It’s strange how our feelings about the passing of time can be inconsistent. See, I’ve pretty much come to terms with Doom being released over twenty years ago. While I still greatly enjoy playing the game, it’s clearly the product of a bygone age, as much a part of the mid 90s as britpop and the X-men cartoon. It was released during a chapter of my life that has long since ended.
Oblivion’s 10th anniversary has now arrived, and those ten years are harder to accept than Doom’s twenty-two. Oblivion is somehow still registered in my brain under the “modern games” category. Has it really been an entire decade since I first played Elder Scrolls number four? I think there’s some part of me that anchored itself in about 2011 and refused to accept any further progress into this decade. Is this a bad sign I’m still clinging to my 20s? Surely not, sir, I have a mortgage! I’m married! The mannerisms of young people on the internet frequently baffle me!
Anyway since we humans place fairly arbitrary significance on round numbers, it’s a good time time to look back and reflect. Compared to its predecessor Morrowind and sequel Skyrim, Oblivion is sadly my least favourite of the trio.
I think partially because the world, and the core story to the game, were both a bit bland. Morrowind had that slightly alien feel to it, with the mushroom towers, bizarre wildlife and the concrete minarets of Dwarvern ruins. It only became more fascinating as I delved into the history of the land, and learned more about quarelling demigods, disappeared civilisations, and the prophecies I was supposedly fulfilling.
The region we saw in Oblivion, the imperial homeland of Cyrodil, was certainly prettier than Morrowind. In fact looking at screenshots I’m reminded just how vibrant and lush its wildernesses were. The issue is, it’s all very generic, a land of standard-issue forests and castles. There’s not a lot that’s particularly memorable here, it’s made up of elements common to many other fantasy worlds I’ve visited in gaming. Then for a story they dropped in something forgettable stuff about the last emperor and demon invasions. The portals to Oblivion do add some excitement and a change of scenery but they show up a bit late, and I didn’t really care why they were happening anyway.
Then there’s the scaling of enemies to match your own level. I get why they had to try something like this, a common complaint in Morrowind was how unchallenged you might feel at higher levels. Yet the implementation in Oblivion was far too heavy handed. Perhaps the most egregious example was common bandits becoming mighty warriors kitted out in powerful weapons and armour that’s meant to be rare and priceless. It’s a bit like bank robbers carrying anti-tank missiles. You’d think they’d just sell the stuff and retire. Or move onto higher stakes conquests than banditry, at least.
I’ve always thought that in an RPG, at high level, you should sometimes run into foes that you can squash with contemptuous ease. That’s the whole point of leveling up to become a legendary hero. Of course a game should still be providing challenges for you at this stage – mighty dragons or demons or whatever. Still you should also go back to that quest to clear out a cave full of goblins, one you couldn’t do at level 5, and happily obliterate them.
Yet in Oblivion, I’d retreat from a dungeon full of skeletons that dominated me at low level, come back many days later, and find some other undead supermonster. It was was just as difficult to kill now as the skeletons were previously. I was, in relative terms, no more powerful than I was when I started the game.
I’d also heard stories of people who leveled up by raising non-combat skills – then found to their dismay they’d hit the trigger for the world to start spawning new more powerful monsters that they weren’t equipped to handle. The relatively manageable wolves of before were replaced with giant bears. You could argue that a good RPG should have moments of panicked fleeing from overwhelming foes, sure, but that really shouldn’t occur just because you got good at alchemy and bartering.
I suppose Bethesda have a bit of a challenge in balancing an open-world game against the basic expectations of an RPG. We’re meant to be able to go roaming any direction, from the start, and that means opportunities for newbie characters must be all around, not just in a designated little “starter zone”. There must be foes and quests to challenge us at high level too, but these shouldn’t be totally blocking the newbies from exploring, or making too many dungeons and quests impossible. Oblivion’s approach then was to have everything around you reconfigure according to your level, throughout the game. In doing so took away most of your sense of progression.
Skyrim seemed to make the required compromises a little more successfully. There is still some scaling going on, but, a Giant is the same Giant whatever level you are. Higher levels might mean higher grades of bandit, but there are limits on their power so they’re not carrying ridiculous exotic weaponry. Also I understand it, dungeons have a designated level range, with the level fixed based on the first time you visit. So some dungeons are accessible for your level 5 wimp; others will be too dangerous, but you can come back for them later.
Skyrim still doesn’t find that perfect balance of progression and challenge; I didn’t find much of anything could threaten me at high levels. Still, there are other improvements on Oblivion. Even if it still wasn’t quite as weirdly unique as Morrowind, I found it more compelling a place to explore than Oblivion, and the “Norsemen vs Romans” conflict added flavour. It also had some stand out features like the Dragon attacks that were utterly spectacular, unlike any “random monster encounter” I’d ever seen in an RPG.
Also you can shout at bandits to blast them off cliffs, and that will never stop being hilarious.
Before I sign off let’s bear in mind I am comparing it to games that I’ve dearly loved. To Oblivion’s credit it got some things right. It grealty improved the combat mechanics from Morrowind, whilst keeping a full set of character stats, unlike Skyrim’s heavy simplification. Also, the Shivering Isles expansion seems specifically aimed at those who missed Morrowind’s otherworldliness.
So I certainly sank several dozen hours into it, and had some good times adventuring in Cyrodil. I can’t deny though, that regarding anything Bethesda has done post 2000, this is the game I’m least tempted to replay.
O-kaaaay, I saw it coming right from that post on twitter and this is something that dearly needs to be addressed: the “generic” complaint. Y’see, it works when compared to Morrowind and it’s alien landscapes… but not so much when you compare it to Daggerfall and Arena, Oblivion’s other two predecessors. That was the entire thing with Oblivion: it was intended as a return to form after the weirdness of Morrowind, which sadly backfired with fans of the latter who never played the previous games. I know this from experience for I also bemoaned and hated the “genericness” of Oblivion after Morrowind’s uniqueness but I got a way different perspective on it once I played Arena and Daggerfall.
Also it saddens me to see the heart and soul of the game – the quests – not being mentioned because they were at their finest in Oblivion, especially the guild questlines which turned into fully fledged storylines and two of them in particular, The Dark Brotherhood’s and Thieves Guild’s being really, really epic.
Level scaling just plain sucks though.
March 21, 2016 @ 8:52 pm
Oblivions faction quests and one-offs were improvements, that’s true. More of an effort to tell a story along the way, as opposed to just a doing series of jobs for rewards.
I have to admit I’ve not played the early Elder Scrolls games and don’t really factor them into comparisons. I’d like to find time, one day (haha yeah right).
March 22, 2016 @ 7:04 pm
Yeah, that was fairly obvious. As I said, a lot of those complaints mirrored mine when I played Morrowind but before I played Arena and Daggerfall.
Well the first one shouldn’t take that much time. The other one… yeah.
But hey, they are free and there are convenient all-in-one installers (google ArenaSetup and DaggerfallSetup) available. Daggerfall’s has all the fixes built-in.
March 23, 2016 @ 3:57 pm
I will probably never understood how people, especially experienced gamers can like the games from Bethesda. I mean, for over 20 years now they try desperately to create RPGs yet they fail at even the most basic things:
– Story is always extremely generic, usually full of plot-holes and i chuckled when i realized that Skyrim’s main plot (Dragon’s come back while a civil war is happening) is basically stolen from Gothic 2
– Character’s are most of the time uninteresting, flat, generic, to the point where you don’t even remember their names. Most of the time, you simply don’t even care for anybody. Some dies? Who cares, i barely remember his name. Compare this to Baldur’s Gate or the Ultima series which features interesting characters, you will remember even years later
– Copy & Paste World. I guess one could argue that “The world is big, so they can’t make anything unique” but when i look at something like Gothic 3 and it’s huge diverse world and compare it to the Elder Scrolls where you constantly stumble over the same stuff (Like Skyrim where all Inn’s and all Jarl Longhouses look absolutely the same) it just looks bad.
– Boring Quests. “Go there, kill this”, “Go there, find this (don’t worry, we live a ton of hints and markers to hold your hand)” is archaic. Added to the repetitiveness is the force to do the same thing over and over. The Oblivion gates in Oblivion where interesting the first 2 times, then got boring fast. You have to do it how many times? 15-20 times? It’s a neat little trick to squeeze out more game time to make the game seem more “epic” but in reality it’s boring.
– Clunky Gameplay. I mean when you want to do 3D Combat, do it right. Both Severance: Blade of Darkness and Dark Messiah of Might & Magic have way better sword fights than any of the Elder Scrolls games. It’s basically just button mashing without any rhyme or reason, just bash the mouse button and done. This is especially dreadful in the Arena of Oblivion. As if Bethesda were proud of their boring sword fight mechanics and put this in as a showcase. It’s just bad.
– Unbalanced Skills, you became a god too fast, Skills that make no sense and that is in every Bethesda game, be it the “Fallout” games or Elder Scrolls. After a short-while you become invincible.
– Bugs. Oh yes the Bugs and glitches, that usually never will be fixed because Bethesda is too busy milking their customers with laughable (Horse Armor) and usually overpriced DLCs that also introduce more bugs. Truly for a company that has several hundred people working for, that is in the business since the 80’s and should have more than enough money, it’s funny how their games have billions of unfixed bugs.
– And the games are completely useless without the modding community. A fact that Bethesda noticed when they tried last year to monetize on Mods. They honestly thought nobody would have a problem with Bethesda taking 45%, Valve 30% and giving the mod creator(s) a measly 25% but only after the mod made at least 100% who went directly to Bethesda and Valve (And people still support Bethesda after they tried to pull this one of)
So i really wonder, why does everybody cream their pants over those weak games? They have no redeeming qualities, there are tons better, truer RPGs out there. So what is it the people see in this? Just the Graphics? Being blinded by a huge (but repetitive) world? Because neither the stories, nor the characters or the gameplay are of any quality.
March 29, 2016 @ 9:18 pm
Much of the appeal is just down to having a big open world, and freedom to do side quests, explore or goof around as you like. They do pretty well at creating the sort of environment I find myself wanting to roam to see what I discover, and who I meet.
There is a lot of repetition in quests. Though they’ve gotten better at variety, and storytelling through those quests, since the Morrowind days. It’s true you get too powerful (and when Oblivion tried to fix that it went rather awry, hence my post here) but honestly I don’t care too much. My downtime playing is for relaxation, sometimes I’m not seeking some massive challenge to pit myself against. I mean, I enjoyed Gothic 2
I understand it just plain doesn’t appeal to some people. Different strokes for different folks and all that. Baldur’s Gate is a big deal amongst fans of classic cRPGs but I could never feel more than lukewarm about it. I’ve heard great things about Dark Souls but I’d probably find it too frustrating to get much out of that one.
March 31, 2016 @ 11:02 am