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Old 12-04-10, 10:20 AM   #15
mookiemookie
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Originally Posted by Safe-Keeper View Post
Agreed -- 99% of the depth was in the combat mechanics, and it seemed practically every single quest involved fighting, even those that on the surface seemed peaceful. There's no deep dynamics for swimming, climbing (oh, wait, that's right, you can't climb), acrobatics, survival skills, eating, sickness, romance, friendships, house ownership, climate, or other immersing features that actually do make the world come alive in a way graphics and music simply never can. It's an Action RPG from head to tail. Games don't have to be Dwarf Fortress, depth-wise, but it doesn't take too much to make the world ten times more immersive and, as a result, enjoyable. If people truly want just a run-and-gun experience, the devs could implement realism settings like in flight sims.

My other gripe was that Bethesda had made the world too big -- there were many stunningly creative quests, but the landscape and dungeons pretty much all looked the same, and many of the quests just revolved around going somewhere to kill something. Oh, and don't get me started on the main quest (close this gate, close that gate, close this gate, close that gate.... uuuurgh!).

Another gripe I had was how everything revolved around you, and how the world was so incredibly static. Fail to interact with someone mid-quest and they'll obediently stand around waiting for you for years until you feel the need to come back to them (this was especially troublesome when it came to the main quest -- I would have loved to just ignore it and watch things fall apart around me ). Kill someone and their body stays where it fell forever. If I was Bethesda I would focus not on making a huge world, but on making it as deep, dynamic and lifelike as possible.
This is where they got it right with Morrowind. The storyline was a great mystery that slowly unveiled itself as the game went on. Not to mention the world around you felt like a living world....factions hated each other and you got swept up in their conflicts. The Hlaalu and the Thieve's Guild were at odds with each other, Thieve's Guild and the Fighter's Guild hated each other and the Telvanni were at odds with everyone...you felt like a small pawn in a larger world and the quests reflected that for the most part.

Oblivion on the other hand didn't give me that feeling...the quests were generic and felt like they existed just to give the player something to do. Go to this cave and kill these monsters. Go escort this NPC to or from this place. Repeat ad infinitum.

Not to mention the world of Morrowind felt huge....it's been said a million times before by a million people. The multitude of environments....swamps, mountains, lava flows, coastlines...it felt huge. Oblivion felt like someone just hit a "create grassy field and forest terrain" button. It was very very boring. I think that's why I liked Shivering Isles as much as I did...it brought in a completely new environment to break up the monotony of "grassy forest".
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