RionP said:I didn't think I jumped into the middle of argument. I've read this thread since the beginning.
With that clarified, does SajuukKhar judge Bethesda too highly? Yes, they are not the second coming of Christ and I prefer the time I do spend with the Witcher series to the time I spent with TES. However, I spend much less time with the WItcher than I do with TES.
This post of yours seems somewhat reasonable, so I guess it's this continuing discussion you have that made you seem so unreasonable in your other posts in this thread.
There are flaws with TES games, but many of them are due to the raison d'etre of them, to be as close to total freedom as can be accomplished in a videogame with current technology. I would love for Skyrim to have been deeper, to have better writing and followers who are more like Bioware's. However, to do so at the expense of everyone being able to be a different race and a different class, to have different followers without even encountering the followers other's choose, for everyone wo plays to be able to follow their own path, that would destroy TES reason to exist.
TES can be better, but it must not come at your expense to say: "An evil wizard is destroying the land and I'm the one chosen by the Gods to stop him? *** that[/I}, I'm going the complete opposite direction until I reach a shore and then I'm going to be a pirate instead".
What caused me to enter thread was how you simply handwaved everything that made TES unique as not really unique. The fact you did so to annoy and piss off SajuukKhar rather than that actually being an honest attempt at a discussion makes sense, though be aware that no matter the temptation to take the low road in discussions, others (or at least any rational others) observing the discussion will side with the one that takes the "least low" road.
I took the liberty to bold the things I'm responding to. I'm more than happy to acknowledge that Skyrim provides a huge open world sandbox with carefully crafted lore. Unfortunately the TES series has suffered from not being a very immersive one with any particular character other than scenery and strategic item placement. And that problem is what keeps it from being a truly great game. I'm fine with the skill leveling changes and getting rid of attributes (though hopefully they come back in future iterations of the series), because grinding ten levels of acrobatics to get +5 speed for my next level by jumping up and down on a tavern table wasn't my idea of fun. Stats and leveling should be tied to actually adventuring and an action adventure game shouldn't punish me for adventuring by making me underpowered because I didn't needlessly spam minor skills. Thankfully Skyrim ended all that. Stats return in a better system would be nice though and would help character builds feel more specialized and less samey.
I disagree that the reason there are no memorable characters in Skyrim is totally due to its open worldness. It isn't. As far as game structure this is comparable to Baldur's Gate II. You have an overarching game story in a map with a whole bunch of little sidequests and stories to encounter in all the little nooks and crannies of the game's world. You have a selection between being seven different races with the general full layout of class types that appear in rpg's. And in vanilla Skyrim, like Baldur's gate II, you are railroaded into the same starting point. What you do afterward is up to you, but if you want to see the game's ending you have to go through all the steps of the main quests. The only real difference between them is once you clear places in Baldur's gate and do the sidequests their isn't anything to do but quest, whereas in Skyrim I can revisit those places for more grinding or just brew potions and bake bread because I like playing house with my imaginary kids. Yet somehow I can describe the characters of Minsc, Imoen, Xar, Korgan, etc. without relying on what they look like or their class or role, but I can't for any follower or any character really in the whole TES series other than Sheograth.
That is the main problem in these games. NPC's are treated as mere quest receptacles and info dumps to interact with. They aren't written as characters without much more than maybe one dimension of complexity. The character's interaction is simply based on whatever immediate problem they want the player to solve for a reward, or to give the character a lore infodump about the world. They aren't written as an integral part of the setting, tone, or theme of the overall world. And consider the world of Skyrim for a moment. We have civil war, the Thalmor hunting Talos worshippers, and dragons terrorizing the countryside after centuries of dormancy. This is a crisis to rival the Black Plague, but if you talk to any peasant or watch life in any village or hold you'd think those problems are happening world's away. The fact is the only people who seem engaged in or affected by the civil war are the Jarls themselves, and the only people that care about the dragon menace are the interchangeable blades characters and the old bearded guys on the mountain (and I'm not even sure if they give a shit really, either they sort of just infodump what I need to do).
This game fails to deliver moments that would make us care about being involved in any of these problems. There is no one in Skyrim I feel attached to so that doesn't help, and outside of the occasional dragon attack on a hold no real consequences for the problems remaining unresolved. And don't tell me immersive patrols or Civil war redone fixes this, it doesn't. Seeing a bunch of NPC's in uniform randomly duke it out in the woods is not what I'm talking about. What this game needs are more vignettes that don't involve the player that establish the implications and consequences of the war. How about a random event where Stormcloak soldiers are pillaging a man's farm for supplies while he begs at swordpoint for something to be left behind. How about a moment where Imperial soldiers intern fighting age people from a particular family because their relative went off to join the Stormcloaks. Little things in this vein that the player can experience as part of the setting of the world are all things that might make me care even the least bit about what is happening. Instead you just walk through and see everyone going about their business talking about cloud districts and arrows to the knees. All of this wouldn't require new functionality, it would require a new way of looking at the writing of these games. Rather than taking the here's a menu of things we can tell the player to do approach in each area they should shift to how we can show the story of this area to the player and let them make decisions on what they should do. That in essence is the problems with these games and it has nothing to do with their open worldness of them. It has to do with developing characters as being just infodumps and questgivers.