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Skyrim Guild quests are dissapoint


jmlport98

  

42 members have voted

  1. 1. Do you like Skyrim or Oblivion's Guild Quests better?

    • Oblivion
      34
    • Skyrim
      8


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Skyrim's guilds, save the Dark Brotherhood, had stories with greater potential that was largely squandered on being rushed. However, if you play them straight through, all the events happen at mind boggling speeds and there's no buffer room between major advancements. I would have preferred radiant quest buffers to at least make the entire affair take longer, and it would've improved the stories by adding breathing room.

 

Honestly I feel Bethesda as a whole needs to spend some more time on detailing their NPCs and plots. Companions are a good example... I'd rather have only 6 well fleshed out companions in the entire world that have dialogue and stories behind them than several dozen that are largely expendable drones.

Edited by NorthWolf
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The DB and TV were so much BETTER in Oblivion. Skyrim's a great game and all but I really wish Bethesda wouldn't have relied on the Radiant system:

 

I would rather have 10 fun, unique, challenging quests then an infinite number of boring ones.

 

I personally found the Thieves guild and Dark Brotherhood stories to be far better in Skyrim

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My playthrough with the companions (spoiler), join the faction, doing a trial, doing a radiant AI mission (doesn´t even count as main quest of the companions), first mission as a werewolf, one more to kill a silver´s hand leader, kill witches, retrieve the axe pieces, cure kodlak, end.So basically the main quest in the companions is like 6 little missions -.- I find the mages college more interesting than the companions even though in the end I was like "What?Is it over?".I still need to play the dark brotherhood and thieves guild after my game stops crashing to desktop.Bethesda seemed to rely on radiant quest thing too much wich got repetitive and boring really fast, and cared little for the guilds main quests.Honestly I´d like to know where are the 300 hours gameplay that bethesda said the game had.
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There are like a couple more missions for the Companions once you do enough of the repetitive missions.

 

 

There are three totems of Hircine, one mission for each (each gives bonuses to your Werewolf form. SPIRIT WOLF SUMMON FTW!), then there's curing Vilkas and Falkas of lycantrophy)

 

 

I did like the Thieves Guild questline though, it was great. But again, too short IMO. It seems they were trying to keep you on the edge of your seet as if you were living a movie. I'd much rather have been living a series or novel though.

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Oblivions by a mile. The questlines had much more meat to them. The mages questline was plausible in that you had to do a ton of quests just to get into the university and then it was a lengthy questline to get to the top. I felt that I had earned my position there, where as in Skyrim...

 

one minute I am a student learning ward spells the next I am running the whole damn guild!

Its really silly.

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Exactly, its like a chunk of the Mages Guild has been cut, the whole glowing Ball and Secret Wizards makes no sense at all.

 

SLIGHT SPOILER mages guild questline!

 

yeah its also like they started a story with that other faction of mages the ones you meet in Mzulft. I was expecting that they would cause trouble somewhere down the line, as at the end of the quest he seems to imply that he is going to inform his guild about what the college is hiding. but...nothing happens, that is the end of them forever. Boring!

 

Its like they planned a much longer story but had to cut it short.

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