» Mon Feb 22, 2010 5:36 am
In my opinion the most linear thing in Oblivion was the main quest. It leads you on a railway from second one to the end. The "be whoever you want" is only available in do/don't do side quests and join/don't join factions. I think a new approach is possible, maybe in Skyrim, maybe in the future. My view is to basically melt the main quest into the game world to obtain a "flexible" main quest where you are really free to approach the story the way you want:
Change the main quest mechanics: so far the main quest is on a rail Q1>Q2>Q3.....>Qn. You only get to finish it if you do all the successive quests in the exact order the game asks you. The main quest "line" could be redesigned as main quest "circle". Imagine many concentric circles. The line of each circle is the border that advances you in the main story. At the very beginning you are in the center. You can take any path you want, you will still reach the first circle border. The first circle is a milestone that acknowledges that you have done what you need to advance the main plot. And so on, until you reach the biggest circle where the story ends.
I think this graphic theory needs an example.
Let's assume you start the game as prisoner, you are freed and given a very vague (or no) idea of what to do next. The game shouldn't tell you the entire story ahead in the first minute or so (remember Oblivion). Now you are in the middle of all the concentric circles. You can go wherever you want, join any faction you want. It's them that tell you details about what's happening in the province. So, you'll start assembly the story piece by piece as it is told by the people. The beauty in this is that you'll have many different angles of view for the same story to help you create your own view. If the first npc that you meet is the king, who also tells you that he dreamed of you, it feels like a huge spoiler, you are indoctrinated about who you are in the very beginning, who you will be and what you must do. If you are let alone in the world to search and find the main story yourself, you will have the opportunity to learn the events from various social categories of people. The warriors, the peasants, the merchants, the nobles will all have different approaches to the same events, so you will actually get to feel how the world feels about those events. This way you'll be able to choose who you want to help/join related to the main events.
Eg (first circle) You can pick a political career and join the local court to be errand boy for the prince until he trusts you enough to advance you to his personal guards. That is the moment you reached the first circle and the main story can go on (he sends you to negotiate with X);
Or
You can join the local bandits and earn their trust via quests until they promote you to some degree. That is the moment you reached the first circle and the main story can go on (they send you to steal from X);
Or
You can join the assassins and earn their trust via assassinations until they send you to kill X. That is the moment you reached the first circle and the main story can go on;
Or
You can choose the peaceful way of the trader, join the traders guild, work your way up the ranks, make good money until you are trustworthy enough to go do business with, guess who, X. That is the moment you reached the first circle and the main story can go on.
This X may be a person, a place, an object. It is the milestone, the trigger that confirms you are ready to advance the story. You may decide to save him or kill him, to steal from him or to help him, depending which way you came, sent by who. But at some point in ALL the possible paths, someone will send you to X and the game will know it's time to unlock the next events. You don't have to be good or bad, you don't have to complete specific quests in given ways, the only prerequisite to advance in the story is to just reach a rank/location/reputation level as whatever personality and social status you want.
This way you can actually be whoever you want and still beat the main quest and you can change your moral, legal, religious and political allegiances on the way, to adapt your role playing to the events. In Oblivion you don't adapt, you just execute orders.
I'm aware this circle system would require a lot more work from the devs, to continue the story aware of what you chose to do at every trigger point. It means more details, more options, more dialogue which is not bad I suppose. But I guess that's why a game like this takes 4 years of development, if only they are willing to focus on such features of freedom of choice instead of other technical improvements. As far as I am concerned, graphics wise the games have reached a stable highpoint. I don't want photorealism at least not in fantasy games. I think they could start improving the story/storytelling/freedom/consequences/roleplaying part because it's suffering in most of the games since the race for graphics wow-factor started.