The Thieves' Guild Quest is better paced than the companions quest. You actually have to rise through the ranks with the TG. The Companions line is literally, "Who are you? You're our guildmaster, of course!" though.
Yeah lol. If we were going on the movies I'd say that Gimli has the better personality. But we digress.
The Thieves' Guild Quest is better paced than the companions quest. You actually have to rise through the ranks with the TG. The Companions line is literally, "Who are you? You're our guildmaster, of course!" though.
Well, you rise through the ranks for about 2 jobs, then you're suddenly the leader.
They really went crazy with the "we want everyone to have the chance to do everything" crap. You can't ruin any quests and you can be the leader of anything no matter your skillset.
No argument here. They didn't leave much room for alternate choices in any of the quests. Compared to Morrowind or even Oblivion, the guild quests in Skyrim are kind of a joke.
I agree ... as great as Skyrim is, Bethesda sure could learn alot from its fellow RPG makers who have been innovating in the field of choice in their games. Bethesda's games pretty much lack that sense of player choice and impact on the world in their quests. It feels as if there are never any real ramifications for what you do in the world -- that the world revolves around your character all of the time.Skyrim is so impressive the first hours with its technology, that it takes too long to realize its problems, by then, all the reviews had already given it a 10/10 (just like I did at first) and it will sell incredibly well.
I fear that with this success, Bethesda wont hear the criticism of those who have played enough of it to dig out its flaws, and so, they'll repeat the same mistakes in future games.
I agree ... as great as Skyrim is, Bethesda sure could learn alot from its fellow RPG makers who have been innovating in the field of choice in their games. Bethesda's games pretty much lack that sense of player choice and impact on the world in their quests. It feels as if there are never any real ramifications for what you do in the world -- that the world revolves around your character all of the time.
I'd love to see more moral struggles and a more dynamic world that reacts to what you do in future Bethesda titles. This article sums up some solid points rather well, I think:
http://pc.ign.com/articles/121/1217140p1.html
Skyrim is so impressive the first hours with its technology, that it takes too long to realize its problems, by then, all the reviews had already given it a 10/10 (just like I did at first) and it will sell incredibly well.
I fear that with this success, Bethesda wont hear the criticism of those who have played enough of it to dig out its flaws, and so, they'll repeat the same mistakes in future games.
From that IGN article. Really now? Stealth in Deus Ex Rev was awful. Just awful. The AI was dumb and blind as a rock. In fact, I've never played a game that hasn't had crummy *** AI when it comes to your character being stealthy.Now compare that sloth-like step forward to, say, the night-and-day difference between combat and stealth in the original Deus Ex and Deus Ex: Human Revolution.
Listening to what Todd Howard says might help.I guess being sick has gotten me a bit confused, what am I suppossed to be looking at besides game footage set to bad music?![]()
I guess being sick has gotten me a bit confused, what am I suppossed to be looking at besides game footage set to bad music?![]()
Thanks to the music the video isn't available in Germany...game footage set to bad music?![]()
Some of which make you question who the hell is in charge over there. "Dark Dungeons" is the one that got me, like having dungeons be dark is a novel concept in the world of gaming, one we've been asking for since Morrowind. But I'm sure one of the senior leads was like "Hey guys, since Oblivion we believe that every night should be lit by a hunter's moon, regardless of if you're in Tamriel or an apocalyptic wasteland. But keep dreaming big!"Bunch of feature prototypes.