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Skyrim - not so much free choice as I hoped


ginnyfizz

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That is exactly what I mean, thesapien. Again going back to the Companions example, should my light armored little Breton decline the werewolf option, my idea is that she would then have to do a bunch of alternative stuff that would not necessarily be at all easy or quick for her, that would require her to really have to use her ingenuity rather than brute strength to survive.

 

@Cyrotek, that's totally missing the point. They could just as easily tell you that "Should you not wish to become a Werewolf, then you will have to work a lot harder to prove your worth." So laziness doesn't come into it. Having played Morrowind, I actually have a pretty long attention span and can cope with long and arduous quests. The example of refusing DB quests because you don't feel like it isn't relevant, you join the Dark Brotherhood because you are willing to murder people. And then there's the other point about hiding some of the Words of Power in quest accessible only dungeons - I can understand things like Call Dragon, Dragonrend and the one where you summon the Heroes of Sovngarde being so tied, and it makes sense to have to talk to the Greybeards about the Way of the Voice. But I really don't get stuffing at least two of them in either Companions or DB related dungeons, or other guild only dungeons. It surely would not have been so very difficult to have them in more than one location, with alternative ways to acquire them, neither of which are easy.

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I HONESTLY DONT GET WHAT YOUR BITCHING ABOUT. the quests are there to be completed and your game achievements are there to be earned. big woop you dont wanna do a quest, well the main quest is about 18 missions after that you can choose to join any faction in pretty much any order the end result is you get every spell, shout, and skill. then what is there to do. repetative quests for the likes of the thieves guild, dark brotherhood, or companions and the odd randomly generated go fetch quests for npc's...

really i see you moaning about nothing. there will come a point where you will do them because they are there to do. you dont have to do em straight away so put em to 1 side. coz 1s your finished the main quest line they are the only things that keep you playing.

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Bethesda has confused "No railroading JRPG style" with "Do anything, go anywhere, be anything."

 

I am all for consequences. If I kill a guy/join a faction/piss someone off, I expect that I might have to find a different path, or be cut off entirely, but they're going for a bit too much linearity in my opinion. they keep narrowing the games, their focus, everything. TES VII will have one quest and take place in a two block radius at this rate :P

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The DB quest should really have had the choice to......

leave and warn the empire of the treachery at hand, the player could then have been sent to kill the plotters. After that DB agents could come after the player in the same way bounty hunters do. It made no sense whatsoever for my character who had sided with the empire in the war to go on and kill the emperor.

 

 

I HONESTLY DONT GET

 

Obviously not.

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I HONESTLY DONT GET WHAT YOUR BITCHING ABOUT. the quests are there to be completed and your game achievements are there to be earned. big woop you dont wanna do a quest, well the main quest is about 18 missions after that you can choose to join any faction in pretty much any order the end result is you get every spell, shout, and skill. then what is there to do. repetative quests for the likes of the thieves guild, dark brotherhood, or companions and the odd randomly generated go fetch quests for npc's...

really i see you moaning about nothing. there will come a point where you will do them because they are there to do. you dont have to do em straight away so put em to 1 side. coz 1s your finished the main quest line they are the only things that keep you playing.

 

You do realize your yelling and bitching back is a bit ironic, no?

 

Please, slow down for second and enjoy the flowers and butterflies. Many of us don't care about achievements and beating our friends online or showing off our uber-micro to others. We don't race through a game just to beat it.

 

Come to think of it, one reason we raise these issues is because we fear that our beloved games will give way to a tide of gamers like yourself.

 

I know, you're thinking, "whatever".

 

It's like trying to reason with a zombie.

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That is exactly what I mean, thesapien. Again going back to the Companions example, should my light armored little Breton decline the werewolf option, my idea is that she would then have to do a bunch of alternative stuff that would not necessarily be at all easy or quick for her, that would require her to really have to use her ingenuity rather than brute strength to survive.

 

@Cyrotek, that's totally missing the point. They could just as easily tell you that "Should you not wish to become a Werewolf, then you will have to work a lot harder to prove your worth." So laziness doesn't come into it. Having played Morrowind, I actually have a pretty long attention span and can cope with long and arduous quests. The example of refusing DB quests because you don't feel like it isn't relevant, you join the Dark Brotherhood because you are willing to murder people. And then there's the other point about hiding some of the Words of Power in quest accessible only dungeons - I can understand things like Call Dragon, Dragonrend and the one where you summon the Heroes of Sovngarde being so tied, and it makes sense to have to talk to the Greybeards about the Way of the Voice. But I really don't get stuffing at least two of them in either Companions or DB related dungeons, or other guild only dungeons. It surely would not have been so very difficult to have them in more than one location, with alternative ways to acquire them, neither of which are easy.

 

For the record, every faction has at least one word wall in the very first dungeon they send you in (except for the Dark Brotherhood, who never send you into a dungeon; theirs is also the only one that has an alternative path that I know of): Companions have Fire Breath and Animal Allegience, yes, but Mages have Ice Form and Slow Time, Thieves have Disarm. Why is it that the Circle is so special and deserving of complaints?

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