WaysideMaze said:
Morrowind's guilds were beatable within the space of 1 game week.
And if you actually look at Morrowind's guild quests you will see that 99% of the stuff you do in them SERVES NO REAL PLOT. All of Morrowind's guild quests, with the exception of the last 3 or so, served no purpose, they didn't connect to each other beyond "we gave you the last quest now take this one".
Skyrim guilds actually have plot, and that's why they are so damn short, because when you add a plot, and focus on it, shit gets done.
Its like comparing American cartoons to Japanese anime. Most American shows last for SEASONS upon season, and you know why? because they all have "Simpsons syndrome" the have no plot, no episode links together to form a coherent anything. Japanese anime on the other hand lasts, on average, for 13-26 episodes. Is it because they are bad? no, its because they have a plot and focus on it.
Yeah Skyrim's guilds are short... that's because they have plots, and focus on them. they don't adding unnecessary filler distraction BS that serves no purpose, that is for AFTER the guild story is done, in the form of radiant quests.
When you have a plot, and focus on it, it makes shit shorter, its just a fact of life. But I would rather have a 13 episode show full of plot, then some American sitcom that lasts for 12 years where nothing connects to eachother.
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I found myself wanting to explore every Dwemer ruin, and every Nordic hall, because each of them has some grand room that no other one has. I love seeing these vast gallerys tat are solely unique to this one dungeon.
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Because in Skyrim looting the dead is actually a common occurrence. Hell there's a random encounter specifically about a scavenger looting dead soldiers.
They have a reason to doubt you because
1.They have never sene you before
2. they know people are taking stuff off the corpses of their dead soldiers all the time.
Its the same for all disguise situations.
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For all the stormcloak soldiers in Windhelm know, you are one of them coming back from a espionage mission. they have no reason to arrest because they cant confirm who you are.
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The thieves guild in Oblivion was shit, I'm sorry. What Oblivion had a rabin hood society that totally crapped over everythign that made the thieves guild good.
As for the sense of accomplishment in Morrowind's guild quests, it was because they had A LOT of them, but as I pointed out before, them having a lot of them also meat they had no real purpose.
Morrowind's guild quests were essentially a very long grind of meaningless actions with the reward of guild-master at the end of it all. It was spending several hours doing tedious, boring, and often very repetitive tasks that most people actually hated at the time.
when you make getting guild master more flwoing, by making it tied to a central plot, it seems like you have done less because everything flowed into each other, it just feels like " I am doing stuff" instead of "I'm working my ass off in these boring ass purposeless fetch quests".
And that is why Morrowind's guild quests BLEW ASS. You DID NOTHING OF IMPORTANCE. It was 100% meaningless grind.
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but really, think about it for a minute, what do you do in the game that would actually warrant some drastic change? think back to the games that DID have big drastic changes or world altering events.
Fallout 3 had one, in the atom bomb thing, only because the entire story of the city was designed around the blowing up of said bomb, instead of an actual narrative that made sense with how things would naturally be.
In truth MOST games that add big world changing consequences do so via deus ex machinas, or VERY contrived set-ups. In reality 99% of the shit you do WOULDN'T AFFECT JACK-SQUAT. Killing the emperor of Tamriel would, realistic have ZERO impact on Skyrim.
Yeah it is kinda lame that the world apparently doesn't care, but I would rather have a world that doesn't care in a realistic manner, then one that does care by adding in asinine, ego stroking, highly contrived, plots like Fallout 3's atom bomb.