We all have lists of big expensive things to improve on in t

Post » Thu Jun 14, 2012 1:42 am

I mean.. Most of us want better animations, bigger cities, An actual writing group that won't be outdone by someone in pre-school, Better voices, more weapons, Guilds, more customizable characters, Every skill to be a game on it's own etc. But what Don't you feel bethesda needs? Some would argue voices and fancy graphics, Others don't realy look into the story, some would say handplacing everything is a waste of time and realy bethesda should improve on procedural stuff. Others might say that if bethesda modelled 7 helmets and redid them in multiple materials they would produce more items. Others might say that an entity that tells all the stone in a certain area or cave to be a colour would make dungeons much more varied for little effort. Some might more grounded quests (as in- not save the universe for a fourth time but rather do mercenary work in the fighters guild, robberies in the thieves guild, assassinations in the morag tong and provide services to/from the mages guild. ) Some people might not care for any weapons that aren't swords and some might want one piece armour. Some might think that bethesda should remove races or people. what will you be happy for bethesda to laze on?
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JeSsy ArEllano
 
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Post » Wed Jun 13, 2012 11:54 pm

i wouldnt like to get bigger cities for the original ones, as they would just pop out of no where. but maybe if they add a city in DLC which is about the same size as imperial city, with some landmass around it or something
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Hannah Whitlock
 
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Post » Thu Jun 14, 2012 12:50 am

Cheese for everyone!
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Alexander Horton
 
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Post » Thu Jun 14, 2012 11:46 am

Forget the flashy menus and the killcam animations. Drop high dollar actors from the voice-over list in favor of people who make a living on voice work. Skip designing perks entirely. Drop the need for an epic-for-the-ages story.

All the time spent looking cool/being epic/what have you can be redirected towards making situations have multiple solutions, towards making it possible to dynamically interact with the environment, and to make such interactions open up in natural ways.

Imagine if you needed to get beyond a rock in a dungeon...

...and your mage uses a Passwall spell to walk through it...
...and your second mage is a burly orc who cracks heads with a club, and he just pushes it aside....
...and your thief spots a hidden panel that activates the counterweight...
...and your assassin uses a trap door and crawls under it...
...and my warrior climbs up and over it...
...and your warrior happened to find a key off of a bandit, and bypassed that corridor entirely...
...and my mage used his high willpower and endurance to walk through magical flames to get through at a different location...
...and someone else's thief used passwall, or climbed over it, or...

Now, imagine you don't manage to do any of these, and your character can't quite budge the rock. Now imagine you do some stuff, and you come back, and he can, but there's another rock in another cave that he can't move at all yet, while a different build can do it. Now imagine that you don't open up new avenues every 10 or 20 points of strength, but potentially every single point gives you a new option for some situation, in some location. And imagine all of the old attributes were back, and were equally useful. Imagine Bethesda didn't come up with multipliers and that health wasn't primarily a race to pack points into endurance. Imagine you had dozens of situational spells instead of 5 per school or so.
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Cedric Pearson
 
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