Tin Man said:
Vrach said:
Your post highlights some reasons why I think TES games are pretentious games that pander to the 'hardcore' crowd, to their general detriment. Anyone can make up an esoteric level/skills system(oblivion) or make navigating your world a ballache(morrowind), but it is not good game design. It just breeds two kinds of responses. Exactly two. People are either put off by it, or they feel like it's some kind of achievement just to play the game, because it's so 'hard'. And I say hard in '', because anyone can make a game complex to the point of being uninviting/threatening. That's what REAL, i.e. pen and paper, rpg's are for.
I think Skyrim will be greatly improved by apparently turning itself into Fallout with swords, rather then trying to pull the same kind of bullshit that Oblivion and Morrowind did.
Ehm, I think you misunderstood me on a few points. Let's start from the top, the "esoteric" level/skills system of Oblivion is absolute bullshit. However, it wasn't designed as such, it just turned out that way. If you think anyone at Bethesda sat there thinking "you know what'd be awesome? If we could make the best player to be the guy who chose the dumbest skills he never uses and make leveling an enormous chore that you'd need a spreadsheet for to get absolutely right!".
No, they were made as is, but the fact is, when you have a huge fanbase, sooner or later, one of them is gonna be a math enthusiast who's gonna find an optimal way to do something and chances are, you wouldn't have thought of that route yourself. It doesn't make the development team stupid to not have thought of it, the dev team counts dozens of people, the fanbase can count millions, so obviously the latter is gonna have more chance of figuring something out as a whole. See WoW for countless examples of players 'playing' the system.
Frankly, as someone who has never played the leveling skills system, but always went with "major and minor skills are what I use most", I always did just fine in both games. It wasn't the optimal route, but the fact is that the optimal route was never required off you in either game.
Onto Morrowind, navigation system isn't a ball ache, it's just... a navigation system. The fact gaming has accepted an all-knowing GPS system as not just a convention, but something that must be in the game and not be optional is nothing short of stupidity. Don't get me wrong, I'm not saying it needs to be abolished from games entirely, but an actual navigation system, particularly in the game that's so much about exploration, is in no way bad game design, quite the opposite and should be an option in more games (I'm not saying I'd always use it, but sometimes, it makes the game more enjoyable).
Oh and Morrowind was never designed to be uninviting or threatening, it was just designed before a lot of gaming standards that made games easier came into being or became a convention. You say it breeds two kind of responses, but I had a third one, I just enjoyed it for what it was. Don't get me wrong, I was put off by it at first too, but when I gave it a chance, I really, really came to enjoy it and it ended up being my all time favourite game (and I am NOT a person who likes ridiculously impossible difficulty, QUITE the opposite, I think it bad game design and always wanna punch the developer in the face for being stupid about it).
First off, yes, there was a rewarding feeling that stemmed from the increased difficulty of the situation. But that's not pandering to the hardcore, that's simple understanding of the relation between difficulty and reward. You one shot something called a "boss", do you feel like you've done something? Now you fight a boss for a while, figure out how to defeat him and do it, do you feel like you've accomplished something? Now compare the two, of course the latter feels more rewarding. Same goes for being told "follow the road that goes north and turn right when you get to the river" compared to "yeah, let me just put a GPS locator on your map". Also, Morrowind had plenty of moments where someone who was explaining to you where to go would mark the general area on your map - and that kinda gave you the best of both worlds.
I agree it shouldn't be aggressively difficult to just make you feel "holy shit, that was so difficult, I feel so badass", but there should be some difficulty with it or you don't feel like you're doing much more than clicking through the game like it's a prolonged QTE cutscene.
Being told "go north" rather than being given a GPS location of something is not something I'd call hardcore objectively. Yes, it's hardcore compared to some current gaming standards, but with that relativity, it's hardcore for the fat lazy ************ to do one pushup, it doesn't make it difficult. It's just an alternative method and one that requires a LOT more work from the developer (because you have to be given the right directions, which is a lot harder than just putting a dot on the map and telling you "it's here, go get it")