this post was submitted on 25 Feb 2024
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Oblivion suffers from middle child syndrome. It is the transition from the weird and fantastic of Morrowind to the mass appeal of Skyrim and it doesn't really do either of those things well. I liked a lot of aspects of it. Like the changes they made with vampirism were interesting, dimension hopping was a blast, the addition of skills providing special bonuses like running on water helped liven up the skills. There was a lot of garbage though like how the level design was a clunky mix of simplified vs. capturing what Morrowind did, UI switch to prioritize consoles but didn't even work well for console, the overall distancing of mechanics and the world. I remember it feeling like they put a lot of work into streamlining while keeping things unique which I appreciate but they didn't hit the mark and ended up with a lot of hollow concepts.
Skyrim never even attempted to be weird so I think it's a lot more cohesive comparatively. Like there's no pretending anywhere in that game about what it is and in that way they did a reasonably good job. Probably the biggest differences though is Morrowind is clearly a game made with incredible amounts of passion. Oblivion also has passion in it but there are a lot of areas you could see that were rushed or they kept the devs leashed. Skyrim's rare flicker of care makes me feel sad mostly knowing the devs had the capacity to go hog wild with it but didn't for probably a variety of reasons.
It's been a good while since I played oblivion though I'd probably have to run through it again to give you a proper answer (and might change what I've said here as I reevaluate it fresh). What's your belated revelation on Oblivion?
Ah, thank you for your thoughtful response. I’ve tried to condense my thoughts as much as possible, but it’s still a giant wall of text. Sorry about that.
I basically agree with most of what you said, there really is a lot to like about Oblivion. But I’ve always perceived a strange contrast in it between its excellent quest design and the way it treats the actual Elder Scrolls lore, and it has always bothered me. How could they put so much effort into one aspect of the game and so little into the other?
When people reminisce about the game, they always mention their favorite quests: The Dark Brotherhood quest line, the quest where you go into a painting, the one with a paranoid elf, the one with a backwater village full of Lovecraftian cultists, the one where all the people in a village got turned invisible, the one where a ship that's being used as an inn gets hijacked by pirates and sailed out to sea while you're sleeping in it, the one where an orc gladiator finds out that he's the son of a vampire, the one were you help two brothers reclaim their family farm… And these really are some of the best and most memorable quests in any RPG ever.
But, with the exception of the DB, can you see what these have in common? They’re not Elder Scrolls quests. They have absolutely nothing to do with the setting, they're as generic as can be. You could lift them from Oblivion and drop them into any other fantasy game, and they'd work just fine with basically no adjustments needed.
When the game does make contact with the Elder Scrolls universe, it almost always does so in the most halfhearted and perfunctory way possible. The examples that stick out most in my mind are Boethiah's quest and Mankar Camoran's speech in Paradise. What sinister task does the Prince of Plots, whose domain is deceit, conspiracy, secret plots, assassination, and treason, have for you? Go into an arena and kill some dudes one after the other. Like... really? That’s a Mehrunes Dagon or Molag Bal quest, not a Boethiah quest! And the baddie, a supposed expert on all things oblivion, gives you a speech near the end of the game, during which he rattles off the names of some daedric princes and the planes of oblivion they rule over. Except that he gets every single one of them wrong. The writer threw in some TES terminology with no regard for what it actually means in the same way that Star Trek writers throw in technobabble.
These are just two examples, but you notice stuff like this all over the game if you keep your eyes open. Most of the people working on the game, with the exception of the DB quest line designer/writer and maybe a handful of others, clearly didn’t give one singular crap about its setting, avoiding it as much as possible and putting in the bare minimum effort otherwise.
Now the revelation I've had is not that the game is like this, I've known that for almost twenty years. It's why it's like this. It finally clicked as a result of combining three ideas:
One, I recently watched a video by Zaric Zhakaron in which he points out that the people who created The Elder Scrolls left the company decades ago. He argues that Starfield's worldbuilding stinks in comparison to Bethesda's previous games because it's the first game in decades where the developers actually had to do some themselves, they couldn't simply insert new quests and stories into a world that had been made by others and that they simply inherited (TES) or purchased (Fallout). And it turns out they suck at it. There was barely anyone left of the old Bethesda after Morrowind.
Two, modern Bethesda has no balls. Old Bethesda made a variety of different games, some of which were highly innovative both in terms of technology and design (e.g. it was Terminator: Future Shock, not Quake, that pioneered 3D enemies and mouselook in first-person shooters). But then Morrowind became a huge hit, and the price of success was the company’s soul. It spent the next twenty years making the same game over and over with different coats of paint.
And three, I had a brief discussion about Assassin's Creed: Black Flag. It's a game I like a lot, but whenever I talk about it, I tell people that it's an excellent pirate game whose biggest flaw is that it sometimes forces you to leave your ship and play Assassin's Creed. It's pretty clear the developers wanted to make a pirate game, but they still had to contort it into the AC straitjacket for marketing reasons.
I’m sure you can tell where this is going. You said Oblivion was made with passion, and that’s only half true. Yeah, the developers clearly did want to make a good game, and in many ways they succeeded, but they had no passion for The Elder Scrolls, because it wasn’t their setting. They hadn’t made it, it was just a leftover from some guys who no longer worked there, and as a result the new guys didn’t know or care very much about it. They still had to make a game in it, though, because that’s what the fans wanted. The result is a rather formulaic game that distances itself from its own setting whenever it can, yet is unable to develop its own identity because it would clash, and mangles it when it can’t.
Maybe I’m just slow and this stuff was obvious to everyone twenty years ago, but I feel a strange sense of closure having figured it out. If you made it this far, thanks for reading.
Not the person you replied to, but for me Oblivion has some long and rich faction quests, really interesting side quests, and Shivering Isles basically adds an entirely new game to it, there's so much to do there.
However, my biggest issue is that the leveling system (particularly the level scaling) is completely broken. If you rise anywhere above lever 5 or so, the difficulty ratchets up so much it makes the main quest nearly impossible to complete. I know level scaling is a big topic in the industry, but for me, the way it's implemented nearly ruins what is otherwise a mostly great game.
I also wish you weren't able to join all the factions. Like, if you're high up in the Mage's Guild, why tf would the Fighter's Guild want you to join them? That was something Morrowind did really well. You really had to be deliberate about those kinds of choices.
Didn't Oblivion already have the difficulty slider? You could just adjust that, no?
Two of the first RPGs I played were Gothic and Gothic II which released approximately alongside Morrowind and Oblivion, and they just had no dynamic level scaling at all, so I don't really see the appeal either. A tiny Mole Rat being roughly the same challenge as a big bad Orc just breaks immersion. If you were to meet the latter in early game it would just curb stomp you, which provided an immersive way of gating content and a real sense of achievement when you came back later with better armour and weapons to finally defeat the enemy who gave you so many problems earlier. Basically the same experience you had with Death Claws in Fallout New Vegas when compared to Fallout 3 - they aren't just a set piece, they are a real challenge.
The games had their own problems, for example the fighting system sucked, and I'm told the English translation was so bad the games just flopped in the Anglosphere, putting them squarely in the Eurojank category of games. But creating a real sense of progression and an immersive world were certainly not amongst their weaknesses.
Not sure how much it affected the scaling. I usually just stuck to Normal difficulty. But as you went on, in Kvatch and inside Oblivion gates, instead of stunted scamps or clannfear runts, you'd start seeing spider daedra, daedroths, storm atronachs, and Xivili. Going back through Kvatch the second time, or when you get to the end of the main quest going through Imperial city you would be overwhelmed with a huge mob of Xivili and spider daedra.
You mentioned immersion breaking, and that's another big issue. Just walking around seeing bandits go from wearing fur or leather armor, to wearing glass or daedric armor, is just ridiculous.
This is precisely why I dislike level scaling at a whole. It ruins any sense of progression. And I do love the way FNV used the deathclaws and cazadores as a gating mechanism.