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Blogs

  Skyrim (Part 2) - The Dovakiin Switcheroo
by Glen Cooney on 03/11/12 05:16:00 pm   Featured Blogs
24 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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[Prefer your blog posts on a sexy, dark background? Head on over to read this post and many others at Glenalysis! Though feel free to post your comments here.]



       In Part 1 I went into an overview of "endless" games and the different ways game work to extend their longevity. This part will jump off from that to focus on the larger question of player satisfaction and how to avoid design dissonance. Along the way I will also explore some of the ideas brought up in the comments of my last post as they relate to this topic.

A Tale of Two Skyrims
       In the beginning, Skyrim was great. Despite not being a huge fan of open-world games, I was an instant convert. I realized right away why people loved these games - the feeling of immersion as you traverse vast landscapes and slay monsters is unlike anything I had experienced before. I was able to overlook most of its tiny flaws - its combat, for instance, was a bit simplistic for me. It didn't matter, since the overall experience of the game so great. For 98 hours I was having a great time, then the experience changed dramatically.

What in Oblivion is that?

       It was around the time I hit level 35 that the game started to lose its charm for me. I had learned most of the spells, gotten through most of the story quests, explored numerous side quests, and got some pretty awesome equipment. The problem was that I was at the point where the rewards for exploring were getting less and less interesting, and I had less and less need to level up or get better stuff.

       It was around this same time that I began to lose interest aimlessly exploring the world as I had done before. For every one area that had some genuinely interesting subplot to it, there were dozens of caves, ruins, and bandit camps purely there to guard loot. Short of going on a wiki or hunting those areas down on GameFAQs, how am I to know which areas are kickass adventuring areas and which are just filler dungeon crawls? Never mind a more casual player that hardly ever uses such resources.

       This presents an interesting design problem. Essentially the core of the game experience was not clearly conveyed to me as the player. The mechanics suggested the game was about accumulating loot and getting more powerful, fighting monsters, and completing quests. But in the grand scheme of things, the game is more about adventure and discovering what the world has to offer. The mechanics the player is exposed to early on does not set the correct expectations for the rest of the game, nor does it provide compelling incentives for exploration beyond a certain point.

What does your game say to your player?
       These days, players expect to learn how to play a game from jumping in and playing it. Often this includes a tutorial, but not necessarily. Thus the primary way for a player to understand how to play the game and what their goals should be is through the mechanics. The mechanics, particularly those the player are exposed to at the beginning of the game, teach a player what the game is about, and they can be thought of as a "language" by which the designer speaks to the player.

      Mechanics condition a player to approach a game a certain way. Whether you are a die-hard gamer, who expects to have a similar experience to similar games you've played in the past, or a new player with no expectations at all, the mechanics tell you how to play. The players level of game literacy makes no difference. They will invariably draw conclusions about the game from the mechanics that are most obviously presented to them, and herein lies the problem with Skyrim.

      Much like how action games condition players to get through the game as fast as possible, so too does Skryim put an emphasis on getting more "stuff," be it new spells, new equipment, etc. Which is hardly surprising, as it has become a staple of the genre for many years now.

Thanks, Diablo! >:(

       The problem is that once you have effectively accumulated all of the best stuff the game has to give you, Skyrim becomes a completely different game. It goes from being a stuff-oriented dungeon crawler to what is essentially an open-world adventure game, with a few combat speedbumps here and there. It's not unlike what happened with the controversial game Manhunt, which devoted the first half of the game to stealth and melee combat, then turned into a frenetic shooter later in the game.

       This kind of dissonance creates a situation where players have to choose to either fundamentally change their playstyle completely from what they were used to and had enjoyed, or walk away from the game and not bother with the remaining content of the game (which could be in the ballpark of 75% of what the game has to offer!).

       This is bad design on many levels. First, it means a good chunk of players will not bother experiencing most of your content, making it a waste of the dev's time and money. Second, it means your mechanics are basically tricking the player into thinking the game is about something it isn't. Finally, you are making an experience that ends in a fizzle rather than a bang, with players losing interest long before seeing the finish line.

Switching Gears while Keeping People On Board
       Now you could argue that there are plenty of games that switch things up on their players. If you really wanted to get nitpicky, you could say your basic RPG is like two different games: one where you are in town, and one where you are out fighting monsters. Could this not also be seen as a conflict? Not if done correctly.

       Switching gears like this can actually be a helpful tool if you consider its effect on the pacing of the game. In an RPG, for example, having the player go back to town or visit a new town helps establish a good curve of tension-to-rest, which facilitates a more enjoyable experience overall. Not only does it help create a bigger contrast between the game's highs and lows, it also gives players a chance to process the action they have experienced, and through NPC interactions understand the context of what they are doing.

       At the same time, it is important to delineate which modes of play (such as combat or visiting town) constitute the core game experience, and which play a secondary role of enhancing the core experience. For an RPG you can generally see the connection between the town and combat fairly easily - the town allows you to stock up on equipment and weapons to help you fight monsters better, and provide quests and lore to help enhance the sense of purpose behind those actions.

       Occasionally the core play experience is a matter of debate, as was the case with Guild Wars. The original concept of the game was to build it around a competitive experience, where the single player experience (PvE) acting as a prelude to competitive PvP, which the designers assumed players would graduate to once they tired of the single player experience. But that wasn't what happened.

       The playerbase instead was divided between players that loved PvP and those that loved PvE. Sure, you had people that loved both, but the vocal players were the ones at either end of the spectrum. PvP players were frustrated they had to play through the single player campaign in order to unlock the abilities and equipment they wanted, and wanted to have everything unlocked without any grind. PvE players, on the other hand, felt that would be unfair, as it would belittle the hard work they had to go through to unlock those same items from questing. So a compromise was reached where they introduced "Faction" points you could earn from PvP to spend on unlocking more stuff.

WoW developed its own suspiciously similar Arena mode some time later.


When an Object says more than a Character
       Planescape had a similar issue of dissonance. Like Skryim, it had a large number of weapons and spells you could get, as well as various items to boost your combat effectiveness, yet was ultimately about exploration and discovery. The designers cleverly used the games inanimate objects and loot to help reinforce, rather than override, the player's desire to explore the game world.

       In place of generic swords and healing potions are various blood charms, enchanted teeth, magical tattoos, talking books, detachable eyeballs, bugs that crawl in your brain to make you smarter, and many more. Every item tied itself inextricably to the lore of the game world, and functioned like a puzzle piece that fit into the larger tapestry of the game's vast and imaginative lore. Every object was imbued with a sense of purpose and mystery, reflecting the tone of the game and enticing the player to learn more about the Planescape universe.

       There is only one item in Skyrim that reminded me of what Planescape did - The Wooden Mask. The player stumbles across this mask in an ancient ruin, along with a note talking about how a man put the mask on and vanished into thin air. If the player puts on the mask, they themselves are transported into a magical room, with a series of busts resembling figures wearing similar masks. No further explanation is given, but the player over time realizes the purpose of this room. Finding that mask was by far the most enjoyable thing I did in the game.

       Items aren't the only way to make a stronger connection between the narrative and gameplay. Games like Bioshock did a brilliant job of making abilities and the environment itself tell a story, and support the "proper" narrative told by the various NPCs. Dead Space likewise took an interesting approach with its weapons, with each one being a repurposed mining tool. All of these are great examples of using objects in the game to reinforce the narrative, and perhaps even entice players to learn more about the game world.

       In short, design choices should be considered carefully as to make them all fit into place to form a cohesive whole, rather than compete against eachother and create a fragmented experience.

What am I Doing With My Life?
       Bigger still is the idea of making games feel more meaningful and worthwhile for players. This can only be accomplished by considering what the designer wants the player to get out of the game, beyond of the confines of the game itself.

       The most memorable games I have played are games where I got something meaningful out of playing them. Final Fantay VII's strong musical score added deep emotional resonance to the experience. Planescape challenged the player's preconceptions of reality and philosophy, making one think more deeply. Beating a match in Starcraft 2 gives players a great boost in confidence, and killing demons in Devil May Cry 3 to its awesome soundtrack gives you a feeling of thrilling empowerment.

       These are all games that made me feel something even after I stopped playing the game. They made me feel that my experience was rewarding and well worth the price of admission. After all, what is entertainment if not the trading of money for the chance to experience powerful emotions?

       That's not to say that every game needs to be a Shakespearean drama or a Nietzschean dissertation on the nature of reality. Sometimes some mindless violence or some lighthearted fun is just what players want. But too many games try to be like snacking on Cheetos - a delicious yet unenlightening experience, instead of aspiring to be like a mind-blowing documentary, which could change a player's life forever.

       In the grand scheme of things, every time we choose to do something, we miss out on doing something else. Playing a game is an investment of time and money that could be spent elsewhere, and as such games are competing for people's attention from movies, books, socializing with friends, or dating. Consider your game like a present you are giving to your players. Underneath the shiny wrapper of nice graphics and gameplay, what do you ultimately want the player to walk away with? More confidence? A stronger bond to their friends? A new perspective on life and the world around them?

       All too often developers seem to take the easy route, looking to make a game purely for someone to kill time on, or to stave off boredom. This may be well and good for an iPhone game, but if we hope to make the jump from whimsical diversion to enriching entertainment experience, we as developers need to go deeper and give players something that is comparable, if not better, than other activities.


Clearly an allusion to the fall of the Berlin Wall.

       Board games, for instance, have done a great job of blending a light, fun game experience with social bonding. In fact, some games have taken this a step further, featuring interesting player conflicts that can spark conversation, friendships, and be a vehicle by which other players can get to know each other. A board game like Battlestar Galactica is a great example of this, as it toys with the idea of trust and creates a situation where players really need to analyze each other and discern their motives in order to be successful. It creates an environment where players are asked to express their personality, which gives players a stronger emotional bond with the game and those they play with.

Rewards vs Rewarding Experience
       In discussing why Skyrim isn't as satisfying as it could be on my last post, an interesting idea was brought up. Perhaps the problem with Skyrim, and indeed many games, is that they rely on artificial rewards in place of making the act of playing the game being its own reward. Perhaps the over-reliance on these artificial measures of reward are what's holding these games back.

       I think this is a good point, especially when it comes to games like MMOs. Most MMOs task player with some sort of menial quest, with the promise of some gold and perhaps a new weapon for completing them. Now when you think about it, what kind of game experience is that? You are telling the player to go work on something boring and then get rewarded with what amounts to nothing more than a gold star. Sure, you could use that gold to get better equipment... to do more boring quests... to get more equipment...

      Compare this to the Assasin's Tombs found in Assasin's Creed II. These are areas where the player has a chance to relive the glory days of Prince of Persia, acrobatically climbing and leaping across various platforms in the environment. It makes for a nice diversion from all the neck stabbing, and as a reward gives you a seal you can use to unlock Altair's armor from the first game. This I think is a great example of how this should be done: make the end reward be icing on the cake, not a consolation for forcing your player to put up with your lack of imagination.

      Turning back to Skryim, one could make the case that because Skryim ostensibly makes getting loot and better stuff appealing, that those things detract from the game's more substantive content, and in some cases is even used in place of interesting encounters. This is the wrong way to go, and I think it is time we focus more on the experience of games being their own reward, rather than handing out trophies for putting up with tedious activity.

Gamertarianism
      "Get your designer hands out of my play experience!"
       "Get Big Designer off our backs!"
      "Let the Free Gamer decide rather than Big Designer picking winners and losers!"

      Like their political counterparts, there are some people out there that don't want to be told what to do. They don't want an authority figure dictating how they should play their games, and desire as much freedom as possible in their play experience. Some even go so far as to say that making games built around expression and freedom are the future of gaming, and there is certainly merit to that argument.

      You could certainly make the argument that giving players more freedom to play games as they please is not only the best way to go, but the ultimate future of the game medium. After all, who is a designer to say how the player should have fun in their game? Some players decide to play Skryim like they were an NPC. Others may play racing games and drive backwards just to see cars crash into each other (like myself). For many designers this kind of behavior is not only welcomed, but encouraged.

      From my perspective, however, I don't think this is a one-size-fits-all approach, as there are some games there giving the player more "freedom" can actually hurt the experience. It is not unlike the dichotomy positive and negative freedom  in political theory. The former is meant to ensure freedom of one's choices in life through protective safety nets, while the other subscribes to the notion that people are most free when left alone by authority figures.

       In terms of games, one could likewise see how more designer-authored games are designed around inspiring players by introducing something new into the mind of the player, enabling engagement, yet potentially feeling overly constricting. Conversely, player-authored design revolves around a more hands-off approach where players can express themselves and create the experience they want to have themselves, yet can also feel less compelling from a lack of focus.

      Giving players the ability to determine the direction and even playstyle they want to engage in certainly has its advantages. On a purely business side, it means the difference between making 5 games targeting different audiences and making one game that can appeal to them all. Likewise it also means that if a player gets bored of one type of playstyle or just wants an extra challenge, they can try it out without having to pop in another game.

      Deus Ex: Human Revolution worked because you could approach the game through stealth, combat, social interaction, hacking, or any combination of those and the game still felt like a cohesive experience. By contrast, if you were to be a real adventurer and wander around Skyrim, you would have to go against the grain of accumulating more stuff in order to enjoy yourself.

      Perhaps the key is to create an ever-illusive game that both allows for freedom of expression yet feels directed enough to produce an interesting experience.

The Next Frontier
      As games shift more toward player-authored experiences, I believe it is important not to forget the strengths of designer-authored games. These two paradigms need not be in opposition to each other, but can be used together to great effect. Consider The Witcher 2, which divided its game world into chapters (or levels, if you will) which acted as a hybrid between an open-world play experience and a tightly directed narrative experience.

      Consider also how every mechanic works together, and what those mechanics communicate to the player. If Skyrim had, for example, added more interesting ways to navigate and interact with the vast environment as a game like Journey does, perhaps it would feel like a more coherent experience. When all of the game's elements are reinforcing each other, rather than fighting each other, then you have a much more enjoyable game experience.



     I will be taking a brief hiatus from posting for about a week or so to focus on other projects. Stay tuned for future posts!

 
 
Comments

Aleksander Adamkiewicz
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I never saw Skyrim, Oblivion or Morrowind as a "stuff-oriented dungeon crawler". In fact, all about the design from the first second tells you the exact opposite. The free roaming, the large world, huge vistas, stumble-upon quests, interesting NPCs, epic quests (not for loot but standing, prestige) are indications of an adventure game, not a hack and slash RPG.

The combat is mostly tacked-on in Elder Scrolls games and weapon variety is small/insignificant (compared to -real- loot-driven games like Borderlands etc.) these all are indications that the game is -not- a hack and slash loot-hoarder.
The progression system in any Elder Scrolls game is more horizontal than vertical. Skills in a given "tree" are few and far between in vertical progression, instead the focus is on variety of combat and/or utility and crafting skills.
Its essentially flavor to -your- character.

Glen Cooney
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“The free roaming, the large world, huge vistas, stumble-upon quests, interesting NPCs, epic quests (not for loot but standing, prestige) are indications of an adventure game, not a hack and slash RPG.”

There are indeed those elements in the game, but my point is that there are a lot of mechanics in the game that do not reinforce those good aspects or undermine them to make them less interesting or worthwhile.

“The combat is mostly tacked-on in Elder Scrolls games and weapon variety is small/insignificant (compared to -real- loot-driven games like Borderlands etc.) these all are indications that the game is -not- a hack and slash loot-hoarder. “

15 of the game's 18 skill trees are either combat-related or indirectly combat related (such as crafting skills). The remaining three, pickpocketting, lockpicking, and speech are indeed designed around exploration, but that's still a bad ratio in my book.

I would argue there is still quite a bit of variety in loot, and you do come across better stuff at a relatively quick pace for a while. Not to mention the variety of stuff you can craft or improve should you decide to invest in the appropriate skills.

For every ruin or dungeon that reveals an interesting story or piece of lore, there are at least a dozen that seem almost entirely about getting more loot, leveling up you combat skills, etc.

Even if every player theoretically approached Skyrim the proper way, as a discovery and adventure-oriented game, having so many mechanics be about combat and so few relate to exploration seems wasteful. Why not, for example, have a “translation” skill to let you read ancient books? Perhaps an “engineering” skill of some kind to help you tinker with Dwemer machinary and open up new places to explore? How about some sort of shapeshifting to let you fly, or sneak through small holes, or leap over mountains? These are all just rough ideas, but I think you see my point.

“The progression system in any Elder Scrolls game is more horizontal than vertical. Skills in a given "tree" are few and far between in vertical progression, instead the focus is on variety of combat and/or utility and crafting skills.
Its essentially flavor to -your- character. “

I still think it could have been done better. Deus Ex: Human Revolution did a much better job of encouraging players to diversify their character's skillset, in addition to encouraging exploration.

What Skyrim did is basically make every type of character equally viable in nearly all cases. You could fight a dragon with a sword, bow, spell, summoned monsters, etc and be able to deal with it with about the same level of success. What this means is that players are more likely to find a style of play they like and stick to it for the whole game, which runs you into the problem I went into above of reaching the upper limits of that power and having no reason to continue.

DX:HR took a different approach. With every mission there were multiple ways to approach it, but there was always this sense of “man, this mission would be so much easier if I could just do x.” This meant that at every point players always felt there was some different area they could improve on, and the game would essentially punish you for being overspecialized. Further, not all of its skills were for combat, but enabled greater exploration (faster movement, ability to jump higher, ability to drop down from tall buildings, hack into computers, etc).

And as a side note, if they didn't want combat to be a major focus of the game, they could have just as easily made combat easy and simple yet flashy like what Assassin's Creed did. It's combat was pretty simplistic, but because combat didn't come into play very often in the game and was presented well it wasn't that bad.

Eric Schwarz
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@Glen:"15 of the game's 18 skill trees are either combat-related or indirectly combat related (such as crafting skills). The remaining three, pickpocketting, lockpicking, and speech are indeed designed around exploration, but that's still a bad ratio in my book."

I blame 3D graphics for this one. Because 3D graphics require you show complex interactions between characters and the environment, and building different mechanics can these days be tantamount to building entire games, there's almost no way to visualize non-combat interactions in very believable ways. To a degree RPGs have always relied on abstraction, and cutting that out of visuals means you need to put huge amounts of work into each and every mechanic. Heck, in the mod I'm developing I actually had to cut back dialogue options because, while I could keyframe-animate those, it would have required hours if not days of extra work for relatively little gain (sorry, no catching crossbow bolts out of mid-air with a dexterity check).

One of the many reasons I think "true" RPGs really need to stick to, if not 2D visuals, at least a top-down setup with text descriptions - you can get away with so much more stuff when the only limit is what you can write. With that in mind, I don't think an Elder Scrolls game can ever be the game it really wants to be so long as it sticks with its detail-oriented first-person presentation. The mechanics simply have no choice but to take a backseat as a result.

Glen Cooney
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@Eric

You make a good point. Though it is undoubtedly a limitation, I don't think it is as big a deal as one might think. I think it again goes back to expectations, which I allude to above. If a player expects to be able to see or do something, then yes they could very well be disappointed. However, if you craft your mechanics in the right way people won't necessarily care that they can't see or do certain things.

For example, doesn't it bother you that you can't use rocket launchers in Super Mario? No, because the game is crafted in such a way that you feel satisfied even without it.

In terms of dialog, I do think we are seeing much better animations and such come out, especially with a greater emphasis on motion capture and technologies like what LA Noire uses. This allows them to have those high quality animations without the legwork of older methods, so it's only a matter of time.

As far as text goes, I agree with that as well. It is unfortunate that some of the things described in a game like Planescape are never visualized, and I could totally see a game using perhaps some 2D mini-cutscenes in the vein of Infamous's comic book style cutscenes to showcase those moments better than walls of text.

Aleksander Adamkiewicz
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"15 of the game's 18 skill trees are either combat-related or indirectly combat related (such as crafting skills). The remaining three, pickpocketting, lockpicking, and speech are indeed designed around exploration, but that's still a bad ratio in my book."

Around 80% of skills/feats/powers in dungeons and dragons pnp are combat related, yet would i call dnd a combat focused, loot-driven game that fails to reinforcee the adventure aspect with its design?
Only to the extent of how the players and dm wants to make it.

The same applies to skyrim, its as much adventure/hackandslash/rpg as -you- want.

Glen Cooney
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That's a bit of an apples and oranges comparison.

In pen and paper D&D the *only* limitation on what you can do is your imagination. Hell, some groups barely use the rulebook at all and just figure out what kind of rolls players should make on the fly. There is always far more possibilities for players and DMs to explore, especially outside of combat. Mechanically, I would put the ratio much closer to 50/50 really, since there are a huge number of spells, skills, and feats that can help you out of combat as well (ie acrobatics to jump over ledges, spells to let you hover, fly, teleport, polymorph, etc, just to name a few), and the game is far from constrained by its mechanics.

Further, yes, I do think D&D is very much a loot-heavy game, as there is far more of it, and it has a much higher upper limit. It also takes far, far longer to become as powerful as you can possibly get, and by then you are able to go toe to toe with gods and fight even bigger enemies that require strategy to defeat. For me, and I'm sure for a lot of players, exploration was fun as long as there was the promise of better loot or the chance to become more powerful in some way around the corner. For D&D that feeling practically exists indefinitely (unless you played a single campaign for years on end), since there is always more spells and better loot to get (which, by the way, isn't always just statistically better, but could be something interesting like the famed "Deck of Many Things" for instance).

By contrast, it is easy to get the best loot in Skyrim and you can get the best spells and weapons long before the game ends. In fact, I would say that if Skyrim released DLC or something that added more loot possibilities and more high-level monsters, they could solve a lot of the game's problems. For me, at least.

I will say this, our discussion has make me rethink my position on Skyrim, and the role of adventure vs Combat/Power Accumulation. Thanks for your comments!

Joshua Oreskovich
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"In discussing why Skyrim isn't as satisfying as it could be on my last post, an interesting idea was brought up. Perhaps the problem with Skyrim, and indeed many games, is that they rely on artificial rewards in place of making the act of playing the game being its own reward. Perhaps the over-reliance on these artificial measures of reward are what's holding these games back.

I think this is a good point, especially when it comes to games like MMOs. Most MMOs task player with some sort of menial quest, with the promise of some gold and perhaps a new weapon for completing them. Now when you think about it, what kind of game experience is that? You are telling the player to go work on something boring and then get rewarded with what amounts to nothing more than a gold star. Sure, you could use that gold to get better equipment... to do more boring quests... to get more equipment..."

Definitely agree with this, and 95% of the rest of your blog

Eric Schwarz
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This is a great article and I just want to thank you for taking the time writing it.

I will say that I think the poor implementation of loot mechanics is one of Skyrim's biggest flaws. It is the game's driving reward mechanism and yet 25 hours in you can have some of the best loot in the game, despite there being 200 hours' worth of content. Enchanting, despite in theory providing a higher ceiling, actually lowers it because once you've got high-level enchanted gear you will literally never need to loot anything again. The same goes for spells - my pure mage simply stopped picking up items after a while, as there was just no reason to.

I'm not sure this could be completely solved, but it could be mitigated in a few ways. Step one, bring back item durability. Paying for repairs is a great money sink and makes the gold you want matter (similarly, maybe mages could be powered by high-priced soul gems). Step two, replace manual leveling with skill trainers and increase training costs. This would both unite the XP and loot systems as well as make exploration necessary to advance your character. Step three, add more meaningful sinks for loot. Houses are okay, but players need a reason to pick up all those sub-par items. A crafting system closer to Kingdoms of Amalur: Reckoning, with breaking down items into raw materials, would help quite a bit.

Additionally, the level pacing is simply too quick to accommodate the game world - the end result is that you'll be effectively "maxed out" by around level 30, with nowhere left to go, but you'll probably still have several more guilds' worth of quests to do, and maybe even the main storyline as well. Balancing open-world games is very difficult and nobody's ever going to see every last inch of content, so I wonder if the level pacing was based on playtesting (revealing players wanted to level faster) or just a fluke.

Glen Cooney
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I'm not so sure durability is the way to go, but I agree, some kind of money sink is pretty much essential when it comes to open world games. Durability itself I think is a bad mechanic, as it just adds frustration. Would be better to put more emphasis on trainers and such so players are actually getting something out of it, rather than paying for something to not get taken away. It's really the difference between spending your hard-earned cash on nice food you enjoy and need, vs paying taxes to not get your house taken away. Psychologically the former is much more satisfying.

As for leveling, as I mentioned above, I think DX:HR nailed the idea of incentivizing a broad skillset. If Skyrim did something as simple as, say, making certain creatures magic immune, too fast to be hit by bows, or too powerful to attack head on then you would see people opting to mix up their melee, ranged, and magic specializations a bit, rather than favoring one of them and killing everything. Likewise if there were more skills that could let you explore new places or navigate the world in more interesting ways, that would further give more valid choices for players to take.

Essentially, in order to make generalization more appealing that specialization, you have to have some element of frustration so a player can realize the value of diversifying their skills. If they find, say, a fortress they can't attack head on but has a hidden passage way you could sneak to, that could incentive sneaking.

Though now that I think about it you still run into the issue where, because there is such a high "power limit" and it takes a while to get new perks, this can pose a problem. With that scenario, in DX:HR it would maybe take 0.5 to 1 hour of playtime to level up, upgrade your stealth, and go for it, but for Skyrim you may have to leave that keep, level up for several hours and come back, which may not be the ideal solution.

Darcy Nelson
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I especially liked the durability in Oblivion because once your durability ran out, the item was just broken, not gone forever and ever.

Jacob Pederson
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Just a thought. Why are we complaining about being bored of a game we've put 100+ hours into? Other games have a tough time keeping us interested for ten hours, and the average completion rate even for ten hour games is abysmal. Shouldn't we be congratulating Skyrim for keeping us interested for 100 hours? Even if we haven't "completed" it?

Glen Cooney
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What fun would that be? ;)

Critiquing games is all about learning how to make games better. Yes, 100 hours of gameplay is certainly a feat, but patting someone on the back doesn't do anything to make future games better.

In fact one could make the argument that shorter games are better, because they offer a tighter, more focused experience. Farmville has well over 100 hours of play time, but would you say that is the pinnacle of game design?

Iain Miller
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"In fact one could make the argument that shorter games are better, because they offer a tighter, more focused experience."

If only that second part were true. Also, I still think you misunderstand why people who really appreciate games like Skyrim, Oblivion, and Fallout play them in the first place.

Glen Cooney
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@Iain
Some shorter games are indeed better. Just look at Portal.

I am critiquing Skyrim from the perspective of a developer, not a player. Players may be able to overlook certain flaws in the game since it appeals to them, but that doesn't mean they aren't still flaws.

Eric Schwarz
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Skyrim is packed to the brim with filler. A lot of people complete this for the risk/reward loop but the amount of substantial and interesting content is significantly less. Rather than stay exciting, it instead sort of just turns into a comfortable lull - maybe not completely mind-numbing, but hardly what I would call exciting. And for what it's worth, filler content is hardly Skyrim's first problem.

Iain Miller
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Skyrim is what you make it.

Rob Solomon
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I think this succinctly explains why so many people have lost so many hours to this game. Most players may not want or need to explore all 200 hours of content, but the 50-100 hours of content they do experience will be the content that was the most interesting to them.

Michael Parker
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One of the many problems with skyrim is indeed that it's truly a sandbox / exploration / immersive / adventuring game, and not a challenging / structured / levelling driven game, yet it tries hard to lie to you about it and convince you otherwise. I sense the developers had a giant internal struggle with the designers each wanting to pull it in different directions.

I completely understand why you'd write about it even after sinking 100+ hours into it. I feel the same way - it's so close to being brilliant, and yet it's ultimately let down by a few bad design decisions or broken mechanics.

I got bored and quit after about level 15. Really for me the biggest problem was that I was expecting (and hoping for) a challenge. For example, a tough dungeon that I'd need to create a new set of armor for, or use a variety of spells and summons for, or I dunno, anything remotely challenging. The ability to create the most powerful weapons / armor in the game by making 100s of low level items I thought was in my eyes, a bad choice. You even get dragon bones and dragon scales right at the start of the game (and all the way through). I hate drawing comparisons to World of Warcraft because they are such different games, but the crafting system there has a few lessons to learn from. To level up crafting skill you need to craft increasingly higher level items, which require higher level materials, which are obtained from higher level dungeons, and so on. You use the items you craft at lower levels to visit more dangerous places, to obtain "rare" materials, then craft better gear, so you can take on harder monsters, etc. In Skyrim you can skip straight to the end and get the best gear immediately, although unfortunately you aren't then told where the hardest dungeons are (and indeed they are not there yet, since dungeons level with you!)

Like Iain says, Skyrim is what you make it, and unfortunately that means if you want a challenge, you need to invent that challenge yourself. You need to impose restrictions on yourself such as "I won't use this awesome strategy" or "I won't wear any armor", etc. But then I find myself asking, what's the point creating an awesome strategy if you're then going to disallow yourself from using it?

Tiago Costa
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Because of... Roleplaying... For the first time in years, I could actually roleplay in a game.

I was Bjorn Dagurn, proud nord, Dovahkiin that rid the world of the dragons, Bjorn was the hero that all skyrim needed, in my way I helped people, helped the mages and was appointed master of winterhold college.

Then I was Drumm Dourd, evil dark elf, master of the blade and the silent kill, rose the thieves guild back from oblivion and became master of assassins, my name was whispered as a curse upon all skyrim... other people save the land of dragons, I was there for myself and myself alone.

After came, Azm Warhammer, orc by birth, force of nature by choice, no armor did Azm wear, with only its battleaxe and loincloth he became the most known explorer in skyrim, faced dragonpriests and wolves with the same ferocity, he wanted honor and name, and by the gods he got them both.

Ive stopped a bit while I moved to Paris, but I'll get back as Elzec Mannor, Imperial, ready to die for the empire and the emperor on the pursuit of the biggest criminal in the land, the leader of the Stormcloaks.

For the first time a sandbox let me play several games the way I wanted, not because I tought on game mechanics, or challenges, but because I believe that the game would be FUN played in character.

Now I cant do this in GTAIV, I'm always nico bellic, I cant do it in WoW since Im am not alone, I cant do this in demons souls, I cant do this anywhere except for Skyrim (and the entire Elder Scrolls).

For me, that is the fun part... Knowing that a world awaits me to fill it, the way I like it.

I am glad we all thing differently and are able to enjoy the same games for different reasons, but for me Skyrim was a breeze of fresh air in this stale place that has become the game industry.

Jason Wilson
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I don't believe in the idea that there is a way to play a game wrong, but I found I enjoyed Skyrim much more when I started to let go of my urge to "do everything". I can't speak to the designer's intent, but it seems to me that a game like Skyrim is not meant to be played in a single play through. You are supposed to play it over and over again each time you encounter new quests and find new items and explore new locations. It's what we've always claimed we wanted. A game where we get a unique experience each time we play, but the obsessive compulsive desires in us are ruining it.

I think if you try to do everything in one go, there will come a point where you do become too powerful, or already have all the good stuff and start to wonder "what's the point?" At that point, the adventures over and it's time to start a new adventure. I'm by no means saying Skyrim is perfect, and it may start to reach that end game point a bit too soon, but I think that's how it's meant to be played.

I know this is counterintuitive. I find myself fighting that urge to do everything every step I take, but when I let go I find myself enjoying it more.

Joshua Darlington
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I had the opposite problem with Skyrim. I wasn't engaged by the quests, so I played open world until I got bored. I jumped into quests and discovered that I had broken many of them by completing tasks out of order.

I grew up playing pen and paper RPGs, so I have a bias toward mixing top down narrative, bottom up narrative, socially mediated narrative and computational narrative. In the pen and paper world the balance of these narrative systems is done by a powerful (human) AI called the Game Master. A good GM tracks the player(s) and anticipates/delivers the right mojo at the right time.

Resource limitations are a big part of what shaped Skyrim. Middleware and modularity could help some of Skyrim's limitations (like better robots and ability to handle more narrative complexity).

Will Ooi
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Thank you for this article. The one big disappointment I had with Skyrim after going through the wonderful exploration of the world map was with its respawning dungeons, a decision which was obviously implemented to keep the world exciting yet also a step which ultimately and conversely led to a sense of one's actions being inconsequential and repetitive. I suppose here the issue is how best a development team can capture a truly dynamic, living and repopulating digital world without its "just-a-game" limitations being displayed so jarringly.

In addition, a great blog I read on here a while ago (http://www.gamasutra.com/blogs/TaekwanKim/20111121/8944/Breaking_Skyrim.php) summed up very well the tremendous, potential power the game affords to the player, yet at the same time the ability to craft yourself weapons and armour of unbeatable quality made combat and risk a complete non-issue, allowing intuitive players to "hit the ceiling" way too soon and as mentioned in the previous comments resulting in the complete devaluation/redundancy of loot and progression rewards.

David Navarro
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"This is bad design on many levels. First, it means a good chunk of players will not bother experiencing most of your content, making it a waste of the dev's time and money."

It's evident you don't understand Bethesda (unsurprising if you aren't a fan of open-world games, as you state). Bethesda are perfectly comfortable with the fact that players will miss content; it's a feature, not a bug.

"Critiquing games is all about learning how to make games better. Yes, 100 hours of gameplay is certainly a feat, but patting someone on the back doesn't do anything to make future games better."

There's armchair designing, which is fun, and there's teaching your grandmother to suck eggs. Skyrim's critical and commercial success by-and-large validates Bethesda's design decisions.

Of course one can have valid suggestions regarding specific mechanics, but it's difficult to argue that Bethesda haven't got the open-world game genre pretty much down pat by now.

Glen Cooney
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"It's evident you don't understand Bethesda (unsurprising if you aren't a fan of open-world games, as you state). Bethesda are perfectly comfortable with the fact that players will miss content; it's a feature, not a bug."

Perhaps "bad design" is too strong, but I do not think it is the best approach.

My problem isn't in missing content, per se, its that a player can end up in a situation where they haven't explored 75%+ of the locations in the world and there is no gameplay incentive to do so. This is compounded by the fact that a player has no idea which areas are filler dungeon crawls and which contain compelling interesting story missions and discoveries. Once the loot and growth incentives are essentially gone, you lose a lot of player's interest.

That, if nothing else, is wasteful, and is overly-reliant on a player replaying the game, dramatically shifting their playstyle, or approaching the game like a light adventure game (which still turns combat into a speed bump rather than a compelling moment in gameplay). We're not talking about missing an odd sidequest here and there in any other RPG, we are talking about missing out on massive amounts of content.

"There's armchair designing, which is fun, and there's teaching your grandmother to suck eggs. Skyrim's critical and commercial success by-and-large validates Bethesda's design decisions.Of course one can have valid suggestions regarding specific mechanics, but it's difficult to argue that Bethesda haven't got the open-world game genre pretty much down pat by now. "

1) It is not practical for reviewers to play the game for long enough to reach the point I am describing. For the first 100 hours of the game, I am inclined to agree with their positive impressions. It is once you get beyond that point that the game ends on a low point, in my opinion.
2) Commercial success doesn't necessarily mean that a game is great. More often than not it is more of a combination of accessibility coupled with good marketing that makes the difference, more than gameplay (unfortunately). Just look at Farmville, it's gotten more money that a lot of games, but it is hardly a model all games should follow.

I also get that it is entirely possible that Bethesda thought it wasn't practical or worth their time to accommodate for a player fighting stronger and stronger enemies and get better and better loot long enough for a player to explore everything (or close to everything) in their game. But that's not to say that shouldn't be something to aspire to, as I think that is the obvious next step in improving the open world RPG formula.


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