In Oblivion, Everyday Life Is Boring
March 29, 2006 5:12 AM | Simon Carless
So, Dave Long's latest column over at GamerDad raises an interesting question about overly expansive video games, specifically brought up because of Bethesda's immensely popular Elder Scrolls IV: Oblivion.
Long comments of Oblivion's extremely open game style: "...for all [Oblivion's] attempt at immersing me in its world--and let me tell you, I've been super immersed--the moment I get into the main plot and see that I can simply walk away from those events with no penalty, returning whenever I like and finding that time simply stood still, that immersion goes right out the window."
Of course, there's a logical fix for this, suggested by GamerDad: "So the question becomes, what if the world did go on without you? That brings up better and more intriguing possibilities, but a whole lot of extra work for the developers and designers. Walking away from a big fight should result in some kind of good or bad outcome of that fight. Without you, the townspeople should maybe lose the battle you decided was too heated for you, thus causing bad things to happen."
Or, playing devil's advocate, is that the kind of thing that you wouldn't expect to happen in an RPG, so it shouldn't? All we know is that modern games are complicacacacated.
Categories: Xbox 360








14 Comments
I'd love to see more games attempt a 'time-based story' where the game world takes a certain length to run its natural course with or without player involvement. And I'm not saying all games, just that there are more than enough games made every year to try different things.
Jeffool | March 28, 2006 11:21 PM
I'd argue that Space Rangers 2 or Pirates effectively did this...
KG
Kieron Gillen | March 29, 2006 4:26 AM
Heck, one of the Infocom text adventures (Deadline) did this back in the 1980s.
The problem is that players *hate* feeling like they're missing out on something. Split-second timing works great in a movie, where the script guarantees the hero will always Just Barely Make It. It pretty much sucks when you have to do it for real.
Anonymous | March 29, 2006 9:06 AM
I am going to come out and say that the main plot line/story for the Elder Scroll games are not the highlight, and in fact terrible. The best thing to do is completely avoid them and make the game your own. I played over 250 hours of Morrowind and could not even begin to tell you the plot: I have no idea what it is.
What is proposed here would actually have me interested to play the main plot.
Also, with my memory of Shenmue being foggy, I am going to say that there are certain things that are very time specific in the game.
mattw | March 29, 2006 9:16 AM
While it isn't an RPG, I feel that Majora's Mask pulled off real-time world events pretty well. Every townsperson had a script to follow over the course of 36(?) hours, and your actions could have an impact on their futures. I found that this really drew me into the world.
I think the gameplay mechanic of playing through the same 36 hours over and over was the only way they could have jam-packed all of those interesting activities into the game without most of them being wasted because the player wasn't around.
ben | March 29, 2006 9:53 AM
thats a big aspect of S.T.A.L.K.E.R. Shaodow of Chernobyl, the world DOES go on when you are not there, you could be staying in a place, and go back and find that another group of S.T.A.L.K.E.R.'s have stolen all your stuff, unscripted AI baby!!
Nathan | March 29, 2006 11:06 AM
Are gamers ready for all rails to be removed from an rpg, and the potential denial of endgame enjoyment that would result? Are developers ready to create a game where you can kill/destroy anything at any time and the game can handle following the ramifications of your actions in the world itself? Or should this thinknig being relegated to MMORPGs?
I think in the right hands, true freedom would be an awesome accomplishment in an rpg. And the replay value would be unmeasurable. But if it falls short in a Fable-way, criticism would be very harsh.
thispaceforsale | March 29, 2006 12:57 PM
umm hes a friggin dad! no wonder he thinks oblivion life is boring. we need this game reviewed by gamer college guy.
alienware fx | March 29, 2006 1:41 PM
This was sort of implemented in Daggerfall. You'd get a letter saying someone wanted to meet with you and that you had X number of in-game days to meet with them or to deliver a letter or complete whatever task needed to be done. Not ever quest was done this way, but it applied to both story and random quests.
Basically the problems were more that the game was buggy and many quests wouldn't work correctly. The time limits only made this situation worse in some cases. Even when they did work you were often given so much time that it wasn't really much of an issue. A good idea though and the fact that travel took time in-game made it stay relevant.
Belgand | March 29, 2006 2:10 PM
the main objective of a game should ALWAYS be fun, not realism. It my be more realistic to have a set timeline, but it just wouldn't be as fun for most gamers.
newerakb | March 29, 2006 3:27 PM
The nice thing about this game, also, is that you don't have to walk away. You can keep going on the main quest or decide not to.
If you want the timeline to make sense, then you can play that way. If you don't care, you can play that way.
Or, what I do, walk away from the main quest when you can pretend something else is going on. Like army building or training, etc.
doubtful | March 29, 2006 3:47 PM
The real issue with real-time schedules in a game is that not every problem will have a KNOWN time limit. Timmy's stuck down the well, how are you sposed to know how long the brat has before he drowns? Real-time problems and rpg/adventure games never make for a practical and/or fun game.
Anonymous | March 30, 2006 4:17 AM
"umm hes a friggin dad! no wonder he thinks oblivion life is boring. we need this game reviewed by gamer college guy."
Give me a break. We "dads" as you put it, invented video games. We design them to. Poor confused kid thinks 13 year olds are the only ones who understand the mechanics behind a video game....please!
Thozz | February 6, 2008 5:51 AM
While Oblivion may not be Daggerfall, neither in time-immersion, nor greatness (IMHO), it does have something which makes me come back time, after time, after time, after time... (and so on)
Having spent around 400 hours of playing Oblivion (yes, I've been unemployed for the past 8 years, I play alot), I found that the editor (which was first introduced in Morrowind) gives this game "that extra" life-length
It IS easy to use (I'm not a modder in any form, but since Morrowind, I ALWAYS create my own race in the editor and ONLY play with that)
There are TONS of modders out there, who are working daily to make Oblivion the game it's supposed to be
Take a look at TesNexus.com and you're sure to find whatever suits your fancy
Installing mods is not a problem (except if you as me want to use all the "overhauls" and what-have-you-not at the same time, since my Oblivion usually packs around 13-14 GB after I mod it)
Thus do not judge Oblivion for what it's "supposed to be" (Vanilla/UnModded), but rather find all the stuff on TesNexus (or whichever suits your fancy) and that which does not exist... try and make it yourself(?) Time-Immersion, will prove rather difficult, but there are many, many other MAJOR mods out there to make Oblivion a greater experience than that which comes straight out of the box
AND if you're one of those "I want to play straight away, *waaah, waaah..*" kind of gamer... Stick to your console... PC-gaming is way to advanced for you
(and YES; I DO prefer playing Oblivion on my (crappy) 29" TV with an X360 controller, thus I hooked up my PC to the TV and bought myself another 360 Controller... One which is not wireless)
And thus I have Oblivion with MUCH improved graphics (my graphic-mods alone fill more than 5 GB) MUCH more immersion AND my VERY OWN UNIQUE, NEVER SEEN BY ANYONE race on a 29" TV, 5.1 Surround and a 360 controller, sitting in my couch.
Mind you me being unemployed for the past 8 years, CAN NOT AFFORD anything expensive, so all this cost me (basically) was TIME
Lord_Santa | June 11, 2008 2:31 AM