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A quest I'd die to see remade and improved...


WolfySnackrib

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Well, Oblivion's dialogue system was designed to have voice acting, so maybe that is why it felt dull and jarring.

 

While I have nothing against full VA generally, I think that in an ES game it sets too many limits compared to what it adds. Plus the horrible way in which Oblivion's was handled. Morrowind, with the deeper conversation being text only, A) allowed more variety in the greetings, B) is more mod friendly, and C) the voices didn't get so repetitive, and D) more depth in the dialogue itself.

 

In a massive game like the Elder Scrolls, with 1000+ NPCs roaming the world, full voice acting just doesn't fit. Especially with one person voicing entire race(s). Voice acting took half of the DVD space with Oblivion. That's pretty much, right? And they had to cut a lot of dialogue because of disc space problems. They cut entire quests. For example, originally there was an arena in each city, with lots of unique dialogue written for them. They cut them all. Why? Voice Acting. Disc space. That's why. Not that they ever admitted it themselves, but I think it is pretty clear.

Edited by Jacars
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What I think they should do is add repeatable quests that have different rewards and objectives, without having voice acting but still making it immersive, like having you get the quest from on a notice board in a guild and collecting your reward from a chest or some-such.For example, you could have a Mages guild quest in which you have to exterminate a rogue daedra summoned by an amateur mage that's loose in a town.If you got the quest a from a notice board, it could explicitly state what kind of daedra it is, the name of the mage and the location of the town and what your reward is without having a bit of voice acting and without having a silent NPC.These type of quests could still be dynamic and be specific at the same time and they would also allow room for modders to make their own repeatable quests or adjust the quests to have better rewards or more challenging enemies.But then, it's hard to have repeatable without being repetitive, and steps would have to be taken to ensure that these quests wouldn't become that way.

 

And just to make sure I stay on topic, I don't think quests should ever be recycled, I think they should always start from the ground up when making quests.

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I hope that Skyrim has as little to do with Oblivon and Morrowind as possible, atleast on a content level. The last few RPG's I've played that were sequals, namely ME-2, FF-XXXXXVVVVVVVIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII and the truly miserable Assasin's Creed "Brotherhood" all followed the route of "re-launch the first one with a single new armour skin, gamers are stupid, they'll have forgotten the details of the first one anyway" These are RPGs afterall, not COD.

 

 

Seems to me with the radiant storyline they put in the side quests should have much more depth vs the old morrowind and oblivion. Not to mention rerolling a toon should have a dramatic change in the side quests witch is a big + for me I don’t like doing the same stuff over and over

Unless the dialogue is so generic that you can easily tell which quests use radiant story.I mean really, how do you write dialogue for a quest that's dynamic?"Go to this cave and kill this monster and I will reward you" is how it sounds to me.........well hopefully it won't be that bad, but you get the idea.

 

And yet one more example where full voice acting takes away from the game. If it was text only, they could at least put the name of the dungeon, state more specifically the monster in question, and what the reward is (like "the mighty Thunder Axe" or some such).

 

Honestly, I hope someday, when Bethesda stops trying to appeal to the Xbox crowd, they scrap the full voice acting. It ruined the NPCs in Oblivion for me.

 

 

First of all, I started with Morrowind. I got half way through the game and HATED it because of the lack of dialog. I am, unlike you, not blessed with either a massive monitor, eagle vision or a massive magnifying glass and sitting around squinting half the time was not my idea of fun. I liked Oblivion because I could sit back and listen instead of pop a vein trying to decipher the little pixels filling up the screen.

 

Finally, how the hell is it appeasing to the Xbox crowd by giving dialog, is the Xbox crowd suddenly special or different?

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Well, most people keep their TV quite far away from where they are sitting, usually about five through 15 feet away, whereas PC gamers are usually about a foot away from their monitor.And Morrowind didn't have a lack of dialogue, it had a lack of voice-acting.Some people feel that the lack of voice-acting allowed more in-depth and more detailed at conversations, and some people think it's more immersive to be able to hear the dialogue rather than spend most of your reading through it.In my opinion, both sides are neither right nor wrong, because it's all a matter of preference.And it's a choice that game developers have to make when creating a game.
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