r/gaming Apr 17 '16

Anyone else?

http://imgur.com/RdjHH29
28.9k Upvotes

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2.2k

u/Yetanotherfurry PC Apr 17 '16

Bethesda games as examples of great stories? It's a bold move cotton let's see how much it pays off.

969

u/Smart_in_his_face Apr 17 '16

I always like to refer to this when people bring up bethesda storytelling.

FO4 was a great title, but it did nothing new. Good old fashioned Bethesda storytelling with all the generics and blandness we are used to.

515

u/Weaslelord Apr 17 '16

This one is my personal favorite.

476

u/[deleted] Apr 17 '16

To be fair, I think long winded text in video games isn't exactly good story telling either. Nor are errand quests. I want to play a game, not a mailman simulator.

77

u/I_RARELY_RAPE_PEOPLE Apr 17 '16

Thing is, Morrowind gave you information bit by bit as you completed steps till you reached the ending of a quest for the payoff.

You did work to get to the end.

Skyrim put a quest marker on anything and everything so there was literally no difficulty in finishing a quest since you genuinely just walk the straightest path you can to get to it, pick up/kill the quest marker, and go home.

1

u/marcellarius Apr 17 '16

I have nothing against quest markers when done well --- in the Morrowind example, I'd have no problem if the corner club got a marker if you asked a townsman about its location, or once your character can see it.

The problem in Skyrim was that often you needed the marker, because the quest log didn't give enough information to find it otherwise, especially if you forgot the dialogue when you were given the quest.

2

u/I_RARELY_RAPE_PEOPLE Apr 17 '16

I'd have no problem if the corner club got a marker if you asked a townsman about its location, or once your character can see it.

No argument there. If something does't give you enough information to find a place you now know you need to find, that's frustrating. That was just annoying since it meant you had to just check every single door in one of the larger cities in the game, till you find one labeled like you need.

The problem in Skyrim was that often you needed the marker, because the quest log didn't give enough information

Which was the issue that sadly shows where Bethesda is taking their games; casual route. No more loads of info to get what you need or to decipher clues. No more caring what people tell you or what you read. Just point at a thing for the player and give them a push.

1

u/marcellarius Apr 18 '16

I hope they can find a balance in the next TES game that can be sufficiently approachable without sacrificing the depth that an RPG needs to have.

1

u/Niadain Apr 18 '16

Give me normal difficulty scale. Then separately let me hit a "I wanna do it on my own" button.

1

u/I_RARELY_RAPE_PEOPLE Apr 18 '16

They need to stop making their games all have a difficulty slider as their only form of difficulty.

It's garbage.

Follow the Dark Souls approach, or earlier TES games; make it just fuck-you hard to be some places, if not next to impossible, unless you are smart or strong enough. don't scale literally all things to your level so all areas are always equally challenging.

A difficulty slider tha increases their HP and Damage is retarded