News, week ending 12 May 2012
As part of it's coverage of the Elder Scrolls Online, GameInformer has launched a hub of information. Topics include:
-An interview with the Creative Director Paul Sage;
-A video with Matt Firor;
-Information about what the game offers Skyrim and MMO players.
Kotaku has an article about how games like Skyrim can interfere in people's social life.
Steam has a sale of 33% off for Skyrim this weekend (12-13 May) only.
GameSpy has an article about several thief mods for Skyrim.
56 comments
Agree 100%. I mean, just looking at the links Saaj posted, and comparing it to the artifacts list in Morrowind, its pretty sad really. Morrowind: 59 unique artifacts alone, each with a custom mesh, unique and interesting stats and looks. Skyrim: 40 artifacts... but... 14 reused models with little variation between the textures, appalling/generic stats, and most are simply Daedric quest rewards or priest masks /:.
Its not even so much that the dungeons have repetitive art assets, that is tolerable mostly, and dungeon design has become much better since Morrowind. But they absolutely failed to give much incentive to explore them in terms of loot. The loot in Skyrim is terrible really, with only a handful of enchantments sprawled across leveled loot. So much for a "risk and reward" system we were promised in the trailers, because all reward in Skyrim ends up being the same leveled rings with enchantments like "Fire Resistance +10%". Stellar. Luckily we both chose the platform where these issues can be resolved with the ingenuity of this community (ASIS, I'm talking about you sexy devil...).
Morrowind mixed it up a bit and finding secret items felt rewarding. With Skyrim you're GIVEN these items for completing a quest, rather than earning it on your own initiative. Go on, thumb me down for speaking the truth.
In both those situations I was able to tell the quest givers I didn't want to help them, they said OK, and then I walked off and didn't do the quest..........
Also the people making the MMO aren't the same people who made Skyrim.
People start throwing around names and insults it's going to end badly for a lot of people. kaasinees - I mean you as well. Tone it down, or step out.
Stop being a fanboy and get a grip on reality, we are being cash cowed.
And what do you mean you are not forced to do quests in skyrim? Because i can name a dozen, i will name two, thief guild quests and the abandoned house are the most embarrassing. Unkillable NPCs are unforgiving.
@deathknowz
Good job kid, hating a guy you dont even know.
The problem with Morrowind's artifact placement is that the reason why they were hidden wasn't because they were well placed, but because the terrain was so poorly made it made it hard to find them.
Furthermore given the repetitive nature of the dungeons, the low quality textures, and fatigue from going through 200 similar places already, most people I know never found most of the artifacts because even though they like exploring, it was just so boring too go through everything.
Skyrim's radiant quest system, and lowered number of places is better, and gives more incentive to explore, because its actually completable, and you have a real reason to go there. Also this leads to the Devs not having spend their time making a crap ton of places 90% of people wont ever see leading to an overall increase in quality in the dungeons.
Also I find many skyrim's artifacts feel just as unique as Morrowind's, and if you look at the list again a good half of Skyrim's unique items are just found in places.
As far as artifacts go, they don't feel unique and they never feel like you earned them. You get them via this lame and unchanging way, which simply involves talking to a statue and doing the quest that you're walked through. Morrowind set it up in a way that you get them in different ways, ranging from the basic doing a quest line to exploring every nook and cranny in a dungeon. Nearly every artifact in Skyrim is handed to you for doing some incredibly predictable fetch quest.
I would disagree with Morrowind being the least repetitive in terms of dungeons. Every cave and Dwemer ruin felt almost the exact same, I cant recall the number of times in Morrowind I went "wait haven't I been in this Dwemer/Daedric/Cave place before?". In Skyrim every Nordic or Dwemer ruin's layout feels unique.
Also what do you mean by *actual* unique weapons and artifacts? Skyrim has plenty of those
http://www.uesp.net/wiki/Skyrim:Artifacts
http://www.uesp.net/wiki/Skyrim:Unique_Items
I personally think that all quest related NPCs should be unkillable until their quest are done. Having killable NPCs in Morrowind only worked because most of them never moved out of their spot and had no chance of being attacked, unlike Oblivion and Skyrim where they are actually in some danger.
But for the record, I'm not siding with kaasinees either. I still hate that guy.