Why Arkham City is a better role-playing game than Skyrim

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Friday, January 20, 2012
EDITOR'S NOTEfrom Sam Barsanti

"Role playing game" really is an odd name for a genre. I mean, don't you play a role in every game? If that's the interpretation we're going with, then it's tough to argue with Matt's reasoning here.

I hate my character in Skyrim.

My Khajiit is a slack-jawed douche that runs around ruining everyone’s life because he was given instructions to do so.

Skyrim Khajiit
Seriously, he should be ashamed of himself.

Despite all this talk that you can do whatever you want in this grand world, I feel stunted and at the mercy of any number of organizations. My character has no agenda and makes no decisions. Like a child, he just does what he’s told.

For me, a role-playing game is about stepping into the shoes of a character and going through the emotions of being this person in this world. It means taking control of my character’s destiny and growing alongside them. In this regard, Skyrim is a complete failure.

Fortunately, there’s another 2011 release that more than makes up for Skyrim’s RPG shortcomings: Rocksteady’s Batman: Arkham City.

 

Using a carefully structured open-world storyline, Rocksteady pulled the player into the role of Bruce Wayne better than most games that let you customize every aspect of your character.

The Elder Scrolls franchise has always struggled to maintain a solid narrative. For some reason though, people give Skyrim a free pass when it comes to having a completely forgettable narrative. The world is on the line, yet there’s no drama or urgency.

Under-pressure decisions are what round out a character and make them believable. I have a laundry list of repetitive quests in Skyrim, but as far as decisions go, I can either complete the missions or turn my Xbox off. In Fallout 3 (which was developed by the same studio as The Elder Scrolls series), I was given the choice to blow-up a town or eliminate the person that offered me the job. That made the story special and had a clear effect on the world I inhabited.

Is there a legitimate reason not to kill everyone the Dark Brotherhood assigns you to assassinate? Should I care that following the orders of the Thieves Guild makes me a bad person? Should I even bother with this whole “destiny” crap? In the world of Skyrim, not really.

On the other hand, Arkham City has a wonderful ebb and flow between its free-roaming elements and the exciting main storyline. Realizing the importance of the narrative and the natural reaction to an open environment, Rocksteady restricts the player from some side quests by requiring the use of equipment gained from the regular missions. Encountering a challenge you’re unable to complete gives you even more reason to progress further in the plot.


Besides, why wouldn't you want to see his pretty face again?

A well-told story implemented seamlessly is only part of bringing a character and world to life. The best way to engross a player is through the fundamental storytelling device exclusive to video games: gameplay.

Rocksteady ironed out a lot of the issues from Arkham Asylum, but not a lot needed to be done to the stealth sections and the smooth-as-butter combat. With a few tweaks here and there, these two crucial sections return better than ever -- which is great since they’re the ultimate reason Arkham City is a better RPG than Skyrim.

When I string together a 40-hit multiplier against a handful of thugs, three knife-wielding psychos, and a Titan, I feel something. When I perch myself on top of a gargoyle statue and execute a flawless plan to eliminate my enemies silently, I feel like Batman. Walking into a heavily-guarded room in Arkham City holds more possibilities than the whole of Skyrim.

An especially simple-yet-effective design decision brought over from Arkham Asylum comes in the form of a heart-rate monitor for each criminal. Being able to track the sanity of the enemies as their situation becomes more desperate reinforces the idea that this is reverse survival-horror and brings you closer to the role of the Dark Knight.

The problem with Skyrim is that it holds no surprises, and though you can get away with that in some franchises, The Elder Scrolls series relies on hiding how deep it truly is. The story didn’t matter very much in The Elder Scrolls 4: Oblivion because the world was so new and discovering its secrets and possibilities was enthralling. The reason most people put up with the awful combat mechanics in The Elder Scrolls 3: Morrowind was because there was nothing like it at the time. I could care less that Kvatch was burning and Dagoth Ur was chilling in some volcano.


Hey, your town will still be burning in like, 60 hours, right? Alright, I'll be back.

Bethesda has tried to recreate the feeling of discovery from Morrowind and Oblivion, but the developer should stop trying to recreate a feeling and start trying to simply produce it from scratch. Skyrim is such a safe game, which is rare for a series that broke so far from RPG norms.

Identifying with a video-game protagonist isn’t as easy as letting the player customize their character and setting them free in an open-world environment. Creating a believable world takes time, smart structuring, and subtle design mechanics. Unfortunately, I can’t find any of these qualities in Skyrim.

I don’t want to be a Khajiit reinforcing my own stereotype by being a slave/prostitute to just about anyone in Skyrim. I want to be Batman.

 
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Comments (40)
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January 20, 2012

Well im sorry, but this makes absolutely no sense. Batman isnt even an rpg...its an action game with maybe a few open-world elements. And of course your Skyrim character is a reflection of yourself. If you feel absolutely no motivation to do anything or make any decisions...well then thatd be that you just arent interested in that kind of game. Don't say Skyrim is a bad game...say you just like Arkham City better. 

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January 20, 2012

I agree with ThatGuy. In Arkham City you're Batman. Just like in Devil May Cry you're Dante. Or, in Metal Gear you're Solid Snake... usually. In Skyrim, you're you. Just like in any other rpg or mmo. Your choice. Your quest. You decide. Don't want to be a douche assassin? Don't join the Dark Brotherhood. Smith armor and become the most badass blacksmith this side of the Pale. In Arkham, I can't decide that I want to be a dick and murder a town for their flowers. I'm Batman, I'm here to save the day. In Skyrim, I'm the hero. The urgency you experience is the urgency you get by role playing as you in that world. I may not feel the need to save the world from dragons today because I feel a more pressing need to find out who crossed my thieves guild. That's my urgency today. As Batman, my urgency is to stop whoever is wrecking Gotham's shet, and I have 10 hours to do it. well, endless hours if you want to think in a literal sense, because I can stop playing whenever I want.

They're different games, telling different types of stories. And, yes, you play roles in both games, but the extent that your personel story is written out is very different.

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January 20, 2012

 

 

Well, under the way you define a role-playing game, the Final Fantasy series isn't an RPG. You don’t play as “you.” You immerse yourself into the role of Cloud or Zidane, just like you take on the persona of Batman. In Chrono Trigger, I can’t murder an entire town 5000 years in the past.

Also, I tried to be a killer blacksmith, until I realized you could power level by making iron daggers all day. Besides, why would I want to sit around and do that? In any other game, this is a negative, but for Skyrim, it's alright. Making iron daggers until I hit level 100 in smithing feels like work. I want to escape into a world, but I also want something to do that either emotional resonates with me or is at least fun.

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c g
January 20, 2012

Your inability to recognize a distinction between Western styled RPGs and Japanese style RPGs is a major reason this article fails. If you were comparing Final Fantasy to Batman, there would have been room to argue, but if your definition of RPG is "a game where you play as a character" then this article is ridiculous.

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c g
January 20, 2012

Are you saying that Skyrim doesn't give you the option to become a Batman-esque character? Couldn't you simply roleplay a vigilante who only helps the good? Who forgoes the use of cowardly magic and fights bare-knuckle style, stalks the streets at night enacting justice?

It seems not that Skyrim fails at role-playing, just that you'd rather roleplay as Batman, and like the convenience of a game where Batman has already been pre-rolled for you. But to say that a game that only offers your specific role-playing character to play as is a better RPG, is a misinterpretation of the genre entirely. Obviously a game laboriously constructed around one single character is going to have more depth involved with his actions and storyline. But what if I don't want to play as Batman!?

Any choices you believe you are offered in Arkham are meaningless when you consider the game is a singular experience, and not an RPG in the slightest. Sorry bro.

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January 20, 2012

 

Like I said above, under your idea of an RPG (I’m making small assumptions here), Final Fantasy isn’t an RPG, which is absurd, at least to me. Though I'm not literally making choices in Arkham City or Final Fantasy, the games are smart and the character's go down the paths I would follow.

I’ll role-play as anybody, as long as he or she is a well-written character. In a game like Skyrim, I can design a character that stalks in the night and has a sure-fire knockout punch, but that’s not the point I’m making. I can play guitar and I like the Flyers. That doesn’t define me as a person. The decisions I make, especially the ones where I’m taking a risk, define me. Someone mentioned a quest below, and though he doesn’t agree with my ultimate point, he brings up a great example of what I’m complaining about.

Also, my liking of role-playing Batman more isn’t because of convenience. Mass Effect is perhaps my favorite new franchise of this generation, and that game relies on decision-making through the player. The choices I make aren’t convenient in Mass Effect – I care about my impact on the universe.

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May 05, 2012

Dont take everything in the litteral sense , by your logic FIFA and COD could be in the same genre - action 

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May 05, 2012

Dont take everything in the litteral sense , by your logic FIFA and COD could be in the same genre - action 

Lolface
January 20, 2012

As a huge Batman fan, I also kind of felt like Arkham City did a better job at roleplaying than Skyrim. But that's mostly due to Skyrim's severe lack of a "no" option.

In Skyrim, I mostly felt compelled to complete quests becuase it was in my quest log. For example, I found myself in Markarth after a hangover, and on my way out a guy asked me for help with a haunted house. I went with him, and then some evil voice said we had to kill each other to get out. I was sitting there saying, "Okay, let's stay calm and find another way out," but the guy went all batshit crazy, and then I was like, "well, now you gotta die." Then the evil voice told me to bring him some guy as a sacrifice, and I couldn't say no. It was more like, "I'll do it later." 20-30 hours later, some priest found himself in a cage, and I got a mace.

The thing is, is that Skyrim doesn't present your choices very well. That doesn't mean that there aren't choices. I didn't have to bring that priest to the haunted house, but I wanted to. Just becuase I hide behind the fact that it was part of my quest log (and I really like clearing out my quest log) doesn't change outcome. I broke an innocent man to clear my quest log. What does that say about me?

That's when I stopped liking my Skyrim character. He started out as a Breton with the desire to help those who couldn't help themselves, and save all of Skyrim from the dragon threat. Somewhere along the line, he turned into a ruthless power hungry battlemage who would stop at nothing in his quest for supreme power.

That's not the person I wanted to be. I wanted to be like Batman.

Arkham City does a superb job of making me feel like Batman. Dropping from a gargoyle, taking out an bad guy, then zipping back to another cover spot while the other bad guys lose their shit is just as  exhilarating as walking into a room with 20 guys and beating them senseless with counter strikes, criticals, and batarangs, all without getting a scratch on the Dark Knight.

I like being Batman better than being my Breton in Skyrim. That doesn't mean that Arkham City is a better roleplaying game.

In Arkham City, I discovered that I could do all the things Batman could do, and nothing more. In Skyrim, I discovered that, in a world where I could do anything, I wanted to do everything. That doesn't mean I had to. I could have just been a mage who froze his enemies in their tracks. I could have just been a beggar thief who pickpocketed his way to riches. I could have been a knight who fought for his realm, a healer that did no harm, but kept his companions alive so that they could do harm, or a necromancer fueled by the revelry of death.

I became all of those things. And that is why Skyrim is the better roleplaying game.

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January 20, 2012

I went through the same quest, and I wanted to badly kick the demon’s ass. Obviously, I couldn’t do that, but I didn’t want to just forget about the possessed house. At least one life was taken by entering this house. As a hero, who am I to leave such a huge problem alone? If I go through the whole game like this, I’m liable to skip a number of quests. I want to play the game. So, what did I do? I grabbed the priest and sacrificed him. I want to play the game my way, and Skyrim gets in the way of that.


I definitely see where you're coming from. For me, I'd rather one excellent perspective than a handful of watered-down ones.

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May 05, 2012

You could have killed the preist as soon as you found him , i did that and failed the quest , but at least i denied that daedra , and by the way , it's not like that priest is a great saint , he was a daedra worshipper 

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January 20, 2012

I agree with Matt to some extent. His argument is not “I would rather be Batman than a character I made myself”; his argument is that Batman is a character who is proactive and responds to an ever-changing environment, while your character in Skyrim, no matter how you choose to play him, is a pawn who accepts whatever he is told, living in a world where even the most urgent quest can be put on hold for months on end.

Here is a example (spoiler alert!): Early on in Skyrim, you get a quest to find a fugitive. When you find her, she says, "Actually, I didn’t do anything wrong! They’re trying to kill me! Go kill them instead!” So you go off to kill the thieves who are chasing her. When you find their leader, he says, “Actually, she is a criminal! We don’t want to kill her; we just want to bring her to justice!” So you can either kill the leader of the thieves (and get 500 gold from the fugitive), or turn over the fugitive (and get 500 gold from the thieves). Which decision is right? Who do you trust? You are given no information beyond a he-said, she-said quest. No matter what you choose, you never find out what the right decision was.

So what role do you get to play here? Are you the chivalrous hero who dispatches hordes of thieves to save an innocent woman? Are you the courageous law-abiding citizen who turns in a wanted criminal to bring her to justice? Or are you, in both cases, a gullible dupe who believes whatever story he most recently heard? That’s not role-playing; that’s choosing two tracks on the same railroad.

As far as immersion, he is also correct that there’s not a feeling of urgency. “Open world” doesn’t have to mean that everything freezes until you actually show up for a quest. Someone once asked, “If a tree falls in the forest and no one is there to hear it, does it make a sound?” But in Skyrim, that’s a non-issue, because the tree doesn’t even fall until you get there. If you’re supposed to watch the tree fall, then it will wait patiently while you roam around towns, explore barrows, and clear out thieves’ dens. Then, when you get around to the tree quest, it will dutifully fall when you show up. There is no sense that things are happening, or that events will progress without you there. I would love to show up to a town and find it in flames, with the inhabitants saying, “Where were you?? You were supposed to be here weeks ago!”

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January 20, 2012

Amen.

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January 20, 2012
Seriously, this has got to be one of the worst comparisons. As for the RPG element, Skyrim has Batman beat by VERY much. Don't get me wrong, Batman: Arhkam City is an excellent game, but it's not an RPG and is no where near as big of a game as Skyrim.
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January 20, 2012

Wow, one of the worst? I like it!

So, what is an RPG to you? I think that’s the overlying question throughout these comments. I described what an RPG is to me, and under my personal definition of a vague genre, Arkham City fits into it. Does an RPG need a leveling up system? Unlockable perks to enhance your character? Multiple side-quests? An open-world? An evolving battle system? If any or all of those define an RPG in your mind, then I guess you do consider Arkham City an RPG because the game features all of those.

Maybe you like grinding out stats, or want to find every section of the overworld. If that's what you look for in an RPG, I guess Skyrim is a perfect fit for you. Great, more power to you.

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January 20, 2012

The point is not how big the game is; the point is how the game conveys a sense of a real, living, breathing world with actions that have consequences. So far, I can’t see any consequences in Skyrim.

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January 20, 2012

Some people need directed play. Arkham City's better for you. In Skyrim you make your own fun, so you have to be the sort of person who enjoys doing that, because the quests are not the best part of the game. You don't even have to do any of the quests in Skyrim, and you are perfectly free to never do the ones that annoy you for whatever reason - which if you're the sort of person who can't bear to miss a single sidequest is understandably anathema. (Though Skyrim won't let you drop a quest once you get it, which I consider an implementation defect).

There is no morality system in Skyrim, but there are certainly consequences, personal relationships, and faction relationships - people will remember whether you helped or opposed them. You may be surprised to find someone has sent assassins after you if you annoy them sufficiently or the entire village attacks you on sight.

In Batman: AC you are roleplaying Batman - I would never think of changing up his character, even if the game let you. So it's more focused. In Skyrim you are roleplaying whoever you want - I've got a couple characters who behave completely different from each other; mix up your playing style and your ethics and it's quite a different game!

Neither of those is right, it's just what you like. The most telling comment here is perhaps Andy Bates with 'No matter what you choose, you never find out what the right decision was.'  It's whatever decision I made, obviously.

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January 20, 2012

I get the point that you need to “make your own fun,” but I see that as part of the problem. Skyrim seems like a play that you’re acting out, instead of part of a living world. Again, with the earlier example, you can either help person A and get 500 gold, or help person B and get 500 gold. You are not given any factual information about the situation, so your “moral choice” is tantamount to flipping a coin. And yes, you don’t have to do any of the quests in Skyrim, which was kind of my point: The events of the story just pause while you go off to pick flowers or catch butterflies, and that lack of urgency really breaks the immersion for me.

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January 20, 2012

 

The way you describe Skyrim sounds like what people were saying when Grand Theft Auto III came out. It’s 2012, and only a special few games age like wine. I see Skyrim as an HD version of Oblivion. Not much has changed in over half a decade. Matthew Anfuso brought up a good point. The character I envision in Skyrim would shove a foot up that demon’s ass. But I can’t do that. I can either walk away or do something immoral. I don’t want the choice to be, “Do the mission or don’t do the mission.” I want there to be alternatives to my approach. In so many ways, many of which you brought up, Skyrim is completely archaic.

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c g
January 20, 2012

Anything can be broken down into a "do this or don't do this" scenario. If you don't believe the method by which you tackle the missions are a "choice" then what sort of choices are you looking for. Please give an example of how Batman offers better choices.

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January 20, 2012

 

Now, I'm playing, and loving, both games right now. And while I see Matt's point, I can't really jump on board with it. I don't think it comes down to a question of definition, as the editor's note suggests, I think instead the culprit is a little more insidious. I see both games as role playing. It gives me great joy to step into the boots of The Batman, and play using his already established identity, morals, ethics, and Modus operandi...however I also get great joy from developing my own in Skyrim. It comes down to a question of...

 

wait for it...

Imagination. If you have the imagination to step into the boots of a Khjiit and develop your own sense of how you do things, then if anything, being Batman is kind of stifling.

Truth be told, I'm more of a "Punisher" man myself and I hate letting the crooks live. But, I defer to the character I'm playing.

If Matt's character is, as he puts it a "slack-jawed douche" that just does as he is told, then I would suggest it is not a lack of the game, or the in game character, and I will leave it there for you to draw your own conclusion.

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January 20, 2012

 

Eh, I don’t see myself as a “slack-jawed douche,” and I do enough in my life and make enough of my own decisions (like write this article) to not be considered a lazy person or a pawn. Could it just be that Skyrim is a badly designed game? Just because it lets you run around in a fantasy world doesn’t make it immersive or fun. Like I said in the article, when it was original in the third and fourth game, I was absolutely enthralled. But it’s the same game, which was broken.

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January 20, 2012
Or could it be that its not your preference? It's a far cry from broken dude. If you don't like it, well you just don't like it. Pleeeease stop blaming the game. Critical acclaim and millions of sales will vouch for me.
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January 20, 2012

Now for the record, I called you no names, and made no insinuations to your lifestyle. If I have a criticizm of Skyrim, were in agreement, it's too much like Morrowind. And, worse, they even used the SAME BOOKS you find in Oblivion! However, I have to sign up with the masses (for a change) and in this case say if it isn't broken, don't fix it

I don't think being redundant is a bad design, just not innovative or risky. So, agree with you on redunancy, have to side with loving the game. To each their own. Thank you for the article.

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January 20, 2012

I loved Oblivion and Morrowind, but Skyrim isn't my preference? There's no magic or surprises in Skyrim, like I said in the article. 

Obviously, you might like Skyrim for different reasons than me, and you might think of RPGs in another way. Through my perspective, Skyrim lacks the luster of the previous games.

And though this isn't a review, there are a number of flaws in Skyrim. Ask a PS3 owner.

By the way, Katy Perry also gets critical acclaim and millions of sales. Guess she's on the same level as Nirvana and Led Zeppelin. That’s a ridiculous argument.

Maalac - I also don't think a polished sequel isn't a bad thing. I loved Gears of War 3, and it's essentially the "perfect" sequel. Not too much is new, but it's extremely polished.

My problem with Skyrim is that there hasn't been much innovation in the core design since 2002. If anything, Oblivion was the "perfect" sequel, warts and all. Exploring the new worlds was what was exciting for me. Skyrim doesn't feel new. It doesn't help that many of issues from Oblivion still persist in Skyrim. 

Of course, to each their own. Thanks for reading.

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January 20, 2012

Well, Bates, who exactly is holding a gun to your head and forcing you to leave a quest and go pick flowers and catch butterflies?? Bethesda doesn't put a time limit on questing... but if they did then people would complain there's no time to go explore. If you want to run off and do whatever you want to do and abandon the quest for a few weeks thats completely your decision. So if its your decision don't complain about it. FREEDOM to do what you want is not a bad thing. If you want to go from quest to quest without stopping then by all means go for it and the storyline won't feel as staggered.

As for your helping person A and helping person B comparison...people will give you their side of the story and you decide whichever person to help is right for you (and oftentimes they don't both give you the same reward and they are on different factions, so it depends which faction you want to support). Or you can choose neither provided you don't have OCD about having uncompleted quests in your quest log. There's nothing wrong with that. Anyways, Bates, perhaps you rented the game for a few days because you really dont sound like you know the game at all. 

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January 20, 2012

Yeah, I pretty much agree with almost all the commenters who replied here. The decision making/character role play is all up to the player.

First time I played through Skyrim was as a thief/assassin who relied on stealth and very "dark" moral choices to become a powerful character. He didn't bother smithing items--just relied on what he could find in the world, steal from towns or murder and steal off NPC corpses. He snuck through dungeons and towns like a phantom, taking what he wanted and murdering as much as possible from the shadows.

Now, playing though Skyrim a second time, my character shuns the Thieves Guild and Assassin's Guild. (Actually it would be cool to have a mod made where this type of character can exterminate these two guilds for the good citizens of Skyrim!) He's a two-handed hammer wielding, daedric armor wearing badass who is actually a good-guy hero. He will always help out NPC's in need, and has never used stealth to take out the bad guys. He charges headlong into dungeons, scattering or freezing enemies with a dragon shout, starts swinging with a magical hammer that does 234 points of damage with one swing, and then revels in the cutscenes of "killshots". He's a Nord, so he chose to side with the Stormcloaks and wipe out the Imperial puppets of the Thalmor--Skyrim for the Nords! All the armor and weapons he uses now are stuff he's crafted himself.

I'm still having fun playing this character, but I already plan my third character to be a female magic-using elf who will probably side with the Imperials. She will shun the Companions, maybe get involved with the Theives Guild but mainly concentrate on the Mage's Guild quests and the Bard's College quests--two quest lines my other two characters did not do because they did not fit into my concept of their style.

So the point is, if you want to feel connected to your character, set the goals/story of that character yourself, instead of having the game do it for you. As Doc Steele pointed out above, this requires imagination--your imagination!

I love the freedom I have to decide first what/who my character will be and then set mini-goals in the game to achieve those concepts. For example, to get Daedric Armor for my Nord warrior required some very specific things I needed to do--increasing smithing, finding daedric hearts and ebony ingots or the gold to purchase those WITHOUT stealing, etc. were engaging pursuits and a lot of fun.

So if you are tired of your Khajit character, the fault lies with you, and your imagination. Put some thought into your character, and decide some ground rules before playing and then try to stick to those rules. But remember--you have the FREEDOM to break those rules if you want to, or if circumstances lead you to some hard decisions! Ain't  that just like life? This is the very definition of a true RPG game!

Sure, Skyrim has some confusing plot lines (in the opening scene, why the hell would the guards who just tried to cut my head off actually go out of their way to help me escape a dragon???), and a few too many bugs (broken quests--some need console commands to fix), but it's easily the best on the market today in terms of freedom of play.

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January 20, 2012

'why the hell would the guards who just tried to cut my head off actually go out of their way to help me escape a dragon???'

This made perfect sense to me - you just have to realize that Skyrim doesn't hew to binary two party or good/evil choices. You are NOT just 'fer us or agin' us.'

Hadvar (the guard who helps you) is obviously just a decent guy doing his job. If the Empire wants to execute you, that's fine, but he'll be damned if a dirty dragon kills you off the cuff. We have such a thing as the rule of law, mister.

If you look at what American troops did in Afghanistan or Iraq, both good and bad, this rang very true to me at least.

Video games have for the most part really got is in this stupid binary good or evil thing - Bioware, you're a prime offender here.

One of Skyrim's best points is that it doesn't judge you. It's up to you to decide if you can live with yourself. Which seems to frustrate a lot of people in this comment thread who need to know whether they're Doing it Wrong or Right.

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January 22, 2012

One of my biggest issues is that all the things you described could be done more dynamically in previous Elder Scrolls games, and better in other RPGs.

I wanted my character to be a vigilante who got through life in Skyrim with his dagger and charismatic nature. My equipment never came from stores, but instead from dungeons, smithing, and theft from those I deemed evil. If I needed to, I’d mix it up with a sword I crafted myself, but for the most part, I wanted to dispatch my opponents in unexpected ways. This style I created for myself worked in Morrowind, Oblivion, Mass Effect, and goddamn Quest for Glory V.

After a while, the cracks showed when I began leveling up and started completing quests.

I thought I’d be challenged with this type of play-style. Then I learned how to break the smithing class, giving myself incredible armor and weapons fairly early in the game. Then I gained the backstab perk and destroyed giants in one hit. Nothing was terrifying in Skyrim. The things that go bump in the night feared me, but I didn’t earn that right. Not one bit.

Worst of all, I realized how straight-forward and repetitive the quests were. Not only did I know how each quest was going to evolve, I knew that there was going to be only one way to do things.

My character is supposed to be a charismatic vigilante. So why can’t I lie my way through a situation? Why can’t I take out targets the way I want to? When a demon asks me to grab a priest to sacrifice, why can’t I be a hero and challenge the demon? Instead I have to turn my back to the situation and not complete the quest. Someone earlier asked me why I couldn’t just make a Batman-esque character in Skyrim. No hero would turn their back on a demon that has already killed somebody in front of your eyes.

Also, Skyrim itself is a pretty cold, boring place. All the guild quests feel identical (“Oh, we’re in disrepair! Please random person, help us”). There are too many dragons and they quickly become pretty standard and boring. The cities aren’t very diverse. It is 2012, I expect more. Fans of the series should expect more.

Like I said in the article, just because this is an open-world game doesn’t mean it’s immersive or allows you to be the person you want to be. There’s more to game development than “Make big world, fill with fetch quests, have NPC commentate what you’ve done.” I’m not just trying to hate on the game for no reason. I wanted to like this game, that’s why I bought it and it’s why I wrote the article. If this is the best on the market in terms of freedom to play, than we've got a ways to go.

By the way, Skyrim is just as much at fault of the binary choices as Bioware. Only in Skyrim, instead of completing quests, you just don't do them which is worse.

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January 21, 2012

I kept waiting for you to explain how Batman: AC was a better RPG than Skyrim, but it seems you never intended to... Was the title just a trick to get views or something?  Serious question.

If you think Batman was the better game, then that's fine, because that's your opinion.  However, when you get specific and attempt to make an argument, at least bring up some points and compare both games in the same specific way, not speak so broadly about how you thought one was better than the other.

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January 21, 2012

It does give the article a "Troll" like quality doesn't it? Or perhaps merely a venting of somone who was personally dissapointed, or couldn't adapt to a game that had no structure to tell you what to do, or how to do it?

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January 22, 2012

As I said below, I put over 100 hours into Morrowind, and in that entire time, I probably completed two story missions and never finished the Fighter's Guild (the only Guild I joined). I don't need direction, but I do need to be engrossed to care about my character. I am dissapointed with Skyrim. That's why I wrote an article. Just because my opinion is different doesn't mean I'm trolling.

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January 22, 2012

I think some people assumed you were trolling because:

1) The title, which is right out of a Gawker content farm.

2) You made an extraordinary implicit claim, that any game in which you are put in the shoes of a character is an RPG. You are playing a role in almost every single video game in existence. By this criteria, Uncharted 3 could be the best RPG of last year. But you did very little to supply the strong support for this strong claim.

3) Your main complaint seems to be that Skyrim is disappointing, so you just compared it unfavorably to a random non-RPG you really liked for maximum insult value.

4) There are a dozen ways you could have presented this better if you wanted to, especially since you're supposedly a journalism student. I think you have some valid points.

In my previous statements I didn't accuse you of trolling, and I'm still not. It was just very confrontationally presented for this site. Honestly, I just assumed you were drunk when you posted it (I may have been there before) and now you're doing damage control with what should have been in the original article.

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January 22, 2012

So constructively - you haven't mentioned Batman: AC at all in your replies. It's obviously a standin. The article you want is 'Why Morrowind is a Better RPG than Skyrim'. I think you have some cogent points on that and could make a decent case there.

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January 21, 2012

Wow this is crazy role playing game can be interperated in many different ways. Skyrim and all of the tes games are from the old table top rpg mold. The GM (game master) in table top games makes the world the other players play a role in that world. That is the classic role playing game and more of the american style. Western games from that extentiion let you do what you want when you want. Pause when you want, talk to whoever you want, when you want, kill who you want ect.

Seems like the authuor of the peice preferes the more japanese style of game design. You can only do what I want you to do when I want you to do it. You can only be this character the way it's made to be played.This is my world, play your role and enjoy the story ive crafted for you.

 Also the point about which is more relevant katy perry or nirvana is full of holes. If your a 16 year old girl katy perry resonates with you more than nirvana ever will. Who is to say that nirvanas music is better or worse?(cant be by sales because you said that does not matter) (cant be by critical acclaim because that does not matter either) Only other choices are musical skill and how it resonates with the listener.

If going by pure musical skill jazz musicians are far more talented than nirvana could ever be. Without jazz their would be no nirvana or cord progressions. Zepplen is much, much the same. Many of their ideas are jazz based.

(I lived the 90's and own every nirvana cd) The only difference between katy perry and nirvana is that they are different styles of music suited for different people. Just like skyrim and batman are different styles with rpg elements directed at the player in different ways. Just because it's not the style of rpg you preffer that does not make it less.

The article was obviously contrairian for page hits and I don't fault you guys for that. But to say that one is more rpg than another because it's easier for you to wrap your head around the latter is nonsense. Fact : you didn't like skyrim as much as the other tes games. Fact : it can't be that you changed or your taste are different it has to be the games fault for not being rpg enough. Fact table top rpg's like rift were around long before final fantasy.

Batman is based on a more focused narrative because they have batman to rely on. If skyrim was called elder scrolls conan adventures things would be different. This is my first post been lurking for a long time.

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January 22, 2012

I don’t know if I said this earlier, but it seems like a lot of people are assuming this. I put in well over 100 hours into Morrowind, and in that entire length of time, I’d say I did about two main story missions. I didn’t even get too involved in the guilds, only joining the Fighter’s Guild and never finishing it. So for people to say I shouldn’t criticize Skyrim because I apparently need direction is ridiculous. It is my opinion that Skyrim is lacking. I identified what I felt was missing from the game and described how Arkham City provided it. This is the way I play and absolutely my opinion.

Also, you’re right that the Katy Perry comparison was bad. The way I read it, he was saying I was wrong about Skyrim (my opinion can apparently be wrong) because it sold well and received critical praise. Here are three things to consider:

1) Games like Psychonauts, Beyond Good and Evil, and ICO sold terribly and the reviews were good, but not great. Now they’re praised like crazy.

2) I’ve noticed a lot of Skyrim fans absolutely trashing Modern Warfare 3 despite its huge sales and positive reviews. Though I’m not a fan of the new Call of Duty, there’s just as much innovation in MW3 as Skyrim (i.e. not much).

3) Remember when the first Assassin’s Creed dropped? It was met with tons of sales and critical praise. Looking back, most critics agree that the original wasn’t that great of a game. One of the only negative reviews at the time was from Electronic Gaming Monthly. They were bashed by fans and Ubisoft for the review. (Remember the “Banned” editorial from Shoe?)

My point being, don’t read too much into sales numbers and critical reviews.

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January 22, 2012

 

Very interesting comments. That made me think about this single question “How could Skyrim could be better/innovative/immersive and really interesting place to be”. (Off topic but I think interesting)

  1. Consequences, consequences, consequences.
  2. no clearly good –no clearly bad.
  3. no/less scripting events.

 What I would like, is Skyrim with more dragonian AI. Or in other words, a world with only/more fuzzy logic in it. Not black or white, but grey. The kind of AI that could make you think twice to enter a city (you would rather be better off in the countryside alone). Because you never know what could happen in a city. You could talk/kill/give money/help someone that could trigger a significant change (short term-long term like the butterfly effect) in the overall fuzzy equation that could affect the whole city (or other cities too as the matter of fact). Your own life would be always in danger. Every criminal could kill/backstab you just to take your money when you fell short in the fuzzy equation (alone/dark/well dressed/no guards etc..=try to kill you) so you should watch your step (what about a kill-the end option). And you could never guess what you will find in a city/place due to the consequences of your previous actions in some other place. 

So I imagine a game with layers (local/province/state) of weight parameters in a fuzzy equation, that create a fragile balance where everything can change in long term.

Could this be really a standalone game? No. But there could be some kind of mod/DLC for Skyrim where Bestheda could experiment (I believe they want to) with those things. 

So “Grab this last DLC and relive the Skyrim adventure like you never before. You think that you mastered everything? You killed every dragon? You discovered every dungeon?  Try this new DLC that rewrites the world and try to survive. How long can you stay alive? What choices would you make this time? Now, with new quests (e.g. some general goals that could or could not accomplish) and places. Watch out, because every step could be your last!”.

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January 22, 2012

Gotta agree with you, Matt.

Yes, is a matter of taste as many have implied, but my take on this matter is that everytime I ask/read someone recomending these open-worlded games, the bite is always: You can do whatever you like.

Like what? killing and stealing burning everyone on sight? Why on earth would I want to do that? I know I can choose not to... But if I do that, I'm choosing not to explore around 50% of the game, just because I don't see the videogame me as an evil person.

In the other hand, Arkham City doesn't give you the freedom to "do", but you have the freedom to tackle this adventure the way you like... the way you take the role of The Batman.

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January 23, 2012

This rant made me laugh. You have a good point here, sir! 

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January 27, 2012

Literally applying this traditional interpretation of RPG to Skyrim seems slightly redundant to me.  Open-world games in the Bethesda vein have more presence on the games market than they used to.  When RPG was used in its original sense, I imagine games like the Final Fantasy Series, Baldur’s Gate etc. defined it.  So I guess with preconceptions about setting/size/stats/upgradable aspects and/or character development in mind, RPG was the best description for the stuff Bethesda started to make, even though it began to ask questions about how non-linear your path through a game could be.

 

They just have different agendas.  I think it’s hard to disagree with your statement that (paraphrased) “In AC you assume a” (predefined) “role and follow a story in it to a much greater extent than Skyrim”.  But the distinction there is that the role exists and you fill the shoes. The Witcher 2 slays in this respect – meaningful decisions and character development etc.  But this detail in the story is more fleshed out because it is narrower, obviously.  I think it must be hard to develop quests with meaningful choices in a Skyrim game model, because the breadth of race/class/play style is so broad that it would be difficult to make appropriate choices available for all of the character possibilities players use – “I’m a Khajiit so I am an ostracized stranger, but I have found my place in Skyrim with the Thieves...where is my choice”.  When you are limited to one dude, their motivations are clearer, even if the choices are polar – (destroy/save this place or person) – the character has some fundamental aspects.  It’s like in Deus Ex, the Adam character was (sortof) plausibly able to argue the case for whichever ending you picked, because they had written a character would might think that way, rather than leaving it to the player to define the individual.

 

So I guess I agree, but only when the argument is based on the use of RPG in a traditional sense.  Skyrim is certainly much more open world than AC. But I do agree that sometimes the choice of “do the quest or don’t” is as far as many of the branches in Skyrim’s quests go.

They probably could’ve made an incredibly rich consequence-laden experience more like Mass Effect if they hadn’t developed the volume of sidequests which they did.  But I guess they thought people wanted that many sidequests.

Definitely a thought-provoking article.

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