Delterius
Arcane
Second Life as a whole is already a prosperian experiment.
You'll still find a shit ton of them if you try to go on a killing spree in any major settlement. You probably won't even notice the essential NPCs if you play a nice, heroic character, but when you inevitably end up slaughtering bunch of people because of their ridiculous fake accents or some other perfectly valid reason, it's a huge mood-killer every time one of those fuckers rises up after taking a claymore to the face. Kind of sucks when you can't even murder some random small-time dude because he might be involved in some insignificant side quest that you don't give a shit about.
So please enlighten me, what TES game had better dungeons than Oblivion? Daggerfall had huge procedurally generated messes of a dungeon with no interesting design, Morrowind had circular 3-4 room dwemer ruins and Skyrim has, well, corridor "dungeons" with a return shortcut. Again, I don't know whether Arena had better dungeons. Oblivion, on the other hand, had multi-leveled dungeons with actual branching in them, it could only have used more than 3 tilesets for dungeons but that is a complain about graphics, not dungeon design. And "having the best dungeons of TES games" isn't saying much really, anyway.
Interestingly written compared to Skyrim, dumbfuck. Oblivion's writing was mediocre at best, but when a character of Skyrim opens his mouth to speak I feel downright insulted.
Skyrim is, like, the most banalshitboring RPG ever. Nothing about that game is interesting in any way. The world is banalshitboring, the quests are banalshitboring, the writing is banalshitboring and even the grapphix are banalshitboring. If you see someone defending Skyrim on any grounds, you can be assured you are dealing with either a popamoler, a bethesda fanboy or a plain old retard.
It's not shortcut exits themselves that make dungeons bad, you moron. The overall design and complexity of the dungeon is what counts in the end. This is a typical dungeon of Morrowind:Oblivion had the same exit shortcuts, which were put there for both Oblivion and Skyrim because they got rid of recall and intervention spells and you can't fast travel inside. Both games do the same exact thing. There might be a few Oblivion dungeons without the shortcut exit but there are a few like that in Skyrim too, all smaller dungeons in both games.
I haven't played Daggerfall since it came out (come on DaggerXL!) so I can really only speak to Morrowind, which I thought had excellent dungeons for the most part.
The problem with Skyrim's writing is the absolute lack of originality and inspiration, making every quest completely forgettable in the long run. For example, Oblivion had this quest about a painter trapped in his painting by a magical brush he was using, which shows that writers of Oblivion at least had some creative aspirations for their game to stand out and be original. Not a single quest in Skyrim is memorable in this way, because everything is just unbearably boring tradishunal fantasy "go get the family dagger from dungeon X" stuff.Skyrim's writing is ten times better than Oblivion's. Like... infinitely better. One of the big reasons I find Skyrim a lot better than Oblivion or Fallout 3 is the better writing and better world design.
With such a sparse NPC population in those games, I usually avoid killing named people unless it's a quest. Most towns are already deserted enough.
You'll still find a shit ton of them if you try to go on a killing spree in any major settlement. You probably won't even notice the essential NPCs if you play a nice, heroic character, but when you inevitably end up slaughtering bunch of people because of their ridiculous fake accents or some other perfectly valid reason, it's a huge mood-killer every time one of those fuckers rises up after taking a claymore to the face. Kind of sucks when you can't even murder some random small-time dude because he might be involved in some insignificant side quest that you don't give a shit about.Skyrim has a lot less essential NPCs.
I usually don't do that either, but it's still something you should be able to do in a "go anywhere, do anything" type of game where killing things is the primary way of interacting with the game world. I can understand making a couple of absolutely plot-critical NPCs essential, because making every NPC killable puts huge restrictions on storytelling among other things, put having a bunch of seemingly insignificant immortals walking the streets of every town effectively kills any kind of simulation of an actual world. Mostly it just comes off as laziness ― certain NPCs need to be alive so that quests can be completed in the exact way that the devs intended, because no other way exists. In Morrowind it at least was possible to instantly complete or fail a quest if a certain character was dead, and in many cases there were alternate routes, although MW too got a bit lazy with the main quest in some parts (for instance, you could "fail" the main quest by killing a seemingly unrelated slave trader who would play a very small part in a later part of the main quest and whose death should in no way hinder you).I've never been the type to go on killing sprees in RPGs, so yeah it barely bothers me. Way, way down on the list of shit that bugs me in Oblivion and Skyrim.
Yes, but they already got companions that can't be killed by random shit but which can still be killed by the player. They could've just applied the same system to most quest NPCs.Well it kind of makes sense. They did that because Quest-givers might get killed off by random shit otherwise, which is because of their schedules, or positioning in the wilds. (probably also because Beth didn't want you to, herp derp, miss out on content)
Well it kind of makes sense. They did that because Quest-givers might get killed off by random shit otherwise, which is because of their schedules, or positioning in the wilds. (probably also because Beth didn't want you to, herp derp, miss out on content)
Morrowind sometimes gets criticism for being "static". But at least it worked and didn't have to circumvent this for the sake of "immersion".
Well it kind of makes sense. They did that because Quest-givers might get killed off by random shit otherwise, which is because of their schedules, or positioning in the wilds. (probably also because Beth didn't want you to, herp derp, miss out on content)
Morrowind sometimes gets criticism for being "static". But at least it worked and didn't have to circumvent this for the sake of "immersion".
Morrowind had a major issue in that you could often fuck yourself over with main story content. I went to the Andrano tomb before I got the quest for it and while I was there I picked up the Llevule Andrano skull and must have lost it later in my playthrough because when I needed it it was no longer in my inventory. I had to cheat to get past that quest.
It's not necessarily a bad thing, but it does become a problem when you can't complete the main story because you did something as seemingly innocuous as taking an item from a tomb and then losing it.
I usually don't do that either, but it's still something you should be able to do in a "go anywhere, do anything" type of game where killing things is the primary way of interacting with the game world. I can understand making a couple of absolutely plot-critical NPCs essential, because making every NPC killable puts huge restrictions on storytelling among other things, put having a bunch of seemingly insignificant immortals walking the streets of every town effectively kills any kind of simulation of an actual world. Mostly it just comes off as laziness ― certain NPCs need to be alive so that quests can be completed in the exact way that the devs intended, because no other way exists. In Morrowind it at least was possible to instantly complete or fail a quest if a certain character was dead, and in many cases there were alternate routes, although MW too got a bit lazy with the main quest in some parts (for instance, you could "fail" the main quest by killing a seemingly unrelated slave trader who would play a very small part in a later part of the main quest and whose death should in no way hinder you).I've never been the type to go on killing sprees in RPGs, so yeah it barely bothers me. Way, way down on the list of shit that bugs me in Oblivion and Skyrim.
Yes, but they already got companions that can't be killed by random shit but which can still be killed by the player. They could've just applied the same system to most quest NPCs.Well it kind of makes sense. They did that because Quest-givers might get killed off by random shit otherwise, which is because of their schedules, or positioning in the wilds. (probably also because Beth didn't want you to, herp derp, miss out on content)
I think "Radiant Story" or whatever it was called was also supposed to allow you to kill some quest givers without missing out of content by making another NPC take the part of a dead one, but I'd imagine that with voice acting it'd be nearly impossible to apply that consistently throughout the game. Personally I would've been happy with a "that guy's apparently dead, mission failed" dialogue line with side quests. The main quest and the guild questlines would need total overhauls, though, because of the constant railroading.
So, just like in Morrowind, huh? Dwemer ruin - after a cultist fortress - after a cave - after another dwemer ruin. Except that Oblivion's dungeons are more complex and bigger, and in this particular case bigger == better.To me, the problem with Oblivion isn't the size of the dungeons, as I admit I enjoyed the very first one I explored. The problem is that the architecture never changes, and so every dungeon feels quite similar to the last.
Well, thank you, captain Obvious, for speaking a well-known truth that Oblivion is a generic and shitty game. Never have I said otherwise, it's just that Skyrim manages to be even worse than Oblivion because of a number of factors I have pointed out.The same is the trouble with the cities in Oblivion with the exception of that of the Nord. Morrowind did a great job of creating areas that seemed to have a culture and life quite distinct from other slices of the island continent. Oblivion just felt vanilla in every single way, from it's white stone cities and ruins, to the voice actors used to voice dozens of supposedly unique residents, it's Groundhog's Day closing-the-portal quests, and down to the items that could be found and employed. Oblivion wasn't a good game. However, it is a fantastic mod generator, and it is the mod community that saves it.
Tell us about other games you haven't played, hipster.I haven't played Skyrim yet, so I cannot yet comment on its charms and quirks, but maybe one day. Just not one day soon.