Dear everyone critiquing the shit out of this game, stop trying to make me hate it.
The game is fucking great, deal with it.
The game is fucking great, deal with it.
No it's not.StriderShinryu said:While I get the general point of teh article, I can't help but think that part of the problem was the author's own expectations and approach. It may be true that the Agnis situation is odd, and I felt the same thing when I ran into her, but there is some responsibility on the part of the player to put themselves in the role rather than have it be handed them entirely by the game.
...and point out that it hasn't stopped a lot of people from NOT being immersed eitherZachary Amaranth said:And they probably never will.
But it hasn't really stopped people from being "immersed," regardless of what you've argued.
I agree with your first point, about not being able to have it both ways. But really, I think that they could have done just a little more to make it click for me personally. I DESTROYED the stormcloak rebellion and killed Ulfric, yet I continually here how the imperials can't wait to kill another of Ulfric's boys, or about the damned imperials. I don't think that its asking too much to have the result of the war result in different generic dialogue?PhantomEcho said:See, when I met Agnis... I had the complete opposite reaction.
Here was the perfect character to exemplify how the game has a soul. It's self aware. She knew even before the bandits were killed at her feet that someone else was going to come along anyways, and it didn't matter in the least. She'd seen it before. She'd see it again.
What this story is describing? That's the limitations of a game that strives to be massive.
You can't have it both ways. You can't have a world TEEMING with infinite dialogue and interesting characters while also being enormous and filled with random interesting things to do. It's just one of the many little signs that say:
"Even though we were busy designing this big, beautiful world... we haven't forgotten the people who make it up."
She has a personality. It's a limited personality, because Agnis is NOBODY... but it's a personality. It's a mindset. It's a character. You can't develop EVERY character, but you -can- give minor set-piece characters a little flair.
Agnis is the perfect example of this.
If you just plain don't care about the story, well... I can't help you. If you don't care about the plot, or the characters, then there's not really a lot to be done. But I loved them. I loved meeting folks in Skyrim. Even folks who didn't have anything useful to say.
I've played the hell out of every Elder Scrolls game ever made. This is the most alive a world has ever felt for me.
Or with some firespell because "shoot first, ask questions later" is really helping me to stay alive!Woodsey said:"One of the lovely things about Skyrim is there is no doubt whatsoever if a human being is an enemy or not."
Tell that to all the Imperial guards I've accidentally nailed to the ground with an arrow from 200 feet away.
No, that's you just imagining things, trying to cover up terrible writing. It's very clear that the pieces of dialogue they decided to give her is to give the keep a sort of backstory, but it is ENTIRELY unrelated to what he did. Fact of the matter is that if he had snuck into the keep without being seen (or had befriended the bandits somehow and had been invited in), she would be spurting the EXACT SAME LINES.Pinstar said:Why didn't she react to you killing those bandits? You answered your own question. You mentioned she spoke about how often the fort changed hands. The "fort changing hands" probably involved the new owners killing all the old owners. So the fact that you just waltzed in and murdered every bandit there and left them on the floor is nothing new to her, and she's probably been desensitized to death enough to not be bothered with it.
Heck, she even said she has a lot of cleaning up to do. What is she cleaning? All those half-naked corpses you left behind...just like she's done every other time the fort changed hands.
That isn't soulless, that's good writing on the dev's part.
The reason New Vegas felt more "alive" so to speak, other than its well-written companions, is the fact a lot of the sidequests didn't feel disconnected from the main thread of the game. You had the large factions, and smaller ones trying to fill the vacuums of power. It would give you PLENTY of options of how to approach these said quests, and some even overlapped. Most of them felt consistent within the setting(other than the lol rocket ghouls). Having an actual faction and town reputation helps out a lot as well.DoomyMcDoom said:Reason you get more world changing feel from new vegas is that new vegas was written and developed by obsidian, who may as well be a reincarnation of blackisle studios, who made fallout 2, in the old fallout games it was all about making a difference in communities, stuff you did mattered globally, faction influence, karma, all that stuff.
Bethesda "learned from fallout 3" when they made skyrim, and fallout 3 was all about this kinda stuff.
I went into skyrim EXPECTING this kind of stuff, so maybe I don't feel supprised that most of the npcs feel lifeless, and pointless.
Still, one might think they were going for a partially senile, completely rooted, not caring who else occupies the area around her due to it being in constant flux, due to the strategic import of the fort's location, character in agnis.
You've been mislead by your own expectations. Skyrim is a harsh, unforgiving land, and the people are reacting just as you would expect them to. In the sack of Whiterun, the shopkeepers comment that they didn't really care who was in control. The entire war is trivial to most people living in Skyrim. Their lives are driven by a fierce denial of their harsh motherland, and they do so through food, drink, and sex (all of which are dependent on a steady flow of coin). The dragons, whether you like it or not, are a pest. Stormcloak and Imperial forces complain of dragons as a mere "interference" in the war. You're misconceptions of the main character being a great self-made hero are the projection of your own effort spent building the character. The truth, whether or not you'd like to accept it, is that your character is not acting through choice, but because fate is controlling his or her every action. It will take generations before people to sing of your epic, and they will do so between goblets of mead.SonicWaffle said:[M]y argument hinges on the fact that I find the game very immersive but ultimately pointless.