Oblivion’s start was so much more memorable than Skyrim’s. Getting taught the basics by escaping prison and then immediately being served the full open world after that was magnificent.
As opposed to Skyrim where you learn the basics by escaping a fucking dragon, guards(because you’re a prisoner), and a creature as well(I think it’s a bear?). And then immediately served the full open world.
Buddy, like what you like and all but Skyrim’s tutorial sequence is at least the same and arguably better.
Skyrim makes an attempt to keep you on the main quest, sending you to that little town/tavern in the valley, trying to push you to Whiterun and some intro sidequests.
Oblivion just dumps you out of the sewer pipe with Kvatch being a faint background thought, smack dab in the center of the open map.
That’s one of the best things about Morrowind vs. the later games (and I’m not even joking this time). It makes you explore the world, not just warp to quest objectives. It has fast travel, but it makes you earn it and think about how to use it effectively.
I’ve watched that first video (haven’t had time for the second yet), and I agree, it’s great!
I do kinda wish it had mentioned how you can
spoiler
earn access to the propylon network
though, although I suppose
spoiler
the propylon network isn’t as useful as the other forms of transit because it doesn’t connect to any of them. If only Abelle Chriditte could’ve been convinced to be a Mages Guild Guide (only after you reached her by other means, so as not to be too easy)…
Okay, now I’ve watched the second video. That’s a good one, too!
My main takeaway is that I’m a big fan of “diegetic navigation” and have now learned the name for that concept, which is cool.
I also not only agree with the author that (non-diegetic) UI elements like minimaps and quest objective markers should be off by default, I would maybe even go further and say they should be considered “player assists” in the same way as things like auto-aim, and enabling them should count as turning down the difficulty. Hopefully, that would solve the problem of the game developer using them as a crutch/substitute for immersive quest navigation instructions.
I think a (UI, not diegetic) compass that just points north (i.e. without having quest markers on it) is a special case, though, because it could be given an in-game justification and turned into a gameplay element. For example, maybe if you choose to play as a bird-person you get a compass as a racial perk to represent your ability to sense magnetic fields. Or maybe the game’s magic system has a spell to augment the character’s sense of direction temporarily, or something like that.
Or you could just have an actual compass. Either as an item in the game or as something the game sorta just assumed you have (like how it typically assumes you have underwear). People have been using compasses IRL for thousands of years. No reason a mediaeval fantasy game couldn’t do the same.
I played Oblivion for 10+ hours. Game was fantastic, I was hooked. I complained to my friend who had recommended me the game about how much walking there was. He explained fast travel.
To this day it’s still a running joke: “You can fast travel?!?”
Yeah I think you’re pretty much right about the hate. Plus, if Bethesda used to be better then that gives us excuse now to keep bringing up how mad we are about their current state.
I never finished Oblivion but it was because I was not playing many games then. Skyrim, I did finish and played many hours, because it literally pulled me out of being bored with games for years. The game was infuckingcredible regardless of the hate directed at it.
I also loved Morrowind. I can’t remember if many people hate that one or not, but it’s Bethesda, so probably.
I played Skyrim a few months ago and felt like my soul was getting sucked out. I just kept asking myself “what am I doing? Why am I playing this?”, and stopped after a few hours.
I think the straw that broke the camel’s back was when I encountered a group of bandits that tried to attack me. I went into the cave they seemed to be operating out of and was greeted by a named NPC called “ulfric the blind” or something. He said something like “[name] is that you?”, and I thought “oh I wonder if I’ll be able to fool this guy into thinking I’m someone he knows. I wonder what could have driven this old man to banditry, or if he and his family have been in the game so long he’s now elderly. Or maybe instead of information about his life he’ll inadvertently reveal some secret that can help me. Regardless I’ll probably have to carefully choose what I say if I want to get the most out of this”.
Then the only dialogue choices were “yeah I’m him [end conversation]” and “he’s dead, you’re next [end conversation]”.
… So you were super disappointed that the very old game which was incredibly complex for its time (and still is in many ways) didn’t get more complicated since, what was it, 2012?
I sometimes play Quake 1, released 1996, from the lens of 1996. I mean I can see the graphics are bad by today’s standards. And it was simple in most ways by today’s standards. But the game was still a huge game changer in every way and looks great if you remember the games that came before it.
Idk, Skyrim seemed like a fun house opening. With big things coming at us we know won’t kill us. In Oblivion, we are greeted by the fucken emperor, and he wants to talk to US, a prisoner, and then he hero’s journeyed us into importance. It just seemed a lot more impactful than Skyrim’s.
Skyrim doesn’t have the hype opening cinematic with both monologue and orchestral music. The monologue makes us familiar with the emperor before we the player get a connection with him.
I mean the tutorial can be seen as the most important part of the game cause if it socks nobody is gonna play the rest
Hence, they brought in Patrick Stewart.
It’s also ostensibly the root of the main plot, hence his character should leave an impression.
Oblivion’s start was so much more memorable than Skyrim’s. Getting taught the basics by escaping prison and then immediately being served the full open world after that was magnificent.
As opposed to Skyrim where you learn the basics by escaping a fucking dragon, guards(because you’re a prisoner), and a creature as well(I think it’s a bear?). And then immediately served the full open world.
Buddy, like what you like and all but Skyrim’s tutorial sequence is at least the same and arguably better.
Skyrim makes an attempt to keep you on the main quest, sending you to that little town/tavern in the valley, trying to push you to Whiterun and some intro sidequests.
Oblivion just dumps you out of the sewer pipe with Kvatch being a faint background thought, smack dab in the center of the open map.
And then Morrowind actually tells you to stop doing the mainquest and sandbox for a while.
Followed by linking up with that wet noodle Martin.
Who you know for a fact will die because he is voiced by Sean Bean.
“Let’s continue on to Weynon Priory”
The best start is in Morrowind, where you’re released from prison and fill out paperwork!
Followed by “Go to Balmora and visit someone. Balmora is north of us.”
That’s one of the best things about Morrowind vs. the later games (and I’m not even joking this time). It makes you explore the world, not just warp to quest objectives. It has fast travel, but it makes you earn it and think about how to use it effectively.
The lack of quest markers create the most memorable adventures and the most frustrating adventures.
Stumbling upon ruins and caves while you stumbling around trying to find where you are suppose to go.
Frustrating as sometimes those directions were so vague…also you always find yourself in an area of cliff racers.
Speaking of which, having the honor of meeting Jiub (pre-sainthood) is the real reason Morrowind’s start is the best. 😍
This video about Morrowind fast travel and this one about mini-maps are both so good and I wish all open-world game designers would take heed.
I’ve watched that first video (haven’t had time for the second yet), and I agree, it’s great!
I do kinda wish it had mentioned how you can
spoiler
earn access to the propylon network
though, although I suppose
spoiler
the propylon network isn’t as useful as the other forms of transit because it doesn’t connect to any of them. If only Abelle Chriditte could’ve been convinced to be a Mages Guild Guide (only after you reached her by other means, so as not to be too easy)…
Okay, now I’ve watched the second video. That’s a good one, too!
My main takeaway is that I’m a big fan of “diegetic navigation” and have now learned the name for that concept, which is cool.
I also not only agree with the author that (non-diegetic) UI elements like minimaps and quest objective markers should be off by default, I would maybe even go further and say they should be considered “player assists” in the same way as things like auto-aim, and enabling them should count as turning down the difficulty. Hopefully, that would solve the problem of the game developer using them as a crutch/substitute for immersive quest navigation instructions.
I think a (UI, not diegetic) compass that just points north (i.e. without having quest markers on it) is a special case, though, because it could be given an in-game justification and turned into a gameplay element. For example, maybe if you choose to play as a bird-person you get a compass as a racial perk to represent your ability to sense magnetic fields. Or maybe the game’s magic system has a spell to augment the character’s sense of direction temporarily, or something like that.
Or you could just have an actual compass. Either as an item in the game or as something the game sorta just assumed you have (like how it typically assumes you have underwear). People have been using compasses IRL for thousands of years. No reason a mediaeval fantasy game couldn’t do the same.
That’s amazing
Instantly ruined by the ability to teleport to the main city
To ANY city.
Fortunately, I discovered that an hour or two in, so I still got some free roam in!
I played Oblivion for 10+ hours. Game was fantastic, I was hooked. I complained to my friend who had recommended me the game about how much walking there was. He explained fast travel.
To this day it’s still a running joke: “You can fast travel?!?”
You mean more memorable than nearly getting executed and having to escape a dragon attack?
Yeah, not really. And I’ve played both.
Even this should tell you enough:
I think people just give Skyrim a lot more hate because it’s been the last in the series for so, so long.
Oblivion was probably the #2 most memorable intro/tutorial of its’ rough time period to me. #1 is stealing a bike in an alleyway.
Ah shit, here we go again.
All we had to do, was follow the damn train, CJ!
Yeah I think you’re pretty much right about the hate. Plus, if Bethesda used to be better then that gives us excuse now to keep bringing up how mad we are about their current state.
I never finished Oblivion but it was because I was not playing many games then. Skyrim, I did finish and played many hours, because it literally pulled me out of being bored with games for years. The game was infuckingcredible regardless of the hate directed at it.
I also loved Morrowind. I can’t remember if many people hate that one or not, but it’s Bethesda, so probably.
I played Skyrim a few months ago and felt like my soul was getting sucked out. I just kept asking myself “what am I doing? Why am I playing this?”, and stopped after a few hours.
I think the straw that broke the camel’s back was when I encountered a group of bandits that tried to attack me. I went into the cave they seemed to be operating out of and was greeted by a named NPC called “ulfric the blind” or something. He said something like “[name] is that you?”, and I thought “oh I wonder if I’ll be able to fool this guy into thinking I’m someone he knows. I wonder what could have driven this old man to banditry, or if he and his family have been in the game so long he’s now elderly. Or maybe instead of information about his life he’ll inadvertently reveal some secret that can help me. Regardless I’ll probably have to carefully choose what I say if I want to get the most out of this”.
Then the only dialogue choices were “yeah I’m him [end conversation]” and “he’s dead, you’re next [end conversation]”.
… So you were super disappointed that the very old game which was incredibly complex for its time (and still is in many ways) didn’t get more complicated since, what was it, 2012?
I sometimes play Quake 1, released 1996, from the lens of 1996. I mean I can see the graphics are bad by today’s standards. And it was simple in most ways by today’s standards. But the game was still a huge game changer in every way and looks great if you remember the games that came before it.
Skyrim released in 2011.
New Vegas released in 2010.
Vampire the Masquerade: Bloodlines released in 2004
Arcanum: Of Steamworks and Magic Obscura released in 2000
Plainscape: Torment released in 1999
Fallout 1 and 2 released in 97 and 98 respectively.
The concept of a good RPG wasn’t invented in the last few years.
The concept of good gameplay and encounter design wasn’t invented in the last few years either.
I think most people tend to regard Morrowind as peak Bethesda/Elder Scrolls. At least I do.
Idk, Skyrim seemed like a fun house opening. With big things coming at us we know won’t kill us. In Oblivion, we are greeted by the fucken emperor, and he wants to talk to US, a prisoner, and then he hero’s journeyed us into importance. It just seemed a lot more impactful than Skyrim’s.
That didn’t load for me so I’m going to pretend it was the macho man Randy Savage dragon mod.
But you basically just described skyrims beggining as well lmao
Not knocking oblivion I love them both.
Skyrim doesn’t have the hype opening cinematic with both monologue and orchestral music. The monologue makes us familiar with the emperor before we the player get a connection with him.
And his character has been a thing in all previous games.
https://kol.coldfront.net/thekolwiki/index.php/The_Toot_Oriole
It did rox my socks!