After four unsuccessful attempts over the past two years at starting up a character in The Elder Scrolls IV: Oblivion, the most detailed and ambient single-player computer RPG in recent years (since Morrowind, Oblivion’s predecessor), I thought fortune was smiling on me: I thought I had escaped the grasp of this game and its immersive, engaging, and (above all) time-consuming reputation. In both Morrowind and Daggerfall, the latter being Oblivion’s great-grandfather, a couple hundred hours were spent within the game-realm of Tamriel, the world of The Elder Scrolls.
A couple hundred hours?! Yeesh! These days, I don’t have time for games that span tens of hours, let alone the hundred that could easily be adventured out of Oblivion. I mean, I play guitar. I code. I take a lot of photos. I plot out crappy vector drawings. I catch up on the past four months of Scientific American. I bake bread and make yogurt. I keep the city kids off the streets. I sleep a couple hours. I walk a few miles. I have stuff to do.
Oh, but not after this weekend — the weekend that Oblivion finally caught me. Drat!
I suspect that the previous character of formula of the bristled, Nordic warrior-barbarian was the only thing that kept this latest squeeze at bay. The barbarian was my default choice for the previous games and my character for the first several attempts at Oblivion because, hey, the way of a warrior was an easy choice.
Warrior-types kill a lot of creatures and people, loot the bodies, and make a lot of cash selling the booty of the dead. Warriors can dash into vampire covens and dank grottos and all kinds of havens of the unsavory, confident of success due to an arsenal of bulging thews, vitality that could outlast Methusalah twice over, and a double-bladed axe that could slice through a sequoia trunk like it was made of salmon mousse. Life for warriors is straight-forward, bloody, and profitable.
And warriors have it boring too, I decided. There have been many warrior characters among the multiple play-throughs of Daggerfall (where the class and character distinctions were hardly noticeable), Morrowind, and early Oblivion games, and I’m guessing that the constant single-character narrative had run too thin. Smashy-smashy is good fun and all, but even the most sociopathic barbarian comes home after a long day of vigorous, wanton slaughter and serves himself a raspberry popover.
This weekend, having completed Far Cry and needing another PC game, I decided to give Oblivion one last go, but not as a brutish man-killer from the North. Far from it: this time, I’m playing a female High-Elf thief. How’s that for a career change?
Previous run-throughs of the opening (and typical) sewers dungeon have always ended up the same way: a long trail of dead bodies, and my character gaining enough experience and sellable loot to raise a couple levels and afford himself a full set of lovely fur armor.
As a thief, the sewers progressed very differently: instead of a trail of dead bodies, I was chased out of the ducts and muck-filled cisterns by a trail of very much alive bodies. My character, a master at sweet-talk and sneakery but coming up a little short on the blade and bow side of things, could hardly take up the offensive to a sick rat, let alone square off against goblin mage or the rare crusading skooma-struck madman. Instead of the previous barbarian tactic of hack-slash-repeat, my character dashed won first place in the Imperial Sewers 500 (reward: her bloody life).
(On one occasion, after I was out of the sewers, a female warrior killed my character with a single blow. This immediate death occurred after I’d plunged approximately a dozen arrows into the offender’s body. The bandits in the hills of Oblivion-country are mighty, mighty tough.)
But playing as a thief has turned out to be a completely different experience compared to the kill-and-loot strategy of the warrior’s life, not surprisingly. The free-form, choose-your-own-adventure design of these games has been ignored by me until this current play-though, and now that I’ve exchange axes for arrows, slaughter for speech-craft, and lock-picking instead of looting, my own little plot has been almost entirely different.
For one, my character spends a lot of time running backwards, firing arrows and fireballs at pursuing warriors. After the magic stores run dry and the opponent is bristling with every arrow I once owned, my character, fleeing for her pointy-eared life, dashes off into the scenic hills.
These frequent trips into the wooded areas of Cyrodill are partially fueled by an intrinsic appreciation for the beautiful trees, flowers, and the occasional Nirnroot of the countryside; the other, dominant part of my frenzied wanderlust is fueled by a desire to avoid being cut in half length-wise by a psychotic, blood-thirsty Imperial cave-dweller who’s hungry to add the head of a hot young Elf to his skull collection. Sometimes during these flora-heavy chase sequences I feel like Thoreau, at peace and introspective, but instead of speculating about ants I’m sitting on top of a motorbike, hauling ass and screaming my way through Walden.
It is a lot of fun. And I also hate warriors now.