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i.e. Yes, there is a follower system... But none of the available followers "add" something to the story, nor is there any interaction possible (besides giving some basic "orders").
Yes, in Skyrim you're able to marry... But what's the point if you make it so incredibly easy to achieve (yet hard to figure out, why need an amulet?) and put it in a forgotten corner of the game.
Sure, you can become i.e. the Arch-mage... But you're not recognized as such, the whole storyline just ends there (true, some guards will remind you from time to time).
I have to say that even though I absolutely love Skyrim to death so far, this is my main problem with it. While for me there is an abundance of interesting quests, places to explore, little easter eggs, plentiful characters, good graphics, and it feels more realistic/immersive than Oblivion, the interaction with other people is still so shallow. It's particularly apparent now they've put in the marriage system and followers - these are people you're meant to be close to but you get so few interactions and dialogue choices. I would find the game so much more immersive if they would develop a few characters a little more and you felt like you actually had significant connections with other characters. After playing the Dragon Age games, Skyrim feels really lacking in this area. Although I get that there's only so much they can do, the game is huge already, and if you develop one area more you'll probably lose out on another. I guess deep relationships are not exactly compatible with who your character is and the lifestyle you lead. DA and TES are two different series and I guess it wouldn't be possible to make a game incorporating all aspects of both.
I'm really enjoying it though. The hours just fly by and I've barely scratched the surface. I'm enjoying the enchanting and smithing side of things a lot more than I thought I would, and magic is better too (I virtually never used magic in Oblivion, especially since all the good spells required high level skills). Companions storyline seemed kind of lacking though and while the werewolves look cool, actually being one seems pretty pointless. Lots of glitches and other minor complaints but overall though I think it's a big improvement on Oblivion.
Overall, yes it's an improvement on previous versions of TES.
It's important to keep in mind that while BioWare games of late are more Action-Adventure RPG and Bethesda games (Fallout/TES) are more Sandbox RPG -- Pre-determined story vs. more or less make your own story.
I understand the inherent difficulties with making a Sandbox game and keep solid interaction with NPCs. I'm merely stressing that I think they should have opted not to include the marriage and follower system, it doesn't add anything to the game (in it's current state)... OR made it better.
Even something as simple as a follower/partner questline would have greatly added to the game.
Make me actually have to work to get someone to be my husband/wife or travel partner, and possibly to keep having him/her as my travel companion (i.e. by alignment check).
In it's current state all "generic" NPCs are just uninteresting automatons.
Having a husband/wife only gives you a regular income (which I did not even need, made more money crawling a dungeon or two) that is only helpful early in the game... when you probably don't have one yet, and a follower only makes the game somewhat easier when attacking large groups (not always the case, actually my follower blocks my field of view regularly in battle and hit him/her instead of the enemy)
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