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	<title>Comments on: Abandoning The Main Quest In Oblivion</title>
	<atom:link href="http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/</link>
	<description>A games writer in the UK who also sometimes tries to make things.</description>
	<lastBuildDate>Tue, 22 May 2012 00:46:59 +0000</lastBuildDate>
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		<title>By: Taric</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-241784</link>
		<dc:creator>Taric</dc:creator>
		<pubDate>Thu, 24 Nov 2011 02:31:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-241784</guid>
		<description>Main quest was awesome for me...And i probably wouldn&#039;t play Oblivion near as much without it</description>
		<content:encoded><![CDATA[Main quest was awesome for me...And i probably wouldn't play Oblivion near as much without it]]></content:encoded>
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	<item>
		<title>By: billig ugg stiefel</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-200846</link>
		<dc:creator>billig ugg stiefel</dc:creator>
		<pubDate>Tue, 14 Sep 2010 06:45:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-200846</guid>
		<description>I can heal minor wounds and open very easy - easy locks that&#039;s it , I became archi-mage very easily ..</description>
		<content:encoded><![CDATA[I can heal minor wounds and open very easy - easy locks that's it , I became archi-mage very easily ..]]></content:encoded>
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	<item>
		<title>By: mrs skooma</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115825</link>
		<dc:creator>mrs skooma</dc:creator>
		<pubDate>Tue, 25 Aug 2009 23:48:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115825</guid>
		<description>soz oblivoin rocks</description>
		<content:encoded><![CDATA[soz oblivoin rocks]]></content:encoded>
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	<item>
		<title>By: mrs skooma</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115824</link>
		<dc:creator>mrs skooma</dc:creator>
		<pubDate>Tue, 25 Aug 2009 23:47:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115824</guid>
		<description>hi</description>
		<content:encoded><![CDATA[hi]]></content:encoded>
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	<item>
		<title>By: XIII</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115560</link>
		<dc:creator>XIII</dc:creator>
		<pubDate>Mon, 17 Aug 2009 12:51:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115560</guid>
		<description>Rob - You don&#039;t actually need to be a mage character to become archi-mage , I created a thief-assassin oriented character , at first it was just for the fun of being in the dark brotherhood and the thief guild , I did every quest , been promoted to leader to both , then after wondering aimlessly for a while cause I simply dislike the oblivion gates , I just hate em , dunno why , I decided to aim to be leader to all guilds and grand champion of the arena , it took me 2 hours , with my thief-assassin character to slash my way in the arena , I was lvl 12 and didn&#039;t even bothered to block or backstab or even shoot arrows and the best a NPC did to me was downing me to half my life ( i was in light armor ) , then I did the fighter guild , there again took me little time to slash my way throught every quest , didn&#039;t even bothered to sneak kill the mobs , then with a no talented mage , I can heal minor wounds and open very easy - easy locks that&#039;s it , I became archi-mage very easily ....

So you don&#039;t even have to create a character specificaly made to do the guild quests , any character with enought sneak and lockpicking will do them all easily ( or open lock spells )</description>
		<content:encoded><![CDATA[Rob - You don't actually need to be a mage character to become archi-mage , I created a thief-assassin oriented character , at first it was just for the fun of being in the dark brotherhood and the thief guild , I did every quest , been promoted to leader to both , then after wondering aimlessly for a while cause I simply dislike the oblivion gates , I just hate em , dunno why , I decided to aim to be leader to all guilds and grand champion of the arena , it took me 2 hours , with my thief-assassin character to slash my way in the arena , I was lvl 12 and didn't even bothered to block or backstab or even shoot arrows and the best a NPC did to me was downing me to half my life ( i was in light armor ) , then I did the fighter guild , there again took me little time to slash my way throught every quest , didn't even bothered to sneak kill the mobs , then with a no talented mage , I can heal minor wounds and open very easy - easy locks that's it , I became archi-mage very easily ....<br />
<br />
So you don't even have to create a character specificaly made to do the guild quests , any character with enought sneak and lockpicking will do them all easily ( or open lock spells )]]></content:encoded>
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		<title>By: Ciaran</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115297</link>
		<dc:creator>Ciaran</dc:creator>
		<pubDate>Tue, 11 Aug 2009 09:42:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115297</guid>
		<description>I like this idea - especially the fact that it restores Mannimarco to being a relatively central character, rather than just the underwhelming final boss of the Mage questline. A returning character deserved better.</description>
		<content:encoded><![CDATA[I like this idea - especially the fact that it restores Mannimarco to being a relatively central character, rather than just the underwhelming final boss of the Mage questline. A returning character deserved better.]]></content:encoded>
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	<item>
		<title>By: Pentadact</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115261</link>
		<dc:creator>Pentadact</dc:creator>
		<pubDate>Mon, 10 Aug 2009 17:13:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115261</guid>
		<description>Heh, fair point. I could probably do a lot of this, without voice acting, but the end result would require people to start the whole game again and replay mostly familiar quests just to get my point. If I&#039;m going to put a lot of time into proving my theoretical prattling - which I am keen to - I want it to produce something people can try easily to see what they think.</description>
		<content:encoded><![CDATA[Heh, fair point. I could probably do a lot of this, without voice acting, but the end result would require people to start the whole game again and replay mostly familiar quests just to get my point. If I'm going to put a lot of time into proving my theoretical prattling - which I am keen to - I want it to produce something people can try easily to see what they think.]]></content:encoded>
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	<item>
		<title>By: Killa-Ewok</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115255</link>
		<dc:creator>Killa-Ewok</dc:creator>
		<pubDate>Mon, 10 Aug 2009 15:08:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115255</guid>
		<description>WHAT ARE YOU DOING STILL WRITING BLOG UPDATES? GET YOUR ASS TO OBLIVION MOD MAKER AND DO THIS SHIT, MAN!</description>
		<content:encoded><![CDATA[WHAT ARE YOU DOING STILL WRITING BLOG UPDATES? GET YOUR ASS TO OBLIVION MOD MAKER AND DO THIS SHIT, MAN!]]></content:encoded>
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		<title>By: Mike Arthur</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115248</link>
		<dc:creator>Mike Arthur</dc:creator>
		<pubDate>Mon, 10 Aug 2009 10:39:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115248</guid>
		<description>Great post Tom. I&#039;d play this and I think it would probably be much better than vintage Oblivion. It would be cool to see other similar posts about other games you&#039;d change like this.

Keep up the good work!</description>
		<content:encoded><![CDATA[Great post Tom. I'd play this and I think it would probably be much better than vintage Oblivion. It would be cool to see other similar posts about other games you'd change like this.<br />
<br />
Keep up the good work!]]></content:encoded>
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	<item>
		<title>By: Rob</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115213</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Sun, 09 Aug 2009 17:45:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115213</guid>
		<description>I built a nice thiefy-rogue type character, but spent most of the game running from wildlife and standing on big rocks firing arrows at things. So yes, I also abandoned the main quest (somewhere after getting Sean Bean to safety). Getting through Chorral was ridiculous because I was levelled too high thanks to their (fixed in Fallout 3) levelled enemies system.

On the whole I disagree that a long central plotline is that bad, because within it - in theory - you can play in a fairly flexible way (although big stompy types did better than waifs like me), and I enjoy developers who put real length and content into their games. The long-form central narrative is what *should* give devs the most opportunity to really say something interesting.

Splitting the game off into guild-sized chunks would either create too much work or less actual story content, per guild, and it would mean playing every guild in order to experience the core story (not everyone actually wants to be a mage or create a mage type character).</description>
		<content:encoded><![CDATA[I built a nice thiefy-rogue type character, but spent most of the game running from wildlife and standing on big rocks firing arrows at things. So yes, I also abandoned the main quest (somewhere after getting Sean Bean to safety). Getting through Chorral was ridiculous because I was levelled too high thanks to their (fixed in Fallout 3) levelled enemies system.<br />
<br />
On the whole I disagree that a long central plotline is that bad, because within it - in theory - you can play in a fairly flexible way (although big stompy types did better than waifs like me), and I enjoy developers who put real length and content into their games. The long-form central narrative is what *should* give devs the most opportunity to really say something interesting.<br />
<br />
Splitting the game off into guild-sized chunks would either create too much work or less actual story content, per guild, and it would mean playing every guild in order to experience the core story (not everyone actually wants to be a mage or create a mage type character).]]></content:encoded>
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	<item>
		<title>By: Lack_26</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115152</link>
		<dc:creator>Lack_26</dc:creator>
		<pubDate>Sat, 08 Aug 2009 07:10:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115152</guid>
		<description>My brother had to build a character specifically for the main quest, this character ended up rich beyond his wildest dreams, the floor of his bedroom in Skingrad littered with rare artefacts and armour yet to find a place upon the walls.

But it screams poor design that you have to make a character for the main quest, I find your idea much closer to an ideal solution.</description>
		<content:encoded><![CDATA[My brother had to build a character specifically for the main quest, this character ended up rich beyond his wildest dreams, the floor of his bedroom in Skingrad littered with rare artefacts and armour yet to find a place upon the walls.<br />
<br />
But it screams poor design that you have to make a character for the main quest, I find your idea much closer to an ideal solution.]]></content:encoded>
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	<item>
		<title>By: Morne</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115151</link>
		<dc:creator>Morne</dc:creator>
		<pubDate>Sat, 08 Aug 2009 05:16:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115151</guid>
		<description>@Matt: There isn&#039;t a whole lot of group battle in Oblivion, because the small amount that there is is insanely annoying. For my computer at least, there is massive lag, and I&#039;d constantly be accidentally hitting and killing my allies, forcing me to reload (because I felt bad. And incompetent). Plus the archers would be shooting me the whole time. 

But despite that, I may be in the minority, but I really enjoyed Oblivion&#039;s main quest. And the problem with the ideas above is that you then couldn&#039;t do all the guild quests after the main quest, which is what I mainly ended up doing.</description>
		<content:encoded><![CDATA[@Matt: There isn't a whole lot of group battle in Oblivion, because the small amount that there is is insanely annoying. For my computer at least, there is massive lag, and I'd constantly be accidentally hitting and killing my allies, forcing me to reload (because I felt bad. And incompetent). Plus the archers would be shooting me the whole time. <br />
<br />
But despite that, I may be in the minority, but I really enjoyed Oblivion's main quest. And the problem with the ideas above is that you then couldn't do all the guild quests after the main quest, which is what I mainly ended up doing.]]></content:encoded>
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	<item>
		<title>By: MartinJ</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115147</link>
		<dc:creator>MartinJ</dc:creator>
		<pubDate>Sat, 08 Aug 2009 02:42:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115147</guid>
		<description>I finished Oblivion&#039;s main quest, but I actually had to cheat my way through the planes. I literally noclip&#039;d all the way to the top tower, put in the orb or whatever it was (I actually forgot), noclip&#039;d out.</description>
		<content:encoded><![CDATA[I finished Oblivion's main quest, but I actually had to cheat my way through the planes. I literally noclip'd all the way to the top tower, put in the orb or whatever it was (I actually forgot), noclip'd out.]]></content:encoded>
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	<item>
		<title>By: Matt</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115145</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Sat, 08 Aug 2009 02:18:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115145</guid>
		<description>@Dante: Looks to me like Tom did a pretty good job of taking each guild&#039;s respective skills into consideration. The Thieves Guild, for example, ends with sneaking a Black Soul Gem into a plane of Oblivion and then hightailing it out of there before said plane collapses.

I think that&#039;s the part of a potential redesign like this that most excites me -- the opportunity to use your character&#039;s skills in a meaningful way. My time as a kleptomaniac in Morrowind (just couldn&#039;t enjoy Oblivion, sadly) meant most of my thieving was purely for personal benefit, when sneaking skills and the like could have been worked into the storyline in a way that adds another dimension to the profession.

I never did make it far into Oblivion&#039;s main quest, so forgive my ignorance, but did group battle ever factor in at all? The idea of tackling something with your guild mates is a pretty exciting one, which makes me wonder why Bethesda didn&#039;t capitalize on it. Engine limitations, perhaps? Weak AI?</description>
		<content:encoded><![CDATA[@Dante: Looks to me like Tom did a pretty good job of taking each guild's respective skills into consideration. The Thieves Guild, for example, ends with sneaking a Black Soul Gem into a plane of Oblivion and then hightailing it out of there before said plane collapses.<br />
<br />
I think that's the part of a potential redesign like this that most excites me -- the opportunity to use your character's skills in a meaningful way. My time as a kleptomaniac in Morrowind (just couldn't enjoy Oblivion, sadly) meant most of my thieving was purely for personal benefit, when sneaking skills and the like could have been worked into the storyline in a way that adds another dimension to the profession.<br />
<br />
I never did make it far into Oblivion's main quest, so forgive my ignorance, but did group battle ever factor in at all? The idea of tackling something with your guild mates is a pretty exciting one, which makes me wonder why Bethesda didn't capitalize on it. Engine limitations, perhaps? Weak AI?]]></content:encoded>
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		<title>By: Dante</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115141</link>
		<dc:creator>Dante</dc:creator>
		<pubDate>Fri, 07 Aug 2009 19:49:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115141</guid>
		<description>I think one of the things you&#039;ve got to be careful of here is that each questline has to reflect the guild involved. One of the things that irritated me most about Oblivion was that the Thieves Guild rarely did any actual thieving, and sent you on dungeon crawls instead, unlike in Morrowind where it was more about sneaking into houses and pilfering stuff.

What I&#039;m saying is, you&#039;ve got to make sure the introduction of the demons doesn&#039;t just make everything a big fight. The Thieves Guild should focus on sneaking through a gate undetected and stealing a soul gem or something, rather than fighting a prince.</description>
		<content:encoded><![CDATA[I think one of the things you've got to be careful of here is that each questline has to reflect the guild involved. One of the things that irritated me most about Oblivion was that the Thieves Guild rarely did any actual thieving, and sent you on dungeon crawls instead, unlike in Morrowind where it was more about sneaking into houses and pilfering stuff.<br />
<br />
What I'm saying is, you've got to make sure the introduction of the demons doesn't just make everything a big fight. The Thieves Guild should focus on sneaking through a gate undetected and stealing a soul gem or something, rather than fighting a prince.]]></content:encoded>
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	<item>
		<title>By: Jazmeister</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115140</link>
		<dc:creator>Jazmeister</dc:creator>
		<pubDate>Fri, 07 Aug 2009 19:10:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115140</guid>
		<description>Noc: Great ideas man. I love that completely. I think if Morrowind was some kind of quest to do good water, and Oblivion tackled the problem of trees, maybe they should start on more endearing NPCs for ES5. They did a better job for F3, but even Zelda makes you care more.

LaZodiac: &quot;Interesting... I&#039;d dismissed this page, but seeing you fend off that ogre... apparently there&#039;s an artefact, and ancient and powerful Frying Pan of the Nine, deep beneath the forests of Anvil.&quot;</description>
		<content:encoded><![CDATA[Noc: Great ideas man. I love that completely. I think if Morrowind was some kind of quest to do good water, and Oblivion tackled the problem of trees, maybe they should start on more endearing NPCs for ES5. They did a better job for F3, but even Zelda makes you care more.<br />
<br />
LaZodiac: "Interesting... I'd dismissed this page, but seeing you fend off that ogre... apparently there's an artefact, and ancient and powerful Frying Pan of the Nine, deep beneath the forests of Anvil."]]></content:encoded>
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	<item>
		<title>By: J-Man</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115133</link>
		<dc:creator>J-Man</dc:creator>
		<pubDate>Fri, 07 Aug 2009 15:06:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115133</guid>
		<description>What would stop a warrior from working his way through the Dark Brotherhood until he has to sneak into the Oblivion plane and instead just slashing his way through?</description>
		<content:encoded><![CDATA[What would stop a warrior from working his way through the Dark Brotherhood until he has to sneak into the Oblivion plane and instead just slashing his way through?]]></content:encoded>
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	<item>
		<title>By: Ludo</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115132</link>
		<dc:creator>Ludo</dc:creator>
		<pubDate>Fri, 07 Aug 2009 15:03:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115132</guid>
		<description>Yeah, killing a Daedric Prince with a right hook would be great.</description>
		<content:encoded><![CDATA[Yeah, killing a Daedric Prince with a right hook would be great.]]></content:encoded>
	</item>
	<item>
		<title>By: LaZodiac</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115131</link>
		<dc:creator>LaZodiac</dc:creator>
		<pubDate>Fri, 07 Aug 2009 14:55:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115131</guid>
		<description>Just a correction I think you should do. Instead of a blade imbued with the powers to kill the Deadra Prince, I think the game would be able to see which type of weaponry you&#039;ve used the most, and give you an imbued weapon accordingly. That way, someone thats been fisticuffing there way through the game doesn&#039;t have to learn how to stab things.</description>
		<content:encoded><![CDATA[Just a correction I think you should do. Instead of a blade imbued with the powers to kill the Deadra Prince, I think the game would be able to see which type of weaponry you've used the most, and give you an imbued weapon accordingly. That way, someone thats been fisticuffing there way through the game doesn't have to learn how to stab things.]]></content:encoded>
	</item>
	<item>
		<title>By: Noc</title>
		<link>http://www.pentadact.com/2009-08-06-abandoning-the-main-quest-in-oblivion/#comment-115128</link>
		<dc:creator>Noc</dc:creator>
		<pubDate>Fri, 07 Aug 2009 12:46:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1004#comment-115128</guid>
		<description>Personally, what I really would&#039;ve liked to see from Oblivion is something that Morrowind notably lacked: more dynamism from the world, specifically relating to the story.

Most of the tasks along the main questline in Morrowind are either intelligence or organizational tasks.  The first half is Caius sending you around to find out stuff, while the latter half involves going around and organizing all the political bodies in Vvardenfell into something resembling an effective resistance.  And then there&#039;s the endgame, where everyone storms Red Mountain.

Except no one else actually does anything.  Even when NPCs specifically talk about how, say, &quot;The Ordinators and the Buyant Armigers are going to stage a massive series of raids inside the Ghostgate to provide a distraction for your attacks,&quot; you don&#039;t ever see any of that being done.

. . .

What I would&#039;ve liked from Oblivion is, well, that.  Instead of your quest being to find a way to singlehandedly stop the invasion, all of the Main Quests (and most of the side quests, considering bloodthirsty Daedra pouring out of gates everywhere is sort of the most important thing anyone has to worry about) would involve mobilizing the various disorganized, leaderless, or otherwise ineffectual factions against the threat.  The death of the Emperor&#039;s thrown the central Imperial government into disarray, the Mage&#039;s Guild is divided nearly in half by the banning of Necromancy, the Fighter&#039;s Guild&#039;s dealing with a rival mercenary force interfering with their work, and everyone&#039;s got the Radiant Dawn infiltrating and sabataging and generally making things more difficult.  

Faction quests would, basically, result in carving out little pockets of safety where your organization&#039;s set itself up.  It would remain VERY UNSAFE outside of these pockets.  As you do more work for each faction, you start to secure more of the region.  Main Quest stuff would be factfinding that greatly helps these efforts: finding ways to predict where gates will open, finding ways to close gates permanently, and eventually finding a way to stop the invasion all together.

. . . 

This wouldn&#039;t necessarily have to involve difficult-to-program procedural armies, and lots of AI fights, and whatnot.  But things like more of the world changing: villagers huddle behind locked doors and guards on rooftops take potshots at anything moving that comes near would turn to people walking about normally once you&#039;ve finished a quest to secure the area.  The number of guard patrols along walls or roads would increase if you did something to finally get them organized.  Cities would be cluttered and grimy when they&#039;re under siege, and daedra would randomly spawn in alleys . . . which sufficient guard coverage would stop.  Out in the wilderness, you&#039;d start to see distant gates collapsing in a flash of light once soldiering parties start to get the knack of taking them down on their own.  Once you figure out how to close gates permanently, they wouldn&#039;t respawn.  

Things like that.</description>
		<content:encoded><![CDATA[Personally, what I really would've liked to see from Oblivion is something that Morrowind notably lacked: more dynamism from the world, specifically relating to the story.<br />
<br />
Most of the tasks along the main questline in Morrowind are either intelligence or organizational tasks.  The first half is Caius sending you around to find out stuff, while the latter half involves going around and organizing all the political bodies in Vvardenfell into something resembling an effective resistance.  And then there's the endgame, where everyone storms Red Mountain.<br />
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Except no one else actually does anything.  Even when NPCs specifically talk about how, say, "The Ordinators and the Buyant Armigers are going to stage a massive series of raids inside the Ghostgate to provide a distraction for your attacks," you don't ever see any of that being done.<br />
<br />
. . .<br />
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What I would've liked from Oblivion is, well, that.  Instead of your quest being to find a way to singlehandedly stop the invasion, all of the Main Quests (and most of the side quests, considering bloodthirsty Daedra pouring out of gates everywhere is sort of the most important thing anyone has to worry about) would involve mobilizing the various disorganized, leaderless, or otherwise ineffectual factions against the threat.  The death of the Emperor's thrown the central Imperial government into disarray, the Mage's Guild is divided nearly in half by the banning of Necromancy, the Fighter's Guild's dealing with a rival mercenary force interfering with their work, and everyone's got the Radiant Dawn infiltrating and sabataging and generally making things more difficult.  <br />
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Faction quests would, basically, result in carving out little pockets of safety where your organization's set itself up.  It would remain VERY UNSAFE outside of these pockets.  As you do more work for each faction, you start to secure more of the region.  Main Quest stuff would be factfinding that greatly helps these efforts: finding ways to predict where gates will open, finding ways to close gates permanently, and eventually finding a way to stop the invasion all together.<br />
<br />
. . . <br />
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This wouldn't necessarily have to involve difficult-to-program procedural armies, and lots of AI fights, and whatnot.  But things like more of the world changing: villagers huddle behind locked doors and guards on rooftops take potshots at anything moving that comes near would turn to people walking about normally once you've finished a quest to secure the area.  The number of guard patrols along walls or roads would increase if you did something to finally get them organized.  Cities would be cluttered and grimy when they're under siege, and daedra would randomly spawn in alleys . . . which sufficient guard coverage would stop.  Out in the wilderness, you'd start to see distant gates collapsing in a flash of light once soldiering parties start to get the knack of taking them down on their own.  Once you figure out how to close gates permanently, they wouldn't respawn.  <br />
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Things like that.]]></content:encoded>
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