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<blockquote data-quote="Felon" data-source="post: 5736961" data-attributes="member: 8158"><p>Skyrim's perks represent a whole lot o'good ideas. However, that particular high-end perk assumes two things: A) you're already sufficiently wealthy to go around investing in merchants, and B) Speech is high enough to meet the requirement. Bearing in mind that raising Speech is primarily a side-effct of selling high-cash-value loot, it seems safe to conclude that perk just lets the rich get richer. </p><p></p><p></p><p>The hired thugs are yet another interesting idea, although the implementation is insane (in typical Skyrim fashion). The thugs can be hired over petty theft, by characters who seem unlikely to have the means to do so (farmers, hermits, and in some reported instances, children).</p><p></p><p></p><p>Hate to be reductive, but y'know, anything can be said to make perfect if you try hard enough. I could likewise contend that it makes even more sense for thieves guild to be especially honorable. In the end, however, everything serves the needs of gameplay, and in this case Skyrim doesn't really seem interested in providing a morality system. Of the four main guilds, two are expressly neutral, and the other two expressly sinister. Normally, I'd consider an organization of diplomats to be patently absurd in a video game, but in an Elder Scrolls game I could actually see such a thing working out.</p><p></p><p>In the case of Skyrim's thieves guild, what they're going for in terms of gameplay is to put the player in a situation where he builds a criminal empire from the ashes of an old one. Of course, you're building it the Bethesda way: even though the player is ostensibly the boss, he's not calling the shots, merely carrying out the plans presented to him. Nonetheless, the premise appeals to me sufficiently that I'll turn a blind eye to the racketeering and extortion tactics, which I don't really consider to be very thiefy.</p></blockquote><p></p>
[QUOTE="Felon, post: 5736961, member: 8158"] Skyrim's perks represent a whole lot o'good ideas. However, that particular high-end perk assumes two things: A) you're already sufficiently wealthy to go around investing in merchants, and B) Speech is high enough to meet the requirement. Bearing in mind that raising Speech is primarily a side-effct of selling high-cash-value loot, it seems safe to conclude that perk just lets the rich get richer. The hired thugs are yet another interesting idea, although the implementation is insane (in typical Skyrim fashion). The thugs can be hired over petty theft, by characters who seem unlikely to have the means to do so (farmers, hermits, and in some reported instances, children). Hate to be reductive, but y'know, anything can be said to make perfect if you try hard enough. I could likewise contend that it makes even more sense for thieves guild to be especially honorable. In the end, however, everything serves the needs of gameplay, and in this case Skyrim doesn't really seem interested in providing a morality system. Of the four main guilds, two are expressly neutral, and the other two expressly sinister. Normally, I'd consider an organization of diplomats to be patently absurd in a video game, but in an Elder Scrolls game I could actually see such a thing working out. In the case of Skyrim's thieves guild, what they're going for in terms of gameplay is to put the player in a situation where he builds a criminal empire from the ashes of an old one. Of course, you're building it the Bethesda way: even though the player is ostensibly the boss, he's not calling the shots, merely carrying out the plans presented to him. Nonetheless, the premise appeals to me sufficiently that I'll turn a blind eye to the racketeering and extortion tactics, which I don't really consider to be very thiefy. [/QUOTE]
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