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Driving the story forward in a free-roaming world

Started by October 01, 2013 01:18 PM
10 comments, last by herbertsworld 11 years, 3 months ago

One of the reasons I avoid story quests in Elder Scrolls and other such games is that I'm afraid I'm missing important stuff hidden in side quests. If I get to a main story event and my dude is underleveled or didn't meet a particular NPC or didn't get an optional item, will I be unable to access certain content? Will I be muddling around in hard mode when there's a Megaman-style "right tool" that I blundered right past? Paranoia drives me to out-of-character behavior.

One of the reasons I avoid story quests in Elder Scrolls and other such games is that I'm afraid I'm missing important stuff hidden in side quests. If I get to a main story event and my dude is underleveled or didn't meet a particular NPC or didn't get an optional item, will I be unable to access certain content? Will I be muddling around in hard mode when there's a Megaman-style "right tool" that I blundered right past? Paranoia drives me to out-of-character behavior.

I agree with Iron Chef. Although I think this comes from a lack of player feedback. If there's enough feedback from Audio, UI or narrative then the player should feel confident in their abilities, instead of being worried whether or not they have the right gear or skill level.

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