feotakahari: (Default)
I feel like Skyrim bought quality instead of designing it. We have enough money to create a gigantic and beautiful world, so we’ll spend all that money, knowing we’ll get more than paid back for it by people who like gigantic and beautiful worlds. And then it plays like hot garbage, but that doesn’t actually matter, because the games that play better didn’t have as high a budget and couldn’t afford to be as gigantic and beautiful. Can’t you be gigantic and beautiful and also be fun to play? (I disagreed with a lot of the storytelling decisions in Dragon Age: Inquisition, but at least Inquisition made combat feel fun and engaging.)
feotakahari: (Default)
There’s one thing I want to do in games, and there are two things Skyrim wants to do. All three of them contradict each other.

I want to take actions and see their consequences. I don’t necessarily want to make choices. You can script a path of linear actions, and I’ll happily follow it, so long as the actions show interesting consequences.

Skyrim wants to give you tools you can freely choose to play with for as long as you want, which contradicts with seeing consequences. In another game, you would hunt a handful of dragons with different abilities and weaknesses. In Skyrim, you can keep hunting identical dragons for as long as you want to keep churning out identical dragonscale armors. Skyrim doesn’t want to have the consequence of clearing dragons from the map, so instead, it makes fighting a dragon in the road as repetitive and tedious as fighting a wolf in the road.

Skyrim also wants to simulate a world that feels realistic. To create iron arrows, you find an iron vein, use a pickaxe to mine the ore, find a designated firewood-splitting log, use a wood axe to split the log, find a smelter, turn the ore into ingots, find a forge, and combine the ingots with the firewood. It would be silly to combine iron and wood directly from your inventory, so it restricts that action by putting a bunch of other meaningless actions in front of it.

Combine tools and realism, and sometimes the realism destroys the tools. You’re going to visit a quest-giver, and a dragon swoops down and eats him, and you have no way to kill it fast enough to save him. If the body lands in a river, you won’t even find it to know he’s dead, or if you didn’t talk to him before it killed him, you don’t even know he was a quest-giver. I have no idea who this was supposed to appeal to.

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feotakahari

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