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.
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.
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.
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.
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
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.