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December 3rd, 2012, 09:50
Originally Posted by buckaroobonzai View Post
The Elder Scroll games miss one very large component. They strive to be an RPG World Simulation, yet they only simulate a couple of aspects of an RPG, much less a world.
You do this: Explore/Travel, FIght, and read/learn about lore, basically. They miss so many gameplay elements they could be exploring its a shame really. They could be evolving the whole RPG World/sim game type, yet they do not push the boundaries of their craft.
They could include gameplay elements from other legendary games that would make the gameplay experience better by tenfold. Just including the various ways to solve quests/multiple solution paths from Fallout 1/2/New Vegas and Arcanum would be a huge step forward. And to include the types of quests that are actually interesting and engaging from those games and continuing to evolve them should actually be a requirement, a demand from SAVVY players.
But no, all of their quests are fight the "foozle" or fetch quests almost exclusively. It ius such a waste of resources and personnel to make such dull quets/missions for a game that reaches millions and millions of people. Instead of an exemplary gaming world to show the possibilities and wonder of an RPG compared to FPS games or similar, they choose the easy road of simple hack and slash arcade gaming (which is fine, but it needs to be one component, one facet of a greater whole world).
And, the Elder Scrolls are not even the best at what they do in many areas:
Two Worlds part one did a better job of simulating a factional conflict then Oblivion did.
Not to mention the Gothic Games which have many better game design elements.

The RPG gaming industry is so slow to evolve in any manner other then graphics and physics engines that its ridiculous. Strategy gaming does not share these problems, there are plenty of excellent simulations and systems of all skill levels, genres, and styles. Thee needs to be a breakthrough, something on the level of when Ultima VII, Deus Ex, and Daggerfall first appeared on the scene to revolutionize the whole design philosophy of these RPG world sims. And the ridiculus part is it wouldn't take hardly any tech advancement, only better designers.
Not to be a negative post or anything But really come on now?
I agree that quest design could and should always move forward. Although I would say there is a number of quests in each recent TES that certainly go beyond the kill the foozle trope. However, one should also be aware that designing branched, multi-solution-multi-resolution quests is hard. I see this very well in the development of my favorite indie RPG project, Age of Decadence: That game is basically nothing but branched narrative (and a TB combat system) - and they learned the hard way how much work that is. And in a fully open large world with very open character development, like TES it must be even worse. Ultimately I think games like TES should rather keep developing the simulation aspect and focus on emergent gameplay and emergent narrative.
That said, FO-NV shows what is feasible, and it certainly would be nice if TES designers work even harder to develop their writing for future titles.
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