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That said, I probably would buy a true sequel, and if there's a Mass Effect-level of consequences carried over, I'd probably stop sulking and get someone else to die.
Just bang Morrigan (what's wrong with you for not accepting her offer !!!!

) and it's ok. Besides I think the level of consequence will be the same as in ME. I expect the formula is something like this:
-game 1, let him choose
-game 2, mention what he did in game 1 but don't show it and let him choose some more
-game 3, show how he affected things by his choices in game 1 and 2 and let those choices affect game 3
That's because otherwise the amount of possible branches would be hard to keep track off and fully use in each game. This way they let you choose and do whatver you will and will show you the consequences only in the third game - which is the last so it won't matter how many branches it might create. I hope I managed to make sense - in my head I know what I'm talking about but explaining to others was never my strong point.
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See, the thing with the area-based level design is that it doesn't feel that big, to me. Even if you can see the rest of the city, it just makes me want to go there, and get frustrated that they've closed off parts of it. But I can see them doing Oblivion-style cities in different provinces, with small other areas around them for the next game. Potentially. It would be a change, and I'd probably hate it, but it might work.
That's the problem at times, you can't satisfy everyone. Still, city size is only a part of what bugged me and not the biggest I think.
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Then again, Assassin's Creed managed huge cities. Sure, no interiors, about 3 NPC interactions, and a very limited scope of actions...but they did it. And that was on the Xbox, ffs. But I'd settle for something like that, with 1/10 buildings having interiors and maybe 75% of the total number of houses (much as I earlier pointed out the problems with this in a game that has lock picking).
I've thought of that and I think I'd be ok with that approach. I don't enter every single house anyway - unless I'm desperate for gold.
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Bah, Morrowind was fine. It worked. It didn't feel small. Vivec felt positively massive! (Got lost countless times in that place on my first couple of playthroughs, even.) By comparison the IC was pathetic. Especially given the sheer size of the town walls in that game!
Vivec was huge (you're no the only to get lost) and Morrowind was fine, true. How they managed it is beyond me. What bothered me about the cities of Oblivion was IC to be honest. The rest were fine but IC really should have had more stuff going on.
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And then you have the fact that all the forts in the province are ruins. Some Empire, that.

Worse than ruins - all the forts looked like freaking towers with no windows. Boring. I liked the forts in Morrowind. I used to spend time planning how to assault them or defend them - yeah, I'm nuts but then again what did you expect.
This post has been edited by Garak: 16 April 2010 - 10:13 AM