Squiggly_P wrote:But while I was outside I basically had to tell myself that OF COURSE that's what the game was. I had to force myself to lower my expectations down to nearly nothing at all because these guys were trying to give me a visceral experience. It doesn't matter that you shouldn't be able to kill a dragon at lvl 7 with the weakest bow and nearly the worst armor in the game. Games don't give a flying fuck about that. Skyrim is a simple power fantasy. You're the star of your own epic fantasy adventure.
Visceral experience? Not necessarily. Bethesda likely just wanted to make the game easier with the first dragon. Because if there's one thing that can be said about games over the last decade, they're definitely easier.
But it's very tricky to get the right balance in a game like Skyrim, where the audience's skill ranges from 'can barely move the character' to 'can perform perfectly timed feats with expert finger dexterity' and everything in between. Not everyone can play the same, which is why there is a difficulty slider. Did you turn yours all the way up? Easy dragons aren't an uncommon complaint, which is why there are PC mods that significantly boost them (one is called Deadly Dragons), because some players are so skilled that even the hardest difficulty isn't enough, but I'd argue Bethesda shouldn't assume everyone is this good and make their game too hard for the mere mortals. Otherwise people will stop playing, because that's the thing about games. Not everyone plays them for the Xtreme Challenge, some just like to chill out and relax a bit.
It's clear that your idea of fun is to be challenged and to make up the story as you go along, but you have to remember that that's your preference and that others are different. You say it's all subjective but then rant about the gaming industry because it doesn't jive with your idea of fun; that seems short-sighted. The huge success of the games you don't like says a lot about the kind of fun that others like. The Call of Duty series are an excellent series of games, with for the most part fun and engaging single player campaigns and superb multiplayer that can literally last you years. (Sure, the formula is getting somewhat tired now, however.)
There are still games that might appeal to you though, such is the wide variety of games on release and in development. So it just seems like you're the old angry man on the mountain shouting at the clouds.
Personally, I share some of your feelings and long from freedom in games, and find sandbox games to be my favourite genre for that reason. But you're always going to be penned in by both game construction and design choices, as well as the need for accessibility and stucture. But equally, there's a game for every mood and they shouldn't all follow the same doctrine. I love sinking hours into Call of Duty, Skyrim, and a Total War game equally, and even an incredibly basic Android game like Flight Control.
Squiggly_P wrote:The one thing I do in Skyrim is run around and explore. If the game were built in such a way that me doing that was THE POINT of the game, and the game were generating content or doing something that would provide me with a unique experience every time I played it, I would play it a hell of a lot. You could play it all the time and so long as the mechanics were FUN for you, you'd be making up your own story as you went along and enjoy it.
Except the game does do that with the Radiant system, which randomly gives you quests depending on various factors, and the different play styles means that you can literally have a unique experience every time you've played. Have you tried playing through the game again with a new character? It's surprising just how different you can do things, even when following what is ostensibly the exact same path. In an old typical platformer, you jump at the same bits and the enemies behave in the same way, it's repeating the exact same experience. Not so with Skyrim. That wizard might be the same and he might always be in the hall up ahead, but how you defeat him is never the same. I just think you've picked on a bad example there. Also, to some extent the point of Skyrim is just to play around in the world, chop wood and go hunt elks; the main quest is entirely optional (and arguably there in order to provide structure to that broad section of the audience who lack the imagination to make their own story).
Bioware's style is to create branching stories, so a player can have multiple experiences that are unique each time but are eventually limited by the game's content. In Mass Effect you can make a choice and the game takes you along a different path than if you had made another choice (and so on until the end). I guess the question here then becomes, how many unique experiences should a game provide to a player? Or while we are here, why should a game give a unique experience to every person who plays it? Why is there a need for this in the first place?
An interesting topic to bring up is the Western-Eastern differences in game design. The Western style of games is very different from that of Japan, where the story is equally if not more dominant and the gameplay is usually much more linear and shallower (compare the Yakuza series to the GTA series, or the FF series to Elder Scrolls). But then, most Japanese games are designed with just one playthrough in mind.