» 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.