Jump to content

Things I would have done differently.


MagickalMage

Recommended Posts

Well, after playing through the game a few times, and doing quite a lot, I decided to make this thread and say what I would have done differently.

 

If I designed this game I would have....

 

1.) The Dark Brotherhood

-Made the questline to kill the Emperor fartherback. I felt like it was too soon.

-Added more quests, even after the first Sanctum was destroyed. (Not the shitty Night Mother quests.)

 

2.) The Companions

-Pushed the werewolf quests further back. I swear, I was in the Companions for 15 minutes and I was a werewolf

 

3.) Stormcloak/Legion Quests

-Made it possible to become a Jarl of some city. The ending was extremely disappointing for both of these questlines. In the end, nothing happens, it just ends.

 

4.) Being a Werewolf

-Made it an actual curse, not a perk.

 

5.) Marriage

-Changed NPC dialogue options. All marriage does is make the NPC live in your home. Other than that, they're just a follower.

-Made it more straightforward. Everyone I know had to google "How to marry in Skyrim"

 

6.) Magic

-Made the trees more similar. Once you go down a single path, its hard to use other magics.

 

7.) UI

-Made the UI Better. (Straightforward, much?)

 

And somemore things that i cant think of.

Link to comment
Share on other sites

All of the guilds make you the leader way too quickly. You have one or two regular missions followed by a big mission and boom. You're the new boss. Feels way too fast. I think Oblivion had about 3x as many missions before you got to be the big cheese. Maybe they weren't as fancy, but it felt like there was progression.
Link to comment
Share on other sites

I completely agree (see my topic about it).

One more sad thing is that there is only one guild of each! In previous TES you would have the guilds in almost every town with their own mission to complete in order to be master of the guild, which took like 3-4 times longer...

Link to comment
Share on other sites

I miss the days when, in order to advance in a guild, you had to have a certian group of skills at a certina level. For example, to become the Guild Master of the Fighters Guild in Morrowind, you had to have 2 'Fighter' skills at 80, and 3 more at 45. Then again, that was before the guilds had over-arching story elements, are were little more than what is today called radiant-quests.

 

I agree though, some elements of the game definately need tweaking. Marriage, for instance, just seems like an attempt to mesh Fable with TES. a lot of the quest archs seem too short, and some don't even look like they were started (Riften, for instance). I can understand WHY they did this, as there is a huge world to explore, and creating that takes a lot of time, but really...

 

This is why you shouldn't announce a release date so early. Take a page from Blizzard and only tell us when it's almost ready. It means you can take the time to really flesh out some of these organizations.

Link to comment
Share on other sites

There's one major gamebreaker carried through Morrowind to Oblivion and eventually to Skyrim. The questlines. You become leader of this or that, yet it has absolutely no impact on how the world sees you. Finish the legion and NPCs still go on about Ulfric although he's lying dead in his capital. And as far as I understand it, even the main quest hasn't got any impact.

 

I found this mildly dissapointing in Morrowind, got nagged by it in Oblivion and find it inexcusable now. Personally I think, they put too much weight on the open world aspect and feared they would ruin that by making the player someone important being recognized by the communities. I'm a huge fan of the fallout series and I think that's how it should have been done. Each one of your actions have an impact there.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...