Dialogues, Quests, Role-Playing
The player needs a certain size and a large number of choices to really make role-playing feel meaningful
Todd Howard
Well, hopefully one day Todd will make such a game, but let's talk about Oblivion for now. I believe these screenshots illustrate the role-playing and choices in the game:
"Knowing this was a ruse, I refused" - Wouldn't it be nice, if I had a CHOICE to accept? "I had no choice but to kill them" - Wouldn't it be, like, totally mind blowing, if I had a CHOICE not too?
To review, the dialogue system has been changed, so now you have 2-6 things you can ask any given person about. Upon such request, an NPC will give you 1-3 sentences, one at a time for people with reading disabilities, and sometimes a choice, such as "Do you want to accept this quest now or do you want to accept it later?", will be present. Seeing NPCs asking me "not to tell something to someone" brings a tear to my eye, because I can't, even if I wanted to. Even people with zero imagination would find that dialogue options are incredibly limiting, and that even the most basic and logical options are not there. You can't talk to hundreds of bandits and marauders you will find in ruins, caves, and forts. You can't handle such encounters peacefully by persuading them, fooling them, bribing them, and not to mention joining them. Once they see you, it's fight to the death, and considering that everything is scaled down to your level, the outcome is predictable and rarely challenging.
We track that on a faction basis, as well as every individual. You can make friends anywhere in the game, it's just harder with enemy factions.
Todd Howard
No kidding. When enemy factions such as the Necromancers cult and the Mythic Dawn cult see your friendly face, they tell you how they gonna own your ass (I guess they haven't been told that enemies are tied to your level, ensuring their untimely death), and, without giving you a chance to say something positive, they attack. Oh well...
The political landscape of the game world is highly fractured following the emperor's assassination, and you will have to be cautious of the motives of those who would befriend you.
Gavin Carter
You wouldn't be lying to your old pals, Gavin, would you? You shouldn't be cautious of the motives of those who would befriend you because a) you don't have a choice and even if you suspect something there is not a damn thing you can do about it, and b) Ken Rolston has this "no betrayal" rule (Douglas Goodall: ""No betrayal" meant that key NPCs couldn't turn on the player, lie to the player if they were honest in the past, nor could an NPC steal an item from the player, etc.").
Faction quests don't overlap, so quests never offer you to make a meaningful choice between, say, protecting an NPC for the Fighters Guild and killing an NPC for the Dark Brotherhood. Also, those seemingly powerful factions don't give a damn about the dark demonic invasion and, instead of doing something about it, do something else. On one hand, you have those stupid gates all over the countryside; on the other hand, you have a quest to find a job for some Fighters Guild's members who don't have anything to do. You can't tell them to close some gates for the benefits of the local communities, so the best you can do is hook them up with a lady who wants them to collect some ingredients. Makes sense.
To make matters worse, mage skills are not required to join & rise through the ranks of the Mage Guild. In Oblivion, most mage quests were about whacking someone. Coincidentally, that's what most Fighters Guild and the Dark Brotherhood quests were all about, creating this wonderful "same shit" feeling, and making the Thieves Guild's quests the only unique quest line in the game.