i think oblivion’s “leveling problem” is actually kinda cool. i think if it was done intentionally by a modern indie dev, ppl would be calling it a brilliant subversion of traditional rpg mechanics, which builds and plays out over dozens of hours. i think the experience of playing an rpg that gets more difficult and hostile over time is weirdly cool and interesting. and it’s a shame that it’s seen as this irredeemable flaw, that only exists so gamers can bitch about it online. i’d go so far as to say that if you play the game according to “optimal leveling” guides, you’re missing out
if you play the dlcs after the main questline, it ties up the narrative and ludonarrative threads in a nice neat bow. see, you are never really the main character in oblivion’s main quest, you’re just the messenger. you’re constantly doing things so that martin can move the plot forward. sure, you’re a hero, you save the world. you do tons of heroic shit. you charge headlong into oblivion to save kvatch and bruma. and for awhile, everyone knows your name. but martin is the dragonborn. when mehrunes dagon shows up, it’s martin who faces him in the final battle, while you just stand there. that’s what the world remembers. most of your heroics are only yours to remember
so you find yourself facing increasingly impossible odds, on a quest you won’t be remembered for. isnt it fitting that during all that, you feel the world is turning more and more hostile toward you? that everything is out of your control? i think it makes sense that the rpg loop of killing monsters and getting loot eventually takes its toll on you. as you progress, it only gets less satisfying. you finish the main quest, and you still keep doing it, even when it starts to hurt. you might ask yourself, what’s the point of doing this anymore? and yeah, what is the point?
knights of the nine takes you a journey of transcendent spiritual healing. you learn to move on from these earthly things that have been grinding you down the past few in-game years. maybe there’s more to life than “adventure.” taking this path means becoming one with the gods. this questline involves one of the only quests in the whole game that asks you to not attack something. in the end, you lay some old spirits to rest and become one with the gods
shivering isles represents the opposite reaction to all this. if you play it after (or instead of) kotn, the narrative resolves with the pc accepting the futility and absurdity of their life, at the price of their sanity. and they ultimately succumb to ambition. this story also ends with you becoming “one with the gods,” but in a much darker way. just like martin mantled akatosh, you mantle sheogorath. and it brings you satisfaction. it feels good to be on equal footing with martin. you decide that power and progression have value. just look at what that turns you into
idk, i just think in an era where pathologic is getting serious love, i think oblivion has a place. not despite, but because of its “flaws.” i know oblivion is the haha ugly meme game. it’s bethesda’s awkward teen phase between the narrative genius of morrowind and the mechanical genius of skyrim. but i like it!!!!!!!! ok!!!!!!!!!!!! it can and should be judged on its own merits, as a single text with something valuable to say













