One of the games that I have made time for is the one that was on top of most people's game of the year lists. As you probably guessed, that game is The Elder Scrolls V: Skyrim. I have had a ton of fun with it, from exploring the world to completing the quests. For me, the game delivered on its promise in providing a huge, enjoyable world, and I don't regret buying it.
That's not to say that the game is without its faults. As with most Bethesda games, it has a rather large array of bugs and a handful of exploits (like putting bucketsover people's heads so you can steal stuff/kill people). The bugs were generally harmless, with some of them being addressed in the 1.2 and 1.3 patch. However, a few other bugs popped up in 1.2 that made players take notice more so than usual. This included dragons that flew backwards and were generally impossible to kill, and magic resistance being nearly removed fromthe game entirely. This sparked a lot of complaints from the customer base, and for good reason: killing dragons is a major part of the game and magic resistance is important for pretty much every adventurer. The complaints started to branch from these issues onto other things people didn't like about the game. This included complaints that the game breaks immersion too often, the quests are broken, the PS3 version is messed up like most Bethesda games, and also commenting on how the QA team must be terrible for not catching the issues that appeared with patch 1.2. This got me thinking about the complaints. Are most of these justified? Let's look at some of these complaints at different angles.
Breaking immersion too often
There are times while playing a video game that you are so into it that you almost forget you are playing a game and even forget things around you, like other people, needing to eat, or bathing. This is called immersion. Bethesda believes that Skyrim excels in this aspect of gaming. However, some claim that there are too many things in the game that break immersion. One complaint I came across had to do with the giants knocking you up extremely high into the air, completely ignoring the normal laws of physics (or those that exist in the game’s world). I recall hearing that this was left in the game because the developers and others found it amusing, and apparently some players even requested these kinds of things. They thought most players would enjoy this since the character physics would also go ragdoll in the process and looks comical. I've never had it happen, but I've seen clips of it and found it amusing myself. Besides, I'd be dead and tapping the button to reload my game anyways. One could easily argue that the load screen breaks immersion when a player dies, so why complain about that breaking the immersion since the player will die anyways? Maybe if the player was not about to die it’d be an issue, but if they are dead when they fly up in the air, then it shouldn’t be a big deal.
Immersion breaking due to glitches in the game, on the other hand, can be very annoying and to some a big deal. Though they are problematic, I have yet to play a game today where a glitch or game mechanic did not break immersion for me. For this game the issue is likely the frequency that it's broken than the simple fact that immersion was broken. All games do it, but considering the complexity of the game worlds in all of the Elder Scrolls games, there is far more possibilities of immersion being broken. Knowing the massive virtual worlds and complexity of a Bethesda game like this (or any other similar game where NPCs have “lives” and routines), a player should go in expecting immersion to be broken often. Yes it can detract from the game, but in my experience it hasn't happened often enough to affect the level of fun that I have had.
Despite all this, it is on the developers to correct design issues, glitches, and bugs that break immersion before and after launch. At the same time the consumer must understand the level of complexity that is in this game and how both machines and programming work. A game such as Skyrim can enter millions of possible states during a normal play through, with every action the player takes possibly changing the path to a certain state, or the state of the game altogether. This being the case, a team cannot conceivably test every angle of a newly implemented feature during testing and still release the game in a timely manner. Unfortunately this results in the team having to make sure it works most of the time and then move onto the next thing. That's how a lot of bugs either get missed or even get ignored for launch. If they don't affect gameplay enough to stop them from launching, it won’t get fixed, even if they don't realize that it'll affect the majority. It could have only shown up for 1 of 10 testers, so they OK'd it for launch and had to move on to something else. Other games are usually not as complicated, and a level of abstraction and testing around it is enough, but for a game like this it's likely never going to be enough, and there will always be bugs that will be ironed out over time. As long as the majority of the time the game is enjoyable, it should be passable.
I will, however, argue in favor of the consumer when it comes to quest issues.
At least you get a good view of the landscape.
Broken quests
Put simply, there are a ton of quests in Skyrim. Like most games of this type, it’s the main source of content. The problem is that there seems to be more quest issues than there are any other issues, or at least during my time with the game. These are probably the most annoying since there are quests that become impossible to finish if they glitch. I have come across a fair number of these. One example that I came across was a quest where the player investigates a murder that occurred in town. It was a pretty interesting quest, but there were so many possible ways to glitch the quest that would prevent the player from ever finishing the quest AND would prevent an item from ever leaving your inventory. It was so bad that I decided to keep a walkthrough of the quest up to be sure I didn’t cause any of the glitches to occur, which takes a lot of fun out the quests. One of the glitches was incredibly easy to cause: simply walk up to a door before you actually need to and suddenly some quest related flags are reset and you can never finish the quest. This will likely be fixed in 1.4, but it seemed like such an obvious set of bugs to fix. Another example of quest issues pertains to all 3 side-quests for the Bard's College where you fetch items for other members. When you finish the quest, the items are never removed so it takes up 10 weight in your inventory forever. Some miscellaneous quests even stay in the list despite being completed. I have 2 items in my miscellaneous log saying to get my bounty reward from Skald though he has nothing for me; I had already completed those and collected my bounty.
Outside of the Skald bounty issue, I wonder how most of these issues got around testing. Though the game can go into a million states, the majority (not all, but the majority) of quest objectives revolve around getting items or going to certain spots, and the completion often removes items, which can't be removed by dropping, selling, or storing since they are quest items. This should be a very easy thing to setup while creating the quests, and very easy to notice while testing. Though I do know from personal experience that very minor changes in one section of code can change the behavior of seemingly unrelated sections of code, it still seems odd that these were missed. These also greatly break immersion and can turn some quests into chores, and can even discourage aspects of gameplay. One quest had me going to gather journals, but it wanted me to grab a specific one first. This was in a set of ruins with multiple parts, so I wanted to explore a bit before going to the quest object, which caused me to find the other journals before the first one. When I finally grabbed the first one, the game didn't realize I had gathered the other journals and wouldn't allow me to finish the quest. I had to go back several save files and try again just so I could finish the quest. This is not only broken immersion, but tedious and a waste of time.
Some of these issues of things can sneak past testing, but the multitude of objectives not clearing the log, items not being removed from the inventory, and the objectives getting mixed up to a point where they break quests often is a bit much. This doesn't just break immersion; it keeps the player from completing content. This is far worse than humorous bugs or other minor immersion breaking issues, and should be fixed faster than any other issues since they are gameplay-breaking bugs.
The blood on the ice nearly went unsolved because I walked up to a door.
Speaking of which...
QA missing the new bugs in patch 1.2
When the 1.2 patch landed, many were happy that a good number of bugs would be fixed. Though it did do that, it also introduced 2 major ones: backward flying dragons and nearly no magic resistance. These were major gameplay killing bugs and Bethesda was pretty on top of getting a patch out (though some of us on consoles had to wait longer for the certification process). The question that a lot of people asked is "How did QA let these bugs past?" Though they can be viewed as obvious bugs, there may be a reason these were overlooked.
Reading comments from angry/annoyed players, I get the feeling that the QA process is a little unknown. The general idea is correct: the dev team(s) writes the software or fixes bugs, gives it to the QA team, and the QA team tests what the dev team created. The main reason this doesn’t work that well is time. Whenever development falls behind for any reason, QA time is what gets sacrificed to meet a deadline. Obviously this means that bugs get through, and the consumers are the ones to find them. This isn't the best excuse, but it is a reality of the video game industry (and probably the software industry in general) in today’s world; deadlines will always be more important than QA time.
On top of that, there is the difference between testing patches and testing a game under development. Depending on the time restraints, QA may just check to see that the error/bug they are testing for is gone based on the solely on the steps to reproduce. If the steps fail to reproduce the issue, they may or may not try other things to make it sure the bug is truly squashed. They go in, check it off, and move on. They may also be using pre-created characters that are maxed out to move through areas more quickly and seamlessly, as they don’t have time for a group of people to play 100 hours worth of the game. This is great for time crunches, but it makes it more likely that the average consumer will find an issue instead of the QA team. Also remember that a small code change in one spot can drastically change another, and if they aren't looking outside of the test parameters they may not see a new issue. Add the complexity of this kind of game mentioned earlier, it becomes exceptionally hard to find any cascading bugs. Since QA may not have had a lot of time, or since not all of the dragons flew backwards and the bugs may have had nothing to do with dragons or magic resistance, they may have overlooked these issues and OK’d it for release.
They pretty much never landed.
However, these were big issues, and maybe a few more tests should have been done despite time. I think we all would have been happier to wait a little extra time and have had these bugs found and fixed than to go through about a month of no magic resistance or dragon killing. However, it could also have been development’s fault more so than QA. This is possible since it can take awhile to produce a patch. Also, today's gaming crowed is extremely demanding. They want things fixed now, and they want it working perfectly in no extra time. Unfortunately we can't have both.
PS3 Issues
As many Bethesda fans know, you likely don't want the PS3 version of their games. It's usually filled with bugs and glitches that the other versions don't have. My experience with the PS3 version of Skyrim was met with a ton of bugs, but none you couldn't find in the other versions. The only problem that is in the PS3 version and not the others are the lag spikes a player gets while playing, which would occasionally be so bad that the frame rate would drop to 0. Bethesda claims things like the PSN+ auto save upload feature, the AI, and the caching system (quicker access to information by storing it in an easy to grab location), and the lack of memory the PS3 has versus other platforms. But what's really to blame?
The PSN+ auto save uploading could slow things down if it runs while you're playing, but those who don't run that still have the same slowdowns. The AI issues and the caching system are possible reasons as well, but the other versions don’t see any real performance issues that I’m aware of. The PS3, however, does have the smallest amount of memory available across all the versions. Not only does the hardware itself have less memory, but the PS3’s XMB operating system (OS) eats up a lot of it (it has 256MB available and the OS uses 43MB, which is 18.75% ofthe console’s memory, and this doesn’t include video memory that’s eaten up bythe OS). This doesn't give a lot of room for developers to use. For Skyrim's giant world a lot of memory is needed to keep track of everything, perhaps more than your normal console games, and the more the player does in the game the more that the system needs to keep in memory. The problem is probably centered on what the game does when it has no more memory to access: it has to clear things out of memory to put new things in. It starts to become a huge bottleneck, and it becomes even worse when it starts pulling more and more data off the hard drive or disc drive. In terms of accessing data, those are the slowest, so that causes a huge performance hit every time it needs to access it. The lack of memory, along with the possible lack of testing to see if the new engine was handling the memory correctly on the PS3, is probably why the PS3 version of the game has more issues more performance issues.
Though the PS3 does lack in memory, I would still say this does fall a bit on Bethesda. Though they probably had to drop QA time in favor of meeting the launch date and the game can be in tons of states due to how the game is played, knowing the issues they’ve had in the past with PS3 games they should have spent far more time stress testing the system and the engine’s ability to handle it correctly. It’s unfortunate that this oversight has caused such a huge issue for PS3 players, and Bethesda should have spent a little more time focusing on testing on the PS3.
I spent a lot of time admiring the landscape while exploring.
Wrapping it all up
Overall, I would have to say that a good amount of the complaints are justified. There were a lot of issues in Skyrim that detracted from the overall experience, and all that were overlooked by Bethesda for whatever reason. However, the consumer should realize that the level of complexity and the shear amount of content in the game will cause a large number of bugs, and pitchforks and torches are only necessary if there’s no patch for months after launch (I’m looking at you Fable II). All things considered, millions of people still played it for an enormous amount of hours; so many hours that it became the #1 most played game of 2011… and it was only out for one month out of the year! So does it have its justifiable faults? You bet, but it’s still a great game that’s going to be patched up over time and will become even more enjoyable with each one.
…By the way Bethesda, could we have a save game patcher available from the main menu? That would be amazing!











