ScrollsOfTamriel
New Member
the more I replay Oblivion the more I realize Kvatch's destruction hits different than anything Skyrim does with the main story. like, you show up to a town that's actively being invaded by Daedra. the gates are down, people are dying in real time, and you're not strong enough to save everyone. that's it. that's the quest. you can't talk your way out of it or sneak past it. you just have to wade in and do damage control.
compare that to Helgen, which is scripted to hell and you're basically on rails the whole time. or even the later main quests in Skyrim where you're just walking around talking to NPCs about dragon lore or whatever. Kvatch forces you to actually engage with combat in a way that feels desperate, and the fact that you're going to fail some objectives no matter what you do makes it feel real in a way most quest design doesn't.
also the Oblivion Gates themselves, even with the repetitive architecture, have this sense of scale that Skyrim's dungeons never quite nail. you're literally stepping into a Daedric realm. idk, maybe I'm just nostalgic but I think the main quest's opening does way more heavy lifting than people give it credit for.
compare that to Helgen, which is scripted to hell and you're basically on rails the whole time. or even the later main quests in Skyrim where you're just walking around talking to NPCs about dragon lore or whatever. Kvatch forces you to actually engage with combat in a way that feels desperate, and the fact that you're going to fail some objectives no matter what you do makes it feel real in a way most quest design doesn't.
also the Oblivion Gates themselves, even with the repetitive architecture, have this sense of scale that Skyrim's dungeons never quite nail. you're literally stepping into a Daedric realm. idk, maybe I'm just nostalgic but I think the main quest's opening does way more heavy lifting than people give it credit for.