My previous Skyrim
savegame has a time of over 120 hours put into it. I relied on a two-handed sword and close-range magic.
My current Skyrim
savegame has a time of over 60 hours so far. This time I'm using sneaking and archery. I refuse to use any close-range weapons or magic, relying entirely on my bow so as to level up archery. My bow currently does over 60 damage.
I'm impressed that a game like this sold so well, but I'm pretty sure that simplifying it so it's not too complex, and making it easy to understand made it approachable to a wide audience. I hope other companies learn from that. In the past, RPGs were for RPG people only (and I was not one of them); even ones like Ultima
, which gave you tremendous freedom to do explore an enormous world and whatever you want rather than follow a linear plot, were slow and complicated. Slow and complicated really limits a game's audience. I think the developers of the Elder Scrolls
series realize this, which is why the games have become progressively less complicated starting with Morrowind
Look up gameplay footage of the first two games, Arena
to see what I mean. In Daggerfall
, if you used fast travel, you would have to choose options such as "will you sleep in tents or inns at night?" and "will you travel on horseback or foot?" and then when you reach your destination, money and food will be deducted from inventory - you actually need food to live, and you need to sleep! Complications like that scare away potential players. Skyrim
actually has the smallest
world in the series (which bothers me, as I feel it's way too compact), but that makes it more navigable and less intimidating.
I guess the lesson here is take away what makes RPGs boring and intimidating, and you get a genre that a lot of people could otherwise get into. Or... people like choice and freedom, but they don't like complications.
edited 22nd Oct '12 12:27:46 PM by BonsaiForest