This passage made me doubt your "Programmer" credentials, as it's terrible.
Bvenged said:
[HEADING=3]Now, you better read this as it factually answers your question[/HEADING]
It's not perfect. It is buggy and the main quest is arguably short. What it is, though, is fucking enjoyable. I can do almost whatever I want, when I want; stylise my character to be how I want him to be; and have extreme fun while playing it.
Opinion. It doesn't say anything factual, so it's a contradiction. I happen to agree with the opinion, but that wouldn't make it true. Being true for everyone would.
Bvenged said:
DETAILS:
It doesn't require me to sit down for a hundred hours back-to-back; but doesn't punish me if I do. It doesn't require me to spend extra money to keep the fun going, but offers it as a side option. It doesn't give for competitiveness and multiplayer, but it does offer the best non-scripted single player experiences in gaming to date. It's just amazing. It doesn't force me to do anything, really, but allows me to do nearly anything I want.
Still Opinion. Also, other games that don't require that I spend extra money? Hitman, FEAR, KOTOR, there are all manner of games that don't require constant payments. Moreover, if you're going to mention DLC, you'd best be aware that TES has always had expansions, and some people enjoy getting more content. I'd agree with lots of the opinion, but it's got no bearing on facts. Also, Skyrim is quite scripted. The quests and missions are rather linear, and the game does tend to lack just something. If you wanted an example of a great single player experience, and specifically non-scripted content, then I'd say that Minecraft would be better. It's not at all scripted. I actually prefer Skyrim, because I can acknowledge that some scripting is a good thing. The scripting in Skyrim is often a good thing.
Bvenged said:
TEARING APART YOUR MAIN POINT:
Not a very nice thing to say, which is another reason why your community is not universally liked.
Bvenged said:
Now, you said it yourself - the modding community are still updating the Unofficial Oblivion Patch to this day. Point proven, if Bathesda were to release one of their games bug-free, we would have to see it shelved for another 5-10 years after their usual release date while they continued to work on it for an-indefinite ever.
When programming, it is very easy to change a single word/variable/line of code that disrupts another, hidden function elsewhere in the program. You just would never have thought that change would have had any kind of influence to something unassumingly related. It's a right pain in the arse but it happens. Even if you're program is a tiny 10mb's big (like some of mine ((Not an innuendo!))), you will have to spend HOURS running the program in debug mode, trawling through lines of code hunting for bugs, which is why all programs get updated post-release (V1.1, V2.32.43.556.6, etc.).
It doesn't matter how long it would take to release a bug free game. The issue is that there are bugs. The player doesn't care about how much effort it would take to fix it, they care that it works. And when some of these bugs are simple to fix, or simple to detect, they make you question the QA (Bethesda already has a pretty bad record, look at Oblivion and Fallout 3). When programming, it's entirely possible to do things without bugs. I can name several programs that weren't updated post release. Super 64 Mario. Spyro the Dragon. Ocarina of Time. Classic games, heralded and still remembered as greats. Back in the cartridge era, there wasn't patching and post release support, and while the claim may be made that the games were smaller, the thing is, it still counters the point made.
Bvenged said:
Now try making a 6GB open-ended program where there are a hundred thousand times more variables that you're average buggy FPS. Even a development team of 100, and a testing team of 200 and a year of time to spend couldn't iron out all of the bugs. This now nullifies one of your strongest points. the more variables in a program, the more testing it needs by a lot more.
I don't have to be capable of making the game to criticise it. I don't have to be capable of leading a nation to criticise Hitler, or capable of making a comfortable shoe to criticise ones that hurt my feet, or capable of making good music to criticise Justin Bieber (Everyone likes Bieber jokes still, right?). It's not about ironing out all of the bugs, it's about getting the ones that are obvious and could ruin the game. If I didn't still have the goodwill from Morrowind to keep me going, I wouldn't have played nearly as much Oblivion, and likely wouldn't have purchased Skyrim. And actually, I'm questioning why you use the term, variables, here. In programming, a variable is something distinct, and has a different meaning to the common one, so this is likely to confuse people. In actuality, using multiple programming variables, specifically more identifiers will make programming and debugging easier, but at the expense of a slower, bigger program. IE, if I wanted to make a counter for a gun's bullets, I could have an action "Fire" where the number is changed. I could do this by storing every possible value of the magazine, or by using an operator on the magazine. Now, the operator is more complex, I'll have to account for zeroes and not making negative bullets, but it'll work. The other approach will be much more memory heavy, with a multitude of variables just for the ammo count of each type and instance of each gun.
Bvenged said:
It is impossible to make something bug-free and still make money from it, unless you're program is a simple calculator suite; or about as linear as a movie, CoD >:[, as then there are almost no variables and the program runs from one subroutine straight into another and no variables so-to-speak; of which can still be buggy after an hour of testing.
Ocarina, Spyro, Mario. I'm not going to belabour this point. You're mistaken. Plenty of games were released in the cartridge era that were free of game breaking issues. Now, the CoD jibe is another reason people dislike you types. You don't need to insult others to make yourself feel good. CoD has an enourmous amount of variables, in both senses of the word. And since you started using the size of the game as a measure before, my MW3 file is 14 Gigabytes. That's a lot of information. Sure, some of it is textures, and images. And a lot of it is code, engines and netcode. That's filled with variables. CoD is pretty linear. But the player still has input, and makes choices, and each of these has the potential for causing an issue (Common use of variable), and each possible action however linear, is described by a whole suite of identifiers (Programming use of variable). It doesn't flow from one subroutine to another with "No Variables". That's as meaningless as that famous Gooey (GUI) interface moment in CSI New York. It's pointless and meaningless, and wrong, jargon, intended to confuse the reader.
Bvenged said:
SUMMARY, NOT A TL;DR:
We enjoy it so much because it is a good game, and in terms of bugs - it's just not as bad as it could've been. Something as scripted as CoD on the other hand, should be ashamed for even a few bugs, not the shitstorm of faults MW2 was.
It's a good game, yes. In terms of bugs, it's not as bad as it could've been, but that's damning with faint praise. Not having many bugs is still a point against a game, and not for it. Having no bugs is a zero. If a game works fine, then I don't notice any problem. If it doesn't, then I do. CoD may be scripted, but that doesn't remove the possibility for bugs. In fact, the netcode component adds in a greater capacity for problems, as does the multiplayer and the sourcing of an anticheat (However ineffective). More to the point, bashing CoD doesn't make your game seem better, it makes you seem worse.
And the faults of MW2? I'm not sure actually. I've got a few hundred hours in that title, and the straight up faults in the game that were shipped were relatively rare. I had an issue with one machine, which was running an outdated graphics driver, where the text appeared wrong, but that was all. I know others may have had issues, but compared to the Elder Scrolls games you're praising, the bugs don't seem nearly as bad as you make out. And all games should be ashamed of bugs. Bugs are a detriment, they're a negative. Just one bug is a point against the game, but it's less than what happens if a game has many bugs.
Bvenged said:
It's an excellently designed game that is flawlessly publicised and done in a way that it seeps with lore and ticks all expecting fans' boxes; keeping the experience fresh but not straying too far from its roots. That is why we play it.
Being well publicised means nothing about the quality of the game. Medal of Honour was critically panned and recieved a retively low uptake. That game had a Linkin Park song dedicated to it and included. Battlefield 3 had tanks driving in London. That game had so many bugs prior to and after launch that it makes all the competition look perfect. Skyrim had... trailers? I dunno, the usual sort of thing. Oh, and an insulting competition to name a baby "Dovahkim" if it were born on the release date. Because more children should be bullied for stupid names. Keeping the experience fresh? I dunno, I find the game repetitive myself after a while, and leave it for a week or so at a time. If you wanted a fresh take on an RPG, the recent Fallout titles are a much more interesting beast. Ticking all the boxes? Why's fast travel still in? Where are the polearms? Where's the mounted combat? Why is the armour simplified? It doesn't tick all the boxes. It can't, and it doesn't have to. I love it even with the faults. And if that is why you play it, then I can't understand your logic.
I'd agree with you that Skyrim, and TES in general, are amazing games. But the way you defend this is fundamentally pointless, poor spirited, and actually does harm to the game's community. If you like the game, then the criticism shouldn't disturb you this much.