The problem with Skyrim is progress

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Thursday, January 26, 2012
EDITOR'S NOTEfrom Eduardo Moutinho

Instead of increasingly difficult, and linear, situations to level through, Skyrim presents you with a living, breathing world to explore at your discretion. I love the immediate, do-what-you-want-to-do nature of the game. But I also appreciate Rick's point of view here, and I think it provides an interesting point of discussion.

And just like that, I decided to quit playing The Elder Scrolls 5: Skyrim cold turkey.

At the end of a throwaway side quest where I was supposed to have a drinking contest with so-and-so, I’m thrust, in an apparently drunken stupor, into the middle of Markarth. This is a place I have recently been driven out of, due to yet another mundane side quest. Enemies are pursuing me, naturally, and evidently, the magic that allows for in-game fast travel does not work when one is in a hurry. Without that ability, I am stuck in the labyrinthine staircases of Markarth until I stumble upon a door to Skyrim by accident.

Once outside, I decide to kill everyone I see. I’m angry at this turn of events, maddened by the dead end of side quests I’ve found myself in, yet again.

Loose-end quests that won’t close themselves out. Missions that occur in places I can’t go without fear of reprisal (like Markarth). Markers that lead me to the ends of dungeons, rather than the beginnings. A companion who will not leave me alone when I’m around, constantly causing an unwanted, impromptu dead-end conversation tree to occur that can only be cured by fast traveling. 

My quest log is a bastion for unpredictability.

I kill every living thing I see as I run into the wilderness, directionless. I kill and kill and kill until nothing is left but snow and my bloodied blades. Shiftless, I find my home in Whiterun on the map. I lope towards it, go to my digital bed, and I sleep forever.

I am done here.

Why?

 

Progression is meant to spur forward momentum and create the illusion of narrative propulsion -- a virtual train of rising action that suggests an eventuality. We experience the hero’s journey through button presses and inventory screens. And we are faced with a checklist of things to do that arrange themselves into patterns and circuitous behaviors, ultimately comprising a construct of systems centered on balancing the mundane with the imperative.

Skyrim’s failure on this level is absolute. There is no real sense of progression through its world. Everything is lateral. Whether you're on the main-storyline quest or some inane fetch errand, it makes no difference. Each mission is merely a line in a log -- a series of boxes to be ticked, a laundry list of "shit I did."

This is not progression; it is compulsion. And this is the key to what makes Skyrim so addictive and so abhorrent all at once. I have played around 150 hours of what I consider to be the buggiest AAA title I have encountered in recent memory. It is also the game I have played more than any other, ever. Its strengths sucked me in, even as its faults made me want to abandon my journey midstream.

Something I ultimately, and unfortunately, did. Twice.

The titular “problem with Skyrim” is that it doesn’t know what it wants to be organically. It’s a massive tract of land strung together by roads, mountains, and small towns. Advancement from one place to the next is merely “point yourself in that direction and go."

A game like Dark Souls treats progression with the respect it deserves. Making it from place to place in the successor to Demon's Souls is truly rewarding. The experience is a battle of attrition that results in actual forward momentum.

In Skyrim, quests are things to be collected and added to, not actual barriers to development. And this is a problem for someone like me who doesn’t like merely ticking boxes. I like to feel that innate reward of success that comes from earning my right to go somewhere new. Locations in Skyrim hold no import. They are landmarks to be found, passed through, and then forgotten as you are constantly move and search.

Both of my Skyrim playthroughs have resulted in disappointment. As much fun as the early parts are, I don’t feel like the game is anywhere near as satisfying in the long run -- at least not soul satisfying. Progression becomes stilted and obtuse. Eventually, the rewards become too small. Looted boxes become chock-full hindrances to inventory management. Momentum stalls. Interest wanes.

More than 150 hours have become a blur, a whirlwind of activity lost in the wilderness, lost to my memory, lost in hundreds of save files that add up to a great deal of data and a very small amount of personal success.

It’s interesting how much we’re willing to tolerate something we genuinely value. Skryim’s aesthetic and subtextual appeal is enormous. It taps into something primal inside me. But when the instinctual crosses over into the intellectual, the walls come tumbling down.

The funny thing is, I love this game. I imagine I’ll do at least one more playthrough at some time in the future. And, of course, there will be the eventual downloadable content, which will likely be fairly substantial.

Goodbye for now, Skyrim.

You’ve exhausted me.

 
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Comments (23)
230340423
January 24, 2012

Well said, Rick. And yet...the compulsion to complete the quests is no weaker for all of that. Sigh. 

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January 24, 2012
I just came across the same drinking quest. I'm still so early that things like that are exhilarating.
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January 26, 2012

I love that drinking quest and how it turned out in the end!

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January 26, 2012

Yup, I agree with everything you just said. And yet I can't help but go explore another cave for an item I will inevitably sell to add to my gold pile even though there is nothing I want to buy.

Help!

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January 26, 2012

I'm with you, man. I compulsively sell my stuff off. I've acquired so much gold that I can just buy my way out of every murder. 

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January 26, 2012

Rick Roll, you should have done the quest and done it very early on.  Your reward ends up making it the best side quest of the whole game.  Game still stagnates, but after that quest everything is slightly more hilarious if you choose. 

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January 26, 2012

Heh. "Rick Roll". Yeah, I left that quest sitting in the queue for quite some time. I can see the benefits of playing it the way you did.

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January 26, 2012

So it's... not linear enough for you? I'm curious: Do you like any open world games? Skyrim is about exploration, not progression, and is an excellent game for what it is. Sounds to me like it's just not your type of game.

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January 26, 2012

No, it's not linearity I'm looking for, it's narrative focus. Skyrim has fantastic lore but subpar narrative. I've played plenty of open world games before and loved quite a few of them. I love the exploration, but I feel like there are other games that keep the player focused on a forward momentum better. Fallout 3 comes immediately to mind. Ultimately, this is just a flaw I've found in my travels through Skyrim. I still love the game and am stiil, in fact, playing it. It's compulsive. It's HIGHLY playable. It's just not good fiction.

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January 26, 2012

Ok, I can see that. So you're basically saying that the game doesn't stay interesting enough for you to keep exploring. I'll admit, I never progressed much in Oblivion's main story becuase I though it was lame. I havn't had that much time to play Skyrim lately, but I'm level 20 now and haven't even gotten far enough in the main narrative to trigger any dragons. I think I acutally prefer wandering around and doing sidequests because they're short enough to stay intersting. But also, I'm the kind of player that just likes aimlessly exploring. I think by the time I get back to the main story I'll have screwed everything up becuase I've been told that I cleard out a bunch of main-quest dungeons already.

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January 26, 2012

I don't really know what to make of this. I acknowledge that there is no correct or incorrect way to play an RPG, especially an open-world one, but I can't help feeling like you are approaching the game wrong. To quote, "Advancement from one place to the next is merely 'point yourself in that direction and go.' " This is the purpose behind an open world, as the term would indicate. I don't have the case nearby, but I'm pretty sure they use it as a selling point. In fact, I'm almost certain they do, because it's been a selling point of the series for almost twenty years. You also seem to have a very stringent view on what progress is and what it entails, so of course the nearly structureless Elder Scrolls model would seem aimless to you. The article also infers, at least to me, that you don't pay any attention to dialogue, perhaps even skipping it, which made your complaints about progress a bit two-faced.

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January 26, 2012

I get what you're saying about advancement, but I feel it would've been better if it were like Fallout 3, where there were areas you had to "earn" access to, by leveling or whatever. There is no place in Skyrim I feel accomplished having found. That's not true of other open world games. However, your inference that I don't pay attention to dialogue couldn't be more off-base. In fact, the opposite is true. I read/listen to all dialogue completely and thoughtfully. That being said, delivering narrative/progression solely through dialogue is a weakness in itself.

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January 26, 2012

"...I feel it would've been better if it were like Fallout 3, where there were areas you had to "earn" access to, by leveling or whatever."

All that is is an artificial wall. It isn't that you can't get there, it's that there is just some bullshit reason you can't go in.

 

"...delivering narrative/progression solely through dialogue is a weakness in itself."

As opposed to what, a cutscene? There are books, another series staple, but since they're optional I suppose they don't count.

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January 26, 2012

These are both good points. I agree there's a degree of artificiality behind merely putting up a wall to an area. That's an admittedly "game-y" approach that I suppose scratches a particular gaming itch of mine. And I agree that the use of random cutscenes wouldn't further the cause of a sandbox game such as "Skyrim". I also agree with you about the books. They are a pretty terrific source of lore and exposition. They may be the BEST source of that, actually. 

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January 26, 2012

I've quit Skyrim at least twice now.

The first time I was fed up with crashing and instability, and took a break to go play (and finish) Rage. Once that was done and out of the way, I played around a bit more with it once I was able to finish the main storyline of the game, at which point I quit for a second time. I took a break and played (and finished) Final Fantasy 3. Now I'm back over in Skyrim trying to polish off the last dozen trophies so that I can get the platinum...

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January 27, 2012

Really well-written post Rick.  I still not played a second of Skyrim, but I do like reading about it

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January 27, 2012

I can definitely see both sides of the arguement here have perfectly valid pros and cons to Skyrim. In terms of progression, one thing that never fails to irritate me is the lack of  response in the game once you complete a major quest line say for example the Civil War quest.
I have won the war for both stormcloaks and imperials and the only difference is the guards outside a city and a few changed Jarls. So I'm pleading for realistic reactions from the world when you change something, otherwise it sucks me out of the fantasy and reminds me that I'm not really Dragonborn.
As for the artificial wall I have to say there are a few places that have that in Skyrim, Labrynthian for example. And it's incredibly annoying not being allowed in until the story permits it.

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January 27, 2012

Elder Scrolls games have to be designed in such a way so that quest lines don't interfere with one another. On one hand, you don't get screwed by the order in which you do things. On the other, there can't be any significant change. Kills immersion from time to time, but I think it's worth it.

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January 27, 2012

I forgot to say though however that yes when you stop playing it for compulsive reasons and start thinking about your quests they do have fun stories to them but ultimately the are all the same formula and that can get depressing and make you put down the controller for a while so i definitely agree with that. Even despite that it's my favourite game ever and I've packed an outrageously embarrassing 550+ hours into it already and I'm itching for DLC ha!

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January 27, 2012

550?!  Wow!  I had to do some maths to see how that was even possible.  That's like a third of your life since it came out.  Have you hallucinated Skyrim things in real life at all?

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January 27, 2012

Wow! I thought my nearly 180 hours was a lot! You're totally Second Life-ing in Skyrim. Respect.

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January 27, 2012

Haha I know I'm having trouble deciding which life is real anymore

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January 27, 2012

The problem with Skyrim isn't exactly progress. Because Skyrim is such an open-world game, progress is determined by how the player chooses to play the game. If you ignore every sidequest that is given to you and run through the main quest, I'm sure the experience will feel much more streamlined. In my opinion, the problem with Skyrim is that there is just so much things to do, and the fact that they can easily detract the player from their current objective. Discovering a new town is great, but as you make your way to the Armory in hopes to find new and better gear to purchase, you overhear a couple having a dispute and feel nothing but compelled to stick your head in. As a result, another entry in your quest log is added. It was okay for Oblivion to have a daunting amount of quests to do without even touching the main storyline, but the tradition has been carried on and expanded upon with Skyrim, causing players to either accrue a ridiculously amount of hours of playtime, or not touch the game at all.

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