I used to do that in UT2004 Vehicle invasion all the time......plus occasionally running over certain monsters an having my APC flung 500 meters into the air, bouncing off the top of the map box, falling to the ground and exploding......All the talk about Mass Effect made me want to play it again. I...think I screwed up.
This conversation is making me feel even worse. Last night I installed Oblivion in a fit of "I have this cool gigantic monitor." I had this idea that I could do all the graphics upgrade modding that I've always skipped in the past, and the usual complete gutting of all Bethsoft's game mechanics that is required to make a playable game out of it. I had momentarily forgotten what a labor intensive process this is. I see no possibility that I will complete the modding process and have any inclination to play the resulting game. My goal at this point is to plow through as far as I can, leave good notes so I can finish the next time I have the urge without having to start from scratch, and not get so disgusted that I uninstall the whole dungpile and forget about it.
I rarely bother with graphical mod (they usually are more pain to set up and resolve conflicts than they are worth), and I look for mods which comprehensively change the parts I dislike.
For Oblivion, I just install OOO, my script which allows me to not bother with min-maxing leveling up and my script which massively reduces the number of Oblivion Gates and I'm more or less done with it.
I just can't play excessively auto-scaled RPG. Level scaling is probably my single most hated mechanism in the entire video game universe. I might tolerate and look the other way if the game is more or less about action (like in Grim Dawn), but an immersion-based game with level scaling is just something that makes me want to punch the designers.
Skyrim is mostly a huge map with tons of dots, with the vast majority of dots being in essence a completely linear situation (linear caves, linear quest or even string of quests, etc.). There is a large amount of choice in what you will play style and obviously the freedom of open world, but very little of what you actually do has any amount of influence on the game and the "single corridor" design of most caves/forts means that even the gameplay is pretty forced (it can be summed up in 90 % of cases by : "enter the dungeon, go straight ahead killing everything, end up at the entrance of the dungeon, done").
The actual "choices" tend to be rare, binary and sometimes feels that they exists just for the sake of claiming there is a choice (the "blades vs dragonbro" is really forced, the "who will bang the girl" in the first village is ridiculously shallow and rather pointless, not to add that the "reward" is just contradictory with the them).
The most egregious cases are the guilds, which are very short, with usually no choice at all, and which just constraint you into completely idiotic situations. For example (obviously spoilers ahead) :
- The Companions. You're forced to become a werewolf, even when it's obviously a completely effed up idea, and THEN you end up trying to fix this situation because, 'lo and behold, it WAS a terrible idea, who would have guessed. No possibility to refuse, no choice.
- Worse (worst ?), the Thieve Guild. You're a effing THIEF, burglaring and stealing and doing all sort of nasty deeds for your own benefit. Skyrim logical conclusion from greed and selifishness ? You need to sacrifice your soul and enslave yourself to an eternity of servitude after death for the sake of the guild, of course ! (wait, wat ?)
It's especially infuriating because you are given no choice to refuse, BUT the NPC rubs the lack of choice by ASKING YOU IF YOU'RE SURE ABOUT IT. And you have a single answer : "yes I'll do it". FFS.
- The Dark Brotherhood at least allows you to chose if you're going for or against them. But it's so half-arsed if you chose the later (somehow, the Empire knows where to find them if you do that, and they send you alone instead of throwing their elite forces, because... because !) that it kills quite a bit the actual meaning of choice.
So basically, every instance is a linear corridor FPS without choice (the worst of the "linear design"), and the scaling means the overworld lacks substance : whatever you do, wherever you go, it's always leveled so it makes little difference (the worst of the "sandbox" design).
Skyrim is fun to play because it's better handling and reactivity than previous entries in the serie, because despite the linearity it has a HUGE amount of content, because it's moddable so you can fix some horrible design decisions with it and because the graphics are very, very immersive. But it's probably the single most overrated and overhyped game in history. It's not "bad" (I DID play it for dozens of hours after all), but the chasm between the amount of sales it had and it's actual quality, ESPECIALLY considering the massive dumbing down each TES has gone through since Morrowind, makes me quite a bit salty.
I'm basically in agreement. Do you have any examples of well-done games where there is significant player choice in how the story unfolds? I think of Halo (the original trilogy and Reach, anyway, I didn't play any of the games beyond that) as having a lot of great examples of tactically non-linear play (ie, you actually do have meaningful choice in how to approach most combat situations) for a counterpoint to the linearity of dungeon design in Skyrim.
For tactical choices, I thought X-COM and X-COM2 were excellent. I don't remember the player having much say in how the story unfolded, though. The player could choose from among various side-missions, and whether and when to undertake missions on the campaign map, but I can't remember how those choices interacted with the ongoing story.I'm basically in agreement. Do you have any examples of well-done games where there is significant player choice in how the story unfolds? I think of Halo (the original trilogy and Reach, anyway, I didn't play any of the games beyond that) as having a lot of great examples of tactically non-linear play (ie, you actually do have meaningful choice in how to approach most combat situations) for a counterpoint to the linearity of dungeon design in Skyrim.
I'm basically in agreement. Do you have any examples of well-done games where there is significant player choice in how the story unfolds? I think of Halo (the original trilogy and Reach, anyway, I didn't play any of the games beyond that) as having a lot of great examples of tactically non-linear play (ie, you actually do have meaningful choice in how to approach most combat situations) for a counterpoint to the linearity of dungeon design in Skyrim.
Deus Ex is the one that jumps first to my mind. It offers complete freedom in the tactical way to advance in a level, and then pile on this by offering actual consequences about your actions. Then when you're thinking "wow, pretty good", it does a final strike by actually allowing you to change (within reason) the way the story unfold.I'm basically in agreement. Do you have any examples of well-done games where there is significant player choice in how the story unfolds? I think of Halo (the original trilogy and Reach, anyway, I didn't play any of the games beyond that) as having a lot of great examples of tactically non-linear play (ie, you actually do have meaningful choice in how to approach most combat situations) for a counterpoint to the linearity of dungeon design in Skyrim.


I have not played ME 2 yet but it's exactly like the system in KoTOR 2 (Knights of the old Republic).- where You could sway Your companions to light/dark side and gain influence on them based on the dialogue choices. Some hidden (and most interesting) dialogues were available only with high influence (AK47 had a hilarious response when asked about love by a female character). The downside of this system (and I concur with civver) is that You could not act like You please but You had to constantly act to please Your companions (You could not finish training with Kreia if You angered her for example) in order to get best rewarding traits and quests and otherwise great rewards.
AK47.![]()
<quip: human memories, unlike robotic ones, are unregrettedly fallible.>ummm I mean HK 47![]()
There is a large amount of choice in what you will play style
Which Morrowind guild quests are you referring to because just about all of them were "Go there and retrieve the Amulet of Quest Progression" from quest kiosks. Skyrim did a much better job (though still not particularly good job) at integrating plot and character development into the quest lines.you're on point about the guilds. they sucked so incredibly hard. felt like a joke. daggerfall, mw and oblivion imho all had really good guild quests (df and mw having even more factions!) that felt meaningful and incredibly rewarding.
This conversation is making me feel even worse. Last night I installed Oblivion in a fit of "I have this cool gigantic monitor." I had this idea that I could do all the graphics upgrade modding that I've always skipped in the past, and the usual complete gutting of all Bethsoft's game mechanics that is required to make a playable game out of it. I had momentarily forgotten what a labor intensive process this is. I see no possibility that I will complete the modding process and have any inclination to play the resulting game. My goal at this point is to plow through as far as I can, leave good notes so I can finish the next time I have the urge without having to start from scratch, and not get so disgusted that I uninstall the whole dungpile and forget about it.
Which Morrowind guild quests are you referring to because just about all of them were "Go there and retrieve the Amulet of Quest Progression" from quest kiosks. Skyrim did a much better job (though still not particularly good job) at integrating plot and character development into the quest lines.
Plus, it is worth keeping in mind Bethesda games are never going to have as strong of character interactions as, say, the Witcher. The Witcher just needs to have the character interactions make sense for Geralt, Bethesda needs to make sure the interactions can work as many different types of characters as possible.
I rarely bother with graphical mod (they usually are more pain to set up and resolve conflicts than they are worth), and I look for mods which comprehensively change the parts I dislike.
For Oblivion, I just install OOO, my script which allows me to not bother with min-maxing leveling up and my script which massively reduces the number of Oblivion Gates and I'm more or less done with it.
I just can't play excessively auto-scaled RPG. Level scaling is probably my single most hated mechanism in the entire video game universe. I might tolerate and look the other way if the game is more or less about action (like in Grim Dawn), but an immersion-based game with level scaling is just something that makes me want to punch the designers.
I used to do that in UT2004 Vehicle invasion all the time......plus occasionally running over certain monsters an having my APC flung 500 meters into the air, bouncing off the top of the map box, falling to the ground and exploding......
don't do it, it's not worth it at all. even if you get a good mod setup, the game CTDs a lot and it's just an unpleasant experience.