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Skyrim and Consequence

Skyrim places its players in a curious position by giving them the freedom to do anything and everything possible. This makes for a wonderfully immersive gaming experience at its best, but it’s also strangely hollow at times. Although the narrative hails you as the hero that fate has chosen to change the course of history, much of what you do in Skyrim has very little lasting effect on the world around you.

Questlines are often completed and villains defeated without much notice from most passers-by, except for an occasional comment from a guard or townsperson. Other questlines that may have seemed related are typically left untouched by your actions. This is a weird feeling.

Completing the game’s central storyline, which involves ridding the world of the urgent threat of the dragons, does not actually change the world or quests in a dramatic way. Dragons still fly around and attack you on sight. It can often seem a bit like you are an enormously powerful hero that no one is paying any attention to, despite your best efforts.

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Thantalas1260d ago

A solid well-thought out piece that takes a thoughtful approach to how we play and what motivates us when we play. What makes Skyrim great is that it is so open, however the main quest seems to short and weak and the whole game would have been improved if the main quest couldn't be achieved until you had significantly affected the world by succeeding in other quests. Good stuff.

Irishguy951259d ago

So open..So...pointless...

This game is tailored to ensure it is open. It sacrifices game design for the sake of that.

RuperttheBear1259d ago

'It sacrifices game design for the sake of that. '

That makes no sense at all.

Canary1259d ago

That's because Bethesda games are not typical RPGs. They're not about the characters, like a JRPG; they're not about the plot, like a WRPG; they're about the setting.

A Bethesda game where you can't see everything and do everything wouldn't be a bethesda game.

Sure, it would be nice if they could take some cues from "real" RPGs, but it's not exactly a necessity for 'em.

As Pete Hines so succinctly put it, the KPE (key point of engagement) of their games is that moment when you emerge from the darkness and see a whole world spread out before you... and say to yourself, "I wonder what's on the other side of that mountain"--and then you can go and see for yourself.

DragonKnight1259d ago

Skyrim only obtained GOTY due to its scope and ambition but in terms of substance it leaves a lot to desire and in terms of programming it's one of the worst coded games of the generation.

RuperttheBear1259d ago

I enjoyed it more than any other game released that year. So it succeeded in what it set out to do, for me. It was my GOTY for that year.

Maybe it just wasn't for you.

baldulf1259d ago (Edited 1259d ago )

On the Elder Scrolls series the consequences of a game are usually seen on the next title (usually a century or so later)

Take Oblivion as an example, in that one you close the oblivion gates and that seems to be all, world is saved and everyone keep with their lives. But in the next years the world of the Elder Scrolls changed drastically due to those events: the empire weakened, the high elves rose to power, the provinces start rebelling... And we see on Skyrim the consequences of that.

I think that's part of the appeal of the series, changes take time (decades or more).

Summons751259d ago

Yeah. The books really show the results well too, really well written too. I loved going through Skyrim and finding the book about the oblivion crisis, reading it was really funny actually knowing what happened. Skyrim and elder scrolls 6 will be weird seeing the results of Skyrim.

Zha1tan1259d ago

Is skyrim not set before oblivion?

baldulf1259d ago

Two hundred years after Oblivion.