well.... dont be so sure about that... have you seen Daggerfall's map? Heck, Arena had full continent access...UltimaJoe777 wrote: »For example, each faction's areas they can access are way larger collectively than any past Elder Scrolls game ever even dared to give us access to! Sure Skyrim in this game is smaller but Morrowind and Black Marsh make up for that. As for Cadwell's "what if" scenarios that's basically giving us the same amount of space to roam after finishing up our initial areas for up to three times the space to roam. Instead of looking at the other 2 factions not accessible right off the bat as a limitation you should look at what you do have and awe at it compared to what past Elder Scrolls games had at most.
GreenSoup2HoT wrote: »How about all area's scale to your level. So i can quest with who ever whenever regardless of level. That would be great.
GreenSoup2HoT wrote: »How about all area's scale to your level. So i can quest with who ever whenever regardless of level. That would be great.
So you're level 10 and a V10 randomly enters zone. How would the scaling work? Throw in another 50+ players in the area of all random levels. What then? The only way for this to work is if EVERYONE is INSTANCED. This would make it a single player game, not an MMO. (This does bring up how they're doing Orsinium, because it scales to your level...)
UltimaJoe777 wrote: »This is certainly more MMO than Elder Scrolls.
No one can say this game isn't really OP's kind of game except the OP. Pretty arrogant, Imo, to even suggest that after reading one post from the guy.
Then you're too busy paying attention to the MMO elements than the game's theme factors itself.
GreenSoup2HoT wrote: »How about all area's scale to your level. So i can quest with who ever whenever regardless of level. That would be great.
So you're level 10 and a V10 randomly enters zone. How would the scaling work? Throw in another 50+ players in the area of all random levels. What then? The only way for this to work is if EVERYONE is INSTANCED. This would make it a single player game, not an MMO. (This does bring up how they're doing Orsinium, because it scales to your level...)
It works like Cyrodiil/Imperial City work now. You are battle-leveled up to the level of the zone.
The idea to force people into a Faction at Character creation was a mistake for an Elder Scrolls game, even if it is the first online endeavor. The entire Main Story, Fighters Guild and Mages Guild isn't even intertwined with anything going on in Cyrodiil, bar some mentions of it in dialogue. Even the Alliance Story questlines in each zone only mention the war and you fight an opposing factions NPCs occasionally, but that's it until you actually go to Cyrodiil yourself. All the above dialogue could easily be altered to make a bit more sense to someone that isn't affiliate with any alliance at all.
The only choice you should have made in Character creation is which City to start in. In fact they should have only let you make a decision on the Alliance you wish to represent after you have experienced all 3 Alliance stories. Until then, while in Cyrodiil, all 3 Alliances are considered your enemy. This would actually give you somewhat more of an incentive to finish the Alliance stories and afterwards pick an Alliance so at least you'd have a third of the map friendly.
Another world design that should have never happened is the splitting of the 3 Alliance areas into separate instances depending on Alliance choice. This should have been nothing more than picking a City to start in, period. If a friend started in Stonefalls, another in Auridon and you picked Glenumbra, you all should have been able to meet up somewhere an any Alliance zone and Cyrodiil shouldn't feel so cut off from the rest of the world by not being allowed to zone in from the border gates like any other area. I believe this would just make for a better MMO overall, the current system has split the player base too much and makes for a less "alive" world.
Riko_Futatabi wrote: »Bah, let me quote an old post of mine here on how I feel the game should have let you play and why the current system isn't as free as you might think.The idea to force people into a Faction at Character creation was a mistake for an Elder Scrolls game, even if it is the first online endeavor. The entire Main Story, Fighters Guild and Mages Guild isn't even intertwined with anything going on in Cyrodiil, bar some mentions of it in dialogue. Even the Alliance Story questlines in each zone only mention the war and you fight an opposing factions NPCs occasionally, but that's it until you actually go to Cyrodiil yourself. All the above dialogue could easily be altered to make a bit more sense to someone that isn't affiliate with any alliance at all.
The only choice you should have made in Character creation is which City to start in. In fact they should have only let you make a decision on the Alliance you wish to represent after you have experienced all 3 Alliance stories. Until then, while in Cyrodiil, all 3 Alliances are considered your enemy. This would actually give you somewhat more of an incentive to finish the Alliance stories and afterwards pick an Alliance so at least you'd have a third of the map friendly.
Another world design that should have never happened is the splitting of the 3 Alliance areas into separate instances depending on Alliance choice. This should have been nothing more than picking a City to start in, period. If a friend started in Stonefalls, another in Auridon and you picked Glenumbra, you all should have been able to meet up somewhere an any Alliance zone and Cyrodiil shouldn't feel so cut off from the rest of the world by not being allowed to zone in from the border gates like any other area. I believe this would just make for a better MMO overall, the current system has split the player base too much and makes for a less "alive" world.
Riko_Futatabi wrote: »Bah, let me quote an old post of mine here on how I feel the game should have let you play and why the current system isn't as free as you might think.The idea to force people into a Faction at Character creation was a mistake for an Elder Scrolls game, even if it is the first online endeavor. The entire Main Story, Fighters Guild and Mages Guild isn't even intertwined with anything going on in Cyrodiil, bar some mentions of it in dialogue. Even the Alliance Story questlines in each zone only mention the war and you fight an opposing factions NPCs occasionally, but that's it until you actually go to Cyrodiil yourself. All the above dialogue could easily be altered to make a bit more sense to someone that isn't affiliate with any alliance at all.
The only choice you should have made in Character creation is which City to start in. In fact they should have only let you make a decision on the Alliance you wish to represent after you have experienced all 3 Alliance stories. Until then, while in Cyrodiil, all 3 Alliances are considered your enemy. This would actually give you somewhat more of an incentive to finish the Alliance stories and afterwards pick an Alliance so at least you'd have a third of the map friendly.
Another world design that should have never happened is the splitting of the 3 Alliance areas into separate instances depending on Alliance choice. This should have been nothing more than picking a City to start in, period. If a friend started in Stonefalls, another in Auridon and you picked Glenumbra, you all should have been able to meet up somewhere an any Alliance zone and Cyrodiil shouldn't feel so cut off from the rest of the world by not being allowed to zone in from the border gates like any other area. I believe this would just make for a better MMO overall, the current system has split the player base too much and makes for a less "alive" world.
Because it's a MMO, the generic kind, you know, the ones that are usually the most successful. Whether you agree with it or not it's what it is. The community is already split in half and ESO suffers an identity crisis, one half wants to be a MMO, other half wants to be a single player TES, but both can't agree on how to implement it in a way that works.
Lol, so how does letting me go into the rift or other faction zone to quest hurt anything again? I failed to see that within your point whatsoever.
Riko_Futatabi wrote: »Bah, let me quote an old post of mine here on how I feel the game should have let you play and why the current system isn't as free as you might think.The idea to force people into a Faction at Character creation was a mistake for an Elder Scrolls game, even if it is the first online endeavor. The entire Main Story, Fighters Guild and Mages Guild isn't even intertwined with anything going on in Cyrodiil, bar some mentions of it in dialogue. Even the Alliance Story questlines in each zone only mention the war and you fight an opposing factions NPCs occasionally, but that's it until you actually go to Cyrodiil yourself. All the above dialogue could easily be altered to make a bit more sense to someone that isn't affiliate with any alliance at all.
The only choice you should have made in Character creation is which City to start in. In fact they should have only let you make a decision on the Alliance you wish to represent after you have experienced all 3 Alliance stories. Until then, while in Cyrodiil, all 3 Alliances are considered your enemy. This would actually give you somewhat more of an incentive to finish the Alliance stories and afterwards pick an Alliance so at least you'd have a third of the map friendly.
Another world design that should have never happened is the splitting of the 3 Alliance areas into separate instances depending on Alliance choice. This should have been nothing more than picking a City to start in, period. If a friend started in Stonefalls, another in Auridon and you picked Glenumbra, you all should have been able to meet up somewhere an any Alliance zone and Cyrodiil shouldn't feel so cut off from the rest of the world by not being allowed to zone in from the border gates like any other area. I believe this would just make for a better MMO overall, the current system has split the player base too much and makes for a less "alive" world.
This just goes back to the question of should this be more like an MMO or a single player ES game. They're trying to find the balance.
This is certainly more MMO than Elder Scrolls. That said, if you want to, you can actually travel anywhere in your alliance zone right from the start. You just probably wont be able to survive.
No one can say this game isn't really OP's kind of game except the OP. Pretty arrogant, Imo, to even suggest that after reading one post from the guy.
Riko_Futatabi wrote: »Riko_Futatabi wrote: »Bah, let me quote an old post of mine here on how I feel the game should have let you play and why the current system isn't as free as you might think.The idea to force people into a Faction at Character creation was a mistake for an Elder Scrolls game, even if it is the first online endeavor. The entire Main Story, Fighters Guild and Mages Guild isn't even intertwined with anything going on in Cyrodiil, bar some mentions of it in dialogue. Even the Alliance Story questlines in each zone only mention the war and you fight an opposing factions NPCs occasionally, but that's it until you actually go to Cyrodiil yourself. All the above dialogue could easily be altered to make a bit more sense to someone that isn't affiliate with any alliance at all.
The only choice you should have made in Character creation is which City to start in. In fact they should have only let you make a decision on the Alliance you wish to represent after you have experienced all 3 Alliance stories. Until then, while in Cyrodiil, all 3 Alliances are considered your enemy. This would actually give you somewhat more of an incentive to finish the Alliance stories and afterwards pick an Alliance so at least you'd have a third of the map friendly.
Another world design that should have never happened is the splitting of the 3 Alliance areas into separate instances depending on Alliance choice. This should have been nothing more than picking a City to start in, period. If a friend started in Stonefalls, another in Auridon and you picked Glenumbra, you all should have been able to meet up somewhere an any Alliance zone and Cyrodiil shouldn't feel so cut off from the rest of the world by not being allowed to zone in from the border gates like any other area. I believe this would just make for a better MMO overall, the current system has split the player base too much and makes for a less "alive" world.
This just goes back to the question of should this be more like an MMO or a single player ES game. They're trying to find the balance.
With freedom to explore existing within both open world single player games and MMORPGs, what balance is needed in that?
Riko_Futatabi wrote: »Riko_Futatabi wrote: »Bah, let me quote an old post of mine here on how I feel the game should have let you play and why the current system isn't as free as you might think.The idea to force people into a Faction at Character creation was a mistake for an Elder Scrolls game, even if it is the first online endeavor. The entire Main Story, Fighters Guild and Mages Guild isn't even intertwined with anything going on in Cyrodiil, bar some mentions of it in dialogue. Even the Alliance Story questlines in each zone only mention the war and you fight an opposing factions NPCs occasionally, but that's it until you actually go to Cyrodiil yourself. All the above dialogue could easily be altered to make a bit more sense to someone that isn't affiliate with any alliance at all.
The only choice you should have made in Character creation is which City to start in. In fact they should have only let you make a decision on the Alliance you wish to represent after you have experienced all 3 Alliance stories. Until then, while in Cyrodiil, all 3 Alliances are considered your enemy. This would actually give you somewhat more of an incentive to finish the Alliance stories and afterwards pick an Alliance so at least you'd have a third of the map friendly.
Another world design that should have never happened is the splitting of the 3 Alliance areas into separate instances depending on Alliance choice. This should have been nothing more than picking a City to start in, period. If a friend started in Stonefalls, another in Auridon and you picked Glenumbra, you all should have been able to meet up somewhere an any Alliance zone and Cyrodiil shouldn't feel so cut off from the rest of the world by not being allowed to zone in from the border gates like any other area. I believe this would just make for a better MMO overall, the current system has split the player base too much and makes for a less "alive" world.
This just goes back to the question of should this be more like an MMO or a single player ES game. They're trying to find the balance.
With freedom to explore existing within both open world single player games and MMORPGs, what balance is needed in that?
http://forums.elderscrollsonline.com/en/discussion/216607/battle-leveling-and-reverse-battle-leveling-zones#latest
Riko_Futatabi wrote: »Riko_Futatabi wrote: »Bah, let me quote an old post of mine here on how I feel the game should have let you play and why the current system isn't as free as you might think.The idea to force people into a Faction at Character creation was a mistake for an Elder Scrolls game, even if it is the first online endeavor. The entire Main Story, Fighters Guild and Mages Guild isn't even intertwined with anything going on in Cyrodiil, bar some mentions of it in dialogue. Even the Alliance Story questlines in each zone only mention the war and you fight an opposing factions NPCs occasionally, but that's it until you actually go to Cyrodiil yourself. All the above dialogue could easily be altered to make a bit more sense to someone that isn't affiliate with any alliance at all.
The only choice you should have made in Character creation is which City to start in. In fact they should have only let you make a decision on the Alliance you wish to represent after you have experienced all 3 Alliance stories. Until then, while in Cyrodiil, all 3 Alliances are considered your enemy. This would actually give you somewhat more of an incentive to finish the Alliance stories and afterwards pick an Alliance so at least you'd have a third of the map friendly.
Another world design that should have never happened is the splitting of the 3 Alliance areas into separate instances depending on Alliance choice. This should have been nothing more than picking a City to start in, period. If a friend started in Stonefalls, another in Auridon and you picked Glenumbra, you all should have been able to meet up somewhere an any Alliance zone and Cyrodiil shouldn't feel so cut off from the rest of the world by not being allowed to zone in from the border gates like any other area. I believe this would just make for a better MMO overall, the current system has split the player base too much and makes for a less "alive" world.
This just goes back to the question of should this be more like an MMO or a single player ES game. They're trying to find the balance.
With freedom to explore existing within both open world single player games and MMORPGs, what balance is needed in that?
http://forums.elderscrollsonline.com/en/discussion/216607/battle-leveling-and-reverse-battle-leveling-zones#latest
Riko_Futatabi wrote: »Riko_Futatabi wrote: »Riko_Futatabi wrote: »Bah, let me quote an old post of mine here on how I feel the game should have let you play and why the current system isn't as free as you might think.The idea to force people into a Faction at Character creation was a mistake for an Elder Scrolls game, even if it is the first online endeavor. The entire Main Story, Fighters Guild and Mages Guild isn't even intertwined with anything going on in Cyrodiil, bar some mentions of it in dialogue. Even the Alliance Story questlines in each zone only mention the war and you fight an opposing factions NPCs occasionally, but that's it until you actually go to Cyrodiil yourself. All the above dialogue could easily be altered to make a bit more sense to someone that isn't affiliate with any alliance at all.
The only choice you should have made in Character creation is which City to start in. In fact they should have only let you make a decision on the Alliance you wish to represent after you have experienced all 3 Alliance stories. Until then, while in Cyrodiil, all 3 Alliances are considered your enemy. This would actually give you somewhat more of an incentive to finish the Alliance stories and afterwards pick an Alliance so at least you'd have a third of the map friendly.
Another world design that should have never happened is the splitting of the 3 Alliance areas into separate instances depending on Alliance choice. This should have been nothing more than picking a City to start in, period. If a friend started in Stonefalls, another in Auridon and you picked Glenumbra, you all should have been able to meet up somewhere an any Alliance zone and Cyrodiil shouldn't feel so cut off from the rest of the world by not being allowed to zone in from the border gates like any other area. I believe this would just make for a better MMO overall, the current system has split the player base too much and makes for a less "alive" world.
This just goes back to the question of should this be more like an MMO or a single player ES game. They're trying to find the balance.
With freedom to explore existing within both open world single player games and MMORPGs, what balance is needed in that?
http://forums.elderscrollsonline.com/en/discussion/216607/battle-leveling-and-reverse-battle-leveling-zones#latest
I've never had an issue with having zones with high level mobs effecting my exploration, it adds to the difficulty and even thrill of exploring. You could even say it gives you more incentive to level. But that's just my opinion and your thread that you linked is still an interesting idea.
Riko_Futatabi wrote: »Riko_Futatabi wrote: »Bah, let me quote an old post of mine here on how I feel the game should have let you play and why the current system isn't as free as you might think.The idea to force people into a Faction at Character creation was a mistake for an Elder Scrolls game, even if it is the first online endeavor. The entire Main Story, Fighters Guild and Mages Guild isn't even intertwined with anything going on in Cyrodiil, bar some mentions of it in dialogue. Even the Alliance Story questlines in each zone only mention the war and you fight an opposing factions NPCs occasionally, but that's it until you actually go to Cyrodiil yourself. All the above dialogue could easily be altered to make a bit more sense to someone that isn't affiliate with any alliance at all.
The only choice you should have made in Character creation is which City to start in. In fact they should have only let you make a decision on the Alliance you wish to represent after you have experienced all 3 Alliance stories. Until then, while in Cyrodiil, all 3 Alliances are considered your enemy. This would actually give you somewhat more of an incentive to finish the Alliance stories and afterwards pick an Alliance so at least you'd have a third of the map friendly.
Another world design that should have never happened is the splitting of the 3 Alliance areas into separate instances depending on Alliance choice. This should have been nothing more than picking a City to start in, period. If a friend started in Stonefalls, another in Auridon and you picked Glenumbra, you all should have been able to meet up somewhere an any Alliance zone and Cyrodiil shouldn't feel so cut off from the rest of the world by not being allowed to zone in from the border gates like any other area. I believe this would just make for a better MMO overall, the current system has split the player base too much and makes for a less "alive" world.
This just goes back to the question of should this be more like an MMO or a single player ES game. They're trying to find the balance.
With freedom to explore existing within both open world single player games and MMORPGs, what balance is needed in that?
http://forums.elderscrollsonline.com/en/discussion/216607/battle-leveling-and-reverse-battle-leveling-zones#latest
UltimaJoe777 wrote: »You can run to your faction's highest level area without any requirement in ESO also.
DaveMoeDee wrote: »Riko_Futatabi wrote: »Riko_Futatabi wrote: »Bah, let me quote an old post of mine here on how I feel the game should have let you play and why the current system isn't as free as you might think.The idea to force people into a Faction at Character creation was a mistake for an Elder Scrolls game, even if it is the first online endeavor. The entire Main Story, Fighters Guild and Mages Guild isn't even intertwined with anything going on in Cyrodiil, bar some mentions of it in dialogue. Even the Alliance Story questlines in each zone only mention the war and you fight an opposing factions NPCs occasionally, but that's it until you actually go to Cyrodiil yourself. All the above dialogue could easily be altered to make a bit more sense to someone that isn't affiliate with any alliance at all.
The only choice you should have made in Character creation is which City to start in. In fact they should have only let you make a decision on the Alliance you wish to represent after you have experienced all 3 Alliance stories. Until then, while in Cyrodiil, all 3 Alliances are considered your enemy. This would actually give you somewhat more of an incentive to finish the Alliance stories and afterwards pick an Alliance so at least you'd have a third of the map friendly.
Another world design that should have never happened is the splitting of the 3 Alliance areas into separate instances depending on Alliance choice. This should have been nothing more than picking a City to start in, period. If a friend started in Stonefalls, another in Auridon and you picked Glenumbra, you all should have been able to meet up somewhere an any Alliance zone and Cyrodiil shouldn't feel so cut off from the rest of the world by not being allowed to zone in from the border gates like any other area. I believe this would just make for a better MMO overall, the current system has split the player base too much and makes for a less "alive" world.
This just goes back to the question of should this be more like an MMO or a single player ES game. They're trying to find the balance.
With freedom to explore existing within both open world single player games and MMORPGs, what balance is needed in that?
http://forums.elderscrollsonline.com/en/discussion/216607/battle-leveling-and-reverse-battle-leveling-zones#latest
Why bother with leveling at all?
well.... dont be so sure about that... have you seen Daggerfall's map? Heck, Arena had full continent access...UltimaJoe777 wrote: »For example, each faction's areas they can access are way larger collectively than any past Elder Scrolls game ever even dared to give us access to! Sure Skyrim in this game is smaller but Morrowind and Black Marsh make up for that. As for Cadwell's "what if" scenarios that's basically giving us the same amount of space to roam after finishing up our initial areas for up to three times the space to roam. Instead of looking at the other 2 factions not accessible right off the bat as a limitation you should look at what you do have and awe at it compared to what past Elder Scrolls games had at most.
Of course they were both randomly generated, but still. 62 square miles in Daggerfall? 2 WEEKS real time to cross it?
UltimaJoe777 wrote: »This is certainly more MMO than Elder Scrolls.
No one can say this game isn't really OP's kind of game except the OP. Pretty arrogant, Imo, to even suggest that after reading one post from the guy.
Then you're too busy paying attention to the MMO elements than the game's theme factors itself.
Actually, I am referring to the large amount of forced group content, the encouragement to grind xp for champion points, and things like oddly fragmented loot that requires endless grinding, among other things. But seeing as its all MMO elements beyond the main questline, it's hard not to see this game as an mmo with Elder Scroll elements thrown in rather than the other way around.
UltimaJoe777 wrote: »You can run to your faction's highest level area without any requirement in ESO also.
Yes but in other games I can go to other factions highest level area without any requirements.
UltimaJoe777 wrote: »well.... dont be so sure about that... have you seen Daggerfall's map? Heck, Arena had full continent access...UltimaJoe777 wrote: »For example, each faction's areas they can access are way larger collectively than any past Elder Scrolls game ever even dared to give us access to! Sure Skyrim in this game is smaller but Morrowind and Black Marsh make up for that. As for Cadwell's "what if" scenarios that's basically giving us the same amount of space to roam after finishing up our initial areas for up to three times the space to roam. Instead of looking at the other 2 factions not accessible right off the bat as a limitation you should look at what you do have and awe at it compared to what past Elder Scrolls games had at most.
Of course they were both randomly generated, but still. 62 square miles in Daggerfall? 2 WEEKS real time to cross it?
Imagine how long it'd take us to get places in this game in real time, mind you the roads and stuff would be extensively longer and all, and we would not travel at near the pace we tend to. Seriously, try walking or trotting from town to town lol
UltimaJoe777 wrote: »
UltimaJoe777 wrote: »well.... dont be so sure about that... have you seen Daggerfall's map? Heck, Arena had full continent access...UltimaJoe777 wrote: »For example, each faction's areas they can access are way larger collectively than any past Elder Scrolls game ever even dared to give us access to! Sure Skyrim in this game is smaller but Morrowind and Black Marsh make up for that. As for Cadwell's "what if" scenarios that's basically giving us the same amount of space to roam after finishing up our initial areas for up to three times the space to roam. Instead of looking at the other 2 factions not accessible right off the bat as a limitation you should look at what you do have and awe at it compared to what past Elder Scrolls games had at most.
Of course they were both randomly generated, but still. 62 square miles in Daggerfall? 2 WEEKS real time to cross it?
Imagine how long it'd take us to get places in this game in real time, mind you the roads and stuff would be extensively longer and all, and we would not travel at near the pace we tend to. Seriously, try walking or trotting from town to town lol
I have walked from town to town.... I've been bugged in a snare and had reduced walking speed from town to town.
I also go for 10+ mile hikes irl. (yay irl relevancy!)
But if you are talking about the game as its presented, there is no comparison. Would the roads just be longer arbitrarily? Cause im going by what we see.
This game is much smaller than the first two in the series. only point im trying to make.
UltimaJoe777 wrote: »UltimaJoe777 wrote: »well.... dont be so sure about that... have you seen Daggerfall's map? Heck, Arena had full continent access...UltimaJoe777 wrote: »For example, each faction's areas they can access are way larger collectively than any past Elder Scrolls game ever even dared to give us access to! Sure Skyrim in this game is smaller but Morrowind and Black Marsh make up for that. As for Cadwell's "what if" scenarios that's basically giving us the same amount of space to roam after finishing up our initial areas for up to three times the space to roam. Instead of looking at the other 2 factions not accessible right off the bat as a limitation you should look at what you do have and awe at it compared to what past Elder Scrolls games had at most.
Of course they were both randomly generated, but still. 62 square miles in Daggerfall? 2 WEEKS real time to cross it?
Imagine how long it'd take us to get places in this game in real time, mind you the roads and stuff would be extensively longer and all, and we would not travel at near the pace we tend to. Seriously, try walking or trotting from town to town lol
I have walked from town to town.... I've been bugged in a snare and had reduced walking speed from town to town.
I also go for 10+ mile hikes irl. (yay irl relevancy!)
But if you are talking about the game as its presented, there is no comparison. Would the roads just be longer arbitrarily? Cause im going by what we see.
This game is much smaller than the first two in the series. only point im trying to make.
If this game were expanded to make each region as long as it would appear in the previous 5 the size of the game would be over 9000 GB without a doubt. Therefore it was scaled down to fit the devices we play them on. As for the originals being bigger if by bigger you mean on a scale vantage then I don't doubt it but otherwise this game is without a doubt bigger than all of them.
Seriously, why would the devs trash the sandbox world idea for this railway feeling questline? At least in Skyrim and Oblivion you could travel wherever you wanted. You can't even travel to the rift as a certain faction, like how stupid is this? This game feels incredibly confined, and nothing like any other elder scrolls title. I miss the days where you could play and go wherever you wanted, not where they allowed you until 'insert level here.'