» Tue Feb 15, 2011 6:24 am
People are inevitably going to give the usual "too much development effort for a minor thing" complaints, but it really wouldn't be. I think we can assume that the game is already going to include plants, including harvestable ones for alchemy, and among them food type plants, like the tomatoes and graqes and so on we already saw on farms in Oblivion. They will probably replenish themselves after a time, like in Oblivion. It would take virtually no effort to make a seed item that starts the process, so that instead of the plant replenishing it appears for the first time in that spot. Presumably the game will also already have farmland in it, like the past games have; since it would probably lead to a lot of clipping weirdness and what have you to sprinkle seeds all over the place, you could just make these properties up for sale. Now the player can plant their seeds in the designated seed-accepting land, tend their plants, and harvest/sell them if they like for a very minimal development effort.
You could also add conditions for what plants like to grow in, along with a chance for them to die before reaching advlthood and bearing fruit/flowering/whatever, and again, it's not a complicated thing. We're not talking about something with a lot of models, animations, scripting, or so on. Temperature, light, how often it's watered, and so on, are simple number formulas that would add together for the plants' survival odds. It would be as simple as something like editing a creature's hitpoints. It has 100 by default? There, now it's 110. Those environmental factors, like the existence of plants, are also something we can hopefully expect to already be there in some form. Light? Well obviously there will be a day/night schedule, and with improved technology and stealth, the same factors that determine how "in the light" your character is when hiding could be applied to how much light a plant is getting in a particular spot. Weather factors and placement (indoors, outdoors, basemant) can change temperature. People could spend a lot of time on farming if they wanted to, without its presence sapping anything from the rest of the game.
I personally probably wouldn't do a lot with it, but as someone who frequently uses Alchemy, I would LOVE to apply this stuff to alchemical ingredients. Another simple item to make; a dirt-filled flower pot that you can use as a placeable object. I could convert my house into an alchemy produce station, growing plants on the sunny roof, and mushrooms in the stanky basemant. If I found some rare plant and managed to reproduce it at home I'd be the envy of alchemists everywhere. That could even be part of alchemical knowledge alongside formulas, is finding out what conditions rare plants need to grow.