Sure, you can become the leader of EVERY guild in the game all at once. But what happens? No one in the game reacts or cares. There's no satisfaction of being the Archmage of the Mage's College when my Alteration is my highest Magic skill at like 33. Or if I'm the Listener of the Brotherhood or Thieves guild with a sneak of like 20. Being the leader of the Companions and the leader of a guild of Werewolves? Completely trivial when your underlings are refusing to talk to you until you go shake down some shop owner in a town across the map. It all feels so meaningless.black_knight1337 said:There is a reasonable amount of progression in Skyrim. Theres levelling your character which makes you a much more formidable fighter. Theres the guilds where you climb the ranks to eventually control the guild, this is more so with the thieves guild because you can return them to their former glory of basically controlling the entire country. That's pretty much all the progression there is in any game, levelling and guild wise.Jitters Caffeine said:Unfortunately, the game has no sense of progression. Finding the next best equipment or getting the next perk in a skill tree was the only thing I could do to feel any accomplishment. The world seems so apathetic to everything I do, the characters are boring, the dragons go from simply easy to being a chore to deal with, and the ambient quests are little more than fetch quests that are usually solved with fast traveling to the closest place to your destination and dealing with whatever small opposition you find.
Quite honestly there have been very few characters in AAA games that have actually interested me. I'm lucky if theres 2 or 3. So character wise Skyrim was no big disappointment because the bar is pretty low anyway.
I agree, the difficulty scaling is pretty bad. They needed to keep the Oblivion way of setting it from 0 to 100. Then we could fine tune it to something that feels right. But yeah the levels in Skyrim is Easy and then the last one is ridiculously hard.
Fetch quests are in every game and are almost always the most common quest type. Basically all quests can be broken down into a few groups. theres collect X from location/person Y. Theres kill X at location Y. Then theres a mixture of both kill X and collect Y. It's pretty hard to design a quest that isn't along these lines. Borderlands is an example of it done really really bad. If you look at Fallout you will see the exact same kinds of quests over and over and over, only variation is who, what and where.
In Fallout 3, if you take out Paradise Falls, Little Lamplight will be much more responsive to you and actually want to talk to you even though you're a "Mungo". Merchants will start circulating in the area more and give you discounts for taking out the slavers that harassed them. You FEEL like you've accomplished something. Alternatively, if you join the Slavers, you get to go out into the world and bring them new slaves, which will make people much more apprehensive to talk to you, Three Dog talks about how much of a menace you are to the Wastes. No one seems to give a rat's furry ass WHAT you do in Skyrim as long as you don't do it in front of a guard.