What is there to explore in Oblivion? Fantasy forest, fantasy fields, fantasy forest, then another fantasy field? Yawn.what is there to explore in Skyrim? Nordic meadow, nordic forest, nordic tundra, then another nordic meadow? Yawn.
You said "They were interesting though, and well designed as linear levels.". But they werent, even for their linear nature which should allow for interesting moments they fail to deliver. Every room is just another room with another draugr, heck i was happy to play the shitty vampire dungeons just to mix it up a tiny little bit, given that they are a bit rare.
Actually, yes. It's very much an indication of a superior game.Entering a cave doesn't mean it will stay a cave.
Clearly an indication of a superior game.
First, you got the order wrong. I played, enjoyed and then bought Skyrim, mainly because I'm not a fucking hypocrite to complain about how something I clearly enjoy sucks, but also because in nearly all aspects it's a clear upward trend from oblivion.As for your extended Skyrim fanboyish sperging, this is all I have to reply: you bought, played, enjoyed and are defending a game with linear corridors for dungeons.
Please, do lecture me about accepting bethesda's cock, my dear oblivion player.You accepted Bethesda's consoletarded cock up your arse and are now trying to convince other people to take it too, well no thanks and just go back to playing your casual shit.
This thread just keeps on giving.Banalshitboring TES lore. Again, Morrowind was slightly better here, but Oblivion's generic medieval fantasy is actually preferable to me than completely retarded viking theme park of Skyrim
Hence we mock you.People enjoying boring shit deserve to be mocked.
Please, do lecture me about accepting bethesda's cock, my dear oblivion player.
I'm sure you have a lot of experience to share.
What is this I don't even. Behold the Codex of 2014, wholeheartedly defending popamole design elements in games. "You know, man, because, it's TES, man". Fuck you.even if the individual sections are cobbled together into what amounts to a corridor, there tends to be structure
but it allows stuff like archers being placed on a bridge to give them situational advantage
outdoor areas that essentially serve the purpose of dungeons
Skyrim is a good game - fact. Why are you mad bro?What is this I don't even. Behold the Codex of 2014, wholeheartedly defending popamole design elements in games. "You know, man, because, it's TES, man". Fuck you.
It really isnt, it could have been, and mods somewhat address this, but vanilla is mediocre. The elements that work are decent, the ones that dont bring the whole game crashing down provided you play enough to see them.Skyrim is a good game - fact. Why are you mad bro?
What is this I don't even. Behold the Codex of 2014, wholeheartedly defending popamole design elements in games. "You know, man, because, it's TES, man". Fuck you.even if the individual sections are cobbled together into what amounts to a corridor, there tends to be structure
but it allows stuff like archers being placed on a bridge to give them situational advantage
outdoor areas that essentially serve the purpose of dungeons
Some of these elements they built Oblivion dungeons from were just too elaborate. They were recognizable, and you often had several of these very memorable pieces in the same dungeon. Like this natural cave piece with the column and a higher area in the corner with the chest. It was supposed to be a natural cave, but this design decision to just copy the whole thing including all of the detail (sometimes, there were minor variations) made for a weirdly disorienting effect, and it effectively destroyed the suspension of disbelief. It's weird when you catch yourself standing in that corner and ask "Where's the chest?" because someone bothered with removing it in this instance. You could as well go to the same cave over and over, there was no reason to go anywhere else.Finally, cookie cutter nature of OB dungeons prevents them from ever awing the player with non-gameplay aspects.
Skyrim has largely remedied this, the problem also didn't exist in Morrowind.
Yes. There's one cave in Skyrim which has high ledges on both sides connected with drawbridges, and there's a river running at the bottom. It's more or less a completely linear "dungeon", but it still allows a bunch of tactical options including avoiding combat by going underwater, sniping enemies from far above them, raising or lowering the bridges to either keep enemies away from you or allow you to engage in close combat, and so on. There are also small side passages that allow you to quickly move from one part of the cave to another, which comes in handy when shooting arrows at half-a-dozen guys below you that would want to put an axe through your face. Oblivion doesn't really have anything like that, because even if some part of a cave might have two or three different entrances, there's no reason to choose one over another. It's always just a flat, boring room anyway.Skyrim's dungeon's, OTOH tend to have distinctive elements to them and even if the individual sections are cobbled together into what amounts to a corridor, there tends to be structure to them that actually influences gameplay. For example a cavern with a bridge accessible by ramp leading to another section or exit may still be just a corridor, but it allows stuff like archers being placed on a bridge to give them situational advantage which is more than can be said of Oblivion dungeons.
And bigger doesn't necessarily mean better. More repetitive content means more boredom. There is a reason why small dungeons are meant to be small. Oblivion's longer crawls only expose the shittiness of level scaling and lack of creativity on part of the devs, while the larger dungeons can't match stuff like Anudnabia, Urshilaku burial, Ibar-Daad, Indoranyon, Hlormaren, Berandas, Kogoruhn, Tukushapal and so on from Morrowind.
Clearly an indication of a superior game. As for your extended Skyrim fanboyish sperging, this is all I have to reply: you bought, played, enjoyed and are defending a game with linear corridors for dungeons. You accepted Bethesda's consoletarded cock up your arse and are now trying to convince other people to take it too, well no thanks and just go back to playing your casual shit.
No one ever said Skyrim was perfect, edge-master. The dungeons are indeed way too fucking linear (as were Oblivion's if we're being honest). They were interesting though, and well designed as linear levels. In any case I would agree Oblivion had better dungeons than Skyrim, just not better than Morrowind or what I remember of Daggerfall.
In any case the dungeon debate really misses the point for me personally. I play all three games for the world design, lore and exploration, all of which Skyrim did ten times better than Oblivion (and Morrowind did ten times better than both). It's that simple for me.
I haven't been there in many years, but I think I would be able to find five of those places, starting from the ship, without using Google or a map, and I have a relatively good idea how they look with four of those. I would have to look the other three up. From those I do remember in my head I can agree, yes, those were unique and memorable ones. The very easy ones are the Dunmer fortresses, with Kogoruhn being one of the center pieces of the game. And there is only one place like the Urshilaku Burial Caverns, one of the nicest caves in Morrowind, also from the main quest.Dude what the fuck, you remember the goddamn names of the caves? Tell me you googled this shit...Oblivion's longer crawls only expose the shittiness of level scaling and lack of creativity on part of the devs, while the larger dungeons can't match stuff like Anudnabia, Urshilaku burial, Ibar-Daad, Indoranyon, Hlormaren, Berandas, Kogoruhn, Tukushapal and so on from Morrowind.
I had to look up how Tukushapal was named and checked Anudnabia to not make a typo.And bigger doesn't necessarily mean better. More repetitive content means more boredom. There is a reason why small dungeons are meant to be small. Oblivion's longer crawls only expose the shittiness of level scaling and lack of creativity on part of the devs, while the larger dungeons can't match stuff like Anudnabia, Urshilaku burial, Ibar-Daad, Indoranyon, Hlormaren, Berandas, Kogoruhn, Tukushapal and so on from Morrowind.
Dude what the fuck, you remember the goddamn names of the caves? Tell me you googled this shit...
You should have checked Ibar-Dad, as I forgot that one and had to look it up.I had to look up how Tukushapal was named and checked Anudnabia to not make a typo.
You never needed another one. Also, it reset as soon as you moved your ass out of the door.OTOH I don't think I can remember any dungeon in OB other than Vilverin (because it's effectively baby's first dungeon...
Ah, yes, I wondered how many 'a's were there but couldn't be arsed to check. My bad.You should have checked Ibar-Dad, as I forgot that one and had to look it up.I had to look up how Tukushapal was named and checked Anudnabia to not make a typo.
Gotta play Morrowind one of these days. I bought it and its expansions on release day, but never finished Tribunal or Bloodmoon, or did much else besides the main quest in Morrowind, because my PC was running the game choppy and i said i'll play once i upgrade. Never did.
When i finish with Divinity 2 hopefully.
Tribunal is best left unfinished. The whole expansion back feels like a bad MMO. Almost no exploration, boring locations, supergoblins that would kill Vivec in seconds and terrible MQ writing (Almalexia is a really bad character, especially when compared to Vivec), it ruined the other two memebers of the Tribunal for me and I can say for sure that I'd be happier if I never played it. The best way to play Tribunal is to explore the pretty city, sell your items to shopkeepers that for a change actually have money, talk to Bareniah for a bit and then quit.
Mournhold is pretty disappointing as well, because even though it looks great, the actual city consists of a couple of small, empty, depopulated areas. Almost every person seems to be involved in a quest and as a result the city feels smaller than some of Vivec's cantons.