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Interview Spong interviews the Father of Lies

mister lamat

Scholar
Joined
Mar 23, 2006
Messages
570
you're falling into a familiar pattern, vd. reducing the complexity, unintentional as it may be, of his statements in order to counter them with your own viewpoint of what is 'good' or 'makes a rpg a rpg'.

is it fun? sure. would he keep up if you went to the next level with the concept, doubtful... but... well, do as you wish i guess.

it does come down to acquisition of arbitrary values. always has. be they items, stats, rep or what have you, until these become disposable tools of the gameplay, they are the sun the genre orbits around. now, that's not to say that isn't where the colour and joy are found, but it is still simply that.
 

Bradylama

Arcane
Joined
Jul 24, 2006
Messages
23,647
Location
Oklahomo
Do me a favor and show me where I said all games with tactical combat are rpgs... the quote you gave is saying the opposite.

You're right, I got you confused with somebody else.

While your at it make me a list of these amazing rpgs that don't have combat rewarded with items.

That's not the point, dipshit. The point is that in Oblivion and Morrowind, the only thing you could be rewarded with were items. Morrowind had a small amount of other considerations to make, such as which house to join and whether to follow through with the Thieves Guild or Fighters Guild quest lines, but other than that the options were extremely limited.

In the end all you get is some cash, a nice set of armor, and certain merchants that will give you a discount.

Compare that to Fallout, where helping Killian instead of Gizmo gets you less material rewards, but a higher karma rating, and a different ending for Junktown. Helping Killian or Gizmo also grants experience points that are used in character development, whereas in Morrowind and Oblivion character development involved jumping around, whacking creatures, and casting spells continuously.

In all of these games we've mentioned, the accomplishment of quests aids in character development, whereas in the last two Elder Scrolls games, the accomplishment of quests has no impact on character development.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
mister lamat said:
you're falling into a familiar pattern, vd. reducing the complexity, unintentional as it may be, of his statements in order to counter them with your own viewpoint of what is 'good' or 'makes a rpg a rpg'.
What complexity? Anyway, I'm not tryng to start a new round of "what's an RPG" debate, I'm just trying to clarify and understand his arguments, his position, which, hopefully, goes beyond "I really liked Morrowind!".
 

serch

Magister
Joined
Mar 13, 2006
Messages
1,392
Location
Behind mistary, in front of conspirancy
I'm enjoying this in a sick, Nicolai's way. Yes, Fallout ip is going to be badly raped, but this is balanced by the enjoyment I'm going to experience when the 90 % of the interweb's traffic, that flows through nerds' momma's basements, turns into the final crapfest. Bethesda is underestimating fallout community. When every single free porn video contains a Pete or Todd joke, they will learn.
 

Joe Krow

Erudite
Joined
Feb 16, 2007
Messages
1,162
Location
Den of stinking evil.
Vault Dweller said:
What complexity? Anyway, I'm not tryng to start a new round of "what's an RPG" debate, I'm just trying to clarify and understand his arguments, his position, which, hopefully, goes beyond "I really liked Morrowind!".

I've said I enjoyed Morrowind and I told you why. It was fun to explore but, admittedly, the plot was linear. I believe it is the best execution of the first person rpg to date.

And what have you said? You've said you will not enjoy Fallout 3; a game which you know next to nothing about.
...
 

mister lamat

Scholar
Joined
Mar 23, 2006
Messages
570
Vault Dweller said:
What complexity? Anyway, I'm not tryng to start a new round of "what's an RPG" debate, I'm just trying to clarify and understand his arguments, his position, which, hopefully, goes beyond "I really liked Morrowind!".

it won't, so why bother at all? you know as well as i do that he's setting himself up as a gravy train for the hivemind and you know exactly what his argument is. it's obtuse and poorly phrased which is why it's easy to pick on, but it's there and it does hold validity, although unintentional. he's gonna get a stream of unoriginal reactionary comments, the easy route, so stepping into the muckity-muck is sorta pointless and you'll dance in circles. you've knocked around, been to the circus, what have you... so why not go up instead of lateral?

it's not a matter of 'what makes an rpg' but rather why the confines are so meaningless in the first place. just a place i'd like to see you go with it. if that comes off as 'telling you what to do or how you should act', i apologize. just think it'd be a positive.

serch said:
I'm enjoying this in a sick, Nicolai's way. Yes, Fallout ip is going to be badly raped, but this is balanced by the enjoyment I'm going to experience when the 90 % of the interweb's traffic, that flows through nerds' momma's basements, turns into the final crapfest. Bethesda is underestimating fallout community. When every single free porn video contains a Pete or Todd joke, they will learn.

it's fucking twisted and it's playing out so beautifully. almost poetic really.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Joe Krow said:
I've said I enjoyed Morrowind and I told you why. It was fun to explore but, admittedly, the plot was linear.
No, you said it's a good RPG and I asked you why. You haven't given me any explanation yet, unless you count the "it has items and monsters" comedy bit.

I believe it is the best execution of the first person rpg to date.
Once again, why? Are you capable of explaining your points or not? You say it's the best execution of the concept? Fine. Now prove it. Explain, analyze, compare features. Convince me that your point is valid.

And what have you said? You've said you will not enjoy Fallout 3. Fallout 3 has not been released yet.
Really? I said that? Would you mind posting the exact quote?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
mister lamat said:
it won't, so why bother at all? you know as well as i do that he's setting himself up as a gravy train for the hivemind and you know exactly what his argument is. it's obtuse and poorly phrased which is why it's easy to pick on, but it's there and it does hold validity, although unintentional. he's gonna get a stream of unoriginal reactionary comments, the easy route, so stepping into the muckity-muck is sorta pointless and you'll dance in circles. you've knocked around, been to the circus, what have you... so why not go up instead of lateral?

it's not a matter of 'what makes an rpg' but rather why the confines are so meaningless in the first place. just a place i'd like to see you go with it. if that comes off as 'telling you what to do or how you should act', i apologize. just think it'd be a positive.
You definitely have a point.
 

Joe Krow

Erudite
Joined
Feb 16, 2007
Messages
1,162
Location
Den of stinking evil.
Vault Drweller-
Are you having trouble reading today? All of your questions have already been answered (repeatedly). Please try to do more then snip quoting... as others have mentioned, its getting old. I'm waiting for all these incredibly deep arguements about immesion in the environment, intuiting as the persona, etc... we won't ever get to that if your going to "dumb down" (oh the irony) the discussion. In other words, fish or cut bait.

I said I believe Morrowind is the best first person rpg to dat. It offered an expansive world of hand placed objects and enemies to discover (exploration being an element of any good rpg in my opinion). To me it offered competing factions and a compelling over-arching plot as well as many side quests. The player was able to design their persona and work towards whatever objectives they chose (accepting or rejecting guild quests and siding with whichever factions they chose). However, as stated, the mainplot was fairly linear and did not branch. Still, all things considered, in my opinion it was an excellent rpg.
 

taxacaria

Scholar
Joined
Feb 3, 2007
Messages
343
Location
Waterdeep
Joe Krow said:
rpg and tactical combat are practically synonomous....
Joe Crow said:
If you believe that by saying combat is an element of almost all rpgs that I am saying all games with tactical comabt are in fact rpgs, you sir are an idiot.

You should read your own posts first.
I've quoted your ridiculous statements.
Thinking before posting will help you to avoid such disgrace in the future.
Have a nice day, fanboy.
__________________________________

Spacemoose said:
five bucks says pip-boy will be voice-acted. he will also give you helpful advice as to whether you're getting closer or farther away from the nearest whorehouse

Is there a link?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Joe Krow said:
To me it offered competing factions...
The what?

...accepting or rejecting guild quests...
Really? What happens when you reject a quild quest?

... and siding with whichever factions they chose
Taking sides implies a conflict. There was none in MW.

Still, all things considered, in my opinion it was an excellent rpg.
It would have been, if most things on your list weren't imaginary.
 

Joe Krow

Erudite
Joined
Feb 16, 2007
Messages
1,162
Location
Den of stinking evil.
taxacaria said:
Joe Krow said:
rpg and tactical combat are practically synonomous....
Joe Crow said:
If you believe that by saying combat is an element of almost all rpgs that I am saying all games with tactical comabt are in fact rpgs, you sir are an idiot.

You should read your own posts first.
I've quoted your ridiculous statements.
Thinking before posting will help you to avoid such disgrace in the future.
Have a nice day, fanboy.
You've quoted them. Now read them.
Your not really that stupid are you?
You do know the difference between an exclusiove and inclusive comparisson don't you? Being as smart as you obviously are.
 

mister lamat

Scholar
Joined
Mar 23, 2006
Messages
570
Joe Krow said:
I said I believe Morrowind is the best first person rpg to dat. It offered an expansive world of hand placed objects and enemies to discover (exploration being an element of any good rpg in my opinion). To me it offered competing factions and a compelling over-arching plot as well as many side quests. The player was able to design their persona and work towards whatever objectives they chose (accepting or rejecting guild quests and siding with whichever factions they chose). However, as stated, the mainplot was fairly linear and did not branch. Still, all things considered, in my opinion it was an excellent rpg.

gonna ride on you a bit, little bitch... don't ever assume you can take what i say to further your own argument if you don't even understand what i'm saying from now on.

1) played it in 3rd person mode, cuz i'm just that hardcore and have an almost ungodly skill level when it comes to games.

2) you don't discover enemies, they're there and they always were enemies. they're coded that way or are as a result of a zero sum binary conclusion. a wolf is an ogre is a vampire is a giant rat, man... just differing pixels, shaders and stat levels.

3) the factions do not in fact compete, nor do they in gothic 3. they are static and immobile entirely. you move through them in order to colour the world as it were. in morrowind, all this does is result in paint on your avatar's clothes, in gothic you only have red, blue and green to work with although the canvas is your's. without the player's action, none of it matters.

4) it was a sandbox and not even as good as the sandbox they built in daggerfall. stats, loots, faction gains... stale rpg conventions, not the centre at all.

when you're obtuse, you have a point, as odd as that may sound. when you begin to define what it is you're talking about you fall into the same mediocrity the genre seems hellbent on following. don't blame you, it's a very comfortable path to take.
 

Joe Krow

Erudite
Joined
Feb 16, 2007
Messages
1,162
Location
Den of stinking evil.
mister lamat said:
Joe Krow said:
I said I believe Morrowind is the best first person rpg to dat. It offered an expansive world of hand placed objects and enemies to discover (exploration being an element of any good rpg in my opinion). To me it offered competing factions and a compelling over-arching plot as well as many side quests. The player was able to design their persona and work towards whatever objectives they chose (accepting or rejecting guild quests and siding with whichever factions they chose). However, as stated, the mainplot was fairly linear and did not branch. Still, all things considered, in my opinion it was an excellent rpg.

gonna ride on you a bit, little bitch... don't ever assume you can take what i say to further your own argument if you don't even understand what i'm saying from now on.

1) played it in 3rd person mode, cuz i'm just that hardcore and have an almost ungodly skill level when it comes to games.

2) you don't discover enemies, they're there and they always were enemies. they're coded that way or are as a result of a zero sum binary conclusion. a wolf is an ogre is a vampire is a giant rat, man... just differing pixels, shaders and stat levels.

3) the factions do not in fact compete, nor do they in gothic 3. they are static and immobile entirely. you move through them in order to colour the world as it were. in morrowind, all this does is result in paint on your avatar's clothes, in gothic you only have red, blue and green to work with although the canvas is your's. without the player's action, none of it matters.

4) it was a sandbox and not even as good as the sandbox they built in daggerfall. stats, loots, faction gains... stale rpg conventions, not the centre at all.

when you're obtuse, you have a point, as odd as that may sound. when you begin to define what it is you're talking about you fall into the same mediocrity the genre seems hellbent on following. don't blame you, it's a very comfortable path to take.

Your response is wholely unsatisfactory.

1) Is irrelevant (but I am proud of you). Saying Morrowind is a first person roleplaying game is not a stretch and you are the exception not the rule.

2) Look up the word "discovery." Cross referance that with the word "create." Everything that is discovered was already there... thus they are discovered. Are you saying the attitude of your enemy is static? If so that is nothing to hold against the game. Few games are programed to have the enemies mmake value judgments and it certainly didn't affect my enjoyment of the game. A close correlation can be found with...

3) The rival factions create limitations for the player... joining one precludes aniother. Alternate endings are not such a concern for me if I "enjoyed the ride." If you meant something else please elaborate. Your metaphor about painting did not imply anything more but I am curious what you would rather see. Did you read too many Choose Your Own Adventure books in your childhood? They were fun. If yes turn to page... My favorite game was Ultima IV and it had none of that.

4) Pure opinion. (One I disagree with).
 

Mr.Rocco

Novice
Joined
Feb 28, 2006
Messages
65
Joe Krow said:
And what have you said? You've said you will not enjoy Fallout 3; a game which you know next to nothing about.
...


I bet you're a kind of kid who has to eat shit just to prove to others there's a chance that it could be taste like icecream. Enjoy your oblivious dogshit, joey.
 

bonch

Educated
Joined
Jan 28, 2007
Messages
82
This thread makes me want to hug puppies.

Dead ones that I immolated first.
 

Major_Blackhart

Codexia Lord Sodom
Patron
Joined
Dec 5, 2002
Messages
18,400
Location
Jersey for now
Joe Krow said:
mister lamat said:
Joe Krow said:
I said I believe Morrowind is the best first person rpg to dat. It offered an expansive world of hand placed objects and enemies to discover (exploration being an element of any good rpg in my opinion). To me it offered competing factions and a compelling over-arching plot as well as many side quests. The player was able to design their persona and work towards whatever objectives they chose (accepting or rejecting guild quests and siding with whichever factions they chose). However, as stated, the mainplot was fairly linear and did not branch. Still, all things considered, in my opinion it was an excellent rpg.

gonna ride on you a bit, little bitch... don't ever assume you can take what i say to further your own argument if you don't even understand what i'm saying from now on.

1) played it in 3rd person mode, cuz i'm just that hardcore and have an almost ungodly skill level when it comes to games.

2) you don't discover enemies, they're there and they always were enemies. they're coded that way or are as a result of a zero sum binary conclusion. a wolf is an ogre is a vampire is a giant rat, man... just differing pixels, shaders and stat levels.

3) the factions do not in fact compete, nor do they in gothic 3. they are static and immobile entirely. you move through them in order to colour the world as it were. in morrowind, all this does is result in paint on your avatar's clothes, in gothic you only have red, blue and green to work with although the canvas is your's. without the player's action, none of it matters.

4) it was a sandbox and not even as good as the sandbox they built in daggerfall. stats, loots, faction gains... stale rpg conventions, not the centre at all.

when you're obtuse, you have a point, as odd as that may sound. when you begin to define what it is you're talking about you fall into the same mediocrity the genre seems hellbent on following. don't blame you, it's a very comfortable path to take.

Your response is wholely unsatisfactory.

1) Is irrelevant (but I am proud of you). Saying Morrowind is a first person roleplaying game is not a stretch and you are the exception not the rule.

2) Look up the word "discovery." Cross referance that with the word "create." Everything that is discovered was already there... thus they are discovered. Are you saying the attitude of your enemy is static? If so that is nothing to hold against the game. Few games are programed to have the enemies mmake value judgments and it certainly didn't affect my enjoyment of the game. A close correlation can be found with...

3) The rival factions create limitations for the player... joining one precludes aniother. Alternate endings are not such a concern for me if I "enjoyed the ride." If you meant something else please elaborate. Your metaphor about painting did not imply anything more but I am curious what you would rather see. Did you read too many Choose Your Own Adventure books in your childhood? They were fun. If yes turn to page... My favorite game was Ultima IV and it had none of that.

4) Pure opinion. (One I disagree with).

God you're fucking retarded. To rape you would almost be too easy, it'd take the fun out of it. Fucking hell. All I'd have to do is tell you that your clothes are haunted and you'd take them off like that! Guys, this is too sad and pathetic. While I shall watch, and occasionally comment, I, for the most part, am done with this. On the other hand, Joe Know, if you ever find yourself in Jersey, please, let me know.
 

Joe Krow

Erudite
Joined
Feb 16, 2007
Messages
1,162
Location
Den of stinking evil.
Yet another pleeb decries my "newb" status while adding nothing to the discussion... wait a minute. I'm detecting a pattern. Ah yes. You folks are full of shit then?

To be honest, I think your in the wrong roleplay forum. Please keep your homoerotic spank foder to yourself. Dipshit.

Is anyone here capable of stringing together an arguement? How many alternate endings would have made Morrowind the peachy cool? Not enough dialogue trees for you "hardcore" types? Your pathetic.
 

DarkUnderlord

Professional Throne Sitter
Staff Member
Joined
Jun 18, 2002
Messages
28,546
Joe Krow said:
Are you sure? Eliminate those two elements from almost any rpg and your not going to be left with much. Fallout, Balder's Gate, you name it- rpg and tactical combat are practically synonomous.... and when your done you get treats!! Them's the rules. "Not in Planescape..." yada yada yada. Combat and items are 90% of the genre. Get your head out of your ass. Throw in some interesting plot interaction and some advancement for spice. Why not take off your +9 Meat Helmet of Nostalgia and answer my question?
And which part of the Codex represents "90% of the genre"? We're here because we like that remaining 10% that's just that little bit more than "kill stuff, find loot". Fallout is also part of that 10%. Bethesda haven't made a game that's part of that 10% and for all intents and purposes, you seem to be assuring us that they have no intention of making an RPG that's part of that 10%. Do you follow?
 

Lumpy

Arcane
Joined
Sep 11, 2005
Messages
8,525
Morrowind did have great exploration, but that had nothing to do with monsters and loot, no matter how hand-placed they were. I remember that on my first (and only) playthrough, I didn't enter any non-quest dungeon until level 20 or so.
What was good was the large number of different locations you could explore, and the way they painted each of those locations. No, the NPCs themselves weren't too interesting, but the but the communities they formed actually were. It had the same exploration feeling that Fallout did.
The factions also offered decent role-playing - class role-playing, that is. Just like in Daggerfall and Oblivion, what Morrowind did better than traditional RPGs was that it allowed you to play a certain class and do only quests specific to that class. In other RPGs, if you're a priest you have to save the world (or whatever you do) in a priestly way. In DF and MW you did mostly priest quests. The problem with Morrowind was, the factions were too short, and you were forced to join other factions unless you wanted to end the game at level 7-8. Thus they fucked up the whole Role-playing scheme.
 

mister lamat

Scholar
Joined
Mar 23, 2006
Messages
570
Joe Krow said:
Your response is wholely unsatisfactory.

1) Is irrelevant (but I am proud of you). Saying Morrowind is a first person roleplaying game is not a stretch and you are the exception not the rule.

2) Look up the word "discovery." Cross referance that with the word "create." Everything that is discovered was already there... thus they are discovered. Are you saying the attitude of your enemy is static? If so that is nothing to hold against the game. Few games are programed to have the enemies mmake value judgments and it certainly didn't affect my enjoyment of the game. A close correlation can be found with...

3) The rival factions create limitations for the player... joining one precludes aniother. Alternate endings are not such a concern for me if I "enjoyed the ride." If you meant something else please elaborate. Your metaphor about painting did not imply anything more but I am curious what you would rather see. Did you read too many Choose Your Own Adventure books in your childhood? They were fun. If yes turn to page... My favorite game was Ultima IV and it had none of that.

4) Pure opinion. (One I disagree with).

all responses are always unsatisfactory. they're also meaningless and completely inane. welcome to the internet, enjoy your stay.

1) all distinctions are irrelevant. what they put on the box is irrelevant. all i know is it if puts pixels on the screen i interact with and pisses off the wife, it's a game... or porn too, i guess. some i enjoy more than others.

2) static creep is an xp advancement tool, dressed up in a myriad of shapes, sizes and skill challenge. one does not discover a... whatever the fuck those annoying birds were called, skyracer? no matter really, one enjoys the encounter or they don't of that particular brand, grinds the fuck out them until they reach the next arbitrary level of advancement or wishes whatever dev thought them up is taken outside and shot, in the nuts. they remain as they are. sometimes all three in various degrees.

discovery, actual discovery, of 'enemies' is rare in games. sometimes there's no need for it, due to historical reference or is heavily lore dependent... nazis, tolkein's orcs, imperial stormtroopers, yada yada yada... most of the time however, devs tend to rely on preconditioning in order to create an emotional disposition towards said creep/mob. good, bad... i dunno... most shitty authors use the tool as well.

let's take orcs as the example though. in the gothic series they're unidimensional and pretty bland. pb relies on the gamers previous experience with orcs as a concept in other games and in fiction. the orcs in warcraft, crying little pussies once they gave up their demon blood rage, regardless as the series progressed they're slowly discovered by the player with a fleshed out story and background. even if one had no experience with them at all, over the course of a well made game could actually come to discover them. now warhammer orcs or orks... all around fucking win for so many reasons... really, i don't need to go on. fucking pinnacle of an evolved 'enemy' just waiting to be discovered by a new player or through the eyes of a new pc for a player who's familiar with them already.

granted, gw has had some twenty years to flesh them out, but even in the earliest iterations were unique and not simply thrown up as 'the grind of the day'. they also have a hook that draws you in makes you want to 'discover' them.

stumbling across a mob you haven't seen before isn't 'discovery' if they're nothing more than a tool to get you to the next level. not to say that beth hasn't done this at times, in fact they've even done it well now and then, but you use the term too liberally for just another encounter.

before you go and run your mouth again, that ain't semantics. if it does nothing to further the game world, other than add xp to your bar the colour it comes in is meaningless. everything, every piece, every mob, every character can and should add life to the world, but is often not in order to pander to the power junkies. the two can coexist but the lesser path is so often taken.

3) in soviet russia, role plays you. even with the finite limitations of dvd space and dev time, hacking away choices rather than changing them later on is a poor mechanic. if you remove the ability to interact with one house, guild, club, circle jerk, et al simply because the player choses another, then it becomes a system of pathing, the factions themselves remain meaningless. could be the fighters guild, could the ice cream man's union, other than the colour you wind up with on your clothes it makes no difference, since no one other than the pc and maybe the odd pc is affected.

think about the word canvas, think about the start of a game, one where the pc is supposed to have an effect on the world. save it, change it, destroy it... the after should be notably different from the start. you take it too far and you have a smear like oblivion, i've already explained how morrowind turns out.

4) the 'sandbox' is pretty much a bethesda invention. it's a concept they've pioneered over the years and had both bright and low points with. it does have rpg conventions and holdovers, which i feel are sorta useless and they don't do very well, or haven't since daggerfall. they forge a decent path when it comes to game world design but seem to lose the vision. we're not talking about the mechanics that guide character action through that world, be they simple like a health bar and ammo, or more detailed with various 'stats' and 'skills' determining just how likely those actions are to succeed.

i think those conventions are stale and do more to harm the genre now that help it really. it locks the game into shallow design paths, killing innovation. other than numbers on a page and the old 'check and roll' they serve no purpose when the technology is there to totally do away with them. gonna take a company with real vision to do that and real savvy to actually pull it off. looking forward to that and i hope it catches me completely by surprise.

when you said '90% of games revolve around these' you were right, like how a broken clock is right twice a day, or why kids with downs occassionally say funny shit. thinking you're supah familiar with the second one... now go play in traffic.
 

Bradylama

Arcane
Joined
Jul 24, 2006
Messages
23,647
Location
Oklahomo
The factions also offered decent role-playing - class role-playing, that is. Just like in Daggerfall and Oblivion, what Morrowind did better than traditional RPGs was that it allowed you to play a certain class and do only quests specific to that class.

Morrowind didn't have classes. None of the TES games did. There were character builds that favored stealth-types, fighter-types, and mage-types but the player character could essentially be anything the player wanted it to be, as with all skill-based systems. It's how a mage character could join House Redoran despite the fact that he'd have an easier time in one of the other houses.

"Class roleplaying" is only rewarding in an interactive sense, when you and a group of friends pick different classes and play off of each other's strengths through an adventure. It doesn't translate that well into single-player experiences because the social element is removed, leaving the player with a sense that any rewards he's received because of his class are the result of a binary yes/no decision based on factors set at the beginning of the game, as opposed to being rewarded because of the choices the player has made in developing the character.

The real problem with Morrowind and Oblivion is that there's no real appreciable ceiling for character development, and beyond stat gains during level-ups, the player character could essentially be everything the player wants it to be, cheapening the overall experience and reducing replay value.

I remember Morrowind was better about making it harder for characters with more physical traits to learn much magic, or at least enough so that the opportunity cost concerning lost time would only appeal to the most hopeless of completists. Oblivion, however, was increadibly easy.

Waiting room toys easy.
 

Atrokkus

Erudite
Joined
Feb 6, 2005
Messages
3,089
Location
Borat's Fantasy Land
God the ignorance of the interviewer is truly astounding. It goes without saying in journalism that before you ask a question you must make a good use of google. Being a journalist myself, I would be so ashamed to publish something like this....
 

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