Being Evil in Skyrim

Post » Mon Jun 13, 2011 4:26 am

Lets face it, Oblivion didn't allow you to be as evil as you wanted to be. Games rarely do let you be as evil as you want to be.

So why not market Skyrim to those who wish to be evil?

-Allow characters to burn entire villages to the ground (without an endless supply of guards coming to stop you)

-Allow characters to own slaves (who doesn't want companions that just do whatever you tell them to?)

-Allow characters to kill whoever they want as long as there's no witnesses to tell about it, it shouldn't be considered a crime.

-Allow characters to be able to do evil things in the main plot. Not everyone wants to save the world, some people just want to watch it burn.

Anyone else have some good ideas? Harness your dark side everyone, lets see what we can come up with.

(no talking about the invincable kids in game!)
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A Dardzz
 
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Post » Mon Jun 13, 2011 3:54 am

Lets face it, Oblivion didn't allow you to be as evil as you wanted to be. Games rarely do let you be as evil as you want to be.

So why not market Skyrim to those who wish to be evil?

-Allow characters to burn entire villages to the ground (without an endless supply of guards coming to stop you)

-Allow characters to own slaves (who doesn't want companions that just do whatever you tell them to?)

-Allow characters to kill whoever they want as long as there's no witnesses to tell about it, it shouldn't be considered a crime.

-Allow characters to be able to do evil things in the main plot. Not everyone wants to save the world, some people just want to watch it burn.

Anyone else have some good ideas? Harness your dark side everyone, lets see what we can come up with.

(no talking about the invincable kids in game!)



1: You wont be able to burn entire villages....but there arent endless supplies of Guards so relax

2: We had this in Morrowind

3: We have this

4: This would be fun

Don't mention children or you will be flamed you FOOL
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Cool Man Sam
 
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Post » Mon Jun 13, 2011 5:44 am

Lets face it, Oblivion didn't allow you to be as evil as you wanted to be. Games rarely do let you be as evil as you want to be.

So why not market Skyrim to those who wish to be evil?

-Allow characters to burn entire villages to the ground (without an endless supply of guards coming to stop you)

-Allow characters to own slaves (who doesn't want companions that just do whatever you tell them to?)

-Allow characters to kill whoever they want as long as there's no witnesses to tell about it, it shouldn't be considered a crime.

-Allow characters to be able to do evil things in the main plot. Not everyone wants to save the world, some people just want to watch it burn.

Anyone else have some good ideas? Harness your dark side everyone, lets see what we can come up with.

(no talking about the invincable kids in game!)


1) Endless guards already happens, but why burn villages? Point?

2) Meh

3) ...? Already happens.

4) If you want to watch it burn, then don't do the MQ.
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CArla HOlbert
 
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Post » Sun Jun 12, 2011 5:18 pm

4) If you want to watch it burn, then don't do the MQ.

There's no questline progression then. Of course it's a little too late for them to do add a large branching MQ for those who want to play evil or whatever aside from the regular quest line, unless it's already in the game of course. Having that progression in the story would be great for those who want to play characters who aren't of the good or neutrally aligned. But having a variety of endings would definitely affect lore.
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NeverStopThe
 
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Post » Mon Jun 13, 2011 3:42 am

If I wanted to play a game thats based on story and character exploration Id go play a Bioware game.

Not that I wouldnt mind there being an alternate Main Quest, and some more Dark Brotherhood themed factions(assassins, mercenaries, vampires, necromancers, cults, whatever theres lots to choose from). But not just some branching alternate ending crap that Bioware does where the only actual difference is a different ending cinematic. Id want a completely separate and different questline thats mutually exclusive.
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Judy Lynch
 
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Post » Mon Jun 13, 2011 5:14 am

Here's the problem though.
Lore. Things have to progress so you can establish lore. TES is a linear timeline. There has to be canon. You can't just let Alduin eat the world, or let Mehrunes Dagon rule the world, or let Dagoth Ur create his doomsday machine, because things progress in a linear fashion in accordance to the main quests.
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carley moss
 
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Post » Mon Jun 13, 2011 6:06 am

-Allow characters to own slaves (who doesn't want companions that just do whatever you tell them to?)

Actually, the companions being as Todd said, not as in depth personalities as in FO3 at least, I wouldn't worry here: they are stupid dead meat anyways.
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adame
 
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Post » Mon Jun 13, 2011 1:29 am

Here's the problem though.
Lore. Things have to progress so you can establish lore. TES is a linear timeline. There has to be canon. You can't just let Alduin eat the world, or let Mehrunes Dagon rule the world, or let Dagoth Ur create his doomsday machine, because things progress in a linear fashion in accordance to the main quests.

I agree although in OB the only thing you get is people talking about your murder and people disliking you
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carla
 
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Post » Mon Jun 13, 2011 7:06 am

The Main Quest is ALWAYS a "good guy" route. Perhaps sometimes this leads to bad concequences, ala Morrowind, but the Hero will always have good intentions. It's the nature of the Elder Scrolls.

As far as NPC's are concerned. I would rather them perform morally grey actions, than be "evil". For example, Gary kills Desmond. But what no one knows, is that Gary done so merely to save his wife who is taken hostage. They took his wife hostage, because Desmond is a politician who would create some bad laws. Gary can easily get close to Desmond.
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JAY
 
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Post » Mon Jun 13, 2011 5:08 am

I'd definitely like a more complex and non-linear main quest with multiple outcomes, including evil ones.
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sam
 
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Post » Mon Jun 13, 2011 8:19 am

It's stupid wanting to have evil options in say, the main quest when dragons are trying to destroy the world .. no world, no game. If you want to murder and steal, you can just do that as you always could.
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james kite
 
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Post » Sun Jun 12, 2011 3:55 pm

i like ALL of you ideas but, endless supply of guards?
imo guads are 2 shot, i think guards should atleast be a powerful NPC so i can regret my actions
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~Amy~
 
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Post » Mon Jun 13, 2011 7:36 am

Hopefully Necromancers will be a joinable faction.

Otherwise, I plan to make a Necromancy magic overhaul mod incorporating some quests.
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Tiffany Castillo
 
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Post » Sun Jun 12, 2011 4:55 pm

Your character's alignment will be less optional in the main quest, that we can assume, although I do suppose that the main quest will always involve some large plot that would endanger 'the entire land/province/people' etc. and thus whether good or evil, you'd still wish to save things to some degree. (After all, there would be no people to terrorize, maim, burn or kill if everything is wiped out, you'd rather do it yourself?)

I do hope and believe that other factions and sidequests will provide opportunities to establish a different kind of alignment to the person's liking. Ultimately it is up to the player. Mostly I hope that vampirism (and or lycanthropy, but please stop whining about it until we know for sure) will be implemented in a better malleable way; that is to say Morrowind had a defined layout with vampire clans and some quests, but the mods (Vampire Embrace, Vampiric Hunger etc.) truly put the cherry on top and made it a real treat to play.
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Dezzeh
 
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Post » Mon Jun 13, 2011 7:57 am

I can imagine them pulling something similar to FO3, where the main quest was mostly linear, but the side quests gave you more moral decisions than anything. Daggerfall had some sidequests that gave you moral choices, like the cure for lycanthropy quest. It would involve needing to get the blood a specific individual (or something like that), but when you find them all that's left is their young child. You then had the choice to use the child's blood or find a different route. I could imagine some quests going like that, especially with the new dialogue options (that I'm hoping will be very similar to those in FO3).
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Laura-Jayne Lee
 
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Post » Mon Jun 13, 2011 5:36 am

My gripe with trying to be evil in oblivion was it wasnt rewarding at all. stealing was almost pointless nothing had that much value plus chests had useless items in it .Pickpocketing gave very little in return.My hope is in skyrim we wont have chests and house's,castle's,holds,npc's that have little to nothing gain from stealing or there untimely deaths. :chaos:
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Taylah Haines
 
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Post » Mon Jun 13, 2011 4:50 am

Don't mention children or you will be flamed you FOOL


Indeed. :flamethrower:
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Ruben Bernal
 
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Post » Sun Jun 12, 2011 9:42 pm

You can kill everyone in the game...
apart from main quest people, but hey, that's about 10 people.
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Baylea Isaacs
 
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Post » Sun Jun 12, 2011 11:50 pm

Yeah! Let's make multiple ends so we can't play after the Main Quest anymore! Love the idea already!
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helen buchan
 
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Post » Mon Jun 13, 2011 6:58 am

-Allow characters to be able to do evil things in the main plot. Not everyone wants to save the world, some people just want to watch it burn.

What i wanna do on a save ( Evil twin brother of my skyrim characters Great Great Great grandfather, yeah hes a vampire :P) Is i wanna kill the dragons and kill both the Empire and the Rebels. Pretty much making him an official badass. Ofcourse that ain't gonna happen, so instead he will kill dragons and turn to being good wich he was 199 years ago. (You see my save on OB has lasted me 4 IRL years to create and its gone a year in the game since i started :P
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Sasha Brown
 
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Post » Sun Jun 12, 2011 10:24 pm

Here's the problem though.
Lore. Things have to progress so you can establish lore. TES is a linear timeline. There has to be canon. You can't just let Alduin eat the world, or let Mehrunes Dagon rule the world, or let Dagoth Ur create his doomsday machine, because things progress in a linear fashion in accordance to the main quests.

In Oblivion, you are too late, or you die, or Martin dies, and Dagon wins. Morrowind skips the path of canon too. Canon doesn't care if your particular instance of the game doesn't follow it.
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Bad News Rogers
 
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Post » Sun Jun 12, 2011 10:55 pm

The Main Quest is ALWAYS a "good guy" route. Perhaps sometimes this leads to bad concequences, ala Morrowind, but the Hero will always have good intentions. It's the nature of the Elder Scrolls.

Maybe in TES games, but I clearly remember role playing as an evil bastard in KOTOR in order to be able to cast those yummy chain lightning force spells that only evil bastards could cast with ease.

And that resulted in following one of the evil paths of the main quest.
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David Chambers
 
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Post » Sun Jun 12, 2011 4:16 pm

The trouble with TES games is, the villains are always more interesting than the good guys. I wanted to join the 6th house. Couldn't. Wanted to join the Mythic Dawn. Could not.The only evil option was the Dark Brotherhood, and I don't wanna be a goth kid. An evil guild that has nothing to do with assassination (ugh) or an evil arc to the main plot would be amazing. Likely it'll never happen, but a fella can dream.


And honestly, in most games being "evil" just means choosing the douchiest option in conversations, and killing randoms. That isn't evil, that's just being a childish jerk. How about some real evil? I mean, why bother allowing it if you don't have equal support for it?
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Penny Courture
 
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Post » Sun Jun 12, 2011 7:41 pm

I love being Evil, when I get higher level and finish main quest I will try and slaughter every NPC in Skyrim, like I did in Fallout 3.
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Valerie Marie
 
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Post » Sun Jun 12, 2011 8:14 pm

With multiple possible story endings, they'd have to explain it all in a way that makes sense in the TES lore. This was done in Daggerfall by means of the Dragon Break.

Alduin/Akatosh are the God of time, so it's possible I'd imagine.
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Dominic Vaughan
 
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