Dennis Scimeca said:
First Person: Skyrim is Soulless
Skyrim doesn't seem to care about you or what you do.
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There's a middle ground that isn't well-marked or well-mapped, I guess. On one hand, there are games in which your decisions really, really matter... but you get far fewer of them. On the other hand are games like
Skyrim, in which you can make thousands of decisions, but they can tend to feel a bit inconsequential -- "a mile wide, but an inch deep."
In this case, I think it's a matter of playstyles not matching. To me,
Skyrim is intended to be a buffet -- you sort through dozens and dozens of options and choose the ones you want, knowing that you can always try the others
next time you eat here. And it's meant to be enjoyed multiple times. Of course, it's been a long time since we had a game like that, so a lot of us are still in Completionist mode -- a game is meant to be completed as a single run-through (we're supposed to get a bit of
everything on the buffet). The result is that we feel like we're getting only a tiny bit of each item.
In constructing a game like this, there's bound to be missed opportunities (or the appearance thereof), like with Agnis. To thrash the buffet analogy a bit more, we can accidentally snag a food item that's
actually meant to go with another item, and in treating it like a stand-alone, we can't help but feel it's not quite
finished. But no one was there to
tell us those items were supposed to go together...
It's a game that simultaneously
trusts the player with a lot and then
assumes a lot of the player. Classic double-edged sword there. I might recommend that you approach a game like
Skyrim as a "toolkit." It's not meant to have "soul" in the same way as other games, but meant to provide the means for you to express your
own. Yeah, the "empty vessel" thing is often abused by unfinished or hollow games, but in this case they really
do provide you a lot of the tools you need.
That kind of unguided, or less-guided, experience isn't everyone's favorite dish, though.