» Tue Jun 15, 2010 12:43 pm
1. Will there be any difference between the animation sets of male and female as well as human-like and 'beast' characters? At least the latter divide was noticeable in Morrowind, but curiously the former has never been addressed (even though it's the most common-sense one and rather difficult to miss).
2. Can you tell us anything about the Skyrim 'fashion', in terms of both armour and clothing? Will cultural variety be featured (like in Morrowind)? Will detailed customisation (dyes, separate pauldrons, etc.) be possible? Can you describe how different social classes of Skyrim tend to dress? Will the elaborate and pretty attire from Shivering Isles make a return?
3. Will there be a writable in-game journal and the ability to put (multiple) markers on the world map?
4. What about guilds and factions? Are we going to be confined to one side of the divide but be able to join all the playable organisations, like in Oblivion, or will there be competing factions and the ability to side with either of them at the cost of being barred from joining the other, like it was done with the Morrowind Houses? Will advancement requirements return (Morrowind), or will it once again be possible to become the Archmage without knowing or having cast a single spell (Oblivion)? And lastly, will we be able to become 'guild masters', like in the previous games? If so, will it once again be just an honourary title with no actual duties and befitting privileges? In my personal opinion, positions of authority in the previous two games were more akin to 'retirement' than 'leadership'.
5. How is the social aspect of gameplay going to be handled? Will 'diplomat', 'manipulator' or 'socialite' be a viable character concept? Will there be many opportunities to engage the character's social skills? Will quests and other problems have ways of resolution other than 'punch it till it dies and return for reward'?
6. Can the player take active and significant part in the political intrigues taking place throughout Skyrim? With choices and consequences? We know that sabotaging a mill can affect the world's economy, but can the same be accomplished through political manoeuvring?
7. Speaking of choices and consequences, will they finally be present this time around or are we going to follow a painfully strict, linear plot once again?
8. Will the first person the player character sees be a Dunmer?
9. Can I ask for a few words (or even sentences... paragraphs... essays...) on unarmed combat? Will there be something nice for those of us who like to dispense with weapons and armour? Fighting styles? Ability to duck, dodge, grapple, disarm, throw, kick, et cetera?
10. How exactly have you improved the crime system (assuming you have)? Have you gotten rid of psychic guards and bounty staying even after murdering all witnesses? How does the system handle NPC criminals?
11. Are there any revolutionary improvements to the Construction Set (or Creation Kit, however it's called now) that you would be happy to boast about?
12. à propos, does the change of name imply some major revision of the tool itself? Will someone used to the previous versions of the Construction Set be able to adapt as easily to the new one as it was to go from Morrowind CS to its TES 4 incarnation, or is the Creation Kit significantly different?
13. Will it be possible to be an effective archer or mage while using solely the Third Person Perspective?
14. We have heard some things about damage-dealing elemental spells, but very little about other kinds of magic. Can you reveal something about other effects, like telekinesis, mind-control spells or anything, really? Have any new effects been added? Anything removed? Returned, perhaps?
15. While on the subject of magic, will NPCs be able to intelligently choose and apply spells? Set glyphs on the floor to hinder a charging opponent? Switch to a fire spell if ice proves to be less effective? Avoid casting area-of-effect spells with allies around? Conserve mana until they really need it instead of wasting everything on high-level spells in the first few seconds of combat?
16. Also, will the power of magic see improvement? Will there be any incentive for the player to use previously useless effects, like 'burden', always either too weak or too short-lasting to effectively work on anything other than the player character? Will offensive magic actually be as deadly as it looks?
17. Will there be shapeshifting? If so, in what... forms? As part of the Dragon Shouts? Lycanthropy? Spells?
18. Will there be an option, as demanded by long-standing tradition, to become a vampire? If so, how is it going to be handled? Will it have an impact on the character's relationships with some NPCs? Will some of them be able to recognise and react to it in ways other than ignoring or attacking on sight? Will it affect the main storyline or some side-quests in a noticeable way? Will it be possible to join and complete all quests for a vampire-hunting guild while being one, with nobody even as much as voicing suspicions (tsk, tsk, tsking at you, Order of Virtuous Blood)? Also, will vampirism once again ruin the player character's effortfully-sculpted-for-hours face or rather leave it entirely untouched? And finally, will a complex and actually joinable vampire society make a return (similar to the one in Morrowind)?
19. What about the customisation of the character's appearance? How exactly has the 'face-gen' thing been improved? And can the character's body shape be modified the same way? If so, to what extent - what options are availiable?
20. Also, are any of you still singles?