27/8/09
20:21

Oblivion… and On, and On

by Jen

Oblivion

Sometimes, in the absence of anything better to do, my mum and I sit down with a cup of tea and play Oblivion. (Obviously, that’s a cup of tea each, otherwise things would rapidly become unpleasant.) We alternate who gets the controller. Two pairs of eyes often work better than one, if you can stand the backseat driving – the person who isn’t currently being flayed alive by imps often notices things the other would have missed. Mum is a pretty nifty console hack’n’slash fighter, which I hate, and I have good directional memory, which stops her running around the same room eight times looking for the way out. Plus, wisecracks are always a lot more fun when there’s someone other than your character there to hear them. It’s actually a pretty fun way to play the game.

Thank God, because otherwise I really hate Oblivion.

Honestly, I don’t really know why I don’t like it. It’s a fantasy universe. There’s a linear overall plot supported by optional side quests, a rambling world for you to explore, moral dilemmas and so on. It could justifiably have the label “RPG” applied to it. It is, in essence, identical to most of the games on my top favourites of all time list. For some reason, The Elder Scrolls series and I have just never clicked.

Oblivion – like Fallout, BioShock and dating back to some of the older pseudo-RPG look-alikes on the market – plays like a shooter. Or rather, it plays like a shooter on ketamine. Combat is first person, hack’n’slash or sniping, and consists of a large quantity of strafing, and if you’re me, not being able to turn around fast enough and wondering why the monster is behind you. And whilst I’m not claiming to be the worlds greatest console gamer, I managed Mirror’s Edge and Portal just fine, so I’m forced to conclude it may actually be a clumsy system, not just me. The stealth system is pretty neat, and some of the dungeon design is sheer genius, but bottom line, as a shooter, it’s no Half-Life.

On the flip side, it also seems to want to be an RPG. Your character is an original creation, unlike the games mentioned above, but the creation process is an ordeal. In all honesty, it seems like the personalisation of the character has been taken to ridiculous proportions as a cynical ploy to boost marketing potential – when there are hair-trigger sensitive sliders for the width, depth and length of the character’s nose, chin and eye setting on the character creation screen, things Have Gone Too Far. Hypothetically, you could have your character look however you liked. Practically, the combination of too much control and badly rendered graphics meant it took me a few days to realise my Argonian had no chin.

The other major issue for me on the RPG side is the conversation. The NPCs are wooden puppets. They talk to each other , but it’s a string of pre-generated responses which often makes no actual sense. I’ll give you an example of a conversation which has occurred as I was writing this:

“Ah, it’s you. Hello.”
<pause>
“Please, go on.”
<pause>
“They say that someone somewhere has been attacked by goblins.”
<pause>
“Hmmm. The country has seen so much political unrest since the Emperor died.”
<pause>
“Goodbye.”
<pause>
“Farewell.”

To be honest, I’d have found the world more immersive if they’d just shut up. It’s not as if I make a habit of listening into the conversations of other people as I stroll through life anyway. I was wounded and going to sell loot. I doubt their loud conversation would really have been on my character’s mind. Likewise, the responses in PC/NPC interactions are wooden and repetitive. I’m not averse to dialogue screens which make it possible to go around and repeat what you missed, but the one-word topic prompters given for your character remove the opportunity for them to develop any kind of discernable personality. The persuasion system for making merchants like you plays as a mini game featuring four styles of conversation and four “quantity” segments, where the player has to match up the biggest segment to the conversational styles the NPC likes best. Again, it’s a nice idea but in practical reality it just results in NPCs smiling at coercion and implying any joke your character tells is crude. Goodbye characterisation, hello dumb-but-muscular hero of the realms. Mum gets around this by playing a slightly dim but likeable Argonian named Horace, but then, she spends most of her time picking flowers in the wilderness and murdering goblins, so maybe social interaction just isn’t high up on Horace’s list.

I suppose, at the end of the day, that’s my problem with Oblivion. The world is beautiful, and a lot of thought has gone into the design (the alchemy system, in particular, is excellent). It’s a good game – but that’s it. It’s noticeably a game. The RPG attributes don’t make me care enough or connect enough with the character to feel immersed, and the shooter elements are rarely tense. Monsters walk back and forth along a single line, posing at the end of each wander in order to give you a better shot. The connection just isn’t there. In all honesty, that’s probably why it’s a good one to tag-team. Wisecracks and backseat driving can’t break an immersion which never existed.

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Comments

  1. August 27, 2009
    21:27

    Samir

    Methinks Oblivion ranks fairly high on the “Why RPGs suck so hard it hurts” list. That game just makes me want to shout “But why should I care?” a lot.

    Very loudly.

    Reply

  2. August 27, 2009
    22:43

    Sebastian

    Honestly, I didn’t mind that. I never approached Oblivion as an immersive role-playing game (because I generally don’t get all that immersed by RPGs – I’d love to, but I don’t). What I do think it has is some excellently designed side quests in the Thieves’ Guild and Dark Brotherhood, and a bit of a piss-poor main quest. The Daedric shrines are also quite amusing, what with the one where you have to bring him a cabbage, a wooden spoon and a mushroom as your offering (made me laugh).

    What really frustrated me with Oblivion was the terrible character progression and scaling monsters. The stronger you get the less you notice that you’ve improved at all, because all of a sudden the world gets replaced by a tougher version of itself. The leveling system might work brilliantly in an MMO where repetitive things are what drive the gameplay, but as a single-player RPG, it’s a bit too much effort to have to remember to jump a lot so your Acrobatics gets higher.

    Most of this can be fixed by little mods (on PC), mind, but it makes you wonder who designed the systems.

    Reply

    • August 27, 2009
      23:05

      Jen

      To be honest, I know several people who adore Oblivion, but hate, say, Fable. Or Baldur’s Gate, Planescape, Neverwinter Nights, whatever. I like the fact that there is a range of gaming styles and systems to cover a wide variety of gamers. At the end of the day, all this stuff comes down to is personal preference, unless we’re talking about something universally agreed to be bad (Samir would say that’s every RPG, elegantly proving my point.) I like the way Oblivion’s designed, the fact that I don’t personally enjoy it is kind of not really their fault. Don’t like, don’t play.

  3. August 28, 2009
    15:22

    Tomo

    Yeah, I’m with Sebastian. The leveling mechanic was terrible. This combined with the repetitive Oblivion gates, copy-paste scenery and mash the left mouse button combat meant it got very tedious very quickly.

    Reply

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