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Has Beth lost its edge on RPG gaming?


vram1974

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The Kid In A Fridge quest is interesting. I mean what the hell were they thinking?
 

  • It starts quite well. You've got a kid stuck in a fridge; okay, that can happen.
  • And he survived the bombs because of it ... all right, references Indiana Jones and The Zimmer Frame From Space. Fun idea.
  • Of course, this makes the kid over 210 years old. Which is OK because the radiation that was blocked by the fridge somehow managed to turn him into a ghoul because ... actually, I'm having difficulty with that one. Let's move on.
  • Now, being a ghoul he didn't need to eat or drink. For two hundred years, because ghouls are different. And he didn't go mad through sensory deprivation and boredom. Or get his muscles atrophied beyond hope of recovery. I suppose at a stretch, the ferals appear to be able to die and then be revived given enough radiation an some outside stimulus; maybe the kid died and just revived due to the stimulus of the player passing nearby. It would explain why he sounds like he's only been in there for five minutes. Of course, the kid isn't feral and shows none of the mental degeneration of ferals but ... but ah, who cares? He's a lost kid and that's what the game's about right? Lost kids. Heaven forbid we should forget.
  • Anyway. You let him out and agree to take him to his parents. Because we might reasonably expect them to be alive and well and living nearby, obviously. But wait! Just around the corner is the first and last slaver you will ever see in the game. He's lived right next door to the fridge and without ever hearing noises from inside, but now he sees the kid he wants to buy him because ... hell I have no idea why he wants to buy the kid. Maybe he thinks the kid will have novelty value compared to the hundreds of non-ghoul-kid slaves that you never see in the game. Who knows?
  • Now as a point of interest, this quest is a comparative rarity in F4 in that it has more than one outcome. You can actually tell the slaver "no" without it turning out to mean "yes" - cutting edge stuff here. So let's assume you turn the weirdo slaver down. You walk a hundred yards to where the kid used to live and oh look! There's his house, still there after the bombs and 200 years.
  • And his parents are also ghouls (I guess it runs in the family, right). And they're still living there, unmolested, on the edge of the biggest gunner encampment in the game. They're not overly surprised to see their long-lost son - you'd think he was a couple of hours late from school. They've been worried, obviously, but not yet at the point where they'd phone round the hospitals or anything. Which is more or less how the kid acts as well. Presumably insanity also runs in the family. Or maybe they died as well and only revived when the Plot demanded it. Who can say?
  • But the fun isn't over yet. Weirdo Slaver has got a bunch of mates together and is ready to take the kid by force, because the novelty value of a ghoul kid slaves is not only worth maybe getting killed for, but is going to be enough to split it six ways because ... look, stop over-thinking this! You kill the bad guys and reunite a kid! You should be all warm and fuzzy now! Ungrateful sons-of-bitches....

At least, I assume that was the thinking behind the design process.

Now it's not that I don't have any sympathy for Pete Hines when he was taken to task over this. I mean he was being badgered by an obsessive and aggressive individual and I can imagine that I might get a little short with someone in that situation. Pre-war jet is a continuity error - they're going to happen, and the basic kid in a fridge idea is a reasonable gag as an Indy shout-out. The trouble is that the quest piles stupidity on top of stupidity until it stops being funny, and "funny" was the only thing this quest had going for it. I'm all for a little willing suspension of disbelief, but after a point I need the game to work with me rather than against me, you know?

It's also frustrating because this particular quest is one of the very few in the game with a halfway decent structure. You have multiple solutions, a little complexity beyond Kill-Loot-Return ... it's not a particularly revolutionary structure, but it's light years ahead of most of the missions in the game. The story that goes with it, though? I've scraped better thought-out narratives off the sole of my my shoe.

In a lot of ways, The Kid In The Fridge is emblematic of everything I dislike about this game. They took a slightly interesting idea, distorted it to fit a marketing agenda (Kids in danger! Family! Estrogen!) and apparently didn't care that the result was inconsistent, implausible even by the somewhat elastic standards of Fallout, and generally insulting of the intelligence of their players.

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Jet didn't exist in FO and was a major part of FO2. Anyone who have played these games would know that Jet never was a pre-war thing.

 

Pre-war jet is a continuity error

Which suggests that Bethesda's designers have never played FO & FO2 and haven't done any research either... Which is a fairly good reason to not expect a good Fallout game from Bethesda, ever.
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[...] and apparently didn't care that the result was inconsistent, implausible even by the somewhat elastic standards of Fallout, and generally insulting of the intelligence of their players.ions in the game. 

 

"Insulting" is the word that sums up the whole FO4 experience for me. This game is insulting in all possible aspects.

And this is somewhat unexpected - neither the TES games nor Fallout 3 help explain how Bethesda did everything wrong this time.

I know some (american) players believe that the companies are people and they can't suddenly lose their abilities, but after all the company is as good as the people they employ. 

However I'm getting more and more excited about all the possibilities for a wide diversity of sex mods and the more I play it the more optimistic I get that in about one year this will be the best porn virtual world. 

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Jet didn't exist in FO and was a major part of FO2. Anyone who have played these games would know that Jet never was a pre-war thing.

To be honest, I'd forgotten until the fuss blew up over that quote. And I have played FO2. Not particularly recently, I admit...

 

 

Pre-war jet is a continuity error

Which suggests that Bethesda's designers have never played FO & FO2 and haven't done any research either... Which is a fairly good reason to not expect a good Fallout game from Bethesda, ever.

 

I don't know. If it was a single instance, I'd defend their right to make the odd retcon here and there. If it was a single instance, that is.

 

As it is, I'm thinking less "never played the originals" and more "just don't care very much".

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But i'm still curious which games you wouldn't call boring after some years of playing?

Mount & Blade series, Jagged Alliance 2 and so on.

 

Thanks! I've heared of Jagged Alliance 2 (and only good), and it's on my list to buy when i'm bored, but i never heard of Mount & Blade, sounds intresting though. I'll add that too. :)

 

 

 

 

But i'm still curious which games you wouldn't call boring after some years of playing?

Mount & Blade series, Jagged Alliance 2 and so on.

 

 

It might be an age thing. I suspect when you are younger the yearning for a new experience is more prominent and thus they produce more vitriol to perceived dissenters. Getting older sort of puts a perspective on things.

 

I do a get glow from playing old games, (probably languid neurons kicking back in) - then realize that I'm now actually shit at them, even though they used to be a walk in the park. Modding and fiddling with mods to make a game conform to my ideal is actually more my thing nowadays. (That does rely on a base which can be freely modded in the first place though)

 

 

Well, born in 1980 i wouldn't call myself young, but i'm still looking for a new experience. Harder to do so, though. But that doesn't mean i wouldn't play older games... actually, the opposite is true. I can enjoy some good graphics, but what i'm really looking for is an intresting plot twist, and games like Baldurs Gate or Arcanum and partly FO 1&2 had some pretty good of those. The campaign of Starcraft as well.

Same for gameplay, it is important in some ways, but in the mainpart, i want to be entertained by a good story. Actually, becoming older means for me, it's less important to be good in a game, as long as i can enjoy a story :)

And at least in one point the opposite is true: civ4 spoiled alpha centauri in some ways, the strategies you need to get used to in civ4 make most earlier games too easy.

 

Classic Doom, still play it after 20 years  :lol:

 

Looking forward to a the final episode of a level pack, actually.

 

I have to admit, i never really got the fame of Doom, maybe because i didn't play it from the beginning, so it wasn't the one and only with some 3d graphics. In my opinion, Unreal was superior to it in every point, and it was the first, actually the only game were i was really shocked by surprise.

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The Kid In A Fridge quest is interesting. I mean what the hell were they thinking?

 

  • It starts quite well. You've got a kid stuck in a fridge; okay, that can happen.
  • And he survived the bombs because of it ... all right, references Indiana Jones and The Zimmer Frame From Space. Fun idea.
  • Of course, this makes the kid over 210 years old. Which is OK because the radiation that was blocked by the fridge somehow managed to turn him into a ghoul because ... actually, I'm having difficulty with that one. Let's move on.
  • Now, being a ghoul he didn't need to eat or drink. For two hundred years, because ghouls are different. And he didn't go mad through sensory deprivation and boredom. Or get his muscles atrophied beyond hope of recovery. I suppose at a stretch, the ferals appear to be able to die and then be revived given enough radiation an some outside stimulus; maybe the kid died and just revived due to the stimulus of the player passing nearby. It would explain why he sounds like he's only been in there for five minutes. Of course, the kid isn't feral and shows none of the mental degeneration of ferals but ... but ah, who cares? He's a lost kid and that's what the game's about right? Lost kids. Heaven forbid we should forget.
  • Anyway. You let him out and agree to take him to his parents. Because we might reasonably expect them to be alive and well and living nearby, obviously. But wait! Just around the corner is the first and last slaver you will ever see in the game. He's lived right next door to the fridge and without ever hearing noises from inside, but now he sees the kid he wants to buy him because ... hell I have no idea why he wants to buy the kid. Maybe he thinks the kid will have novelty value compared to the hundreds of non-ghoul-kid slaves that you never see in the game. Who knows?
  • Now as a point of interest, this quest is a comparative rarity in F4 in that it has more than one outcome. You can actually tell the slaver "no" without it turning out to mean "yes" - cutting edge stuff here. So let's assume you turn the weirdo slaver down. You walk a hundred yards to where the kid used to live and oh look! There's his house, still there after the bombs and 200 years.
  • And his parents are also ghouls (I guess it runs in the family, right). And they're still living there, unmolested, on the edge of the biggest gunner encampment in the game. They're not overly surprised to see their long-lost son - you'd think he was a couple of hours late from school. They've been worried, obviously, but not yet at the point where they'd phone round the hospitals or anything. Which is more or less how the kid acts as well. Presumably insanity also runs in the family. Or maybe they died as well and only revived when the Plot demanded it. Who can say?
  • But the fun isn't over yet. Weirdo Slaver has got a bunch of mates together and is ready to take the kid by force, because the novelty value of a ghoul kid slaves is not only worth maybe getting killed for, but is going to be enough to split it six ways because ... look, stop over-thinking this! You kill the bad guys and reunite a kid! You should be all warm and fuzzy now! Ungrateful sons-of-bitches....

At least, I assume that was the thinking behind the design process.

 

Now it's not that I don't have any sympathy for Pete Hines when he was taken to task over this. I mean he was being badgered by an obsessive and aggressive individual and I can imagine that I might get a little short with someone in that situation. Pre-war jet is a continuity error - they're going to happen, and the basic kid in a fridge idea is a reasonable gag as an Indy shout-out. The trouble is that the quest piles stupidity on top of stupidity until it stops being funny, and "funny" was the only thing this quest had going for it. I'm all for a little willing suspension of disbelief, but after a point I need the game to work with me rather than against me, you know?

 

It's also frustrating because this particular quest is one of the very few in the game with a halfway decent structure. You have multiple solutions, a little complexity beyond Kill-Loot-Return ... it's not a particularly revolutionary structure, but it's light years ahead of most of the missions in the game. The story that goes with it, though? I've scraped better thought-out narratives off the sole of my my shoe.

 

In a lot of ways, The Kid In The Fridge is emblematic of everything I dislike about this game. They took a slightly interesting idea, distorted it to fit a marketing agenda (Kids in danger! Family! Estrogen!) and apparently didn't care that the result was inconsistent, implausible even by the somewhat elastic standards of Fallout, and generally insulting of the intelligence of their players.

 

Yeah they do this with lots of things, they build a nice world and then fill it with so much nonsense, that im surprised there isnt a message poping up somewhere, with a flashing "who gives a fuck, just go kill something" everytime you try to make any sense of what you got there.

This whole primitive design just feels insulting not only to the players, but also to the world they build.

 

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Which suggests that Bethesda's designers have never played FO & FO2 and haven't done any research either... Which is a fairly good reason to not expect a good Fallout game from Bethesda, ever.

 

 

You have a lot of that in Fallout 2 and New Vegas as well. Does that mean that Black Isle / Obsidian didn't care about their game? I don't think so. Games are huge and the lore isn't that important to most people AND developers. Fictional works are bound to have mistakes and errors. Hell, it wasn't decided until after Fallout 2 that ghouls were the result of radiation and not radiation + FEV. It got decided after the games had been created. Tim Cain said that ghouls were victims of radiation, Chris Taylor claims that both FEV and radiation played a role and Chris Avellone first supported Taylor's version, he later decided that ghouls were only the result of radiation. That to me sounds like a giant clusterfuck and not like some well thought out lore - because it technically still isn't decided, it's just two votes versus one.

 

That being said, FNV had Camp Searchlight and optional post Lonesome Road areas were people apparently don't die from radiation or nuclear blasts anymore but instead turn into feral ghouls instantaneous. From my understanding, turning into a ghoul isn't something that happens in a moment, it's a process, not a magical transmutation of some sorts. People would still most likely die from extreme radiation, prolonged exposure to severe, but not deadly radiation CAN turn you into one. The picture that NV paints is that almost all humans should have turned into fucking ghouls as soon as the bombs fell, only a minority would have actually died. But even if ghoulification is something that can happen really, really fast on a regular basis (which is not what happened during the great war) it wouldn't explain how ghouls turn into ferals in the blink of an eye.

 

But yeah, pre-war Jet surely is the great offense to the bullet-proof structure that is the lore of Fallout. Toppest of keks, my friend.

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Guest endgameaddiction

 

Which suggests that Bethesda's designers have never played FO & FO2 and haven't done any research either... Which is a fairly good reason to not expect a good Fallout game from Bethesda, ever.

 

 

You have a lot of that in Fallout 2 and New Vegas as well. Does that mean that Black Isle / Obsidian didn't care about their game? I don't think so. Games are huge and the lore isn't that important to most people AND developers. Fictional works are bound to have mistakes and errors. Hell, it wasn't decided until after Fallout 2 that ghouls were the result of radiation and not radiation + FEV. It got decided after the games had been created. Tim Cain said that ghouls were victims of radiation, Chris Taylor claims that both FEV and radiation played a role and Chris Avellone first supported Taylor's version, he later decided that ghouls were only the result of radiation. That to me sounds like a giant clusterfuck and not like some well thought out lore - because it technically still isn't decided, it's just two votes versus one.

 

That being said, FNV had Camp Searchlight and optional post Lonesome Road areas were people apparently don't die from radiation or nuclear blasts anymore but instead turn into feral ghouls instantaneous. From my understanding, turning into a ghoul isn't something that happens in a moment, it's a process, not a magical transmutation of some sorts. People would still most likely die from extreme radiation, prolonged exposure to severe, but not deadly radiation CAN turn you into one. The picture that NV paints is that almost all humans should have turned into fucking ghouls as soon as the bombs fell, only a minority would have actually died. But even if ghoulification is something that can happen really, really fast on a regular basis (which is not what happened during the great war) it wouldn't explain how ghouls turn into ferals in the blink of an eye.

 

But yeah, pre-war Jet surely is the great offense to the bullet-proof structure that is the lore of Fallout. Toppest of keks, my friend.

 

 

That's correct, ghoul mutation wasn't something that happened over night. Remember when interacting with Carol from Underworld who tells you about her life during post-nuclear. How she was just a little girl, and now she's almost 200ish. Over time their skin started changing or falling off (forgot which), and some couldn't resist and died. Others lost their mind and went feral.

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What I remember from the stories told by Harold and the other vault 13 dweller in Boneyard in FO1, their contact with FEV was the reason why they turned into a ghoul. Not everyone turns into a supermutant when dipped into FEV apparently. I assumed that was the case for the ghouls in Necropolis and in Gecko in FO2. I don't think they said anything about radiation.

 

From what I remember the only thing about radiation is that both ghouls and supermutants are radiation resistant probably due to the repairing property of FEV, which is also the reason why both ghouls and supermutants are sterile. So guys, no ghoul and supermutant babies please! :D

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Guest Mogie56

There is some controversy, even among the makers of Fallout games, about the origins of ghouls. While Tim Cain said explicitly that ghouls are only a result of radiation, consistent with an understanding of the science of radiation as it stood during the 1950s, Chris Taylor said that a mix of both radiation and FEV was involved. While Chris Avellone initially supported the latter view in his Fallout Bible, he was later convinced to support the radiation-only version. so if they cannot agree you can follow whichever you prefer.

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That being said, FNV had Camp Searchlight and optional post Lonesome Road areas were people apparently don't die from radiation or nuclear blasts anymore but instead turn into feral ghouls instantaneous. From my understanding, turning into a ghoul isn't something that happens in a moment, it's a process, not a magical transmutation of some sorts. People would still most likely die from extreme radiation, prolonged exposure to severe, but not deadly radiation CAN turn you into one.

Yeah, I agree about Camp Searchlight.

 

It's just ... well, like I said: I don't mind swallowing the occasional plot hole or liberty with the lore, especially when it seems to be in a good cause. It's just when I find them stacked on atop the other for no apparent reason that I start having difficulty.

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Guest endgameaddiction

Question: Is Fallout 4 character moving the same as Skyrim? Or is it still same as Fallout 3 and New Vegas?

 

You know, when you press W and A and run at an angle or is it still stupified like the 90s where you press it and you are running at an angle but it's using forward animation?

 

Let me re-explain because it's a bit confusing. In Skyrim, you can use the W + A or W + S keys to run in a forward motion but your character is turned in a 30 degree angle from the camera's position.

 

In Fallout trying the same method results as your character's body not turning to a 30 degree angle, thus it looks like you are rather gliding while moving forward. Typical stuff you saw in 90s games, which was kinda of a turn off because it looks cool in Skyrim and works perfect for their open world games.

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Question: Is Fallout 4 character moving the same as Skyrim? Or is it still same as Fallout 3 and New Vegas?

 

You know, when you press W and A and run at an angle or is it still stupified like the 90s where you press it and you are running at an angle but it's using forward animation?

 

Let me re-explain because it's a bit confusing. In Skyrim, you can use the W + A or W + S keys to run in a forward motion but your character is turned in a 30 degree angle from the camera's position.

 

In Fallout trying the same method results as your character's body not turning to a 30 degree angle, thus it looks like you are rather gliding while moving forward. Typical stuff you saw in 90s games, which was kinda of a turn off because it looks cool in Skyrim and works perfect for their open world games.

I think so, atleast from what i seen.

If you watch vids with someone exploring while in 3rd person im pretty sure i seen 30 degree movement animation.

I mean lots of stuff has been taken from Skyrim, including many animations.

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Question: Is Fallout 4 character moving the same as Skyrim? Or is it still same as Fallout 3 and New Vegas?

 

You know, when you press W and A and run at an angle or is it still stupified like the 90s where you press it and you are running at an angle but it's using forward animation?

 

Let me re-explain because it's a bit confusing. In Skyrim, you can use the W + A or W + S keys to run in a forward motion but your character is turned in a 30 degree angle from the camera's position.

 

In Fallout trying the same method results as your character's body not turning to a 30 degree angle, thus it looks like you are rather gliding while moving forward. Typical stuff you saw in 90s games, which was kinda of a turn off because it looks cool in Skyrim and works perfect for their open world games.

I think so, atleast from what i seen.

If you watch vids with someone exploring while in 3rd person im pretty sure i seen 30 degree movement animation.

I mean lots of stuff has been taken from Skyrim, including many animations.

 

 

And yet they said they did new animations in an animation overhaul.....guess they just meant taking out all of Fallout 3's dated garbage from the early 1990's in favor of Skyrim's with some edits. Sounds too!

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Question: Is Fallout 4 character moving the same as Skyrim? Or is it still same as Fallout 3 and New Vegas?

 

You know, when you press W and A and run at an angle or is it still stupified like the 90s where you press it and you are running at an angle but it's using forward animation?

 

Let me re-explain because it's a bit confusing. In Skyrim, you can use the W + A or W + S keys to run in a forward motion but your character is turned in a 30 degree angle from the camera's position.

 

In Fallout trying the same method results as your character's body not turning to a 30 degree angle, thus it looks like you are rather gliding while moving forward. Typical stuff you saw in 90s games, which was kinda of a turn off because it looks cool in Skyrim and works perfect for their open world games.

I think so, atleast from what i seen.

If you watch vids with someone exploring while in 3rd person im pretty sure i seen 30 degree movement animation.

I mean lots of stuff has been taken from Skyrim, including many animations.

 

 

And yet they said they did new animations in an animation overhaul.....guess they just meant taking out all of Fallout 3's dated garbage from the early 1990's in favor of Skyrim's with some edits. Sounds too!

 

Not saying they didnt do new animations, im sure there are new ones too, but lots of stuff has been taken out of skyrim and edited to save time from what i seen.

 

hmmm I'll keep searching because every video I seen has always been first person.

Try this one

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  • 2 weeks later...

I grew up with games like Baldur's Gate which stomp all over most modern RPGs. In the Elder Scrolls games to me nothing will beat Morrowind and the feeling of being utterly free getting off that boat and just being a random guy or gal that isn't even tied to a destiny (something you can only achieve with mods in new Elder Scrolls games) unless you follow a certain path.

 

For Fallout 4 I completed it once and did most of the quests and i'll put it down until it has way more mods to give me options (last time I really played it was months ago now) I mean, even in Fallout: New Vegas I could decide on my character, but in 4 i'm always going to be that guy who was born 200 years ago looking for his wife and child, and to that end joining all these factions and following side quests doesn't seem to make much sense to me.

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it is now May 26, 2016 on my part of the world and after lurking and browsing through this forum, I will play Skyrim which I bought a month after its release date. After countless reinstalls (too many to remember), CTD's and experimenting with mods and compatibility, I will check Nexus and this site for mods that will pique my interest and see how they will fit with my game (fingers crossed and offering my firstborn to Sheson). This playthrough, I RP as a time displaced soldier who only has a KA-BAR knife and her uniform, trying to make sense of the world she fell in to. Good times ahead...

 

Can't say the same about FO4, was overwhelmed with the graphics, had a few feels about Shawn, my partner and Dogmeat, did all the quest I stumbled into, made the choice in the end. Felt empty...

Started a new playthrough, installed mods, tried to camp around and survive, did all the quests I stumbled in to, made the choice in the end.

Still felt empty...

 

I (sincerely) hope (and pray!) that the next TES game will turn out better than this emptiness...

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it is now May 26, 2016 on my part of the world and after lurking and browsing through this forum, I will play Skyrim which I bought a month after its release date. After countless reinstalls (too many to remember), CTD's and experimenting with mods and compatibility, I will check Nexus and this site for mods that will pique my interest and see how they will fit with my game (fingers crossed and offering my firstborn to Sheson). This playthrough, I RP as a time displaced soldier who only has a KA-BAR knife and her uniform, trying to make sense of the world she fell in to. Good times ahead...

 

Can't say the same about FO4, was overwhelmed with the graphics, had a few feels about Shawn, my partner and Dogmeat, did all the quest I stumbled into, made the choice in the end. Felt empty...

Started a new playthrough, installed mods, tried to camp around and survive, did all the quests I stumbled in to, made the choice in the end.

Still felt empty...

 

I (sincerely) hope (and pray!) that the next TES game will turn out better than this emptiness...

 

nice blog

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In the Elder Scrolls games to me nothing will beat Morrowind and the feeling of being utterly free getting off that boat and just being a random guy or gal that isn't even tied to a destiny (something you can only achieve with mods in new Elder Scrolls games) unless you follow a certain path.

 

In Skyrim, I don't recall a Daedric Prince telling me that I have been chosen to accomplish an unknown task at the onset of the game.

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In the Elder Scrolls games to me nothing will beat Morrowind and the feeling of being utterly free getting off that boat and just being a random guy or gal that isn't even tied to a destiny (something you can only achieve with mods in new Elder Scrolls games) unless you follow a certain path.

 

In Skyrim, I don't recall a Daedric Prince telling me that I have been chosen to accomplish an unknown task at the onset of the game.

 

Doesn't happen in Morrowind either. At least I tend to view the opening cinematic (not that I ever watch it) as just that rather than something that happens to the player character. In any case, you're free to regard it as a weird dream or to assume that your character forgot all about it on waking.

 

By contrast, I've tried to regard the opening of Fallout 4 as just a weird dream. Have I ever! The game does everything it can to drag you, kicking and screaming in some cases, back into the role it imposes upon you.

 

Skyrim is better, admittedly. The game doesn't tell you who you are or how you feel or what you want, but your options for describing your character to the game are pretty much limited to what race your character is are and how big her tits are. There's also the "Last Dragonborn" thing. Morowind is careful to let you decide whether or not your dude is Nerevar Reborn. In Skyrim you're Dragonborn from the word go.

 

As far as role playing goes, nothing comes close to Morrowind.

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Amazingly, the RPG community has even turned their backs on major titles with great graphics for better storylines such as Undertale (93/100).

 

 

Wow that is true, good point. Personally my love for RPG started with Deus Ex, because it had action but also an approach that made me feel as a developing character with it's RPG elements.

 

It's funny how lately modern games mimic RPG by putting in skill trees and stuff but the story elements are linear. Isn't it? Morrowind and Skyrim is kind of like that too. I absolutely love how siding with one guild in Morrowind makes another dislike you, i mean it's more realistic like that. But since Oblivion i haven't felt that. It's strange why better graphics = worse RPG... Why is it so. : o

 

Oh oh! Before i'm done. A reply to the title of the thread. I say no, the gaming industry as a whole has never had a thing for RPG since it's very much work, very much money to pay to create a story that may not even be played by people. Thus is the nature of RPG, you play the path you want the best. And i guess the big companies want games where the created content isn't ruled out so. All major game creators have lost it's edge, not just Bethesda! And only games made with passion get good RPG content cause the creator is the boss. That's what i think, but i can be super wrong i dunno. : p

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And i guess the big companies want games where the created content isn't ruled out so. All major game creators have lost it's edge, not just Bethesda!

Most of those companies never had a edge to lose. Bethesda was different. Although they're working hard at fixing that...

 

And only games made with passion get good RPG content cause the creator is the boss. That's what i think, but i can be super wrong i dunno. : p

You're not wrong there :)

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