Things Nobody Wants To Admit About Elder Scroll Skyrim
The Elder Scrolls has been monumentally successful, but the series certainly isn’t infallible.
The Games Are Mired By Fetch Quests
This particular problem – though a constant source of criticism – is just as prevalent in Skyrim as it was in Morrowind, released nine years earlier.
It’s almost inexcusable, especially when the quests themselves are used as a means of padding out runtime, justifying the inevitable “over two-hundred hours of gameplay” claims plastered across the back of the box.
These sorts of quests are created just to give to player something to do in between actual content, and it’s about time the series moved away from the practise altogether. It’s completely transparent, actively cheapening the overall experience, ruining any sense of pacing and generally spoiling the game at times, too.
After all, fetching a sword from a neighbouring town, reacquiring a stolen family heirloom or delivering a letter have one thing in common – they’re busywork, designed to distract the player from actual gameplay.
There are puzzles scattered through the series – used appropriately only on occasion – usually overlooked in favour of secondary elements, included mostly out of obligation.
Skyrim for instance, includes numerous puzzles in multiple dungeons, which usually involve matching symbols in order to open passageways, which – besides pulling levers to open doorways – might be the laziest idea of a puzzle ever conceived, requiring no thought whatsoever.
The puzzles themselves can be powered through using a process of elimination, rendering them a casual hindrance easily overcome, nothing more.
That said, there’s one exception – which can be found in the fourth instalment, Oblivion – in which the player is expected to uncover the location of a mysterious cult using information dispersed throughout four separate books. The quest is called ‘Path of Dawn’, and it’s everything the series should be striving to achieve.
Besides that, there are almost no puzzles worth mentioning in the entire series, which is a shame considering how much it would benefit from some actual complexity. Instead, dungeons are packed with countless, indeterminate enemies – which are easily dispersed – creating only a shallow sense of accomplishment.
The Elder Scrolls is constantly praised for its scope, many people claiming to have spent hundreds of hours in the game without touching the main quest line. Naturally, this begs a very important question: why are they avoiding the most important thing in the game?
It’s the main story – surely, the most interesting – so, why continually avoid it?
Well, Skyrim and Oblivion repeat the same basic story – with only a handful of alterations between the two – which wouldn’t necessarily be a problem, except that story is an unsatisfying one.
In both cases, you spend the majority of your time running errands or gathering information, clearing out dungeons, playing catch-up and generally wasting time before the inevitably disappointing conclusion, which usually involves an inappropriate boss fight with a god.
Besides that, the overarching narrative never seems to affect the world in any interesting way. Once Mehrunes Dagon and Alduin have been defeated, things revert to their natural state, and nothing – besides some minor cosmetic alterations – seems to have changed, whatsoever.
Source – Whatculture
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