Many gamers took to bashing the title and it's entirety, saying the Bethesda had somehow "TURNED TO THE DARKSIDE" and started marketing games to the "stupid" casual gamers. Well, aside from Skyrim being a bit easier on a newer audience, all of these claims were obviously false. You see, Skyrim isn't stupid. It's incomplete.
With Bethesda's recent Fallout 4 and Doom titles, it's clear to see that they still have the passion to design awesome games that people can truly enjoy, so I don't think I really need to defend one of my all time favorites any further regarding this issue.
But I don't like Skyrim. It's probably my designer's eye that causes this, but...
We're not talking about horrible pathfinding here. That's not the topic of discussion. Rather, the problem with Skyrim is it's abundance of new mechanics that I couldn't give to shits about even if I tried.
Why? Why food?
You could defend it, as it's a actually a neat
This is likely to be the cause of a plan to create a survival aesthetic by making the player HAVE to eat food to live. (Or maybe not, and maybe I'm an ass for assuming), but you can't tell me that wouldn't be an awesome feature. Especially if it ALSO healed you, if there were more complex recipes, and if there were more to the entire system than there is. Instead, just like marriage, children, and orphans; they felt more like they were thrown in just to be able to say they had it.
Speaking of children, one good example of unfinished mechanics are the children themselves. They do nothing, aside from be annoying and immortal. Interestingly though, there's actually a quest hidden in Skyrim's code related to Bulgrif's children, in which the children were cursed by some dark lord. Like Sauron or something, I dunno. Still, that would be awesome. It'd give the kids depth, make the world feel more alive, and yet it wasn't complete.
Yeah, I Get It!
Okay, fine, I'll shut up. The point, though, is that even big companies can undergo some pretty major production flaws, and undergo the same exact issues that independent developers do.
Don't tear yourself down if you drop a project, just don't continue it if you really feel like it's not getting you anywhere. Actually, that's exactly why it's so important to...
When you start a game, limit yourself to the five core mechanics that need to go into developing it, and get those things out of the way. Here's an example.
- Platform Controls
- Level Design
You could make the best indie games in the world. But everyone has to start somewhere. Work your way up. Don't try making a AAA right off the bat. Trust me, it won't work. Even Minecraft isn't technically AAA. It's just awesome.