What? Also, I do not like randomized dungeons or game worlds at all. Handcrafted and unique for me please.
"The replayed game" - look at the perk system. It's pretty well suggested that if you want to see what you can do with this skill, you have to create a new character and start a new game to see it in action. Whereas "The endless game" meant you could play only one character and maximize him.
I like some of your ideas. Unfortunately this is a hard sell for game developers - to create content and then have users not be able to access it on a playthrough when the majority of people play the game once only.
The perks system mentioned above, and how radiant story will give you challenges based on who you (ref Todd interview or podcast) are and what you have done, suggests they *want* you to play it more than once. Different mechanic, but how many played FONV only once? How many visited every dungeon in Daggerfall? Or town for that matter?
The ability was given by size and randomly generated dungeons, which is no longer there. But it was still an underlying mechanic that drove you to just push on. At least I experienced it that way.
An excessively cramped yet random and unimaginative world is the exact thing the developers are trying to get away from in Skyrim. Daggerfall was huge and random, but that doesn't mean the dungeons were fun. Oblivion also had loads of dungeons, which while not randomised, were still very dull since 1 guy had to do all of them. Ido not like your idea at all.
So a game designed with replayability in mind should give the exact same experience in dungeons every time? As I said, I agree on the crampiness, so I want to enhance the replayability with something else.
This. Handcrafted and far away from randomized thanks!
It can still be handcrafted even if portions are randomly hidden. Have some imagination.
II think it would be pretty interesting, as long as the names (and some outside props) are associated with the dungeon and not the entrance. Imagine going into a nuka-cola factory in FO3 and finding a cave :facepalm:
Like the forts in Oblivion. There could be a dozen around. But only three random ones had access to the door, the rest was blocked. Finding such a fort, you'd still have to investigate. If you can get in, you'll notice the interior is pretty much the same as one you did in another playthrough, but something is still different - you won't find known items placed in the same places, a wall is collapsed where you could enter previously, and the old stone is removed revealing another passage.
I just want more in each playthrough to feel more unique than the last one. FONV had factions that did this, but the dungeons/exploration became boring. I want "no stone untouched" also in succeeding playthroughs. Even if I find a list of 1000 well hidden outdoor locations that can be a unique item location, I'm still forced to explore rather than go fetch. Lack of roleplaying ability on my side? Maybe. But I find it impossible to simply "unlearn" all the stuff I learned earlier. Some things are impossible of course, but any move that increases replayability value is a good one in my opinion.