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Was Oblivion A Little To Short?


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I think oblivion was a little to short i dont know it just felt that way anyways what do you guys think?
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yeah but the world besides main quest is huge and is not short for the number of quest to complete so im ok
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The ratio of all quests in Oblivion to Morrowind is approximately 40%. So yes. However you look at it, if you were a fan of MW it IS short. Plenty of room for expansions, though I have my doubts!
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Short? No way, if you play it properly. I think, I will repeat my post in Oblivion Polls forum.

 

I play the game for 88 hours, as game statistics says, and so far haven't made a single step to complete MQ. 33 quests complete, so far, but made very little progress in the guilds.

I dislike the idea of doing MQ at low levels. I will start doing it only then complete all non-storyline quests I can find. With high stats and exellent gear. As a true fantasy hero. And not some clueless, pathetic "Chosen One" like in the "Bard's Tale". =)

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Where MW got it right was in having unique non quest related items in various locations. This gave an incentive to look in every cave and tomb. It gave collectors something to collect too. Oblivion has unique items but either they are rewards for completing quests or they are quest items themselves or they can be bought in shops.

 

The only ones that can be 'collected' are the in-game quest items (only some of which can be accessed unless you are actually doing the quest) and there are very few of them.

 

IMO when combined with the lack of variety in the style of the 'dungeons' (there are 4 compared to MW's 7 even before the expansions) it reduces the enticement value of exploring.

 

You can still set yourself the goal of visting every place but you will never have a collection of artifacts to prove it.

 

I think an expansion in which say 30 unique items were placed throughout the game waiting to be found (like the 10 Ayleid statues but not quest related) would really add some incentive.

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I think I agree. It might be good if there was a unique item or something in every cave. Of course, most of them shouldn't be particularly special, but they'd still be unique and collectable if desired (e.g. there could be a set of moderately useful rings scattered through a lot of caves).

 

I do also think that a lot of the quests are far too simple. I haven't seen many particularly interesting ones; probably the best I've seen so far is the "dreamworld" quest from one of the mages guilds.

 

But the compass thing is necessary, for entirely the wrong reasons: the Layawiin (very bad spelling!) mages guild reccomendation quest (this is not a spoiler) for example: someone tells you she needs something her father had, without giving you a clue where it would be. The quest journal says it must be near the city. And there's a map marker pointing right to it! (It's far enough away that it would take quite a while to search for it.)

 

Perhaps one fun thing was finding a few locked chests in the pale pass region and having to look for all of them. The last one was quite hard to find though... (I guess in this case they didn't make it a quest and add markers because the only hard part was finding the chests.)

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I wouldn't say that it was a short game at all. I took about a month doing the main quest, and its not because I am sh1t or because I didn't play it a lot, its because I followed the other quests along the way.

 

By the time I completed the main quest I had exhausted the majority of the other quests and found it rather boring riding around looking for more, so guess what I did, I started again with a new character. :)

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Part of the problem is the mob-leveling system. When all the mobs are pretty much the same level as you, it's way too easy to "finish" early. I installed one of those mods that puts min and max caps on the mob levels, and it has made a huge difference. My Swordmage (custom class, I didn't like the stock Battlemage) is now level 12, and can't even think about liberating Kvatch yet. It's a job in itself building him up to be able to handle the tougher creatures, and I like the game much more that way. It's much, much more challenging, and I can't just wade into any dungeon expecting a chance at victory. I have to be much smarter about it, and it's far more fun. I think though, I am going to have to add one of those sparring partner mods as well, I am having difficulty finding critters I can fight to build up the skills that require an actual opponent. Even so, it adds another dimension of immersion, and I am enjoying it that way.
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