"My cousin's out fighting husbands and what do I get? Guard duty."
Laser Beam wrote...
After enjoying (and coming to love)
this game the minute since I installed it, I finally come to the
conclusion that I am disappointed in the quests' results. It seems
nothing as an affect on the game world no matter what you do.
I actually found this aspect very hit or miss with Skyrim. Sometimes there are glaring ones where you go "wtf react to my actions dammit!" then there are other times where you go "oh cool, that actually happened because of X or Y". For the most part though, even the ones that are acknowledged seem to be mostly small scale stuff, which is fine but I wish it'd be more consistent, especially with quests with the bigger factions/guilds and Daedra.
Like in the Diplomatic Immunity quest, Jarl Ravencrone recognised me and agreed to help me because I was a Thane of her hold. Or the time when I was sent to Cidhe Mine. I got out by killing the Forsworn leader and afterwards everyone was talking about how the Guards were insane to arrest me in the first place (I'm a Thane in Markrath). That was a nice touch and the game is filled with small stuff like that.
It's a massive improvement over Oblivion which had almost none (outside of bark chatter), but still plenty of room for improvement since many of the bigger questlines don't really run with it. Like I've finished the Companion questline and the entire thing's basically been self contained. Would be nice if I could namedrop myself a bit more in conversation (Persuade or Intimidate checks).
The "Help people in Hold" questlines are actually a good way to structure limited reaction and world consequences. Where helping x amount of people gets you closer to Thane status and Jarl's approval.
What would be ideal imo is if there were a counter for failing quests and harming people (killing quest givers, siding against certain NPCs, get caught for stealing, etc) to counter balance the "Help people" tally and racking up enough points got you
booted out of the city with a permanent Bounty on your head, meaning you'd have to sneak/invis pot your way around or just don't visit the city altogether. Then, you'd have NPCs in other cities have ambient dialog reflecting that.
That would've been beyond awesome imo.
I think Bethesda could learn from Obsidian in how setup noticeable consequences for actions and quests. Games like New Vegas and Alpha Protocol gave off the impression that everything you did had consequences, minor or not.
Modifié par mrcrusty, 09 décembre 2011 - 07:29 .