Kantor said:
Scoobes said:
Kantor said:
rocketpig said:
Chroniczaaa said:
As long as it isn't more fucking dumbed down like oblivion was to morrowind, Fast travel and magic compass and quests that don't require reading period YAY! FTW@!@POIMCDANAF:O*Wtf ragequits*
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Fast travel was a god-send. I like difficult games but I don't like having to spend half an hour traversing terrain I've covered six times already.
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I think there's a middle ground. Fast travel should only be possible between cities.
But then even that is too much when every city is open at the beginning of the game. That's the main problem I had with Oblivion - it was too open. You emerge from the sewers ready to raid any dungeon, visit any city, join any organisation. There's no sense of mystery or exploration, which was made even worse by the lack of fast travel.
Come to think of it, without Touch of Rage and the massive civil wars which ensued, and the Adoring Fan running off mountains, and the Dark Brotherhood, Oblivion would have been pretty dull. In retrospect, most of the enjoyment I got from the game stemmed from the fact that it was absolute crap.
Hopefully, Skyrim will be different in that regard.
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Isn't that like the one defining feature for a Elder Scrolls design brief?
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From what I hear, Morrowind wasn't like that, and Arena and Daggerfall were randomised, so they certainly weren't.
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Morrowind was very much a do whatever you want once you're off the boat. Everything was available to you from the get go, although you didn't have fast-travel. It did put some restrictions on what quests you could do by having stat requirements for different quests (I remember not being able to finish the Mages Guild quest line as I was mainly a fighter) and some areas required you to have the levitation spell/scrolls for access. However, you always had the ability to gain access to those areas/quests.
I don't remember Daggerfall too well but both Arena and Daggerfall suffered from being too large and having too many generic looking dungeons (worse than both Morrowind and Oblivion). Either way, Elder Scrolls games have always been about giving the player complete freedom.