bryce777
Erudite
poop
Nog Robbin said:Excrément said:and am I the only one to find the world too small? (when they put the fast-travel option, I thought it was because the world was too huge, but in fact it's not I am pretty sure you can cross cyrodil in a 20-30 minutes horse riding...)
I think this was one of the biggest things people complained about when the game was being developed - the idea that fast travel was necessary when it would take a relatively short amount of time to travel between locations anyway. This is why it really seemed a gamey feature - ensuring you can get straight to the action without anything inbetween. Thankfully, it is optional. I still would have preferred in character fast travel services than out of character free from hassle and no cost teleports.
I've been playing Arcanum, and I just got to that first big city, and I've got to say, I agree. Trying to remember which street is where is such a pain. Especially, the map of the town doesn't start out filled (the names of the buildings and such), you have to manually go through and read each sign post to get it into your map. Perhaps that's realistic, but seriously.it could be very useful for some non-fun explorating part. For example, take the first quest of the fighters guild, I was happy to have the compass which indicates me where the house of the woman with the rats problem is
VenomByte said:The world certainly 'feels' smaller than Morrowind.
Whether that's because of the repetitive scenery, or the massively zoomed in map, I can't be sure.
Lumpy said:What's up with Chefe? It's like he suddenly turned into Evog, only more fanatical.
suibhne said:Fast travel is frustratingly noobish in its current implementation.
For me, the ideal solution would be more useful maps and clearer directions.kingcomrade said:I've been playing Arcanum, and I just got to that first big city, and I've got to say, I agree. Trying to remember which street is where is such a pain. Especially, the map of the town doesn't start out filled (the names of the buildings and such), you have to manually go through and read each sign post to get it into your map. Perhaps that's realistic, but seriously.it could be very useful for some non-fun explorating part. For example, take the first quest of the fighters guild, I was happy to have the compass which indicates me where the house of the woman with the rats problem is
glasnost said:For me, the ideal solution would be more useful maps and clearer directions.kingcomrade said:I've been playing Arcanum, and I just got to that first big city, and I've got to say, I agree. Trying to remember which street is where is such a pain. Especially, the map of the town doesn't start out filled (the names of the buildings and such), you have to manually go through and read each sign post to get it into your map. Perhaps that's realistic, but seriously.it could be very useful for some non-fun explorating part. For example, take the first quest of the fighters guild, I was happy to have the compass which indicates me where the house of the woman with the rats problem is
Adding beacons and homing devices just encourages lazy design and exposition. If a magic dot guides you to your target, why bother writing NPCs who actually tell you how to get places? Which is what they *would be doing* if this were a conversation taking place in reality. This also opens up other narrative possiblities: NPCs can lie about where something is, and a trusting PC (who doesn't bother to ask someone else/study his map) gets sent on a wild goose chase, or to his demise.
Tracking down Caius Cosades was one of the things that Morrowind did right. The NPC directing you to him didn't know where he was ('cause he doesn't live there), but he pointed you to a tavern, where somebody would know. If you didn't know where the tavern was you could ask any citizen of the town and be pointed in the right direction. Thus conversation, investigation, and a little careful thinking, this is what should be built upon, not substituted by 'meta' features that have no analog in the real world (unless you're contending that the Romans used GPS to navigate).
"You know, you're too damn hard to find," also instigates a line of conversation in which a writer could provide more background about an NPC's personality and habits...it's a story hook. You lose this kind of thing by "streamlining."
glasnost said:For me, the ideal solution would be more useful maps and clearer directions.
...
Anyway, in general, I really like the game. Despite the sad, dreary dialogue, the often lackluster plots and quests. Sounds strange, but it is a good game, and it does really shine, once in a while.
kingcomrade said:If it wasn't sliced, you would have to slice it.
kingcomrade said:If it wasn't sliced, you would have to slice it.
That's a very noble attempt, but the dozens of Oblivion newsposts alone(not to mention the amount of idiots swarming the forums) make it a rather pointless desire, don't you think?Dark Elf said:Post all your thoughts on Oblivion here ... otherwise the board will be clogged up with individual threads of Oblivion bashing/praising.
Well, I just bought it today, after trying the demo for a week (Asda were selling it for £30 sterling), I thought it was worth the money. Enjoying the quests, loving the exploration, creeping thru some amazing dungeons, and looking forward to some brilliant modded quests in the future.Hez-hezron said:Anyway, in general, I really like the game. Despite the sad, dreary dialogue, the often lackluster plots and quests. Sounds strange, but it is a good game, and it does really shine, once in a while.
My question: is Oblivion worth those 50$? Since Dreamfall is going to be released really soon I'm wondering if I should spend my money on Oblivion or rather wait untill the price goes down.
franc kaos said:I've even started playing with the construction set (which eats up hours at a time on its own), and I'm gonna try and create a quest with so much Choice and Consequence and Branching Dialogue... <just gotta take my pill - cough>.