Skyrim's Guilds Are Pretty Lackluster
#1
Posté 02 décembre 2011 - 05:53
The main story is very short as well; how did they go from 30+ hours to under 3 hours? At least the story itself is good, but the quests still bored me to tears.
The only attractions I'm left with so far are the dungeons and the interactivity of the open world, but those "Random Encounters" are starting to get less and less random.
#2
Guest_Catch This Fade_*
Posté 03 décembre 2011 - 11:34
Guest_Catch This Fade_*
#3
Guest_Paars_*
Posté 03 décembre 2011 - 11:45
Guest_Paars_*
#4
Posté 03 décembre 2011 - 11:57
This is the one TES game that keeps me going with the guilds as well as everything else.
#5
Posté 03 décembre 2011 - 12:47
#6
Posté 03 décembre 2011 - 12:53
#7
Posté 04 décembre 2011 - 09:45
This is basically where Oblivion actually kind of shined in. In Oblivion you truly felt you were ranking up in the guild realistically and gaining skills that would actually make you worthy of ranking up. Oblivions Mages Guilds quests weren't the best but it was long and it basically required you to be good with magic to rank up. My Dark Elf Assassin/Thief wasn't really all that great with spells and somehow she became the Arch Mage that quickly? Skyrim College quest was kind of BS.
Darkbrotherhood was good but again they kind of ****ed it up like they did the Oblivion one. Thieves Guild was alright and the Companions were cool but the Guild quests are just to damn short.
#8
Posté 04 décembre 2011 - 09:55
#9
Posté 04 décembre 2011 - 11:37
#10
Posté 04 décembre 2011 - 11:59
1136342t54 wrote...
Oblivions Mages Guilds quests weren't the best but it was long and it basically required you to be good with magic to rank up.
Ha!
#11
Posté 05 décembre 2011 - 12:14
This is the best way to approach Beth's games. As long as you don't care about gameplay either.Mr Arg wrote...
I enjoy just exploring. Don't really care for guilds or story.
#12
Posté 05 décembre 2011 - 12:50
#13
Posté 05 décembre 2011 - 01:05
#14
Posté 05 décembre 2011 - 01:43
They give you a little push and you have to make the rest.
If you just fast travel and expect at every turn some super scripted events of Michael Bay magnitude explosion of doom you're going to be dissapointed. The companions quest was completed after 10 hours ... I never fast traveled and ended up in so many dungeons and so many stuff happenned that the companions guild quest ended up being epic.
Modifié par Suprez30, 05 décembre 2011 - 01:44 .
#15
Posté 05 décembre 2011 - 01:55
That and, once again, your actual stats in the guild's favored skills have no bearing on advancement, save for perhaps Thieves Guild and DB.
#16
Posté 05 décembre 2011 - 05:07
Suprez30 wrote...
Did you expect a strong narration with the arrow telling you where to look so you don't miss the explosion? When you play a game like Skyrim you have to 'make' your story . They even mainstreamed it but still kept their core idea intact about exploration and making your own story . The side quest aren't there to tell you the story of your life. You're here to make your own story.
They give you a little push and you have to make the rest.
If you just fast travel and expect at every turn some super scripted events of Michael Bay magnitude explosion of doom you're going to be dissapointed. The companions quest was completed after 10 hours ... I never fast traveled and ended up in so many dungeons and so many stuff happenned that the companions guild quest ended up being epic.
This is okay the problem is Skyrim doesn't really even give you this entirely.
Sure your character is silent and you can make assumptions on the characters reasons for doing certain things but that can only go so far. With Skyrim for many quests there aren't that many choices other than do it or don't do it. Kill this person or don't crap like this. There are quests with more variety but in general there isn't.
The Guild quests are mostly no different. Yes Skyrim does tell you where to go basically and while it doesn't feel like its on rails. Don't say they don't basically point you to scripted events because they do. There are going to be scripted events and you can't really effect them. Most Bethesda games don't even give you a good illusion of choice. Its basically you playing it how they want you to and it is pretty obvious.
The characterization may not be a problem for you but it is for me. Sure you can make up how you want your character to feel but to be honest I really liked how Dragon Age Origins did it. There were more options and choices of how you can do certain objectives and you could easily explain the reasons why in game your character did this choice. Alistair multiple times will ask you why you made a certain choice with characters or even relationships. Fallout 3 was better at it then Skyrim and hell Obsidian definitely did it better in Fall out New Vegas.
Now back to guild quests the problem with them is the length. They had a great start but it felt so short and at times made little sense. Hell my badass Dark elf ninja came to the College to learn some illusion spells. Now she is the freaking Arch Mage?
Oblivion actually made you have to work your way up the guild and get higher in rank. The quests weren't that good and didn't make you feel like much of an actual scholar but some warrior mage but it still gave you a sense of needing to learn magic and get better at it. In this one you really didn't have to do much with spells. Although I will be honest the Thieves guild actually forced you to sneak and not kill most of the time.
#17
Posté 05 décembre 2011 - 05:22
1136342t54 wrote...
Oblivion actually made you have to work your way up the guild and get higher in rank. The quests weren't that good and didn't make you feel like much of an actual scholar but some warrior mage but it still gave you a sense of needing to learn magic and get better at it. In this one you really didn't have to do much with spells. Although I will be honest the Thieves guild actually forced you to sneak and not kill most of the time.
Which quest-lines in particuarly were you thinking of that required magic? The only three that come to mind which required the player to cast spells were the Bruma recommendation, the Cheydinhal recommendation, and Vahtacen's Secret, and all three had alternative methods of completing the quest-lines, either through scrolls or other ways.
#18
Posté 05 décembre 2011 - 05:46
Il Divo wrote...
1136342t54 wrote...
Oblivion actually made you have to work your way up the guild and get higher in rank. The quests weren't that good and didn't make you feel like much of an actual scholar but some warrior mage but it still gave you a sense of needing to learn magic and get better at it. In this one you really didn't have to do much with spells. Although I will be honest the Thieves guild actually forced you to sneak and not kill most of the time.
Which quest-lines in particuarly were you thinking of that required magic? The only three that come to mind which required the player to cast spells were the Bruma recommendation, the Cheydinhal recommendation, and Vahtacen's Secret, and all three had alternative methods of completing the quest-lines, either through scrolls or other ways.
Now I'll have to go over it again but I do remember having to use magic multiple times although when I think about it its possible my character was just made like that. Either way my first point stands . In Oblivion you actually ranked up and it actually took time to do it and it actually felt like it wasn't to rushed. In Skyrim I went from noob to Archmage in one go lol.
#19
Posté 05 décembre 2011 - 05:59
1136342t54 wrote... In Oblivion you actually ranked up and it actually took time to do it and it actually felt like it wasn't to rushed. In Skyrim I went from noob to Archmage in one go lol.
No it did not. It was too short and easy. Felt rushed in Oblivion imo. It didn't feel epic enough to go from Novice to Archmage so easy.
#20
Posté 05 décembre 2011 - 06:17
Ringo12 wrote...
1136342t54 wrote... In Oblivion you actually ranked up and it actually took time to do it and it actually felt like it wasn't to rushed. In Skyrim I went from noob to Archmage in one go lol.
No it did not. It was too short and easy. Felt rushed in Oblivion imo. It didn't feel epic enough to go from Novice to Archmage so easy.
You see I said too rushed I didn't say it wasn't rushed entirely and it certainly took more time than Skyrim which was basically Novice "Oh wait your too awesome your Archmage now." rushed. Oblivion was longer than Skyrim (which is the only thing it has over Skyrim guild quests). I never even said it felt epic it was just longer. Skyrim didn't really feel epic at all it was more like "Really? I don't even know that much magic and could still get pwned by some random necromancers in a fireball duel. Give me some swords and I'm good."
In the beginning it felt like it was going to be epic and actually involve you using some magic but then it just ended up like a shorter version of Oblivion mages guild (albeit with better writing).
#21
Posté 05 décembre 2011 - 05:20
If you want to be Guildmaster, you have to do 5 jobs in each hold, plus a special job in each hold, plus an extra job for Tonilia, which means 25 jobs PAST Darkness Returns. I missed that initially, and wondered why it felt unfinished. They don't exactly hold your hand and explain that, but it's all part of returning the TG to its former glory.
TBH, those extra jobs made the whole thing kind of drag on for me, because the holds each job was given in were random, so you kind of had to keep track of how many you'd done in each hold, and turn down the jobs in holds you'd already completed.
For the Nightingale armor (and the Guildmaster armor), though, it was competely worth it. I also dug the Dark Brotherhood quest line, but it was a little shorter than I expected.
Modifié par happy_daiz, 05 décembre 2011 - 05:24 .
#22
Posté 05 décembre 2011 - 05:50
#23
Posté 05 décembre 2011 - 05:54
They could have been a couple of main missions longer, given me time to care about the characters and the group. The Dark Brotherhood did that better than the others for me at least.
Modifié par Chaos-fusion, 05 décembre 2011 - 05:57 .
#24
Posté 05 décembre 2011 - 05:59
#25
Posté 05 décembre 2011 - 10:26
The College is longer as well, if you want access to the master spells for each spell school.happy_daiz wrote...
The Thieves Guild was the longest, it seemed, to me. The quest line is not over once you finish Darkness Returns.
If you want to be Guildmaster, you have to do 5 jobs in each hold, plus a special job in each hold, plus an extra job for Tonilia, which means 25 jobs PAST Darkness Returns. I missed that initially, and wondered why it felt unfinished. They don't exactly hold your hand and explain that, but it's all part of returning the TG to its former glory.
TBH, those extra jobs made the whole thing kind of drag on for me, because the holds each job was given in were random, so you kind of had to keep track of how many you'd done in each hold, and turn down the jobs in holds you'd already completed.
For the Nightingale armor (and the Guildmaster armor), though, it was competely worth it. I also dug the Dark Brotherhood quest line, but it was a little shorter than I expected.





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