and its quest design is literally follow the arrow bullshit right out of Oblivion
Skyrim's quests are literally: go to location x to kill/bring back the object. Without quest marker, the game is literally
unplayable and consists of only a single objective. Even the journal doesn't give any directions: one of the most popular mods is (Even) Better Quest Objective.
While most of Witcher's quests are simple and linear from gameplay design, they are rich and well executed when it comes to storytelling, characters, worlbuilding, c&c, voice acting, (facial) animations, presentation values.
In comparison, there is not a single positive to be mentioned in Bethesda's quest design.
They're executing well on exactly what they want to do
But they are not, and I'm not even talking about "hardcore rpg" perspective. They make poor action/adventure/sandbox games as well..and we have clear examples of how it's done better.
If Bethesda "core experience" is dungeon exploration in sandbox open world, which part of this, do they actually do well?
Intricate, varied, interesting design with variety of different level layouts? Most of their dungeons are 3-4 types of visually bland, spiralling and linear tunnels that follow exactly the same formulae ( in content And gameplay). Like someone already mentioned, even a "Labyrinthian" is a fucking tunnel.
Discovery of interesting lore that adds more to the world's history/worldbuilding? Their "environmental storytelling" consists mostly of skeletons and "here-I-died-to-bandits/necromancers/etc" notes.
Quest content and interesting encounters? It's endless repetition of zombies/bandits/necromancers/etc.
Excellent combat system, good boss battles, strong encounter design? Their animations, hit feedback, sound&visual effects design, AI are absolute top bottom in the industry. They even copy pasted dragon AI into Fallout 76, ffs.
Rewarding loot, strong itemization? Bethesda does not give a flying fuck about "balancing", rewards are cheap and too easily/often acquired, and quickly become pointless. ( This is what "hardcore" overhauls like Requiem actually fix)
Actual
sense of discovery? Locations/Dungeons are in plain sight, LOD is atrocious, and you have to follow quest marker to reach it.
In many ways, Bethesda's games are like a poor, incompetent, 100% quantity oriented version of games from Arkane Studios ( excellent art style/visuals and level design, interactive gameplay mechanics, worldbuilding discovery, one of the best FP gameplay)
And "freedom" in their "do whatever you want, whenever you want" changes nothing as there is very little interconnectivity between factions, quests, npcs, narrative and mechanics.
That's why people can do nothing but "Larp":
pretend actions,
pretend story,
pretend motivations,
pretend choices,
pretend consequences. In a sandbox like Mount'n'Blade, you can imagine story/context to your actions, but they have an actual effect in the game.
With Bethesda,
you pretend everything.
and making a ton of money doing it.
And PewDiePie must also be making the most brilliant, interesting videos on YT.
Reason for Bethesda's success is:
- Long standing IP
- Massive amount of free promotion they receive through modding community ( which gives their games huge lifespan)
- Until recently, little competition ( in the genre)
- Massive Psychological appeal of "Escapism"
Only thing that's puzzling is
why no one actually tried to copy their type of game, as massive amount of players are hugely attracted to this blend of "Second Life"/Rpg lite/Open world. Games like Far Cry could be relatively easily converted to a similar design.