[-] Arkthos@pawb.social 2 points 5 days ago

Didn't some early 3d pc games have this effect as well? I vaguely remember the wobbliness from the first Quake (or was it unreal? Can't remember).

[-] Arkthos@pawb.social 15 points 3 weeks ago

Yeah it is kind of dumb that you can turn from being non-profit to for-profit if it turns out you've struck gold. Cheapens the value of non-profits everywhere if they can turn that around whenever they feel like it.

[-] Arkthos@pawb.social 2 points 1 month ago

In Skyrim the main quest constantly tells you about how urgent it is for you to do the next steps. You must heed the summoning of the greybeards, you must hurry along to the dragon graveyard. Time is constantly of the essence.

And then every other part of the game encourages you to goof around.

Oblivion is the same with this. Morrowind went the opposite direction with the story at times pretty much telling you to goof around for a bit before continuing the main quest (probably because people were less used to open world games maybe?).

I think daggerfall had you on actual timers so if you weren't at the correct locations in time the game would be impossible to complete. Which sure is a way to resolve the false sense of urgency lmao.

[-] Arkthos@pawb.social 2 points 1 month ago

To provide entertainment to the user, mostly.

[-] Arkthos@pawb.social 2 points 1 month ago

Deep or not, I hated the levelling system of Oblivion with a passion. Needing to micromanage which skills I increase for each level so I can get a good attribute increase was such a micromanagement pain, especially when everything kept scaling up your level. Often I felt like I was getting weaker, not stronger, when I leveled.

I'd much prefer they replace the system with something different (like how it works in fallout 3) than what they did in Skyrim where they just carved out all the annoying bits and left barely anything behind though.

Arkthos

joined 2 months ago