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BG3 is the new Skyrim
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<blockquote data-quote="DEFCON 1" data-source="post: 9556512" data-attributes="member: 7006"><p>Do you mean for Skyrim? For that game in particular the questlines just were never that compelling to me. But that's not the game's fault, it's just what I find fun. Skyrim (and indeed all the Elder Scrolls games) are always more geared to the "You can do anything and go anywhere" mindset and that's where their game design focus seems to have thrived. But their concerns of narrative and forward momentum never seemed to be utmost in their mind.</p><p></p><p>This was made most clear to me in Fallout 3 when I first tried it out and got to the part where you had to go find the radio DJ... and there was virtually no indication of how the heck you were supposed to find him because the navigation arrows that pointed to his location weren't clear you had to actually go down in the subway tunnels and then follow convoluted pathways down there that weren't actually in the direction of the arrow pointing to him. Thus the first bunch of times I tried to play it, I got so annoyed by all the runaround in their navigation design and the fact that as I kept trying to find my way around to get to the radio station I'd get jumped by random mutants and monsters and such that I just stopped playing it. I wasn't there for the random combats and the unfocused wandering around, I was there to follow the narrative... and the game seemed to me to go out of its way to make doing that more annoying and difficult than it was worth.</p><p></p><p>(And this latest time I played it where I finally finished FO3 only happened because I gave myself the green light to just follow walkthroughs when necessary because I had no intention of wasting my time getting stuck on all the random walking to just "stumble" my way through the main questline. This is why I don't tend to play Bethesda games... because I'm not the right audience for them.)</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9556512, member: 7006"] Do you mean for Skyrim? For that game in particular the questlines just were never that compelling to me. But that's not the game's fault, it's just what I find fun. Skyrim (and indeed all the Elder Scrolls games) are always more geared to the "You can do anything and go anywhere" mindset and that's where their game design focus seems to have thrived. But their concerns of narrative and forward momentum never seemed to be utmost in their mind. This was made most clear to me in Fallout 3 when I first tried it out and got to the part where you had to go find the radio DJ... and there was virtually no indication of how the heck you were supposed to find him because the navigation arrows that pointed to his location weren't clear you had to actually go down in the subway tunnels and then follow convoluted pathways down there that weren't actually in the direction of the arrow pointing to him. Thus the first bunch of times I tried to play it, I got so annoyed by all the runaround in their navigation design and the fact that as I kept trying to find my way around to get to the radio station I'd get jumped by random mutants and monsters and such that I just stopped playing it. I wasn't there for the random combats and the unfocused wandering around, I was there to follow the narrative... and the game seemed to me to go out of its way to make doing that more annoying and difficult than it was worth. (And this latest time I played it where I finally finished FO3 only happened because I gave myself the green light to just follow walkthroughs when necessary because I had no intention of wasting my time getting stuck on all the random walking to just "stumble" my way through the main questline. This is why I don't tend to play Bethesda games... because I'm not the right audience for them.) [/QUOTE]
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