Unpopular Opinions about Video Games

I'm kind of surprised. Reading through the thread made me notice that there are quite a few Oblivion and Skyrim apologists. I guess it's not unreasonable, Skyrim especially has been getting flack ever since PatricianTV made his obscenely long and boring two-part 20 hour video about the game.

Man, every so often I would get a feeling that I want to play the game. I would install it, the game will load and I'll play a little and then wonder "What am I doing with my time?" and then immediately uninstall it.

Arrgh! That's so stupid! Why couldn't I just not install the game in the first place! It's like I've doubly wasted my time, because I had to wait for the game to download/install, then load and play a little, but not play enough to warrant the time spent setting it up!

I think all the fun I had with the game is in my memories from December 2011 to December 2012. Sometimes I wish it wasn't so.
 
Okay...

Like I said, the things that you say are necessary, like killing necessary quest-givers, are about as substantial as a fart. You get 3-5 minutes of laughter, then nothing, then you reload a save because you fucked the questline. To have that as the hill you die on is fucking silly in terms of game design. Lots of great WRPGs and JRPGs got along without it.

I defy you to find any place where I've said "killing necessary quest givers" is "necessary". Or even vaguely implied it. All I said, the closest I've said to that is that whatever approach a developer takes, someone is going to complain, and that at least the redundant NPCs and failsafe quest objectives approach requires more effort than just marking an NPC as unkillable. That's it.

You always do this. You change the argument I'm making, or else argue about something I'm not arguing, or... something. I say that the thieves' guild wasn't always a daedric cult, and provide examples of it not being so, and you try to turn the argument to, varyingly, the other guild chapters being heretical, or the guild morphing over time, neither of which argues against what I said. Then finally you resort to the bizarre approach of apparently trying to argue that I was trying to say thieves didn't believe in Nocturne, a claim I never made and on the face of it ridiculous given the setting.

And yet these games were still greater than the digital DnD simulators that the Bethesda haters hail as better than Skyrim. Go figure.

And here we go with the ad populum stuff again. Your fallback argument always seems to be "but this other game sold more, so it's better".

Knights of the Old Republic is hard to find concrete sales numbers for - the most recent I can find for the combined sales totals were about 3.2 million in 2007. According to one site for Steam statistics, it sold 1.4 million units on Steam. Even if we add those together and assume none of that 3.2 million came from Steam, that's 4.6 million units. There's no figures for the X-Box Online store, but lets say it sold as many copies there as on Steam, which I think is a fair guess. At 6 million units, that's still less than the worst selling Lego Star Wars game. Are those games "better"? The best selling Star Wars game of all time (as of 2020, anyways) was Battlefront 2. Is that a better game? Is Stardew Valley, which sold 3 times as many copies as Knights of the Old Republic?

Now, I'm willing to concede the numbers may be higher than 6 million, because reliable numbers for physical sales stop at 2007, and again, we don't know what its Xbox online marketplace sales were like, just guessing. But the numbers are not going to be massively higher. It's not going to knock out a lot of worse worse games in sales figures.

And again - you don't have to be a "Bethesda hater" to not think Skyrim was the greatest game ever or something. I've bought every Bethesda game since Arena. I don't hate Bethesda. Most people who criticize Skyrim don't hate Bethesda. But we admit their flaws. You don't have to hate Bioware to think that the KotOR story was not all that great (I mean, I do hate Bioware, now, but that's because of other, much later things, I loved them at the time). It's not always tribalism.


Very loud. To the point where it's an accepted opinion in some forums. Even though, judging by the sales, Skyrim has way more fans.

Freyr weeps, an opinion is accepted on some forums.
 
I defy you to find any place where I've said "killing necessary quest givers" is "necessary". Or even vaguely implied it. All I said, the closest I've said to that is that whatever approach a developer takes, someone is going to complain, and that at least the redundant NPCs and failsafe quest objectives approach requires more effort than just marking an NPC as unkillable. That's it.
Then what happens when the redundant NPCs get killed? Especially when you have a game world where not only can the player kill them, but other NPCs can, too? It's like what I asked the other guy about Vignar; sure, Vignar can replace Balgruuf as Jarl of Whiterun, but what happens when a vampire or a dragon kills him before he can take the job?

Making NPCs essential isn't a problem for most players. Skyrim managed to sell like Call of Duty and Halo despite having essential quest-givers. Meaning that it wasn't a problem for most players who played the game. To the point where they bought the game on multiple machines, from the Xbox, to the PC, to the Switch. If it was such a problem for players, they wouldn't buy it again and again.

And here we go with the ad populum stuff again. Your fallback argument always seems to be "but this other game sold more, so it's better".
OK then, so let's go with the mechanical stuff as to why Morrowind sucks compared to Skyrim and KOTOR. Let's forget all that crap about Skyrim and KOTOR's popularity, and focus entirely on the mechanics. These are games, after all, so let's focus on that.

KOTOR is better than Morrowind because while both games follow the DnD mechanics of RPGs, KOTOR actually UNDERSTANDS the fundamentals of such mechanics. I've already said this before. DnD isn't just some loner roleplaying game where one player can pretend that they're a thief, paladin, or wizard. It's a cooperative tactical wargame where different players specialize in skills like melee, magic, and stealth and cooperate with each other in order to achieve an objective. KOTOR has a party member system in which a player can compensate for their main character's flaws by having party members that specialize in skills that the main character does not. If your main character is a melee gore machine, other characters can pick up the slack in hacking, healing, and ranged attacks. If your main character is more into hacking and ranged attacks, you can hide behind other party members who are gore machines or mages. If your character is a mage, you can let your party members engage the enemy while you shower your allies with healing spells while hitting the enemy with lightning bolts.

Morrowind does not do this. It pretends to have the trappings of a DnD game, but it does not give you party members who have the skills to compensate for your Nerevarine's lack of skills in other areas. Meaning that you'll have to level those up yourself while dealing with a clunky-ass combat system and cliff racers hounding you. Even if you hit an enemy dead-center and your weapon's condition deteriorates as you hit the enemy, the game still registers that as a miss. They bolted on a system made for cooperative play onto a game where you're alone, with one character, most of the time.

KOTOR doesn't have that; instead, if you want your attacks to hit, just put enough points in dexterity. That, and you don't get annoying enemies in the early game; the more annoying foes like Dark Jedi only show up later when you land in other planets, and by that point, you've leveled up enough that you can probably take them on. And even if your character is a wimp, there are other characters who specialize in combat; you get a Republic soldier, a Wookiee, and a Mandalorian whom you meet and recruit in the first planet, and they can easily be your meatshields while you focus on things like hacking and stealth, or later on, Force powers. Meaning that you actually have choice in building your character. You can choose to be a caveman gore machine because other characters can pick up the slack in the more intellectual aspects of the game, or, you can choose to focus your character on those intellectual aspects like repairing and computer hacking, and when a boss shows up who can rip apart anyone who's not a combat expert, you have other characters that you can send against them like attack dogs.

Which brings us to Skyrim. Since, like Morrowind, you are alone, it makes sense to junk the class system altogether and make it easier to level up all your skills. You're going to be a loner god of destruction anyways, so the game recognizes that, makes leveling all skills easier, and even gives you some unique ''godly'' powers, to boot. Games where you play as a loner who becomes really powerful are basically power fantasies anyways, so it's better if they junk the DnD class system and make leveling easier, because Elder Scrolls isn't built to be a DnD game, it's built to be a power fantasy, so the faster you get to that power fantasy level, the better. That, and dragons are a better foe than cliff racers. They're leveled to your character, meaning that you won't get a situation where you get swamped and you can't handle it. But the fight still looks epic and is fun to play. So basically, they traded an annoying thing that you have to avoid with something that's cool, nice to look at, and the dragon bones and scales can be sold at a high value, so it's rewarding.

That, my friend, is why Morrowind lags behind Skyrim and KOTOR as a game. KOTOR is a better DnD game than Morrowind, while Skyrim is a better power fantasy.

Freyr weeps, an opinion is accepted on some forums.
Except the people who have this opinion vigorously persecute those who say that they like Skyrim better than Morrowind.
 
Last edited:
  • Dumb
Reactions: Super Hans v2
I've never understood the essential NPC complaint tbqh

It seems like everyone who complains about it is a PC player, so why don't you just fucking remove their essential status and kill them?

I'll be honest, Morrowind and New Vegas have basically become the redditors Elder Scrolls/Fallout for me, since I always get this "To be fair, you really need a high IQ to actually enjoy it" vibe from all of the hardcore fans at this point.
 
I've never understood the essential NPC complaint tbqh

It seems like everyone who complains about it is a PC player, so why don't you just fucking remove their essential status and kill them?
Exactly. PC players can just download mods that remove essential status and let you kill questgivers or kids.

I'll be honest, Morrowind and New Vegas have basically become the redditors Elder Scrolls/Fallout for me, since I always get this "To be fair, you really need a high IQ to actually enjoy it" vibe from all of the hardcore fans at this point.
I enjoyed New Vegas because I like killing shit with guns, I like the radio songs, and I like some of the philosophizing from House and Caesar when it comes to surviving in the Wasteland.

Morrowind was just clunky, though. Like I said before, I can tell that there was the potential for a good game that's there, but it's buried under a pile of jank. It doesn't help that they fucking bolted on a system made for cooperative play to a game where you're alone 95 percent of the time. It's kinda like Sonic 06 where I can tell what they were going for, and the potential for a good game was there, but I have to account for all the lapses in judgement that they made in regards to the game design.
 
Last edited:
It seems like everyone who complains about it is a PC player, so why don't you just fucking remove their essential status and kill them?

Because doing so will break the game. Like if you kill Delphine because she's a cunt who cops an attitude every time her mouth opens, how're you to complete the main quest since it's reliant on her scripting? Morrowind was made with killable important characters in mind and had provisions for that, just like how it had proper directions since there were no quest markers.
 
It seems like everyone who complains about it is a PC player, so why don't you just fucking remove their essential status and kill them?
As I said previously, it's the laziness in writing that just takes you out of the experience and reminds you you're not really playing an RPG. People have brought up JRPGs (which I don't consider "real" RPGs, just turn based action games with a leveling component) but at least in those you're playing a character who's already designed for you and you just go through their story, whether it's Ness or Cloud or whoever.

In Bethesda games, you the player are supposed to make your own character and play the game pretending to be that character. So why then are all the most important decisions for your character already made on your behalf? It's stupid. Editing the game so that these characters can die doesn't solve anything, because it doesn't change the core of the problem. Imagine the world if everyone just stood mute after Franz Ferdinand got assassinated because nobody was programmed to handle that.

oblivion1.png
I mean just look at this whole situation. Oblivion starts off with you in prison, sentenced to death, and the guards just open your cell and let the Emperor himself waltz up to you within arms reach and start chatting you up about his plans to use the super secret tunnel located in your cell to escape the band of teleporting assassins hunting him down as he stands there talking to you. Fucks sake, there are manacles hanging from the ceiling that this retard runs into with his face, and they don't think to use them. They don't tell you to stand in the corner and face the wall, they don't put a bag over your head, they don't even just stick you in the cell across from yours so you, a prisoner who's been put to death, attempt to escape prison by following THE FUCKING EMPEROR WHO IS CURRENTLY BEING TARGETED FOR ASSASSINATION through his secret tunnel.

In fact, moments before he enters the cell, the captain of the guard says this:

oblivion2.png

That's right, the cell that houses the secret passage they use is supposed to remain empty, and now that the emperor is fleeing for his life from teleporting ninjas, a person nobody has ever seen before happens to be standing in their way, and not one single person smells a rat. It's shitty writing, it's lazy, and it's only propped up by the way Bethesda just goes NUH UH whenever you do the only logical thing in these situations.

But why would you kill him? Well, if you really are guilty, then you actually are a violent criminal, and if you're innocent, then this is the asshole in charge of the corrupt shithole that put wrongfully put you to death in the first place, either way, a better question is why would you, a prisoner, assume that the guards are just going to let you stroll right out of the prison? Your only guarantee of escape is if the guards and the Emperor are all dead, and there's already someone else they're going blame their deaths for so you at least have a chance of avoiding a nationwide manhunt.

That's why "essential" NPCs are trash. They're only ever used to prop up lazy storytelling and make sure your character only ever complies with whatever they expect of you even if you don't agree. You're not thinking "I'm in a prison and I'm going to be killed unless I quickly and cleverly figure out a way to get out of here alive", instead you're thinking "I'm playing a video game and I have to do what the game wants to reach the next cutscene." There's no roleplaying in that. Compare it to Skyrim's opening where a dragon you have no chance of killing shows up and disrupts everything. In that situation you're much more likely to be thinking in character, because what you're allowed to do and what makes sense to do are aligned. What if you don't agree with the Brotherhood of Steel, and your childhood being spent in an underground tube that's run like a prison made you desperate for freedom, and you refuse to have orders barked at you ever again? Too bad, if you don't do what the talking head says the game simply does not progress. It's bullshit.
 
Then what happens when the redundant NPCs get killed? Especially when you have a game world where not only can the player kill them, but other NPCs can, too? It's like what I asked the other guy about Vignar; sure, Vignar can replace Balgruuf as Jarl of Whiterun, but what happens when a vampire or a dragon kills him before he can take the job?

It's dumb game design to set up a system where your NPCs randomly die without player input, unless you're explicitly going for a whole-world simulation and not a story game at all, or unless protecting the NPCs is the intended result.

To use BG3 for an example for a moment, because I've been playing it a lot recently and the examples are fresh to mind: There is an attack on your "hub" area during the second act. Important NPCs with future dialog and quest content can die here, if you don't protect them. However, none of them break the game if they die, and the attack doesn't happen randomly. It's not going to happen when you're off killing monsters in another part of the world, or something and a monster is never going to just wander through the hub world and randomly kill an NPC while you're selling loot to the blacksmith, either. It's a specific event where important NPCs are put at risk, and how the player responds is part of the point.

That's solid game design.

And what happens if Vignar dies, too? Well, then you have to make some choices. One option would be to close off that branch of the storyline and force the player down a different track. Another would be to have failsafe options - either as lazy as Vilgruf's brother returns from Highrock to take over, or as indirect as making sure anything important that Vilgruf did could be achieved another way, while adjusting the city to account for being left in a leaderless lurch, or whatever.

And, again. Because I know you're going to miss it: I'm not saying you have to do any of this. I don't have a fundamental problem with essential NPCs, usually.

KOTOR is better than Morrowind because while both games follow the DnD mechanics of RPGs, KOTOR actually UNDERSTANDS the fundamentals of such mechanics. I've already said this before. DnD isn't some loner roleplaying game where one player can pretend that they're a thief, paladin, or wizard. It's a cooperative board game where different players specialize in skills like melee, magic, and stealth and cooperate with each other in order to achieve an objective.

Okay, look, I know this might seem obvious to point out, but Elder Scrolls isn't D&D. It's D&D inspired, perhaps, but it's not D&D. The series has always been about solo characters since Arena... Although originally Arena was conceived as a party game, that was scrapped early on in development, and it's never returned save for companion NPCs in later games.

For example, from the very earliest days, character concepts like Nightblades, Spellswords, and Battlemages has been core character concepts in the game - literally saying "Yes, you can build a character to do a bit of everything". It's always been possible, from the earliest games, it just requires a bit more work. And if you didn't want to do that, the game supported that, too.

The game is "D&D-like" in that it has (or, had, anyway) dice rolls as a determinant explicitly rather than just RNG, but it's not "D&D", and if you approach it like it is, yes, you're going to have a bad time.

Even if you hit an enemy dead-center and your weapon's condition deteriorates as you hit the enemy, the game still registers that as a miss. KOTOR doesn't have that; instead, if you want your attacks to hit, just put enough points in dexterity.

And if you want to hit better in Morrowind, you put points in Agility + weapon skill + luck. The to-hit formula is a little more complicated if you look behind the scenes (It also takes into account how fatigued you are, for example), but fundamentally the only difference is that KOTOR is turn based and Morrowind is quasi-real time.

That, and you don't get annoying enemies in the early game

I mean, I'd counter Rakghouls, but no creature is as annoying as cliff racers, no.

That, my friend, is why Morrowind lags behind Skyrim and KOTOR as a game. KOTOR is a better DnD game than Morrowind, while Skyrim is a better power fantasy.

Morrowind isn't trying to be either of those things, though. I mean, a power fantasy to some extent, sure, pretty much any RPG is to some extent, but not in the same was as Skyrim, or hell even Oblivion.

That, and dragons are a better foe than cliff racers. They're leveled to your character, meaning that you won't get a situation where you get swamped and you can't handle it. But the fight still looks epic and is fun to play. So basically, they traded an annoying thing that you have to avoid with something that's cool, nice to look at, and the dragon bones and scales can be sold at a high value, so it's rewarding.

Dragons are not comparable to Cliff Racers, except that they fly and you never get rid of them. Cliff racers are deliberately designed to be a nuisance, not a profitable mini boss encounter. They're more akin to bandits or something in Skyrim.

Exactly. PC players can just download mods that remove essential status and let you kill questgivers or kids.

Except that breaks the game. You can't just remove essential status in a game not designed for it, then it turns into option 4 on my list - let players do it, but it breaks the game. which is the worst of all four options.
 
As I said previously, it's the laziness in writing that just takes you out of the experience and reminds you you're not really playing an RPG.
That's fine for that, but I'm talking more the people who are like "Morrowind is better" because of it when Morrowind ALSO didn't really do anything with it writing wise. You just get a screen that says you fucked up and should reload.
 
  • Agree
Reactions: LORD IMPERATOR
That's fine for that, but I'm talking more the people who are like "Morrowind is better" because of it when Morrowind ALSO didn't really do anything with it writing wise. You just get a screen that says you fucked up and reload.
In my opinion essential NPCs are a shitty bandaid on the problem of braindead writing. If you took everything I wrote about the opening to Oblivion and made the characters all killable, it would still suck if the game just goes "welp, now you've done it." That's no way to write an interactive story.
 
Skyrim especially has been getting flack ever since PatricianTV made his obscenely long and boring two-part 20 hour video about the game.
People have been shitting on Skyrim for over a decade but I couldn't tell you if there was a noticeable uptick after the Patrician video. That would be funny though because I feel like after his Morrowind video, suddenly a bunch of Morrowind Pros™ came out of the woodwork, selectively parroting his talking points.
 
My knee jerk reaction to reading criticism of MMBN is strong, but I can't deny it's a slog. The dungeons are subpar mazes with annoying puzzles, but everything else is still really solid or at least serviceable (story sucks but it's charming).
That's true. The games are for the most part, charming and fun. But the dungeons are slogs, and there's a lot of grinding involved in making money. The battle system's really unique and fun, but you always have to be on because of how tricky some enemies can be, and you can't just zone out and grind for a while. You have to be paying close attention, and you can't just speedup through it all. So that makes replaying them a pain, and I wouldn't blame anyone for just money cheating.
 
Savescumming refers to when you save your game, do an action, and then if the outcome isn't want you want, you reload until you get what you want. Sometimes it's necessary, unless you like really slowly trudging through a game and losing hours of progress because of a few bad dice rolls.

I think people who have qualms with savescumming are morons, because playing video games isn't a matter of honor, and you are a rube if you willingly let a game take hours of work away from your life because of terrible design.

Even those games make the setting with their difficulty and how far you can get knocked back by the enemy. IMO old games with jumping puzzles that make you lose tons of progress if you miss or games like Blood where if you hit a wrong switch you instantly get blown up are meant for savescumming. Like it doesn't add to the depth or the tone of the game for this to be here, it's just threatening to waste my time.


One thing I dislike in games is random fail states (Note: I'm using fail state here to refer to failing to achieve an objective, not win or lose the game as a whole) where nothing you do as a player influences it, or at best has very minimal influence.

Like a difficult skill check, for example, or a ridiculously easy one for that matter where failure is still technically possible.

Or any game where the failure state is basically not respecting my time.

A major example that, many many years later still frosts my calvinataor...

In Earthbound, there's a specific weapon. It's the best weapon for a character. Hell, it's basically the only weapon for the character, otherwise he's an unarmed fighter. It drops as a random drop from a certain monster type, as a very low percentage random drop. It's a low enough percentage drop chance that you can out-level the enemies that drop it before it drops. Which is a problem, because in Earthbound, once an enemy becomes "trivial", it no longer drops loot, period. So you can spend 5 hours grinding Starmen in the one dungeon where it drops, never get the sword, and suddenly you can't get loot from them anymore.

That's just stupid game design.
 
In Earthbound, there's a specific weapon. It's the best weapon for a character. Hell, it's basically the only weapon for the character, otherwise he's an unarmed fighter. It drops as a random drop from a certain monster type, as a very low percentage random drop. It's a low enough percentage drop chance that you can out-level the enemies that drop it before it drops. Which is a problem, because in Earthbound, once an enemy becomes "trivial", it no longer drops loot, period. So you can spend 5 hours grinding Starmen in the one dungeon where it drops, never get the sword, and suddenly you can't get loot from them anymore.
Oh yeah, that has a 1/!28 chance of dropping. It's kind of a difficult enemy at a difficult part of the game, where you're a ways away from a save point. If you actually get the weapon, it doesn't actually help much. That character's utility is that he gets the best magic in the game.

If you also max out your level there, Ness doesn't get that enormous stat boost after you complete Magicant. So there's more insult to injury.
 
Oh yeah, that has a 1/!28 chance of dropping. It's kind of a difficult enemy at a difficult part of the game, where you're a ways away from a save point. If you actually get the weapon, it doesn't actually help much. That character's utility is that he gets the best magic in the game.

If you also max out your level there, Ness doesn't get that enormous stat boost after you complete Magicant. So there's more insult to injury.

I know the sword isn't essential, but it's part of a larger complaint - edge cases. Edge cases in single player RPGs, largely, shouldn't exist.

If there's an ultra-low chance of something happening, good or bad, then just assume it doesn't happen and move on, don't include it. Ultra-low chance drops make sense in something like an MMO, sure. You're trying to force the player to keep playing, because you get more money. But in a single player game... They've bought the game. You don't get more money if they do another playthrough, or keep grinding for hours for a single rare drop, or something.

Note: I'm not talking about "most players won't choose this conversation dialog" or "most players will never explore this building", or whatever. That's legitimate rarity. I'm talking about "most players won't see it just because fuck them".
 
It's dumb game design to set up a system where your NPCs randomly die without player input, unless you're explicitly going for a whole-world simulation and not a story game at all, or unless protecting the NPCs is the intended result.

This is exactly the problem. "Radiant AI" sounded cool on paper, but what it meant in practice was that someone you needed to talk to might just randomly be found dead in a field one day because the game randomly decided to make them go pick flowers there, and there just happened to be a fucking minotaur that OHKed them because you leveled up too much.

Okay, look, I know this might seem obvious to point out, but Elder Scrolls isn't D&D. It's D&D inspired, perhaps, but it's not D&D. The series has always been about solo characters since Arena... Although originally Arena was conceived as a party game, that was scrapped early on in development, and it's never returned save for companion NPCs in later games.

Sort of a side/sperg rant. Tons of computer RPGs copy the core conceits of D&D without understanding why they exist in the first place. D&D's game structure is based on a party delving further into an increasingly dangerous dungeon. That is why the stat increases work the way they do. A 10th-level D&D character was originally a world-renowned hero, beyond the capability of any ordinary man to defeat in combat. They aren't supposed to be challenged by orcs. A 20th-level character is supposed to be slaying demon lords, not fucking around in some cave, looking for a lost key hidden in a puddle. This concept does not work with a flat-structure world where even in late game, a merchant still might be sending you on a fetch quest to a local cave. If the overall structure of the game world is flat, then your character improvement needs to be much flatter as well. You see exactly this in TTRPGs like Traveller, where high-level characters are quite skilled, but not invincible supermen. Bethesda didn't seem to ever really understand this.
 
Man, every so often I would get a feeling that I want to play the game. I would install it, the game will load and I'll play a little and then wonder "What am I doing with my time?" and then immediately uninstall it.
Slowly realizing that Bethesda RPG games have a "shelf life", I feel the same exact way with Fallout 4 and Skyrim. I first played FO4 on console, so I eventually went to play it on PC to realize that I've basically done all that I want, and even then FO4 doesn't even really have a good mod selection like the other games (I also feel like Skyrim doesn't have a good mod selection, none really fit my taste and I'm not looking to make the game something its not.)

Bethesda RPGs really are just the gaming equivalent of popcorn movies, only really made to be played like once or twice through and forgotten about later.
 
Sort of a side/sperg rant. Tons of computer RPGs copy the core conceits of D&D without understanding why they exist in the first place. D&D's game structure is based on a party delving further into an increasingly dangerous dungeon. That is why the stat increases work the way they do. A 10th-level D&D character was originally a world-renowned hero, beyond the capability of any ordinary man to defeat in combat. They aren't supposed to be challenged by orcs. A 20th-level character is supposed to be slaying demon lords, not fucking around in some cave, looking for a lost key hidden in a puddle. This concept does not work with a flat-structure world where even in late game, a merchant still might be sending you on a fetch quest to a local cave. If the overall structure of the game world is flat, then your character improvement needs to be much flatter as well. You see exactly this in TTRPGs like Traveller, where high-level characters are quite skilled, but not invincible supermen. Bethesda didn't seem to ever really understand this.


Sometimes it doesn't work well in actual D&D, either. At least in computer versions, where there's no DM to mitigate stupidity.

Not to keep using BG3 as an example, but, again, it's fresh in my mind:

Having my thief fail to lockpick a chest that I needed only a 5 or better to lockpick, because i got a nat 1... then a 2.. then a 4... then a 3...

Particularly with any system where a 1 always is a failure regardless of your bonuses, and you're only rolling a single die? Like someone said a ways back in the thread, something to the effect of "would you go to a surgeon that had a 1 in 20 chance of killing you?"

It's not fun. It's not realistic. It's just stupid and frustrating.
 
People have been shitting on Skyrim for over a decade but I couldn't tell you if there was a noticeable uptick after the Patrician video. That would be funny though because I feel like after his Morrowind video, suddenly a bunch of Morrowind Pros™ came out of the woodwork, selectively parroting his talking points.

I'll have to raise my hand to that. I tried Morrowind a few times over the years, always aborting after an hour or two. For whatever reason his video got in my algo and made me interested to give it a real shot. Thank God too, because it's in my personal top ten.
 
Back