luj1
You're all shills
Mass Effect is watered-down KotOR
Mass effect is equally guilty. It and the Bethesda games caused a split in RPGs, and instead of one cohesive genre, they became either CYOABs or single-player World of Warcraft. Forcing the genre into those two extremes is as much of an element of decline as consolization.Oblivion and Fallout 3 almost single handedly caused the decline of RPGs
It was loosely defined, but it was one genre. Dark Sun, Fallout, Jagged Alliance, Morrowind, etc. all offered different experiences, but had common elements (character stats, reliance on chance, etc.) which put them all under the umbella term ''RPG''.Mass effect is equally guilty. It and the Bethesda games caused a split in RPGs, and instead of one cohesive genre, they became either CYOABs or single-player World of Warcraft. Forcing the genre into those two extremes is as much of an element of decline as consolization.Oblivion and Fallout 3 almost single handedly caused the decline of RPGs
You really want to tell us RPG was a cohesive genre before Mass Effect and Oblivion???
Which was watered-down Neverwinter Nights. The decline was more gradual than you make it out to be.Mass Effect is watered-down KotOR
crispy i love you please come back to discord we miss youI have op's new avatar ready:
This is the first sin. The PC can do EVERYTHING; can be the leader of what should be mutually exclusive factions—like the fighter and mage guilds...and do it simultaneously. They can become the arch mage without knowing any spells.With no real classes, you can do almost anything given enough time and training.
Mass Effect was more like an action game with RPG elements. And it had dishonest approach to neutral choices (it's literally "an evil choice, but without evil points").Mass Effect is watered-down KotOR
Oblivion constituted an aggressive simplification and dumbing-down of game mechanics from its immediate predecessor Morrowind:
Only two-and-a-half years after the release of Oblivion, Bethesda Softworks followed with Fallout 3, a.k.a. Oblivion with Guns, which enraged any Fallout-fans who would not otherwise have been concerned about decline in the Elder Scrolls series.
- Comprehensive creature-leveling such that all monsters and NPCs are set at the same level as the PC, with weaker types of monsters disappearing after the character gains enough levels, and stronger types of monsters not appearing when the character is low-level
- Comprehensive item-leveling whereby a high-level PC will not only encounter similarly high-level bandits but said bandits will have random pieces of extremely expensive armor and weapons, while a low-level PC will never find weapons/armor of such powerful material; or a weapon on display in a glass case in a castle will be a worthless replica if the PC is low-level but the real thing after the PC gains enough levels
- A clunky interface, which was clearly designed for consoles, in sharp contrast to Morrowind's sleek menus.
- Reduction in the number of joinable guilds/factions offering many quests from 10 in Morrowind to 4 in Oblivion, keeping the more generic ones (Fighters/Mages/Thieves guilds)
- Factions now centered around quest lines, with 2 of the 4 (Fighters Guild and Mages Guild) being poorly written and boring
- Both in-game and out-of-game world maps that offer far less information than their Morrowind equivalents
- Automatic fast-travel to any location that's already been visited
- A quest compass that points to your next destination, the use of which is made necessary by the combination of uninformative journal entries and an inability to ask directions
- Full voice-acting for dialogue, which necessitated a drastic reduction in the amount of dialogue per NPC, most of whom have one comment about themselves or their city to offer and nothing else
- Poor writing in general, with dialogue and books less interesting than in Morrowind
- Minigames for speechcraft and lockpicking (and poorly-done minigames, at that)
- Elimination of certain kinds of items, such as thrown weapons, crossbows, and spears
- Reduction in the number of skills to the point where axes are considered blunt weapons
- Regenerating magicka, which effectively means that all health can be easily regained after each combat, thus removing much of the logistics that existed previously
- Elimination of different physiques (and animations) for Argonians and Khajiits
- 3D face modelling was a technical improvement but horribly implemented so that the end result was substantially worse
- HDR lighting was a technical improvement but in practice was overpowering and made the graphics worse (though at least HDR was optional)
- A physics model was a technical advancement but its implementation was so wonky that bumping into a table would send objects flying around a room
- Lack of aesthetics, especially compared to Morrowind's brilliant art direction
- A generic, medieval fantasy grab-bag setting, without even the coherence offered by Daggerfall's Iliac Bay region much less the spectacular sui generis setting of Morrowind
- A dull, poorly-plotted main quest, with the only plane of Oblivion featured in the base game (except at the very end) being a generic hellscape with little variation
- A half-baked action-oriented combat system so that success in combat depends greatly on the player's physical skill, yet is boring and tedious
What Oblivion does well:
- Best guilds in the entire series. Assassins guild is so reverred for a reason, the mages guild is cool with a unique task in each town teaching you the local specific magic.
- Best quests in the Elder Scrolls, best density of good quests. Yes Oblivion has a few awfull quests like the tears of frost. Yes it has a few bland quests which are barely worth remembering. It also has amazing quests like the painted trolls, the stuff with the daedric princes, entering a dream, all of Shivering Isles and the one with the painting in the castle. The peak quests of Oblivion are better than those from any other game, and the average is better aswell.
- Best Cities. Morrowinds cities are just a bunch of buildings which all look the same thrown together without rhyme or reason, Skyrims cities are lifeless and feel severely underpopulated. Each city in Oblivion is unique enough to stand out and feels authentic.
- Related > The Arena
- You are not the hero, you are just a figure behind his back. When every rpg makes you the chosen one it is nice to have a game that is not constantly fellating your dick about that.
- The Oblivion Gates themselves are amazing, there are just way too few of them that are reused way too often.
The peak quests of Oblivion are better than those from any other game, and the average is better aswell.
Yes, it is so strange how detached the events of the main quest are from everything else. Probably one of the biggest problems of the game (along with the retarded level scaling, but that can be fixed by mods). The main quest itself is just very dull. The only thing that stands out is Mankar Camoran's Paradise.Mods can't fix the game being a theme park wherein none of the counts or guild leaders acknowledge the Emperor's death, and nobody acknowledges the Oblivion crisis. A good version of Oblivion would've been laser focused on those elements and fuck the disjointed nonsense like Unfriendly Competition or The Forlorn Watchman.
Now this is an unpopular opinion. I'll just add that the dungeons are shit even in comparison to the other two "modern" TES games, and the unpopular opinion that the combat is pretty decent with some changes (which I used mods for when I last played it years ago). 8/10 is...a bit high, but I found the game bearable with a few key mods to fix Bethesda's mess.What Oblivion does well:
- Best guilds in the entire series. Assassins guild is so reverred for a reason, the mages guild is cool with a unique task in each town teaching you the local specific magic.
- Best quests in the Elder Scrolls, best density of good quests. Yes Oblivion has a few awfull quests like the tears of frost. Yes it has a few bland quests which are barely worth remembering. It also has amazing quests like the painted trolls, the stuff with the daedric princes, entering a dream, all of Shivering Isles and the one with the painting in the castle. The peak quests of Oblivion are better than those from any other game, and the average is better aswell.
- Best Cities. Morrowinds cities are just a bunch of buildings which all look the same thrown together without rhyme or reason, Skyrims cities are lifeless and feel severely underpopulated. Each city in Oblivion is unique enough to stand out and feels authentic.
- Related > The Arena
- You are not the hero, you are just a figure behind his back. When every rpg makes you the chosen one it is nice to have a game that is not constantly fellating your dick about that.
- The Oblivion Gates themselves are amazing, there are just way too few of them that are reused way too often.
Where it is criticised for wrongly
- Spellcrafting and Enchantment. Oblivion still has spellcrafting and it still is cool and potent. Its just much harder to get, making it feel like a real accomplishment and reward when you finally get accepted into the academy.
- Alchemy. Oblivions Alchemy is better than Morrowinds, especially since it doesnt break the game on your third potion
- Class system. Oblivion still has classes, and if the level scaling wasnt broken they would be pretty good aswell. Making your own class is fun, and the system generally works. The problem is that you want your important abilities in your minors to cheese the level scaling.
- The world. Only because Cyrodil is not as high on shrooms as Morrowind it isnt worse. In fact there is so much more stuff sprinkled into the world I prefer Cyrodil
- the speech minigame. It really wasnt that awfull, especially compared to speech being neigh useless before and after.
- regenerating magica. What fucking logistics? You just quicksave after combat and spam rest before as if this was Baldurs Gate. Regenerating magicka makes full mages much more fun to play.
Where its shit:
- level scaling, breaks the class system and half the game
- removal of armor and weapon categories
- removal of skills
- removal of spells
- removal of stat importance
- Fast Travel
- bad main quest (allies for Bruma)
- Full voice acting
- Graphics
I wouldn't put it in my top 10 wrpgs anymore, that was mostly just provocation, but I see it as 8/10 with shivering isles.
Also the bad stuff is the stuff that can be modded easily, while the good stuff is hard to replace with mods.
Except it doesn't. When the system is asking you to choose primary and secondary skills and you (if you know better) want to put your desired skills away and pick the most useless instead means that it's broken beyond any reason. Not to mention that you wouldn't want level up at all. And this system is the core, the basis of the whole this so called role-playing game. You cannot separate it from level-scaled world, it would've worked just fine in vacuum (although atribute sub-system would be stupid even there), sure, but not in the damn game.- Class system. Oblivion still has classes, and if the level scaling wasnt broken they would be pretty good aswell. Making your own class is fun, and the system generally works.
Morrowind had better guilds and cities for sure. It's also shameful from someone who has "thac0" in his name to overreact so much
Now this is an unpopular opinion. I'll just add that the dungeons are shit even in comparison to the other two "modern" TES games, and the unpopular opinion that the combat is pretty decent with some changes (which I used mods for when I last played it years ago). 8/10 is...a bit high, but I found the game bearable with a few key mods to fix Bethesda's mess.
Except it doesn't. When the system is asking you to choose primary and secondary skills and you (if you know better) want to put your desired skills away and pick the most useless instead means that it's broken beyond any reason. Not to mention that you wouldn't want level up at all. And this system is the core, the basis of the whole this so called role-playing game. You cannot separate it from level-scaled world, it would've worked just fine in vacuum (although atribute sub-system would be stupid even there), sure, but not in the damn game.
Mods might fix or rather replace this system, however they cannot fix nonsensical world where you have vast, vast territories between small towns filled with either fucking nothing or generic copy-pasted themed dungeons (still best experience the game has to offer imo). Mods also cannot fix the abysmal writing and VO (except for Sean Bean's work of course and few other bits) or the fact that, as was just mentioned above, nobody except for a few plot-related NPCs acknowledges existense of Oblivion crysis and its gates because game's design should allow every quest's execution regardless of the main plot progress. You're saying that it's nice to be just a "figure behind NPC back" while in fact it's still you who the center of the universe and if you wish you can even make this particular mighty NPC your bitch and order him around as long as you like.
It's a horrendously designed game and the fact that despite its design and some other particular aspects broad audience fucking loved it making hatred towards it actually justified.
As for the guilds: Only good guild questline Morrowind has is the fighters guild.
As for the guilds: Only good guild questline Morrowind has is the fighters guild.
Fake news