I find the dragon shouts to mostly be useless and just a gimmick. I would have preferred other parts of the game were fleshed out instead of wasting time on dragon shouts.
That's not what I'm talking about. I don't look at a game like Doom and shriek in horror at how unrealistic it is. I look at a game like Skyrim, which specifically talks about how awe-inspiring and powerful shouts are and then makes them on equal grounds with casting a magic attack outside of cutscenes as having the excuse of 'it's just a game'. If the game establishes rules and then ignores them, you can't use the excuse of 'it's just a game'. Bullshit. They made such a big deal about shouts, so why is it that shouts aren't all that special in gameplay?Phlakes said:[
So, you'd rather have the world be actual scale and take hours to walk between cities, and have one hit from any weapon injure or cripple you, too? Games =/= realism, even a game's internal realism. Because if games were completely realistic, they would be shit.
It's not an excuse. It's one of the most basic elements of game design.
Again, they based a good portion of their story around how amazingly powerful shouts were, and how impressive it was to be dragonborn. Neither of these alter gameplay at all; in fact, I ran around everywhere without completing the step that makes me dragonborn and gives me the first shout, and there's absolutely no difference in gameplay because of it. Short of the few places were it goes Zelda-style and requires the shouts to unlock a door, the shouts are no more useful than spells. This is contradictory to the story, and to how they advertised the game.Wakikifudge said:At some point there has to be a line drawn here. It's called "Gameplay and Story Segregation [http://www.youtube.com/watch?feature=player_embedded&v=mCUx43F96Gc]", at least by the TVTropes crowd. Granted, it can overstep a certain line, but that line is very thin and definitely undefinable. It's different for every game. You can't have every single cutscene and gameplay scenario perfectly mesh, which is why in Mass Effect cutscenes everything takes one bullet and gameplay sometimes requires a few clips.
First of all, you quoted the wrong person. You somehow made me the author of a post that I quoted but I'll respond anyway.Sudenak said:That's not what I'm talking about. I don't look at a game like Doom and shriek in horror at how unrealistic it is. I look at a game like Skyrim, which specifically talks about how awe-inspiring and powerful shouts are and then makes them on equal grounds with casting a magic attack outside of cutscenes as having the excuse of 'it's just a game'. If the game establishes rules and then ignores them, you can't use the excuse of 'it's just a game'. Bullshit. They made such a big deal about shouts, so why is it that shouts aren't all that special in gameplay?Phlakes said:[
So, you'd rather have the world be actual scale and take hours to walk between cities, and have one hit from any weapon injure or cripple you, too? Games =/= realism, even a game's internal realism. Because if games were completely realistic, they would be shit.
It's not an excuse. It's one of the most basic elements of game design.
Again, they based a good portion of their story around how amazingly powerful shouts were, and how impressive it was to be dragonborn. Neither of these alter gameplay at all; in fact, I ran around everywhere without completing the step that makes me dragonborn and gives me the first shout, and there's absolutely no difference in gameplay because of it. Short of the few places were it goes Zelda-style and requires the shouts to unlock a door, the shouts are no more useful than spells. This is contradictory to the story, and to how they advertised the game.Wakikifudge said:At some point there has to be a line drawn here. It's called "Gameplay and Story Segregation [http://www.youtube.com/watch?feature=player_embedded&v=mCUx43F96Gc]", at least by the TVTropes crowd. Granted, it can overstep a certain line, but that line is very thin and definitely undefinable. It's different for every game. You can't have every single cutscene and gameplay scenario perfectly mesh, which is why in Mass Effect cutscenes everything takes one bullet and gameplay sometimes requires a few clips.
I'm sorry; it's been a while since I used this forum and I cut out the wrong name. >_> I swear that I never make mistakes. -cough-Wakikifudge said:First of all, you quoted the wrong person. You somehow made me the author of a post that I quoted but I'll respond anyway.
Obviously the shouts aren't going to change the gameplay if you don't even use them.... They are an extra skill set that are like magic with some being more unique and powerful. They do make dealing with multiple enemies a lot more manageable which is something I'd always had an issue with in Oblivion.
The true impressiveness of being Dragon Born is the fact that you devour the dragon's soul. Shouts are a nice bonus and are a core part of the main story. They give you a combative edge that makes me feel like I can always best my opponent without making it too easy. The shouts aren't core to everything else because of reasons that I have already pointed out in an older post.
Sure the shouts aren't quite as powerful as depicted in lore but this is obviously for balance sake. Again, I will go back to my SCII example. Battlecruisers, in the lore, are massive ships that take an immense amount of power to bring down and cause insane amounts of damage. In the actual game, about 20 marines could take one down. This would be impossible in the actual lore but is necessary for balanced gameplay.
They are your only two problems? Well to add to your second one why would a dragon need to summon a dragon or call forth 1 of 3 spirits with there own shouts?Odd Water said:snip