Fun Stuff > CLIKC
The Games We Hate
ackblom12:
--- Quote from: Ozymandias on 28 Apr 2007, 13:00 ---I have to come in here and take a stand against the Oblivion hate to say:
Morrowind.
I should not have to walk for fucking ever out to the middle of nowhere with no direction or method of making it go faster just to complete a stupid goddamned quest. Maybe it gets better. I don't know.
IT IS TOO GODDAMN TEDIOUS.
--- End quote ---
To be fair, I hate them both equally.
Nutsaur:
Morrowind was enthralling for awhile then I didn?t play it for about a week and so I?d forgotten what quests I was doing so I checked my journal and it was a mess. No quest log, just a dated journal. Half the quests I had weren?t even in there. I freed some Cat things from a mine but they never ran away and they still reported me for stealing mine ore. Then Oblivion came out.
I started the game and it seemed fun and basically the first thing I did was head into the arena which I easily conquered...at level 2. Seriously I was barely out of the womb and yet I was so awesome? I didn't understand that. After that I thought hmmm big world what will I do next? I can?t decide! The game is too big and without a finish line in sight I stopped playing. I enjoy the fact it?s not blatantly linear but i appreciate SOME direction. Bah.
They better make Fallout 3 awesome.
McTaggart:
With the (usually) excellent directions given by whoever gave you the quest and the paper map (Morrwind's paper map is the single greatest accompaniment to a game I've ever seen. It's damn near perfect in it's accuracy and detail. If you're told to head south, then turn southeast at the two tall rocks you can look on the map and find what you are after southeast of the two tall rocks drawn just south of where you are) I have never gotten hopelessly lost. The way it didn't hold your hand and treated you like you could think for yourself was what kept me coming back.
I liked the walking, it made it much more immersive and made it feel like a role playing game rather than an action game with pretty crappy action mechanics.
The journal is much nicer with the Tribunal expansion (and I think they learnt their lesson for any future games)
"The game is too big"
You obviously look for something different in a game than I do. More expansive is better, provided the world is coherent and accepts you into it. Rather than 'what do I want to do?' try first 'who is my character' and then 'what would they do?'. Morrowind was a role playing game where you so almost had the ability to actually play the role of your character. In oblivion you could kill shit I suppose.
What I'm hoping for in Fallout 3 is the same turn based, hex based combat that two had (this was excellent), a way to finish the story without taking a life, movements to join that change the world (or fail but leave a bit of an impact on you or the world, I would love a game where you can't save the world), no good/evil dichotomy, relationships between factions and characters that change depending on events, a chance to not even begin the main quest and the two most important ones; 1) History, backstory and intrigue. History from more than one painfully objective point of view. Rather than information about the past, information and opinions about the present that happened before now. I want a world to lose myself in that is believable. 2) No goddamn handholding and the ability to solve problems the way my character would do it.
It's not gonna happen though, they're going to make a game that will sell four billion copies rather than a game that most people will just go ":(, it's too confusing/hard/big/open".
Also, you can't defend Oblivion by attacking Morrowind, that just doesn't make sense. I suppose I'm kinda guilty of the inverse of that, but these were things that I had seen done by the same company before and was promised in the sequel. I hate it because they pulled all their punches and didn't do what they more than had to ability to, instead making a game pandering to the damn xbox kiddies and their bottom line.
I look for stories and innovation in my fpses. Sometimes run and gun is fun, but then I damn well want a timer, shots fired, shots hit, number of enemies killed, points collected and every other stat you can imagine to come up at the end of a level. Not enough games do this.
Dimmukane:
I'm not attacking Morrowind...more defending Oblivion on the grounds that I haven't been tainted with Morrowind's evil geist.
Back on-topic with the TC now, Prey was somewhat wasted potential. I mean, it did it's thing (portals and gravity and spirits, oh my!) a lot, but they could've done it better. After seeing the first video of Portals, it kinda pissed me off how simplistic the puzzles in Prey were. And I really wish they played around with the planets and stuff, like fight a boss from that miniature planet in Downward Spiral, weaken him and a portal back out opens up and you can shoot him some, and then he recovers and creates a portal back in under your feet. Or tunnels in the miniature planets, or whipping around the planets in the tiny ship things like a comet would.
Also, the weapons, outside of the shotgun, pissed me off. They were so utterly...generic, alt-fire on a lot of them was stupid, only one ammo clip for each weapon.
And the cheesy way they tacked on the option for a sequel sucked mightily.
The rest of it was really good, though, I love games that let you look up at the stars (Quake 4, Oblivion), which are beautifully bitmapped.
Ozymandias:
--- Quote from: McTaggart on 28 Apr 2007, 22:15 ---Also, you can't defend Oblivion by attacking Morrowind, that just doesn't make sense. I suppose I'm kinda guilty of the inverse of that, but these were things that I had seen done by the same company before and was promised in the sequel. I hate it because they pulled all their punches and didn't do what they more than had to ability to, instead making a game pandering to the damn xbox kiddies and their bottom line.
--- End quote ---
Actually, I can defend Oblivion by attacking Morrowind, because Oblivion did it right. They had a world that was simultaneously overwhelmingly huge and perfectly accessible. They didn't punish the player for not wanting to spend 20 minutes walking to a cave to artificially make the game "more immersive" because you're wasting a fuckload of time staring at the next rock you have to pass. They still rewarded the player for exploring, though, since 80% of the game you probably won't see just by doing the main quests. The only flaws to the game were that the leveling system was broken and combat was too shallow.
I'm 100 hours in and still loving the game, though. The most breathtaking sight I've ever seen was after I bought Knights of the Nine and unlocked Frostcrag Spire, went straight to the top, and looked out over Cyrodiil. Simply amazing, the detail and love that went into it.
Rule number one of making a video game is that it should be fun. They made a game that was way more fun to way more people. Good on them.
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