This is a rare and remarkable achievement--a huge, open-ended, complex, detailed role-playing game that's fun to play and a pleasure to behold.
Greg Kasavin,Gamespot
This is a typical statement about Oblivion.Now we are going to show you why this is not true.
Let's start by defining what makes a good rpg.Decisions,choices,different paths.A good example of this is Vampire:Bloodlines, in which the clan that you chose had a heavy impact on the gameplay--from the socializing Toreador to the "uncivilized" Gangrel or the hideous Nosferatu who were forced to the sewers --or Crono Trigger which had 13 endings and you were given the chance to finish the game in multiple spots during it .In both games there was an abundance of ways to progress through their world.Let's examine the choices you are offered in Oblivion.In a quest in Bruma there was a witch who had stole the treasure of the city with the help of her barbarian lover who was arrested.Only the barbarian knew where the treasure was.You could trick and share the treasure with the witch,you could help the barbarian and kill the witch or kill them both.In contrast to the forementioned games we are forced to examine the side quests in search of "open-endness".
Furthermore the decision you took didn't affect the "world's" reaction.Fame and Infamy had no effect on the dialogues or the quests. They were simply decorative in order to create a false sense of interactivity.To say it bluntly, the gameplay had little depth.THERE IS NOT A SINGLE INSTANCE IN THE GAME,WHERE YOU CAN MAKE A CHOICE THAT WILL HAVE A CONSEQUENCE IN THE FUTURE.This a quintessential "ingredient" of rpgs! Considering this fact we cannot place Oblivion on the pinnacle of the rpg-genre.Some may argue that in the so-calles j-rpgs(like final fantasy),the gameplay is absolutely linear.That is true but the intruiging plot and vivid characters make up for it.Moreover we are talking about a different school of rpg.
Wednesday, January 3, 2007
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