By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Gaming - Do games ever make you feel like this? - or why i think skyrim sucked

 

I don't really think skyrim sucks (that's just in the title to lure people in) - however i can't say it's my favourite game either.

I just wanted to know how you guys feel about this. I've heard some people many people say games (especially wrpg's) feel like chores and that they already have a job. So how do you think games could implement sidequests better and make people want to play them? Do you think the way Ubisoft throws 1'000'000 colectibles at you in every game is annoying?

Personally i feel like devs should find a way to implement this stuff better and try not to breake the imersion with it. i mean feathers, banners? really? if you make collectibles make something that makes and fits into the game. Also i think sidequests need more motivation to do (mostly story) because the justifications for those sidequest are most of the time quite shallow and plump.

Plus there is a problem that when your following the main storry and it's like we have to we have to get there this moment or the king will light his own fart and blow up the whole country, and you get a real sense of urgency and then a sidequest comes along like... i don't know... "i spraind my ankle and cant milk the cows, could you go to that far away county to get me that herb to heal me so i can milk my cows again?" and you know you really want to help and get that bottle of milk for completing that quest, but shouldn't you be on your way right now cause the king will light his fart any moment now...nah F*** that i'm going on a journey to that country to get that herb... oh i'm back now what was the main story again - sense of urgency and imersion gonne?

jah i'm sorry i tried to be funny... it's probably not. Also there is probably some a ton of spelling mistakes in there, i don't care i'm tired and english isn't my first language anyway.



Around the Network

I can say this: I thought exploring was pretty boring and it has the worst combat system I've played in any rpg.



For WRPG's to make sidequests feel relevent they have to tie them in with the main story and make them feel like they matter.

For example, Fallout New vegas did this excellently with a very in depth epilogue which made you want to do the extra quests to get the best endings for the characters and factions you meet along the way.



I haven't played SKyrim yet (it's on my to-do list) but I hear ya!



I'm on Twitter @DanneSandin!

Furthermore, I think VGChartz should add a "Like"-button.

That's exactly how I felt (not the video) about Fable II. This is why I couldn't get into the game at all. I didn't care about marrying anyone. Helping hundreds of people with their problems.

I will never like WRPGs (like fable) because of this. They bombard you with so so many irrelevant stuff that it mentally tires you out. It's like looking at a 10+ page menu at a eatery/bar only to get tired of looking at everything to the point where you don't want to eat anymore. Unlike traditional RPGs including Zelda, you only get a handful of side quests.

Zelda: Go through a trade to get the biggoron sword (you'll need it later), do chores and get rewarded with bottles, money, special items.

FFVIII: Fight monsters to get your weapons upgraded, go to different places to get new GFs

Odin Sphere: (a great game BTW) You get different items for your alchemy to make different potions.

Those are side quests that I like, not ones (like the OP mentioned) just to get your wounds healed, or to increase you're reputation among the villagers. or going through an adventure just to get an item that you can only use once. Sorry I gave those games a try but it wasn't doing it for me.



Around the Network

Agreed. Hopefully next gen they can be better.



Final Fantasy X: sidequest to earn sigils and legendary weapon... waster hours completing them, but it feels like it is worth it after



 

Corey said:
For WRPG's to make sidequests feel relevent they have to tie them in with the main story and make them feel like they matter.

For example, Fallout New vegas did this excellently with a very in depth epilogue which made you want to do the extra quests to get the best endings for the characters and factions you meet along the way.


The best part indeed about New Vegas was the fact that lots of sidequest (Even though they may look simple) did influence the ending. Not doing certain sidequests also led to a different ending. What an awesome game.

 

OP: I feel like you about the collectibles. There's a game I love which has the good and the bad part about collectibles: Alan Wake. Mind you, the manuscript pages are a good collectible that you actually pursuit in order to understand more and totally fits the mood of the story.

 

Then there are those one hundred coffee termoses... hum...



Wright said:

OP: I feel like you about the collectibles. There's a game I love which has the good and the bad part about collectibles: Alan Wake. Mind you, the manuscript pages are a good collectible that you actually pursuit in order to understand more and totally fits the mood of the story.

 

Then there are those one hundred coffee termoses... hum...


I haven't played Alan Wake but yes if you do collectibles something like diary pages or manuscrips make sense, but don't just sprinkle them all over the maps. They should be placed mindfull so that it makes sense, like... well a trail for something, or i don't know... but they shouldn't be flattering on rooftops or something cause how the hell would a page get up there. They should be placed like a persone in the game left them there or something, not just random but with purpose.

 

@Red4ADevil i've only played about 2-3 hours of fable 3 at a friends house but the whole game seemd to consist of doing sidequests to gain reputation to move forward in the main quest... the sidequests were like pose for a sculpturemaker and stuff... completely irelevant. If you're makeing me do them at least make me want to do them!



huiii said:
Wright said:

OP: I feel like you about the collectibles. There's a game I love which has the good and the bad part about collectibles: Alan Wake. Mind you, the manuscript pages are a good collectible that you actually pursuit in order to understand more and totally fits the mood of the story.

 

Then there are those one hundred coffee termoses... hum...


I haven't played Alan Wake but yes if you do collectibles something like diary pages or manuscrips make sense, but don't just sprinkle them all over the maps. They should be placed mindfull so that it makes sense, like... well a trail for something, or i don't know... but they shouldn't be flattering on rooftops or something cause how the hell would a page get up there. They should be placed like a persone in the game left them there or something, not just random but with purpose.

 

@Red4ADevil i've only played about 2-3 hours of fable 3 at a friends house but the whole game seemd to consist of doing sidequests to gain reputation to move forward in the main quest... the sidequests were like pose for a sculpturemaker and stuff... completely irelevant. If you're makeing me do them at least make me want to do them!

 

No. The manuscript pages are well-distributed and hidden, so that you can focus on the main storyline and keep finding 'em. Of course, there's four or five well-hidden, so you need some exploration and have you eyes opened. Most of the time the page is relevant to the story itself, or the place you find it (Like for example, the page at the saw mill describing the boss at the saw mill).

 

Fable 3 is a bad WRPG example, even though I love the game. Fable 2 had pretty interesting sidequests, if you ask me.