Quote:Original post by Wavinator
Quote:Original post by Flarelocke Non-linearity, though, seems to be an excuse for shallow and uninteresting stories. Even being an assassin in Morrowind is boring; you just read some text about some guy they want dead, and kill them.
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Did you read any of the scrolls and books in the game world? For me, they really made the game world come alive. They were particularly more compelling if you've played through Red Guard and the other, earlier Elder Scrolls games.
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Every one I came across, of course. I share the defect of the other posters in that I try and achieve as much of the game experience as its environment allows.
Quote:Quote: Then it takes you half an hour or more to get to your target (if you haven't discovered or memorized the land, sea, and teleportation routes), and then another half-hour to get back.
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I think if you don't like virtual terrain and the sight of a made up world, there's no helping this one. I didn't mind the travelling because I was roleplaying a scout, and so I worked to stay off the roads as much as possible. Even though the game world didn't reward or acknowledge me, the thought of what it would be like to pick the right terrain and use the right stealth equipment added something. |
It's not that I don't enjoy the sight of a fictitious world, it's that it got old quick. It was like playing Arcanum without a world map. Same number of random encounters going place to place, lot of the same boring terrain. And unlike Arcanum, the rest of the game play wasn't any more interesting once you got where you're going.
Quote:Not sure, but I think for you the game needed horses. Would it have been any more interesting if the terrain were more treacherous, or the wildlife much more numerous and deadly? |
If the wildlife were much more numerous and deadly, it would have been first-person Diablo I or II. And Diablo II is the only game I've regretted buying so much that I feel that purchase was evidence of a pretty serious character flaw in myself. I don't know what you mean by more treacherous terrain, but the lack of cliffs was a pretty serious flaw in the visual effect.
I did end up cheating, by adding a room to one of the areas that had a bunch of impossibly powerful artifacts (like some boots that had the same effect as those scrolls you get off the wizard who falls to his death: Acrobatics +1000), which removed the problem of getting from one place to another, and I could search for those annoying hidden caves you have to find occasionally by hopping around like a crazy kangaroo on a pogo stick and watching the mini-map for the yellow squares. I could also then (with other artifacts) swim like a shark on both speed and crack, run like Speedy Gonzales, or fly like an SR-71 Blackbird, as the situation required. With the problem of getting around solved, it made the game tolerable enough to finish the main quest.
Quote:Ouch, can't defend them there, except to say that open-ended dialog is a massive project. |
All the but the last few quests of each of the guilds would have been served just as well by a formletter: "Receive $(Quest Token 0001A) from $(Actor 0002B) and redeem at $(Actor 0003C)". I'm sure most professional game developers don't read these message boards, but if they did, they'd find some interesting ways of partially solving these problems in the archives. There's no reason a player in a non-linear game should be tasked at all. In the case of Morrowind, there was no other choice because there was no other gameplay than collecting quest tokens and cashing them in for an ending.
Quote:Okay, I'm forever curious about this: Part of the compelling aspect of Morrowind is versimilitude, not so much "reality" but the concrete likeness of a place made alive because it captures the right feel. Now, if you travel in the wilderness, there's a certain something to wilderness that makes it wilderness. Not just the graphics, but the types of encounters, the risks to them, and the intervals between them. So if it's filled with tons of people and interaction points, it's not really a wilderness, it's a city made of hills and trees. |
How about making cities more city-like before making the wilderness more wilderness-like. Namely, in each city, there were the standard stores (sometimes even two or three of them), and then maybe 15 people with useful things to say, and about 30 more that all say the same thing, for a total population of about 50. Even Vivec couldn't have had more than about 200 people. If you're going to have useless and redundant terrain all over the place, at least you can make some bigger cities.
And there was no verisimilitude in the behavior of your character or any other character, for that matter. Your character only needs to sleep when she's ready to level up, and feels free to sleep in whatever bed is nearby (which is fine, since getting one of your own in a city is impossible).
The intrigue of the houses consists of vying to get you to sabotage the others, but they never do anything themselves. Could you imagine turning on CNN and every story for the next year being about the things you've done? Exploring is boring, since nothing is going on anywhere.
At least in a linear game, there's something happening in the world that's not your doing, even if you are limited in your options for fixing it.