elander_ said:
Thats becuase i wanted to link to the DF text that explains the main quest. LOL
Not the most useful link in a discussion on ingame lore, then.
I don't want to judge the lore by counting links. They have put in there all the message scrolls and letters you can find in Morrowid, together with Daggerfall, Redguard and Battlespire old books in the mixture. If you count the 36 lessons of Vivec it's more 36 one or two page books so i don't think this means much. Morrowind lore is still not much different than Daggerfalls one if you give it a closer look.
You don't have to count links, you are welcome to read the texts, too
I have, and I have related the conclusion I came to; That the historical and political lore in MW is better fleshed out than in DF. I am happy to debate that, but we will have to go into more detail for that, and I am not sure if you are interested in such a discussion?
I don't speak for the entire codex lol. The consequences come from the fact that quest givers are aware of reputation and may refuse quest offers iin same quests. In others they may be aware of other minor details like if you are a menber of the thieves and receive special quests. There is even one quest where being a vampire will have a completely different outvome. These may be basic consequences like you say but it's something to be improved upon not to be discarded like in Oblivion.
I know what faction standing does, but it's a very indirect feedback. Often you will not fully know what actually caused that behavior, it's not commented on. As to potential, I fully agree, it's one source of my dissapointment with Oblivion. I was merely making the point that DF is not strong enough in this aspect to really vastly elevate it above later games, IMHO. It's a good example of the things DF "promised" for later TES games that never came to pass though, as you say. But this discussion was about why I prefer MW to DF, and one facette of that is that the nonlinear aspects in DF were not so strong that I was expecting this to be a major point in MW (track record! A linear dungeon romp and a very mildly nonlinear one), and so I was only mildy dissapointed in the main quest structure in MW, partly because while the structure was simpler, the background (see above) was more fleshed out and more involving.
I don't consider the endings too important becuase they imply too much emphases on a main story. Look at Fallout for example where you add a movie detailing the outcome of each city as a consequence to your actions. You can't realy talk about different endings there becuase it doesn't make much sense in a crpg. You could say that each city has multiple endings but this is a crpg and it doesn't make sense saying that.
Well, I also didn't think they were too important. But VD cited them as an example of DF's awesomeness, and you seemed to agree. They were a nice touch, something I would have been happy to see being built upon. Which did not happen. All I was saying is that that change likewise, was not bad enough to make me dislike the game, since other aspects that I mentioned had improved.
I can start to understand what is your confusion with crpgs and adventure games. This is a most common mistake.
Don't patronize, makes you look foolish.
Good old crpgs including Fallout had stories without being story-driven. Daggerfall for example had the sub-plot between Elysana and Helseth against each other to control Wayrest throne and that later tied to the acolytes of the Underking to control the Numidium again with Helseth and Elysana disputing the players atention. However we can't see the game as being story driven here. It his a story allright, a chain of events which unfold by your actions, but your progression doesn't depend on this. At most it may shift your reputation with some factions and cause some nobles to send assassins to kill you but thats it.
There were story-driven and non story driven RPG's from the beginning. I'd consider most of the ultimas story driven, including the Ultima underworld series. Baldurs Gate is certainly story driven, as is Betrayal at Krondor. Planscape too, from what I hear (it's on my to do list). Bard's tale, Fallout, and if you chose to ignore the plot, DF, were not.
As to your DF example I both agree and disagree. I agree that DF was not story driven. In fact I was happy to almost exclusively play it as a sandbox and ingored the main quest for 95% of my time playing the game. I disagree however that the main quest itself is not story driven. The branching is limited and mostly serves to enforce setting and your progress ultimately does depend on it. The quests you cited are optional, and actually rather constitute sidequests thematically tied to the main quest, since, as you said, they have no further impact on the main quest progression. So the actual main quest is very much story driven, unlike Fallout, where progression is much more free.
Why would i want to do that? I know what is a crpg feature from the pnps i played and the crpg classics i played and by listening to what other people who played the classics think.
So do I. Yet, strangely enough, we do not seem to be in 100% agreement on what constitutes an RPG.
We aren't helping ourselves by pretending everything is a crpg and make people forget about the classics. That's elevating todays role-playing games by lowering standards and thats what Oblivion did.
I wouldn't want to go as far as the "everything is an RPG" crowd, which would render the term meaningless. But neither do I think it is useful to be too strict in the definition. I think it's for the most part (nat always) usefult to accept the developers label, and to judge them as being good or bad RPG's, and to go and detail the type of RPG they are. I think it's a good thing that there is variety in RPG's. There is room within such a broad genre for more story diriven,and more freeform, for more action oriented and turn-based. For combat and dialogue oriented, first person single character and party based games, etc. There is room for all those styles. People will lean more to one or the other, or like me like games across the entire spectrum. I'd call a game a RPG when I aproach it as one and have reason to believe that I will be able to flesh out a role in the game. That leaves a vast amount of space to how good an RPG it is however.
It's just my observation that using the definition argument tends to stall and stiffen arguments, and usually degrades into namecalling quickly, instead of a more useful analysis of the actual features, and the importance that each individual attaches to them.
What price in linearity? Making quests non-linear is a narrative advantage not a price to pay. A crpg is not a game or a movie it's a completely different kind of media. Consider a writer who wants to write a book, he is limited by it's media in a way that a crpg writer is not. A crpg writer can create dynamic narrative that reacts to the players actions and makes it look that it was the player choices that decided that turn of events and not some pre-scripted sequence. Of course that this is all psycological since everything is somehow scripted but i think you understand. This of course makes crpgs completely different games than action-adventure games.
Well, I think it makes for good role playing games. But I think it doesn't help to ignore that CRPG's have implemented that freedom on very different levels, and rarely to the extent we'd probably want. Most have limited it to character choice, and a "when to go where" choice. Some allow some freedom in the story you pick. Some offer a lot of content and allow you to take your pick. So you are wrong: in truth, there is a very gradual continuum from CRPG's to Action Advneture.
You have to pay a linearity price but that is only the necessary minimum to chain quests and tie plots together and that doesn't even comes near to the exageration they have done with Oblivion where the minimum amount of guilds were reduced to a complete linear plots.
No argument here. But I was talking about MW, not oblivion. For Oblivion, I might even be able to forgive them that and enjoy it as a RPG with very linear (but optional and sometimes nicely written) sublplots. But they have also greatly reduced the lore, and gimped the exploration aspect, so there isn't much left for me, either.
A character needs to solve problems in a style that goes with his character creation choices and by opurtunity or necessity caused by the world. That is social rules, benefits and prejudices towards the player character. Thats only the building bricks. At some point of the game you must be able to branch the narrative creating a different outcome that swits the player character and changes world reactions and player status in the world in some specific way that makes sense with the players decisions.
Again, that's all signs of a good RPG, but I contest that they are necessary components. Branching is great, but e.g. a freeform RPG like DF can get away with very little or none of that and still be a RPG. I can't remember if there was any branching in UUWII, I certainly didn't care at the time, yet it's a favourite RPG of mine (and ohters). I am not sure if there was branching in BG. It's no fafourite of mine, but it's a fovourite of many, including ardent RPG fans.