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Guild quests intentionally made bad?


dickban

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Before i go on with my rambling, i have to pardon my english, not a native speakers so please don't call a lynch mob if you see an error :-(

 

So i guess there is no secret that the quild quest were forgettable. I mean they were so short, no real storry that was told or no mystery that was unrevealed, and had a serious lack of variety with the quests.

 

The companions were ok, with this whole werewolf thing going on. But the quests were pissboring, always kill the leader of this dungeon. they story can be said the same about, they tried to mix in some companions history and the past (which could have been interesting if they played on it, instead) but instead they went with this stupid lets take revenge, which was followed by revenge from the other side which was again answered with revenge. In oblivion the fighters guild had a much more interesting and cleaver storyline, with the black water company and all, and the quests had a much greater variety then just enter a dungeon and kill the leader.

 

The mages guid, just what the hell was that? 3 quest and then the old guy runs up to you and say: "you're the arch mage now" and what was the deal with these mysterious mages you saw a total of two times before they disapeared from the game. So much wasted potential. Oblivion had a much grander scale to it, and actually had a storyline which was not some incomplete rushed grabage that was over before it began.

 

And finally the dark brotherhood, man what a bunch of interesting characters and how much effort they put in to setting the atmosphere and developing everyone. Could have been so much more, as with all the other quest lines you didn't get involved in to any kind of interesting storyline, killing the emp. seem like som grand scheeme they could have done so much more with, instead we get three quests were putting and arrow in someones head is all it takes to finish, then the brotherhood is killed of and you are left with a bunch of generic new bortherhood members, a dead emp. and and endless amout of pointless quests. The only interesting part of the brotherhood was reading scicero's journals. Again, wasted potenial and forgetable, uninspiered quests.

 

I won't believe how rushed everything felt, how can they have failed so badly at something they did so awesome in the previous games? which leads me to my question, will we see a continuation of the storylines in some dlc? were they made short and rather pointless so that there is room for expansion?

 

Discuss, and please stay on topic :-)

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There are probably going to be a whole bunch of hyped fanboys attacking you soon.

 

I agree completely with what you said. I seriously hope there is a DLC that expands on the pjsic (or however you spell that, the weird magic guys.)

 

The good thing about DLCs is at least they won't be insanely rushed like the quest lines.

Edited by marharth
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There are probably going to be a whole bunch of hyped fanboys attacking you soon.

 

I agree completely with what you said. I seriously hope there is a DLC that expands on the pjsic (or however you spell that, the weird magic guys.)

 

The good thing about DLCs is at least they won't be insanely rushed like the quest lines.

 

From what I understand, Beth is gonna be doing the DLC more quality over quantity. What the DLC is going to be though is still not known...

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I also agree with this. With the college and the brotherhood you get promoted to leader after walking through the door practically. The potential was there but never fully realized. I think the questlines could have been double the size and felt about right. I think at least one DLC pack will continue the whole battle with the Imperials, Stormcloaks, and Thalmor as that was just sort of left hanging as well. At least modders have a large void to fill. Should be interesting.

 

RP

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There are probably going to be a whole bunch of hyped fanboys attacking you soon.

 

I agree completely with what you said. I seriously hope there is a DLC that expands on the pjsic (or however you spell that, the weird magic guys.)

 

The good thing about DLCs is at least they won't be insanely rushed like the quest lines.

 

From what I understand, Beth is gonna be doing the DLC more quality over quantity. What the DLC is going to be though is still not known...

 

Horse armor, obviously.

 

J/K. The DLC for FO3 has been pretty good, expanding the world and continuing the main questline (e.g. the war against the Enclave). Hopefully we'll see content along those lines.

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I agree. I find it funny how you (the main character) become the "leader" of every guild in Skyrim. Thieves, Winterhold, Companions, and Dark Brotherhood (even though I chose to kill the Dark Brotherhood instead). And the intensity of these quests are relatively weak and short.

 

However, I did enjoy the Nightingale/Thieves quest. That was pretty good.

 

I really hope the DLC comes out with lots to do.

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I have to agree with the quests... I think you need to complete 2 quests for the Companions and bam werewolf powers... That should be harder to earn. Who needs a resist poison enchant when you got werewolf powers at level... well level 5 at least.

 

Skyrim seems more like an Action Arcade game, hopefully with the CK modders can create more interesting things. like FCOM for Oblivion.

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I imagine they thought the radiant quests in the college would have padded out the experience to make it feel like there were just as many quests as there were in Oblivion. The problem with that is that the way the quests were structured, you tended to just follow the line instead of talk to everyone to pick up the radiant side quests.
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I thought the main quest was rather epic. I also thought the civil war storyline was about as well done as one could hope for within the limitations of the engine. The guild quests were underwhelming. I think the Thieves Guild was the best. The Dark Brotherhood storyline was dampened from the very beginning by the lack of faith amongst the members. The Companions? Okay, but over far too quickly. The Mage Guild was entirely too short.

 

One thing (and I think somebody else mentioned it) is that the game sort of channels you into different storylines. First rumor I hear leads to the DB. Follow even the most basic of discussions from the Forge or Mill in Riverwood and next thing you know, dragonslayer. There are two things that Oblivion did better. One was to allow you to attack underwater and the other was a very hands off approach to exploring the world. You had to seek the guilds out before getting entangled. In Skyrim, just pick a direction to walk in and you will invariably stumble upon one of the major quest/story lines.

 

Another thing that I think is pertinent here is that the stories all seem inclined towards humans in general and Nords in particular. Running an Argonian, I often felt that none of the major stories touched upon my character's loyalties or desires. I followed the quests as "something to do" as opposed to having a sense of investment in them. I suppose that the dark elf plight around Windhelm might have been important to a Dunmer character. I don't know if there is any resolution to that though. It might remain one of those facts of the world.

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Most of the guild quest lines are far too short. They should have just made it a requirement to do 10 or 15 of the radiant quests before you embark on the main quest for that faction. Maybe, as some one else said, they anticipated us to go and talk to everyone to pick up different radiant quests instead of just following the main quest. I ran into a problem with that though because once you started on quest, the companions wouldn't hand out any other work for you until it was done. As a result I found the main quest (not necessarily recognizing it as such at first) and stuck to it and was dissapointed when it was over in no time.

 

Also, they really seem to push you towards the guild. The main quest all but forces the thieves guild down your throat (the continuation of it is still rotting and taking up space in my quest log), and the college of winterhold quest is much the same. Why they didn't leave you the option to turn down any quests or remove them from your log I will never understand. As for the companions, before I even got to whiterun I received an invite too join them from Aela.

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