Game Analysis
Game: The Elder Scrolls V: Skyrim (PC version)
Producer: Bethesda Softworks
Contents:
Abstract
Initial Game Assessment
Game Mechanics Overview
Bugs Encountered (With Related possible fixes)
Final Assessment and Possible Improvements
Abstract:
Having completed the previous two installments in the Elder
Scrolls series and enjoyed other games by the same producer, I felt to a degree
obligated to play this installment.
My primary focus for my initial play-through of the game
(deemed a measure of game time approximately 10-20 hours, or until either the
game’s errors or bugs outweighed my personal patience in gaming or the game’s
quality got to a stage that was too repetitive to hold my interest) was exploration
of the environment, judging quality of quests as well as generally enjoying the
game matter.
The primary focus of my second play-through of the game
(judged by the same factors listed above, and resulted from fatal main quest
error) was testing game mechanics (such as the use of differing perks, weapons,
physics and AI strategy) , attempted propagation of bugs noted in the first
play through and continued exploration into areas I had skipped or had not
encountered during my first play-through.
The following analysis is based on my findings from both
game plays. It is my hope that with the information given, my experience will
enable the game engineers to develop fixes, patches and improve future game
design.
Notes: My Alienware M15 laptop was able to run Skyrim on
Ultra settings. As such the following is based on gameplay at highest graphics
settings.
Initial Game Assessment:
The first thing noted upon entering Skyrim is a mild dislike
with the character premise. Similar to the two previous installments of the
game, the main character is taken released from being a prisoner to an
environment and given free-reign to explore and do as he/she sees fit. Granted
this situation did not come as a surprise to me as I had been paying attention
to relevant game news, I was mildly irked by the initial prisoner aspect of the
game. Also without a change error screen possible, there lacks the possibility
of the player changing his mind in any form, and all decisions made are final.
As the series continues to evolve, I have noted that at the
very least the environment was amazing. And though the physics of the game
still feel clunky and at many points have bugs (see noted bug sections), I
personally feel that this game is an improvement over its predecessors in many
ways.
The stream-lining of player statistics has been condensed
into Mana, Health and Stamina. Based on my previous experience with the game, I
feel that this is an exceptional improvement as the primary focus for most
players in the previous installments of the series was Intellect, Endurance and
Strength. These three stats were streamlined into the present game and allows
for players new to the series an opportunity to enjoy gameplay more than the
number crunching and sometimes puzzling nature of stats present previously.
The elimination of certain schools of magic within the game
is also beneficial to players. As a reduction of the number of skill types
necessary to train allows for players to choose specialties without having to
deviate to training in many schools for practical benefit.
Sadly at the same time, reducing and changing spell types
have to a degree damaged the precedent set by previous games. Though the perk
system allows for customization of the character in such a way as providing for
immensely different character designs/builds, the branching nature of each tree
forces players to focus on specific talents that are needed by many play types.
(For instance melee stealth characters are forced into combat one-handed skills
and all caster builds would find the bonus magicka regeneration from the
restoration tree necessary).
Quests in this game have their pros and cons. The magical
cursors on one’s map direct players directly to the given position which aids
new players in solving complex puzzles and finding quest locations. This
partially destroys the exploration value of the game in that players aren’t
given the option of exploring new areas in search of objectives, and instead
everything is handed to them. Quest logs (journals) aren’t detailed enough to
give locations or routes to objectives in any other form. Seasoned players of
the genre and previous Elder Scrolls games will likely find such quality a
detraction from the awe that made games such as Morrowind interesting.
Certain abilities and player types are objectively harder
than others without justified compensation. For instance, the relative
difficulty of initially playing a mage in many ways makes having a follower a
necessity. The lack of heavy armor (as cloth pieces provide bonuses that are
caster relevant) and related low health pool makes mages particularly squishy.
As such many players must choose between leveling stats in such a manner as to
gain a large mana pool (at the expense of survivability) or bonuses in armor
(at the detraction of carry weight and less mana to cast spells).
Players looking forward to being an archer are also at a
severe disadvantage. Initially and somewhat throughout; skill, weapon power and
availability of leveled arrows makes players shy away from this build (groups
are particularly deadly for an archer as the melee pummel only knocks back a
little but drains a fair chunk of stamina, and ranged tend to do low damage
without enchantments and high quality arrows).
Game Mechanics Overview:
Skyrim is a vast game full of many dynamic processes that
are definently an amazing successor to Oblivion and Morrowind. The fact that
the game world lives and surrounds you makes for an exciting experience every
time a player enters the game. A few mechanics need to be changed for balance.
My main concern with this game is the economy system. Gold
is relevant in every fantasy based game as a means to trade. Skyrim’s merchants
are brutal in this basis. For most of the game, players lacking the ability to
refine minerals and skins into finished weapons and armor are at a great
disadvantage in finding a means of profit. For instances a player who accidentally sells a piece of
armor for 50 gold may find that in attempting to buy it back, the merchant
charges 4 to 5 times the offer rate (which potentially means the player is
unable to get the piece back).
As such ALL players will be forced into leveling the
speechcraft skill or suffer the indignity of frustration at accidental clicks.
The price for Houses also needs to be reduced to balance the game more. Players
will note that the first house general available to players is 5,000 gold
(without improvements). This sum is unrealistic to most players, even those who
regularly delve into dungeons. Later on houses require sums up to 25,000 gold
(without improvements) which I personally don’t understand how game designers
expected players to get.
Another issue I have noted is the irritable nature of NPCs
standing in tight areas or doorways. This issue is especially notable if the player
has a companion who is following the player. The NPC doesn’t always respond to
movement and as such will occasionally stand directly between a player and his
objective. As the game is realistic enough not to allow stacking and intended
player clipping, the NPC will stand in place (often for many in game hours).
Running into a target doesn’t always push them aside either and many players
personally would not want to risk accidentally killing a target with a spell or
ability.
The radiant AI system was initially introduced to players as
a breakthrough in innovation. As players have yet to figure out the triggers
involved with this system, many players will find it extremely irritating that
certain characters will refuse to offer disposition quests necessary for
marriage. From personal experience this has happened on more than one occasion
and thusly I’ve had to go to a 4th or 5th spouse
candidate before the game resolved to allow me to do said quests.
Bugs Encountered:
My biggest fear in playing this game would be that it would
be a remake of Fallout: New Vegas (unexpected game closure every 5 minutes, the
launcher crashing, quests bugging out and being uncompletable, game mechanics
non-functioning and NPCs falling through the world). For the most part Skyrim
has not encountered the same issues as Fallout: New Vegas. I am still
displeased at the sheer number of game breaking situations I’ve encountered but
I will tolerate many of them. The following is a short list of errors I have
thus encountered and some of the possible fixes.
Clipping – Character body parts moving through environment,
physical objects, arrows permanently stuck on the player, even after associated
gear piece is removed, arrows stuck in space, items thrown out of inventory
stuck in space/through environment and associated not being able to pick them
up.
Fix:
Restart game, computer, last save point sometimes fixes the above.
Quest Errors – Main quest sequence riddled with issues.
Esbern’s lack of voice files and refusal to open the door to his room is my
most hated issue in large part because this breaks the game.
Fix:
Necessary to download BSA unpacker and edit game data files.
Dragons – Many of them can hit targets through terrain.
Fix:
May be working as intended.
Spells – Sometimes go through terrain other times they don’t
Fix:
May be working as intended?
Final Assessment:
My entry into this gaming world has been followed with
general excitement built by many months of anticipation. After all this game
has to improve on several award winning bases. From my personal experience of
the game, I would rate it between a 7 or 8 out of 10. The game is still, from
my perspective, in progress. Future patches and fixes may be able to improve on
the initial release’s errors, but until which time a fix is released that
allows me to finish the main quest line, I’m putting this game down to reduce
my personal frustration with it.
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