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Open endedness does not mean a good RPG.

Doppelganger

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Lumpy said:
So yes, there is only one way to beat the game, but the purpose is NOT to beat the game.
Only because that main quest was so deathly dull and repetitive that there was little incentive to attempt it again with a new character. In that sense, it felt and functioned more like a 'tutorial' quest: something to keep you occupied while you worked out the game mechanics, or an exploration aid, etc. Gah, I'm boring myself even thinking about it again.
 

kingcomrade

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mEtaLL1x said:
By the way, the same flaw was in Fallout 2: I got the same "IMPENDING DOOM!!! but first, do some sidequests" feel, becasue you basically could play in this sandbox (or, "wastebox"? :)) for years and the Enclave was totally motionless this whole time.

They seriously should've cut out the retarded tribal thing and just stuck you in another vault or something. TRBBALS R TEH SUK! And the Temple of Trials which was bigger than the entire fucking village....
 

Section8

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Ok, I have another noob question (not about TES, please): what do you guys think is the perfect balance between the sandbox elements of an RPG and its quest elements (main or side)? Are they best implemented as separate features of a game, or should one be absolutely dependent on the other?

I don't see why a plot cant be sandboxed entirely. A single protagonist RPG is essentially an intarective biography, and over the course of an RPG, you'd expect some fairly exceptional events in that character's life. Why developers feel compelled to stick to some deluded notion that their poorly written epic is better than a programmatic account of the player actions is beyond me.

My Ultimate RPG Sandbox(tm) would be a world where my game starts as I reach manhood/womanhood, and set out into the world. It ends when I die of old age, and then recaps the epic saga of my characters life.

As they stand, the Civilisation end game replays are interesting, since they basically mark on a timeline, the expansion and development of your society and culture, but think about if it was more detailed and personal. Of course, that's only the end-game.

What freeform RPGs like Morrowind and Daggerfall fail to do, is implement any world dynamics capable of generating significant events for player actions to revolve around. The failing of most procedurally generated quests, is that they're their only purpose is to give the player something to do. That design principle is fundamentally flawed, and needs to be done away with.

Procedural quests shouldn't be completely random, they should be emergent. The individuals, factions, towns, and society as a whole should have certain needs that are only self-balancing in the extreme through the use of exponentially effective negative feedback systems, and otherwise rely on player intervention to maintain homeostasis. The range of interventions the player can take can be either directly requested from NPCs, or just encouraged through peripheral game systems.

So for instance. Town A is hungry. The peripheral systems to combat this problem, would be raising the buying price of food, encouraging the player to trade foodstuffs from other sources. Or, the player might decide to start murdering fatties, and decrease the demand on food sales. Maybe the player decides to hunt the wildlife in the area, and upsets the natural balance, creating other unique problems.

Or, factions connected with the town might ask the player to intervene. An official council might request the player attain x units of <food> to beneift the town. A less scrupulous faction might ask the same of a player, so they can sell the food to the masses at grossly inflated prices, which causes it's own problems.

That's what sandboxing should be about. As well as providing theoretically unlimited things for the player to do in the world, giving meaning to everything a player does, or is asked to do increases it's worth as a narrative element. It's all considerably more complex in implementation than a typical RPG, but that just means more manpower dedicated toward the game systems, and less toward explicit scripting.

I'm very glad to see Vault Dweller is on the same page with:

Depends on the implementations. If a game forces you to have a party (I believe in Star Trail during your descend to a certain dungeon you must leave one party member behind to operate a lift mechanism on each floor -> you must have at least 3 people in your party, and that's assuming that the remaining person can handle the dangers of the last floor all by himself which is unlikely) then going out of your way to look for promising recruits makes a lot of sense. Otherwise...

Side quests shouldn't easily separable from the game as a whole, giving a reason like the example VD mentioned is infinitely better. Questing really should never be comparable to rewarding a neat dog trick with a Scooby snack. The player should have reasons and motivations for their actions beyond the tangible rewards.

By the way, the same flaw was in Fallout 2: I got the same "IMPENDING DOOM!!! but first, do some sidequests" feel, becasue you basically could play in this sandbox (or, "wastebox"? ) for years and the Enclave was totally motionless this whole time. I think BIS shoudl have added a timelimit in FO2, just like they did in FO1.

Complaints about the timelimit in Fallout to me were pretty much unfounded, but brought on through the ever present "main quest" notion. The most legitimate of the complaint is "I fucked around doing other stuff, and so now I can't complete the game." Which is pretty terrible from a players perspective, even if they brought it upon themselves. It's another tick for the idea of sandbox. You didn't get the water chip, the vault dies. Tough. If there's otherwhile worthwhile narratives to pursue and create in the game world, that's not a problem.

Fallout 2 would have been far better off without tribes, prophecies and the pointless "fetch the GECK" quest. Given that finding the GECK offered the player little motivation or direction, and was completely eclipsed by "HOLY SHIT! I want to explore this crazy fucking wasteland!" it would have been better to work with that as a strength.

And what was the Main Quest about?...

The problem was, the threads it gave the player to unravel weren't anything to do with that for quite some time. Getting started on the main quest was utterly counter-intuitive.

"Hey prisoner! We're forcing you, to work for the oppresive regmine that imprisoned you for god knows what. Go talk to some dickhead that nobody seems able to find, or even call by the right name. And don't go wandering off! Nevermind the fact that we seem to be the single most ineffectual and apathetic spy faction you've ever seen. We'll hunt you down. Er, if we could move."

And what's the first thing Caius tells you to do? Something else. So basically, the initiation into the main quest is to point the player in any direction other than the contrived series of non-events that somehow eventually lead to prophecies of ultimate power. In fact, if the guild quests had've been up to par, I doubt many people would have even remember to go back to Caius.

--
Player: "Dude, you'd better have something interesting for me to do. The fighters' guild wants me to kill bandits, which is marginally less boring than the mages guild, who want me to find items for them."

Caius: "I want you to talk to some guy at the mages guild, who wants you to get him an item."

Player: "Aw..."

Caius: "The item is guarded by bandits, if that helps."

Player: "Ah fuck it, okay then."

<runs off to get dwemer cube>

Player: I got your man-cube.

Hasphat: Great! Here's your reward.

Player: You're paying me with a fucking history lesson? Fuck all that shit.
--

At least Oblivion immediately introduces the seed that perhaps advancing down the prescribed path might yield something a bit more epic than a chain of FedEx assignments. Not that I necessarily agree with the way it's imposed.

Urinary Sepsis VII: "FUCK ME DEAD! IT'S THE FUCKING CHOSEN ONE! RIGHT HERE IN OUR PRISON CELLS! THE PRISON CELLS WE'RE USING TO MAKE A DUBIOUS ESCAPE FROM SOMETHING TERRIBLE AND EVIL! SHIT, MAYBE YOU SHOULD FOLLOW US, AND SEE WHAT OTHER COINCIDENCES OCCUR! O FUK TEHY GANK ME!"

So, yes, Morrowind was LINNNEEEAARRRRRRR, but people did NOT just play it just to "complete" the game, they played it to make new characters and role-play them in different ways, and many times they even ignored the Main Quest. So yes, there is only one way to beat the game, but the purpose is NOT to beat the game.

I've never even gone close to completing Morrowind. I'm actually trying at the moment, believe it or not, but then I again, I said that about 5 uninstalls ago. It's just far too easy to "hit the wall." If you're freewheeling, you run out of challenges pretty quickly, and that just leaves questing for the sake of it. That's about when I decide my HD space would be better spent on pornography.
 

Jinxed

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Arcanum didn't do such a bad job at being open ended. However, the end pretty much spoiled it.

A lot of people were stuck because they failed to acquire an item from the isle of despair, and there was no going back.
 

Zomg

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Doppelganger said:
Ok, I have another noob question (not about TES, please): what do you guys think is the perfect balance between the sandbox elements of an RPG and its quest elements (main or side)? Are they best implemented as separate features of a game, or should one be absolutely dependent on the other?

This discussion reminds me of an idea for a game structure - a game with the first half pure Darklands/TES/Pirates! sandbox where the "objective" is basically to become an important person, like gain title, establish a business/corporation, or just become very rich or famous. Then at that point you begin getting traditional linear or multilinear "main plot" threads to lead you into a narrative second half of the game. The idea is basically that you can establish your character in a freeform manner but still leverage traditional storytelling once the character is mature and fleshed out. Has it been done in an indie or obscure game somewhere?
 

truekaiser

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Zomg said:
Doppelganger said:
Ok, I have another noob question (not about TES, please): what do you guys think is the perfect balance between the sandbox elements of an RPG and its quest elements (main or side)? Are they best implemented as separate features of a game, or should one be absolutely dependent on the other?

This discussion reminds me of an idea for a game structure - a game with the first half pure Darklands/TES/Pirates! sandbox where the "objective" is basically to become an important person, like gain title, establish a business/corporation, or just become very rich or famous. Then at that point you begin getting traditional linear or multilinear "main plot" threads to lead you into a narrative second half of the game. The idea is basically that you can establish your character in a freeform manner but still leverage traditional storytelling once the character is mature and fleshed out. Has it been done in an indie or obscure game somewhere?

not that i know of but it would be somthing i would be willing to try.
 

Atrokkus

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Actually, there may not be no main plot at all, it's not really required. Let the player decide which plots are primary, and which are not.

That is, no world-saving cliches, just an interesting life in an alternative world. You start out as nothing, as dirt, and it depends on your choices and your character's skills will he remain dirt or become something greater. For instance, it could be something like an island on which there is that main city in which all the action is, and some outskirt areas around it. The character can delve into numerous plots (there would be no "sub-plot" term because there is no "main-plot"), persue a lot of careers. He may even become a ruler of the town and then control the lives of those who he was once a peer of.
This sounds like a MMORPG, but if you come to think of it, you'll see that it's not really pointless. It has lots of goals inside, while conventional Rpgs usually have one - to end game in one of the ways provided. I think the concept is good, and I would like to play such game.
 

truekaiser

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mEtaLL1x said:
Actually, there may not be no main plot at all, it's not really required. Let the player decide which plots are primary, and which are not.

That is, no world-saving cliches, just an interesting life in an alternative world. You start out as nothing, as dirt, and it depends on your choices and your character's skills will he remain dirt or become something greater. For instance, it could be something like an island on which there is that main city in which all the action is, and some outskirt areas around it. The character can delve into numerous plots (there would be no "sub-plot" term because there is no "main-plot"), persue a lot of careers. He may even become a ruler of the town and then control the lives of those who he was once a peer of.
This sounds like a MMORPG, but if you come to think of it, you'll see that it's not really pointless. It has lots of goals inside, while conventional Rpgs usually have one - to end game in one of the ways provided. I think the concept is good, and I would like to play such game.

that sounds like the mmog 'second life'
 

Lumpy

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Vault Dweller said:
We are not discussing whether or not a linear RPG can have redeeming qualities and be a decent game overall. Of course, it can. The only question that was asked here is "was MW linear?". Yes, yes it was.
That was the question? Well then, Morrowind was linear, in fact the Main Quest was linear.
But the way he phrased it is just stupid "There hasn't been a game where you don't have to follow a core path to reach the end." What end? The end of the game? No such thing in Morrowind. The end of the main quest? That's true. In no game, can you get to the end of the main quest without following the main quest... Ingenious statement...
Morrowind was linear because it had a single path to get to the "end". No, two. But anyway...

I'd like an RPG where there is more than one "main quest". Several important quests, one world saving (can't be a fantasy RPG without one), and many other having smaller goals, like the expansions of Morrowind. But 5 or 6 of them, in a single game.
 

Saint_Proverbius

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Doppelganger said:
Saint_Proverbius said:
Geneforge
Fallout
Gearhead
Prelude to Darkness
Jagged Alliance 2
Escape Velocity Nova

You want me to clarify any of those?
Out of noobish interest, yes please.

Geneforge and Fallout both had multiple ending locations that could be done in any order. In fact, you could do as much as you wanted between those locations or not. There is really no core story that must be done in any order. You get the story from what all you do with bits and pieces of the story laying around in various places.

Gearhead doesn't have a core story. It has a bunch of little bits of story that are randomly generated at the start of the game and then strung together to make the over all plot. So, each time you play, the story is different.

Prelude to Darkness had TWO core stories, not one set one. You could follow one or both and do as much of either as you wanted so long as you didn't blow one story.

Escape Velocity Nova actually has six to eight stories that are intertwined and you can follow any of them it tosses at you, but the choice is ultimately yours. Technically six, since two of those stories will lead in to two of the six. For example, getting the pirate plotline, IIRC, leads to the Rebel plotline.

Jagged Alliance 2 has one set ending location, but you can take as many towns in any order as you'd like as the game allows. The more you take, the better off you are as you can garrison them and gain certain advantages for having them.

So, no single set core stories in those games.

Fate really has no ending. The deeper you go, the more it generates. I'm sure there are other roguelikes that do the same.
 

Lomer

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Jinxed said:
Arcanum didn't do such a bad job at being open ended. However, the end pretty much spoiled it.

A lot of people were stuck because they failed to acquire an item from the isle of despair, and there was no going back.

I think that you could obtain this specific item (the Wheel Clan glasses) from the spectacles shop in Ashbury, if you fail to get it from the Isle of Despair. You should just ask the vendor to make some special glasses for you. I don’t believe this option is available before you journey to the isle though.
 

NOVD

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I think it should be mentioned that, in Morrowind, you can skip large parts of the main quest. If you know where to go, you can skip half the main quest by finding the ring of the chosen one or whatever. In addition, if you kill Vivec (who's pretty much impossible to kill without using an exploit), then you can beat the game while skipping the main quest pretty much entirely.

EDIT, actually you can do it without killing Vivec: " To beat the game in like... an hour, you need to first get the Keening and Sunder. Don't bother with the Wraithguard, you won't need it. Next, make your way into Dagoth Ur, and find the devil himself. Kill his first form and make your way into the heart's chamber. Find the first and slash is madly. The Keening and Sunder both do mortal wounds of 100 damage, so have MANY potions with you. Kill the heart and bolt! You just beat The Elder Scrolls III: Morrowind." http://www.hintplanet.com/Xbox/10483.html
 

HardCode

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Beating MW in 8 minutes is a flaw, not a feature, of the game. It proves the shallowness of the main quest.
 

NOVD

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It doesn't sound like a bug. In order to beat the game, you need to acquire two items, and there's no barrier to your getting those items other than lack of information. That's a decently free quest structure. At the very least, it certainly doesn't show shallowness to be able to skip a large part of the main quest.

That said, I actually never beat Morrowind. I played around for a while without doing the main quest, got bored, and gave up.
 

bryce777

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Fallout is not really linear. Yes, it may have some CLUES as to how to PROGRESS THE PLOT, but that is not what being linear is.

By this idiotic definition of linear, having ANY main quest would make it a linear game.

Or would a quest like in u6 where you have to go to all the shrines etc. not be considered linear?

Either way, this is one of the stupidest posts ever.

Also, darklands is completely nonlinear, and there is a sort of main questthat becomes available but it is really just the capper for a long game of explorationa nd adventure, not something you even hear about until 50 hours in.

Star rangers is also pretty much as nonlinear as you can get.
 

Rat Keeng

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The problem with skipping ahead in Morrowind's main quest, is that the gameworld will assume you did all the previous quests, even though you might have never even talked to Caius. I never beat Morrowind either, the boredom of the quests got to me.

Then there was the second time i played it, where i downloaded a mod called Sixth House, which let you join the side of evil and do quests for the Dagoths, only to discover the modders had made an equally grueling line of tedious quests, the only difference from the regular main plot being different questgivers in darker dwellings! Modder see modder do, and a great example of how a construction set is not the answer to all of a crappy game's problems.
 

odorf sniggab

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Vault Dweller, I love people like you. You give normal people a reason to log onto the internet, to pick on forum addicted degenerates like yourself. What would forums be without your kind of posts? Far as me being a noob and asking questions like I should. Here goes, I have a question for you.

Did you suffer from some sort of horrible disfigurement to become such an ignorant asshole when talking to people you never met on the internet?

No seriously did you? I'd like to know the psychology behind how someone can be such an asshole with no grounds to do so? This isn't about me being a moron, I know for a fact someone can't be a a moron because they state something someone else disagrees with. I know however that someone CAN be incredibly ignorant for believing this is so.

Do you think I should respect you, worship you, look up to you because you are not a "noob" here? I've read more than just your responses to my posts. You're an asshole, plain and simple, not even a very clever asshole, which would at least be somewhat interesting if not intolerable. Your MO is not very subtle. You're here to piss people off who don't agree with what you believe. Do you really believe I don't know the difference between open endedness and ENDINGS in video games? I said I don't consider open endedness a great positive factor in RPG's as they all end up having a core quest string anyway. I stated what I think makes a good RPG and you discredited it, which would have been fine, if you didn't make it seem like your opinion was fact and not just YOUR OPINION.

So go on trolling these forums i'll be a noob here and you can be a noob in your real life since to me it seems like your life is this forum, i'd much prefer the former.
 

odorf sniggab

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HardCode said:
Beating MW in 8 minutes is a flaw, not a feature, of the game. It proves the shallowness of the main quest.

Thank you for pointing that out. What the fuck good is open endedness if the core quest sucks?
 

Vault Dweller

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odorf sniggab said:
Vault Dweller, I love people like you. You give normal people a reason to log onto the internet, to pick on forum addicted degenerates like yourself.
I didn't know you were picking on me. I thought you posted something stupid, embarrassed yourself, refused to accept it, left for awhile, then came back to start a flame war.

Did you suffer from some sort of horrible disfigurement to become such an ignorant asshole when talking to people you never met on the internet?
No, I did not. I don't think the fact that nobody here has ever met you should be an excuse to post all kinda crap without thinking.

Here is how it works. If you don't know or not sure, ask a question. It will be answered politely. If you think you know something and can back it up, post it, but then be prepared to handle consequences. No need to make all that drama out of it.

This isn't about me being a moron, I know for a fact someone can't be a a moron because they state something someone else disagrees with.
It's not about disagreements. It's about you being plain wrong, and refusing to accept that. If you claim that the Earth is flat, it's not a different opinion, it's a WRONG opinion. Simple as that.

Do you think I should respect you, worship you, look up to you because you are not a "noob" here?
I don't give a fuck what you do.

You're an asshole, plain and simple, not even a very clever asshole, which would at least be somewhat interesting if not intolerable.
Wow, so much hate in this one.

Do you really believe I don't know the difference between open endedness and ENDINGS in video games?
Sure looked like it. Here is your quote:
"An open ended enviroment doesn't make a great RPG. Besides, any game that isn't a MMORPG has an ending."

I stated what I think makes a good RPG and you discredited it, which would have been fine, if you didn't make it seem like your opinion was fact and not just YOUR OPINION.
You were wrong. Was I suppose to sugarcoat that for you? Again, the quote:
"Great puzzle solving, well crafted dungeons, a bevy of hidden secrets to discover and unlock and a good range of character abilities make a good RPG."

To rephrase, good RPG is a character system, great puzzles, cool dungeons, and secrets. Sorry to break it to you, you are wrong. But, hey, no need to listen to me, I'm a horrible asshole or something. Start a new thread, post that definition, I'll stay out of it, and let's see how many people would agree with you.

So go on trolling these forums i'll be a noob here and you can be a noob in your real life since to me it seems like your life is this forum, i'd much prefer the former.
I'm doing fine in real life, but thanks for thinking of me.
 

odorf sniggab

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Yeah you're doing fine in real life. That's why I haven't visited this forum in about 2 weeks and 15 minutes after I reply to something that was written 2 weeks ago, you're right there to respond. Get off your high horse gringo, it ain't healthy to spend this much time online.

Explain to me how it isn't an asshole thing to do to call someone a moron for one thing they said? Go on, I'm dying to know this. This is where "you don't know me" is very relevant. Think about it, can you really define someone as a moron by one thing they stated without being an asshole? No you can't. So here it is, what I said was poorly stated and I admit it. I admit I am not great at putting together an airtight argument. I admit that I wrote hastily and didn't put a lot of thought into what I was stating. I apologize for starting a thread in that manner.

However, I don't really take an interest in calling strangers morons and stupid, that delves into the dangerously ignorant. To deny you're ignorant for doing so is just piling more ignorance ontop of ignorance. Also, I don't owe it to you to be obseqious. You're knowledge of the intricacies of RPG's doesn't make you a great person, nor does your status on this forum.

Its easy to be a nasty asshole when you're safely hidden behind a computer anonymously. Admit it, thats the ONLY reason you can be so incredulously nasty. You wouldn't talk to ANYONE in real life like this that you just met and were having a discussion with and you know it.

You can thank me later for putting what I said in paragraphs so you could more easily quote it . As I see that you're as addicted to quoting as you are to these forums. Good luck man. You're so "l33t" that it's oozing out my computer screen, too bad it smells like cow shit.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Messages
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odorf sniggab said:
Yeah you're doing fine in real life. That's why I haven't visited this forum in about 2 weeks and 15 minutes after I reply to something that was written 2 weeks ago, you're right there to respond. Get off your high horse gringo, it ain't healthy to spend this much time online.
What are you, a doctor now? As you may know, I'm one of the admins. It is expected of me to maintain some presence here, and since I have other reasons to be online (work, projects), I have a Codex tab always running in the background.

Explain to me how it isn't an asshole thing to do to call someone a moron for one thing they said? Go on, I'm dying to know this.
Have I ever claimed that calling you a moron was a nice thing to do?

This is where "you don't know me" is very relevant. Think about it, can you really define someone as a moron by one thing they stated without being an asshole? No you can't.
Calling you a moron for stating something stupid doesn't imply that you are stupid in any other area, just like you calling me an asshole doesn't imply that I'm a horrible human being. We simply criticized certain "areas" of each other. The only difference is, I'm not making a drama out of it.

So here it is, what I said was poorly stated and I admit it. I admit I am not great at putting together an airtight argument. I admit that I wrote hastily and didn't put a lot of thought into what I was stating.
Was it that difficult? Anyway, to meet you there, I admit that I shouldn't have called you a moron and should have explained your errors. My apologies to you. Happy?

You're knowledge of the intricacies of RPG's doesn't make you a great person, nor does your status on this forum.
Have I claimed to be a great person? Like ever? Then what's with this lame argument?

Its easy to be a nasty asshole when you're safely hidden behind a computer anonymously.
Nasty asshole? Dude. I called you a moron. What's with the drama? As for talking to people and being safe, that works both ways. I doubt that you call everyone who offends you a nasty asshole, for example.

Admit it, thats the ONLY reason you can be so incredulously nasty. You wouldn't talk to ANYONE in real life like this that you just met and were having a discussion with and you know it.
Calling someone stupid? Easily.
 

TheGreatGodPan

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Jul 21, 2005
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Stupid am as stupid do. If you say something stupid, people will tell you so. I think that's the main lesson the internet teaches us.
 

voodoo1man

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Icy Highlands of Canada
NOVD said:
I think it should be mentioned that, in Morrowind, you can skip large parts of the main quest. If you know where to go, you can skip half the main quest by finding the ring of the chosen one or whatever.

Nope, no way to get the Hortator's ring other than doing the main quest or cheating.

NOVD said:
In addition, if you kill Vivec (who's pretty much impossible to kill without using an exploit)

Well, early on in the game it might be hard, but if you actually went through the main quest and gotten some regeneration items, he's pretty easy. Too bad it doesn't make a lick of a difference whether you do or not.

NOVD said:
EDIT, actually you can do it without killing Vivec:

No you can't (unless of course you finish 99% of the main quest in which case he gives teh ph4t l3wt to you).
 

Greatatlantic

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Vault Dweller said:
Have I ever claimed that calling you a moron was a nice thing to do?

Does anyone else think this line, especially taken out of context is a really funny line, or am I just seeing things? It had me thinking about just how absurd some forum arguments can be. No offense intended for Vault Dweller, of course.
 

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