

I think one of the things lost on people is that factions are jobs. BoS exists to collect technology, so scribe haylen sending you to collect random tech makes sense, that is why they are there. Many of the radiant quests in Fallout 4 make sense for their factions. this is why this group exists, to save random people and to beat up old farmers wives. If you are part of the companions in Skyrim, then it makes sense that you would have to save random people over and over. Often times being a part of a faction requires some thing you do over and over. I have never had a problem with radiant quests even like in Fallout 4.

It was an improvement on the same scale as the development of the Dark Brotherhood and assassin story mechanics.įinding ways and places where the random quest generators not only make sense, but adds to the game rather than taking away from it, is something I think Beth should take a look at.

In some ways it improved but overall it was worse.Ĥ) The Oblivion World was not mentioned by Gopher but the Oblivion lore was rounded out in such a way that it became more immersive and more interesting. So, do I think dialogue was a key factor in Oblivion. Simulations can easily adapt to new dialogue generated by a good AI that keeps track of what has happened in the game and what you have done. I agree that voice acting was an improvement but I continue to support computer simulated actors instead of voice acting. That said, Oblivion was more natural feeling. But there are a few things I would add.ġ) Mark/Recall vs Fast Travel vs Flying - I liked them all because I played the game for about 2000 hours and after 500 hours of walking from place to place, flying was the most immersive.Ģ) I loved the factions but I missed the trade houses and the Morag Tong.ģ) Dialogue in Morrowind - I did not feel compelled to click on everything so I skipped most of the repetition.
