I'd say that's a strength of the game, not a weakness. If the game forces you to do something for a specific reason, then the game is going to break a great many character designs.EntropicAngel wrote...
I'll be honest, I don't remember most of these. But sure. These things, story choices, would put it into the "lite RPG" category.
The reason why is because these are incredibly broad-sweeping choices. You saving Paarthurnax could be one of a dozen different reasons.
I've complained extensively about a moment in DA2 where I tried to let some slavers go (because we'd completed our deal, they'd been very professional about it, and I thought they were actually quite nice people), and Hawke sneered at them as if they were the very personification of evil. What?
Constraining the PC's motives for doing anything at all is an unequivocally bad thing.
My character is already fully defined from the moment I have to make even one decision regarding him. Be it character creation, or how to interpret a line of NPC dialogue, none of that can happen without me having a full and perfect understanding of his mind: how he thinks, what he wants, what he likes, what his biases are, how he feels about literally any group I can imagine. Everything about how his mind works is something I already know at the start of the game.Same for any one of the things you mentioned. But what really negates Skyrim's value as an RPG, for me, is the lack of dialog. Dialog is what defines the character, largely, not whether I choce the Stormcloaks or Imperials--because there's a whole myriad of reasons to do either. It's not very confining. Too broad, again.





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