GI did "Ask Todd Howard About Skyrim" (03/02)

Post » Sat Feb 19, 2011 8:08 am

I don't see any reason why spears are not worthy weapons to not have in Skyrim.

Really no good reason why they couldn't be implemented.

You're thinking about it wrong. They restart from scratch with the games, so you have to have a good reason to put them in. Aesthetics and "because they're cool" aren't good answers. Compare them to the other weapons in the game, and give a good case why they would be a useful addition.
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Rob Davidson
 
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Post » Sat Feb 19, 2011 1:27 am

He said there was a compass... not quest markers.
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Alexandra walker
 
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Post » Sat Feb 19, 2011 12:43 am

Interesting podcast, listened through it just now and it was cool hearing Todd's views and answers on all these issues. I've got no complaints.
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Andy durkan
 
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Post » Sat Feb 19, 2011 9:35 am

I don't get how a company can develope backwards concerning gameplay. If there were rideable creatures in the prequel, there should be rideable creatures in the sequel with no doubt. In Oblivion a modder did what Bethesda couldn't get done and obviously can't get done for Tes V right now. That games become better and better with PCs getting stronger and stronger and new software allowing new physics and nicer effects is a natural process, Besides looking nicely this doesn't contribute to sufficient game experience at all.

A new engine should make things better, not restrict the available possibilities. Can't believe there's still no things like climbing in Elderscrolls after all these years. Guys must have been sleeping on it.

No doubt the grafics are amazing and what I've seen sofar of the designers' works was superb, but variety of gameplay seems to get washed out more and more with evry follow up. If it was after me, guys should have announced release in 2 years from now and clean those issues out first. That's what most games these days have in common, they are thrown onto the market at a halfbaked stage.
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Pete Schmitzer
 
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Post » Sat Feb 19, 2011 6:42 am

He said there was a compass... not quest markers.


Meh, wishful thinking.
There is no way they will drop the quest markers. Wish it was different. :sadvaultboy:
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Alba Casas
 
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Post » Fri Feb 18, 2011 7:42 pm

Yep. And it's in the top part of the screen this time. Pretty awkward if you ask me.

Anyways, I'm sure it'll be one of the first things modded out. Or at least the magical "GO THE [censored] OVER HERE" arrows will be.


It didn't say anything about a quest arrow, a basic compass should be standard.
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Cody Banks
 
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Post » Sat Feb 19, 2011 5:15 am

280 perks that act more like skill trees. That's the equivalent of 15 per skill (even if they broke it into 3 trees per skill with 5 perks to each tree that's a a buttload). And people said this game lacked customization and depth.
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Farrah Barry
 
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Post » Sat Feb 19, 2011 5:40 am

You're thinking about it wrong. They restart from scratch with the games, so you have to have a good reason to put them in. Aesthetics and "because they're cool" aren't good answers. Compare them to the other weapons in the game, and give a good case why they would be a useful addition.



We have swords, maces, daggers, etc.

But no spears. Its obvious that everyone knows spears are apart of medieval combat and largely assciated. It cannot be that hard to develope some equations and functions for a single weapon type.
If you want to continue this discussion, post in No spears topic, so we don't get off track in this thread.
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helen buchan
 
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Post » Sat Feb 19, 2011 8:54 am

I like that with the character evolution and randomized quests it seems this game will have tons of replay value.
You could start out with the same race and not experience the same game, due to a different skillset and quests tailored to you character.
This is delish.
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megan gleeson
 
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Post » Sat Feb 19, 2011 1:57 am

It seems to me that their spell systems aren't done yet. They seem to be able to go down one of two paths: Spell making (he talked about it for a long while and said that there are problems with it that they are "working on", so obviously its a path they're considering) and spell combinations.
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Solina971
 
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Post » Fri Feb 18, 2011 8:47 pm

No words on Different armour slots ?


Nope. :(
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Jinx Sykes
 
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Post » Fri Feb 18, 2011 9:04 pm

It didn't say anything about a quest arrow, a basic compass should be standard.

At this point, it should be expected. Especially with the Oblivion style fast travel and such.

I hope they don't make a return, though.
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Mason Nevitt
 
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Post » Fri Feb 18, 2011 10:05 pm

At this point, it should be expected. Especially with the Oblivion style fast travel and such.

I hope they don't make a return, though.

Some form of direction is necessary.
Morrowind even had a minimap.
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lisa nuttall
 
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Post » Sat Feb 19, 2011 3:30 am

I don't get how a company can develope backwards concerning gameplay. If there were rideable creatures in the prequel, there should be rideable creatures in the sequel with no doubt.


Todd mentioned that there were some problems with the horses in Oblivion that he would want to resolve before bringing them into Skyrim. Namely, the fact that you need to feel like you're riding an animal, not a truck. Todd and the team want to do things only if they can do them well, and not add things just because people want them. Paraphrasing Todd, the horses in Red Dead Redemption are much better than the ones in Oblivion, and because games are out that do horses better than they did them in Oblivion, simply adding horses similar to Oblivion without improving them just wouldn't cut it. It's things like this that reinforce my already large amount of respect for Bethesda.
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Abi Emily
 
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Post » Sat Feb 19, 2011 8:38 am

Regarding horses I think that TLOZ: Twilight Princess did a good work with Epona.
This horse had good animations and good ride feel and in that game you could also use a weapon while on a horse.
Use one hand to tame the horse,the other to swing a sword.
I'd like to see something like that in Skyrim.
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Jhenna lee Lizama
 
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Post » Sat Feb 19, 2011 12:26 am

Was anything said lore-wise?
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Maria Leon
 
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Post » Sat Feb 19, 2011 7:35 am

At this point, it should be expected. Especially with the Oblivion style fast travel and such.

I hope they don't make a return, though.


I don't know why everyone instantly associates fast travel with Oblivion. FFS, it's been in with Arena and Daggerfall.
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Sebrina Johnstone
 
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Post » Sat Feb 19, 2011 12:22 am

Some form of direction is necessary.
Morrowind even had a minimap.

Agreed. And I very much preferred Morrowind's system of giving me written directions and having to find the place myself.

I very much don't prefer the game telling me EXACTLY where to go, especially if the NPCs beforehand don't tell me where to go in the first place.

I mean, who exactly was telling you where to go in some quests in Oblivion? The Nine Divines?

I don't know why everyone instantly associates fast travel with Oblivion. FFS, it's been in with Arena and Daggerfall.

Yes, but there were consequences in Arena and Daggerfall's systems. You had to have enough gold to stay in inns along the way, you could run into an enemy, you could even get a disease.

In Oblivion and Fallout 3, it's just *CLICK* *POOF* you're there. Nothing getting in the way whatsoever.
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Michael Korkia
 
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Post » Sat Feb 19, 2011 7:27 am

I don't really care for pod casts, but listening to this one. listening only a bit of it. I loved this quote. Someone asked about multiple endings, and Todd didn't want to answer anything about endings. Then him or the host said " A werewolf holding a spear riding a dragon" LOL, I guess the most asked questions, that will not be in the game LOL.
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Chloe :)
 
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Post » Fri Feb 18, 2011 11:08 pm

Todd mentioned that there were some problems with the horses in Oblivion that he would want to resolve before bringing them into Skyrim. Namely, the fact that you need to feel like you're riding an animal, not a truck. Todd and the team want to do things only if they can do them well, and not add things just because people want them. Paraphrasing Todd, the horses in Red Dead Redemption are much better than the ones in Oblivion, and because games are out that do horses better than they did them in Oblivion, simply adding horses similar to Oblivion without improving them just wouldn't cut it. It's things like this that reinforce my already large amount of respect for Bethesda.



Well, it should be doable to get a horse working in 5 years, don't you agree???
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BethanyRhain
 
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Post » Sat Feb 19, 2011 4:03 am

Was anything said lore-wise?

Sadly no. I asked about writing, books and Lore, so did a couple of others, but we got pretty much drowned. I mean, trophies and achievements, right.

We're not interested by things that interest people, I reckon.
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CHANONE
 
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Post » Sat Feb 19, 2011 9:13 am

Todd: "I just made a turkey and swiss sammich, mmmm."

Random follower: Did you add mustard? If not, why?

Todd: [Enter incredibly convincing, reassuring Todd comment here]

Random follower: I... I just pre-ordered 5 copies of Skyrim... maybe 10, I don't know it was all a blur...

Other Random follower: No mustard!? Oh god, Skyrim is ruined, I have to, I have to complain about this on the forums...


Haha this made my day, pretty much the best summery of this forum. Period.

The podcast was great, plenty of new tidbits and it's fun to hear the reason behind a lot of their decisions and changes. I like the fact they look at each new game as a restructuring/refinement rather then just an incremental increase with the same plus more stuff that a lot of games do.
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Sophie Louise Edge
 
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Post » Fri Feb 18, 2011 5:15 pm

Was anything said lore-wise?

The greybeards will yell out for you, with their Thu'um (like they did to Tiber Septim I guess?)
There truly are 7000 steps to the highest peak of Skyrim. Todd will even count them to be sure.
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Britney Lopez
 
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Post » Sat Feb 19, 2011 9:48 am

Why hey picked crap questions lik eDark Brotherhood and didn't ask anything about the world , the snow , the boats , the armour slots , the open cities , the hardcoe mode , the weather , andmany more important stuff for stupid questions like Vampirism and Brotherhood?
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Astargoth Rockin' Design
 
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Post » Sat Feb 19, 2011 4:11 am

Agreed. And I very much preferred Morrowind's system of giving me written directions and having to find the place myself.

I very much don't prefer the game telling me EXACTLY where to go, especially if the NPCs beforehand don't tell me where to go in the first place.

I mean, who exactly was telling you where to go in some quests in Oblivion? The Nine Divines?


Yes, but there were consequences in Arena and Daggerfall's systems. You had to have enough gold to stay in inns along the way, you could run into an enemy, you could even get a disease.

In Oblivion and Fallout 3, it's just *CLICK* *POOF* you're there. Nothing getting in the way whatsoever.


Gold was really easy to come by (especially with carts giving you additional storage), so inns weren't expensive (and even then you could camp out). Enemies only appeared after you finished your trip (and those were only linked to quests like when the King of Worms sends you a message via zombie courier), diseases I've never received via travel. I'd imagine you'd have to recklessly travel a huge distance like a moron and sleep outside. Even so, you could travel ANYWHERE including places you haven't been to. Oblivion (outside of cities) you actually had to travel to locations, same with Fallout.
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Rach B
 
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