksman, Light/Heavy Armor, Sneak and a couple of other magic skills. Given the usefulness of the available skills, weapons, armor and magic I suspect that almost everyone plays a fireball casting, plate-armored thief with a sword and shield.

Levelled Content

I put this last because everyone talks about it and it is also the first thing that people fixed with mods. All the items and enemies are placed according to your level. This generally works okay in the middle levels, but not at low or high levels.

At low levels the scaled enemies really ruin the atmosphere. I went to the demonic plane, closed the gate and saved a city all at level 1/2. The soldiers were begging me to help them against the armies of Oblivion, which basically consisted of about 20 stunted scamps (imagine Gremlins from the 80s movie). That's STUNTED scamps, not even full blown scamps. I also came across a ruin filled with vampires out in the woods. Move over Blade because my level 1 gal kicked their asses and the ass of the vampire matriach.

At high levels the situation only gets worse. Your opponents get better equipment and so do you once you kill them. Now the vampires are armed with Daedric weapons and armor (best in the game). But it's not just the vampires. Even the bandits have Glass armor (best light armor) and the marauders (barbarians) have Daedric armor. Eventually all your opponents are equipped with the best of the best and the game turns into a monty-haulers wet dream.

Leaving the lack of realism aside, this would not be too bad if your opponents were a challenge. They are not. The reason is that game sets the level of your enemies based on your level but does not balance the skills of the enemy against your skills. What this means is that, for example, the game thinks that a Blade skill of 68 is great for a level 20 enemy, but the player character is probably going to have a skill closer to 100. Since skill determines damage with weapon skills and protection from damage with armor skills, this means that the PC is going to easily outclass the enemy using the same equipment.

Luckily, most of the issues with levelled content can be addressed by player-made mods. In fact, many of the game's shortcomings can be addressed and will be addressed in time. However, this is not a reason to dismiss crticism of the game based on how it shipped.
 

Kendar

Novice
Joined
Mar 30, 2006
Messages
80
Re: Fanboi thoughts

Limorkil said:
I think Vault Dweller's review is spot on. I particularly like the use of quotes to show the difference between the Bethesda hype and the realities of the game.
Surprisingly, he forgot one, and not the least :

Gavin Carter said:
I think the strength of our dialogue and characters in Oblivion are actually going to surprise a lot of people.
VD said:
That is a bold statement that goes into my collection of the "Before" quotes.
 
Joined
Jun 8, 2006
Messages
1
Chartor creation

Great review hits the nail on the head...

Yes the combat is just dumb... The power attacks just make it worst I personaly could never pull them off less I was near a wall...

Got to love that "AI" in this game... *hugs his copy of gothic2*

The only thing I would have added was the character creation.... Whats the point of making anything beond what the game gives you? Nothing changes no matter what you pick, and with the leveling system the "perks" are pointless... Not even if you make the ugliest oldest female you can that gang in Avnil...((Not to point the quest says married men... so they shouldn't talk to eighter way...))

Also in a game where you play 90% in 1st person, the other 10% or so in 3rd behind the head an the lack of mutiplayer whats the point to the super duper unmatched face editor?
 

mrhappy1991

Novice
Joined
May 29, 2006
Messages
14
"The political landscape of the game world is highly fractured following the emperor’s assassination, and you will have to be cautious of the motives of those who would befriend you. "
Gavin Carter
Probably the thing that pissed me of most about olivion was that there was almost no political landscape at all. The death of the emperor was a perfect set up for factions squabling for control , but instead all there was the mages and fighters guild etc. The previous games were full of conflict between factions, which made the world much better.
 

Twinfalls

Erudite
Joined
Jan 4, 2005
Messages
3,903
mrhappy1991 said:
"you will have to be cautious of the motives of those who would befriend you. "
Gavin Carter

To those who have played the game, is Rolston's 'no betrayal' rule still in evidence? Cos that would make the above quote yet more BS from BS.
 

Drakron

Arcane
Joined
May 19, 2005
Messages
6,326
Well ... yes and no.

There are a few quests, on top of my head there is one of the Mage Guild Quest and the Elven Collector quest (at the end of the string) and the later Dark Brotherhood quest line but in the great scheme of things ... not really, there are no political landscape to start with and you pretty much follow a linear "save the world" quest string.

mrhappy1991 is right, there was a lot that could and SOULD be done and I think some interviews that give that idea shows that Oblivion was likely rushed to meet Xbox 360 release (and failing to do that) and several things were cut, the Imperial Cult as a faction for example.
 

Crichton

Prophet
Joined
Jul 7, 2004
Messages
1,220
So you're saying there is a NUDE mod for KOTOR??? Awesome.....

(hey Crichton, can you PM me a link...?)

Rolling Eyes Sorry, had to ask.... Laughing

You registered to post that?

There's about 64,000 of them, the only thing more popular is stupid lightsabre hilts

Fucking 14 year old kiddies w/ pirated 3dmax

http://www.pcgamemods.com/10.html
 

DragoonWraith

Novice
Joined
Aug 17, 2006
Messages
3
I thought it was rather well written. I even like Oblivion, but he's absolutely right about everything he said. And he didn't even get into what I really don't like about the game (Oblivion to Morrowind is what a movie set is to the real world - where in Morrowind you could dig down into the world and learn about it, any digging into Oblivion's setting and it falls flat). I like Oblivion, mostly because I enjoy wasting time running around in the forests (which no one can deny are pretty) and because I like modding for it.

Anyway, the reason I'm posting is because there's one part of the article that I strongly disagree with:
some [quests] are very interesting and well done, like the Pale Pass quest
That's patently false. From a gameplay perspective, "Lifting the Veil" was enjoyable, so it qualifies as interesting, but "well done" - not nearly. Here, I'll enumerate the problems with it (be forewarned - this is TES lore - you would not know any of this if you haven't read a lot of the in-game books, including some which do not appear in Oblivion. However, a lot of it is not obscure in the least, either, and a "well done" quest cannot possibly have this many plot-holes and continuity issues):
  1. The Imperials managed to lose their own fort? The Akaviri invasion of Tamriel happened very early in the history of the (Second) Empire, how in god's name did they forget where it was that fast?
  2. The Akaviri, from a continent roughly 5000+ miles from Cyrodiil, knew where it was?
  3. It's been 1556 years since the Akaviri defeat at Pale Pass - you're telling me no one stumbled upon it in all that time? You don't need to be Champion of Cyrodiil to kill a handful of Ogres
  4. Some bloke's diary lasted 1556 years in the near-arctic? WTF?
  5. The Akaviri have a hidden base whose secrecy is crucial to their invasion, and a messenger writes down nice, neat directions to the base?!
  6. Who the hell can translate Akaviri? That language is clearly not even close to anything else in Tamriel - you're telling me that Ayleid and Dwemeris (two Tamrielan Elven languages) are completely baffling to scholars, but somebody can translate Akaviri, a culture 5000 miles away, across an ocean, with no relation whatsoever to Tamrielan languages, no problem?
  7. Last, but certainly not least, the Akaviri who attacked Tamriel and were defeated at Pale Pass were Tsaesci - god-damned snakes!

I'm sorry if no one cares, and I've just wasted space, but Bethesda screwed up just about every aspect of that quest, to the point where even "casual" gamers have noticed (as the common "WTF? i thought akavirs were snakes?" threads on ESF attest), so it bothered me that it would be listed as one that was "well-done" - it wasn't even close.
 

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