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Erm, why would you expect the "who strikes first" rule to apply when fighting guards, the guys who enforce the so-called rules? Guards who already want to arrest you, at that? What, do you expect them to stop fighting and go turn themselves in, too? ;)
The rule is universal to the game, not the game's universe. The guards don't enforce these ruels, the systems and mechanics do. From a lore perspective, you are 100% correct, but from a design perspective, its a very bad practice. Your game should never break it's own rules. This is introductory game design stuff. :)
Other than that, I pretty much agree that that quest was annoying. it was slightly interesting the first go-round, but it's still annoying what with the bugs, and my least favorite aspect: the fact your items are taken, and then returned to you later, making you have to check none of them disappeared and re-hotkey and such. Well, I always make sure nothing disappeared because I don't trust the game with my items, heh.
-EDIT-
Or maybe there's a system in place so you incur a bounty from attacking city guards, no matter what? I seem to remember that was a thing in the dark brotherhood questline, in a mission towards the end when some guards may end up chasing you. *no spoilers*
Also if you think about it enough, its not breaking the rules at all. Outside of the quest, guards who want to arrest you WILL attack you if you do not comply, killing these guards give you a bounty, despite them being the agressor, the guards in this quest, want to arrest you. You do not comply, so, despite them being the agressors, you still gain bounty.
That also makes sense from a mechanics standpoint, from my experience.
One is that the attacker gets the bounty; the other, which overrides the former, is that "guards are always in the right". The second rule is in place specifically so that you don't get illogical scenarios where they're getting bounties themselves.
It doesn't only make sense in the context of this one quest, either - without the override, you'd have all sorts of problems any time a group of guards tries to arrest you and start hitting each other with friendly fire.
The scenario makes perfect sense. You are a collaborator and they've come to arrest you ANYWAY. This ENFORCES the concept you say it breaks, that being, you submit when you're asked to submit, or you die, or you kill a lot of guards and, eventually, flee. You've already committed the crime.
The remaining bugs have nothing to do with the quest or radiant quests specifically, but rather with the way in which quests are handled in general. Most quests, in fact, have a potential to "hang" and radiant quests are random rolled. I've never gotten a radiant quest to rescue a previously dead NPC, but I suppose it is possible, especially if protected (or modifiably essential) NPCs are not checked for alive/dead status and simply assumed to be alive and added to the random slection list without checking.
Speaking as a developer of software, it's very easy for students, interns, and new hires to be overly critical and expect too much of existing teams. Mostly because they are still thinkign and working primarily in the realm of theory as opposed to reality. That's not a knock or insult, we were all there once.
In this case, I don't think you're looking at the vastness of Skyrim as a project, at all that it does, includes, encompasses. It's undoubtedly one of the largest gaming projects ever undertaken by any development house, made all the more difficult by allowing the end user the freedom to do pretty much anything at pretty much any time. If, in reality, you wanted to make a product like this bug-free, it would never be released, no matter the size of the development team.
Especially then add in that the game can be modded adding vast changes to all or any of it's parts and it's surprising that any of it works at all.
It has become so much more than just a game. But just like in RL if you use charm and connections then those bounties can be gotten rid of easily ... you just need the right perks to avoid most guard fines. (with very high Speechcraft and perks from that tree)
Obviously that one particular quest is scripted for you to get arrested or have to kill all the guards. I really enjoyed doing the Escape Cidna Mine quest and escaping with the forsworn. Followed by living with them for quite a while. That in my mind could have been developed further, making the forsworn a joinable group
There is so much in this game it just depends on how you want to approach it.
I admit that without actually seeing the workflow and scheduling they used, this is almost completely speculation. Still, I find it shocking that these aspects were left in the state that they were. The bounty issue is shocking because, as far as I know, this situation does not come up in any of the previous games in the series. By this I mean that I know of no examples where a TES quest made it seem like you had a choice directed by the questline when you really had only one option and the other was a penalizing dead end.
I did mention that you cannot expect anything to be bug free, but blocker level bugs like those that are often reported for this quest are pretty high-priority in my book.
Additionally, a large part of my surprise is that these big issues came up when they've been doing this since the days of DOS gaming. Granted, Skyrim is on another engine, one that seems prone to some strange bugs, but it seems to me that Skyrim has broken a trand of consistency with the franchise. Now, I'm not trying to criticize Bethesda in a negative way. It seemed like an interesting topic, and judging from the replies so far, that seems to hold true.
You say that the size of the project is the cause of these issues, but do you really feel Skyrim was a larger endeavor than any of the other titles? While the art has heavily improved, modern versions of 3Ds and Maya have made creating this level of detail almost as easy as creating the assets for the previous games at the time of their creation. On top of that, Skyrim is a much smaller world, and seems to have less content overall. Again, not knowing the workflow used, I'm speculating. But with the established knowledge of both scripting and design, as well as technological improvements, I would think that Arena and Morrowind would have been far more challenging to develop. And yet these two titles seem far more... stable? Not to say that they didn't have issues. But they were far more solid. Why a lapse here and now with Skyrim? As far as I know, Zenimax has been pressuring Bethesda for output less, not more, due to their good track record. Please correct me if I was misinformed.
There is no way in hell that Bethesda was not informed of even half of the gamebreaking bugs that are left in the vanilla game, they simply chose not to fix them and to focus their time else where. I'm sure a QA tester did find these issues, but whether or not they were listened to is an entirely different matter
And you know what, even if they don't find them, thats fine too (although super implausable given Bethesda's track record, I mean its very clear Bethesda just doesn't care about fixing bugs rather then not finding them). You can't have hundreds of QA people all playing a quest for days and days with every iteration of character timing, quest progression and other info happening in the background, especially not on a game like this that has so much to be tested. There will always be weird emergent behavior and bugs that can only be picked up under very specific circumstances.
I also stated that the quest bug sometimes experienced here is not a bug in the quest specific but potential for bugs in the way the game handles quests in general. For the most part, quest hadnling is pretty solid, not 100% solid, no, but as solid as it was ever going to be and get out the door. Note that a whole community of dedicated modders working for five years, post-release, on patches haven't been able to fix it either. Your high-priority book, in other words, needs a little more practical experience and a little less theory. That's not to say that bugs are acceptable. You always want to roll out a bug free product. But, again, in a project of this size, that's just not possible and you will have to say, probably many times, "this is as good as it's going to get". Frankly, I've rarely encounter quest bugs. Blood on Ice I encountered on XBox. But across three machines now, I don't think I've encountered a quest bug once on PC, If I did, it certainly wasn't memorable.
Skyrim is not Oblivion and Oblivion isn't Morrowind isn't Daggerfall isn't Arena. Each game broke the "consistency" of the series over the last game. Morrowind, most of all.
Prior to Morrowing, world size was pretty irrelevant. With Morrowind, you have many, many issues and inconsistencies that people just... well I guess they can't see the problems through their rose-colored glasses. One of the biggest and worst inconsistencies in any TES release exists, to this day, in Morrowind. Combat. Action title controls on a dice-roll mechanic. That's the king-daddy, the epitome of inconsistency. Skyrim was absolutely a larger endeavor than prior releases. Go talk to an NPC in any town in Morrowind. Now go talk to someone else in the same town. CnP dialogue, no unique NPCs, scarce unique dialogue. Just get off the boat in Seyda Neen. Pay attention to the individual statics and dynamics as you leave the boat, enter the offices, exit to the town and explore the area, buildings, and people. Morrowind (unmodded) doesn't come anywhere near the level of individual detail in any aspect of the game that Skyrim does. Compare Seyda Neen to Riverwood and you'll easily see the difference. At the time, Morrowind was a marvel. The only other FP RPGs were pretty much step-wise dungeon crawls, iirc. But, when you're looking at Skyrim, a platter, with a basket on it, full of cabbages and potatoes, all of which are individual assets? A single table in Skyrim may have more assets than an entire building, or even a town, in Morrowind. And that's just the statics and semi-statics.
The challenge in development for Morrowind and prior was more fitting into an average PC footprint than in the game itself. That footprint got MUCH bigger over time. There are just so many things going on in Skyrim, because they can, that there's fairly no way to compare those interactions with a Morrowind thanks to modern hardware's comparatively more powerful average baseline.
I only said that it's possible that QA could be to blame. It's doubtful since these bugs are so easy to trigger.
I was in the middle of typing my counter argument, but I decided it was a waste of time. We aren't going to agree, and, more importantly, this conversation isn't going to develop any further. I see your point, and you see mine, so there really isn't any more to do here. I suppose we ought to agree to disagree and move on with out lives. I'm glad you shared your opinion though. At the very least it was interesting to read. Cheers.