Woah, calm down man, it's just a game.
But, here, let me quote from the "How did you last die" thread:
Skyrim.
I committed suicide by jumping from a cliff after finding out that I can't murder half of those obnoxious pricks in the so-called Thieves' Guild.
Welcome to the magical world of modding!
The problem here being that I'm running it on 360. Which carries a number of somewhat lesser concerns as well. By the by, there wasn't much actual rage there, more along the lines of amused frustration.
Which was compounded by the next mission on the manor island, where I quickly got tired of how easy it was to stealth it entirely with only around 40 Sneak and decided to start picking the guards off one by one, at which point I discovered that taking two levels of mostly smithing and lockpicking isn't the best idea, so I actually had quite a bit of fun cutting a throat, shout-dashing out into the lake, hiding on an island, and repeating the whole process. I recall one memorable part where I encountered something that has already been mocked elsewhere: I stealth-executed a guard who had been chopping wood, and the one carrying wood from the pile to the storage pile came rushing over. He stood over the dead body, staring straight at me, and not seeing me. He began to walk away, and I twitched toward him. He instantly turned back around, stared at me for a few more seconds, and then continued to walk away.
Maybe next character I'll play a mage class that relies entirely on Illusion, Alteration, and Conjuration, and see how far I get before the game forces me to act OOC with stabby things to get me back on the tracks.
But yes, it is rather frustrating how the Thieves' Guild is anything but. My desire to kill them all stemmed from three things: RP value, genuine moral outrage at their lack of standards, and the fact that they're sending me on incredibly dull and non-stealy missions. From what I've heard, their questline only gets worse, falling back on the old Skyrim standard of "Here's a dungeon full of Nord Zombies. Go kill 'em all and show us what you find in the conveniently located chest and/or altar in the boss room.".
I dont know. The previous titles, like Oblivion and Morrowind, having story essential NPC killable, made the game feel unduly fragile.
Oblivion and Morrowind - Kill an important NPC and the game tells you you've broken the quest, load an old savegame or live without that quest.
Skyrim - Attack an Essential NPC, now you have a bounty and an NPC that will never stop attacking you, reload your game or be barred from that area forever.
I think I prefer the former.
Exactly. If the player screws up and kills a central character, that's their fault for not paying attention. Heck, it isn't even as if they need to be vulnerable to other NPCs, if the devs really want to prevent a random occurance from screwing the main quest.