{"id":29247,"date":"2015-10-31T02:20:25","date_gmt":"2015-10-31T07:20:25","guid":{"rendered":"http:\/\/www.shamusyoung.com\/twentysidedtale\/?p=29247"},"modified":"2015-10-31T02:20:25","modified_gmt":"2015-10-31T07:20:25","slug":"the-altered-scrolls-part-13-ipisydht4","status":"publish","type":"post","link":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=29247","title":{"rendered":"The Altered Scrolls, Part 13: IPISYDHT#4"},"content":{"rendered":"<p>It&#8217;s hard to see how <em>Oblivion <\/em>could have ever gotten a fair shake. Halfway between two paradigms, the end product of an earthshaking hypetoberfest, it&#8217;s a huge credit to the game that anyone still plays or likes it in retrospect. And really&#8211;the game&#8217;s heart goes a long way. Whether or not it makes any sense or includes any interesting gameplay from moment to moment, it&#8217;s startling how much charm Bethesda could coax from four or five overworked voice actors and a few simple scripting tricks. They set themselves up with outlandish story hooks, bright colors, a camera that zooms right up on rubber-faced NPCs and lets them mug their way through scenes, and a huge pool of assets repurposed every possible way (in this game, painting easels alone provide: quest items, quest rewards, an easter egg, a doorway, a worldbuilding prop, background clutter). All this to ensure that the game&#8217;s energy, preserved at the expense of more thoughtful mechanics from predecessors, is spent going <em>forward<\/em>&#8211;never in circles. There&#8217;s always something worth finding the next room over.<\/p>\n<p>I hope you&#8217;re beginning to see how every Elder Scrolls game since <em>Arena<\/em> can be viewed as the first &#8220;recognizable, modern&#8221; entry. <em>Daggerfall<\/em> crystallized the canon and brought staples like guilds and skill-based leveling to the franchise. <em>Morrowind <\/em>introduced custom-tooled storytelling environments and wonderfully responsive 3D, without which the exploratory and dungeon-crawling aspects of the game would have remained too abstract and repetitive to hook the player into the world. <em>Oblivion <\/em>fashioned from whole cloth the infrastructure of scripting, NPC invulnerability, quest arrows, and voice acting that has defined the moment-to-moment gameplay ever since. It&#8217;s hard to point at one of these titles and say <em>that&#8217;s <\/em>where the revolution happened&#8211;and it&#8217;s perverse, then, that this is exactly what I&#8217;m planning to do for <em>Oblivion.<\/em><\/p>\n<p>If it seems like my coverage of the level scaling and quest systems in <em>Oblivion <\/em>has been a little mild, it&#8217;s because, well, <em>Oblivion <\/em>is a little mild; it&#8217;s just that it happens to be mild in a very significant sort of way. It&#8217;s not until <em>Skyrim <\/em>emerges as a point of comparison that it becomes clear just how important <em>Oblivion<\/em>&#8216;s subtler changes really are. More to the point: it&#8217;s not until <em>Skyrim <\/em>that <em>Oblivion <\/em>is outed as a successful experiment in creating a new genre of open world game.<\/p>\n<p>I&#8217;m going to turn over to Q&amp;A now. Ask any questions about <em>Oblivion<\/em>&#8211;or one of the other games, if you missed your chance back when&#8211;and I&#8217;ll write up my answers as soon as I can and link to them from the next post. Expect the first round answered by Monday morning.<\/p>\n<p><!--more--><\/p>\n","protected":false},"excerpt":{"rendered":"<p>It&#8217;s hard to see how Oblivion could have ever gotten a fair shake. Halfway between two paradigms, the end product of an earthshaking hypetoberfest, it&#8217;s a huge credit to the game that anyone still plays or likes it in retrospect. And really&#8211;the game&#8217;s heart goes a long way. Whether or not it makes any sense [&hellip;]<\/p>\n","protected":false},"author":5,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[530],"tags":[],"class_list":["post-29247","post","type-post","status-publish","format-standard","hentry","category-elder-scrolls"],"_links":{"self":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/29247","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=29247"}],"version-history":[{"count":0,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/29247\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=29247"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=29247"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=29247"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}