does anyone remember...

Post » Mon Dec 23, 2013 10:06 am

When you died in a game or ran outta quaters the game would actually end and tell u the bad guy won and how? Some games gave just a sentence or 2 beyound stating game over, some games even had cinematography showing what happened when u failed, etc etc.

Do u think that they should bring that back simply for fluffs sake? I'm not talking about something popping up everytime ur character gets wasted etc, I'm talking about would it be something cool to have as an option? Like when a character dies, instead of just asking to or automatically reloading the save point, if a screen came up and gave 3 options. Load, main screen, END. We could just reload with the first, go to main screen with the second, and see the end and aftermath of our character with the 3rd.

Could b soemthing to add extra immersion to DiD players, roleplayers, etc and could have absolutely no impact on the actual game (aka meaning u clucked end for one of ur characters, u could still continue playing it) but imo could add some extra immersion.

What do u think?
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Yama Pi
 
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Post » Mon Dec 23, 2013 9:23 am

Not in the Elder Scrolls franchise. It is contrary to everything the Elder Scrolls stands for, in my opinion.

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Elisha KIng
 
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Post » Mon Dec 23, 2013 10:58 am

That could be interesting, I remember games that had those "losing screens." Missile Command was a great example :)

Then again, when you died, you needed to put in another quarter to play again, basically starting all over from the beginning.

In Skyrim, if a player lost the battles with Alduin, Harkon, or Miraak, seeing what happens to the world AFTER your failure would add a little substance to the game. I like your idea of having a choice, too. Dieing 3 times in a row to either of these bad guys would get old if you had to watch the cinematic each time :)

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Michelle Smith
 
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Post » Mon Dec 23, 2013 11:06 am

Well, you get the little funeral procession in Daggerfall. I saw that a lot. :)

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Lyd
 
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Post » Mon Dec 23, 2013 7:59 am

Exactly!! It was watching that 5 times today that made me remember a lot of other games doing so as well.

Now it wouldn't have to show the world burning or anything (even though I myself would enjoy something along those lines of showing us or giving a glipse of what woukd happen of we failed" but could be more like daggerfall or a burning pyre or showing our skeleton laying or raised up atking future adventurers...like so many options depending on where and how u died.

It would basically give us a purely optional "ending" to our characters if we ever decided to retire them or play DiD. Everyone can win. Have it to where its situational depending on where and how u died. Roleplayers get the purely optional way to end their character, DiD get to see a little bit extra for their characters, and since its purely optional roleplayers and reg players wouldn't ever have to use it and can roleplay their charecters continuing on in whatever they had in their minds.
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R.I.p MOmmy
 
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Post » Mon Dec 23, 2013 5:36 am

One of the things that has occurred to me is to mod in tombstones for my dead heroes. For subsequent heroes, there would be a little stone monument at the site of the previous unfortunate person's "departure." I've never taken it beyond the idea stage, though, as I'd rather be playing. :)

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Charity Hughes
 
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Post » Mon Dec 23, 2013 11:50 am

In Fallout, you can experience these if certain situations go wrong. Death is just a screen of bones with a torn Vault jumpsuit and a voiceover, but if you were captured by the Super Mutants and didn't persuade/fight your way out, a game over-type cinematic shows what happens.

Wouldn't really fit in with Elder Scrolls, though. Fallout series, yes.

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Princess Johnson
 
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Post » Mon Dec 23, 2013 4:34 am

A funerary procession like in Daggerfall could fit, i suppose, but anything beyond that could be problematic. For one, look at all the people who gripe about Skyrim's main quest being too forced, and having too much significance? What do you think the reaction would be if every time you died, you saw a scene of Alduin consuming the world? Or of Dagon's armies burning their way across Tamriel? Or of a world populated only by 6th House abominations?

Any other option would require special mention of guilds, organizations and people, with a lot of tracking. Imagine you become the leader of the Companions... The 'ending' you get when you die now mentions you rebuilding the companions into a prosperous organization, renowned across Skyrim and beyond. Your wife Aela mourns your passing. Except, oops, you didn't marry her, and she died on a hunting trip as your companion. Farkas takes your place as Harbinger... oh wait, he was eaten by a dragon on that one dungeon run.

See the problem? In order to add character and relevance to it, you need specifics, and well... those can become complicated to track. Otherwise, you simply get foot-notes which are irrelevant to your particular playstyle or character.

There may be a happy medium between too specific and too generic, but really... What would be the point? Regardless of how people play, TES games aren't about dying and the legacy you leave, they are about living a life, adventuring and interacting with the world. In essence, they are about DOING, rather than DONE.

If, in the future, we have a TES game which is about surviving as long as possible, or having a personal impact on the world (think splinter timelines) then maybe these types of personalized endings would be appropriate. But until then, the only impact dying has is

A; Before you defeat the big bad, dying means failure and the end of the world

B; After you defeat the big bad, but before completing DLC, dying means the end of the world through secondary means

C; After you defeat the big bad, and all the DLC bads, dying means disappearing from history

In the first two cases, we're back to the first point. If you just want to play a Bandit, do you want to be reminded that Alduin's trying to destroy the world every time you die? In the last case... What's the point? You'll find out your legacy in the next game.

Which, i suppose, could be a bit of an interesting inclusion, giving some prelude to what will be history by the time you pick up your next TES. Still, does anyone thing Bethesda is thinking that far ahead?

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Mrs Pooh
 
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Post » Sun Dec 22, 2013 10:48 pm


Hence why I added that it was purely optional so that all forms of players could benefit.
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W E I R D
 
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Post » Mon Dec 23, 2013 10:39 am


Hence why I added that it was purely optional so that all forms of players could benefit. Because like u stated about doing insteadfof done, other people have a different outlook. To some people like DiD players, its about the story of their character with a beginning and an end. Some stories can end and this gives a good immersion way of doing so. I would even say that even though I would want something showing the co sequences for the bad guy to win, that I think it'd be smarter to just go simple routes.
Dying on a field in the middle of nowhere maybe showing a patch of flowers growing in the snow.
Dying in a dungeon could show the bones of u gathering dust or even add in certain ones ur skeleton walking around raised up.
Dying in a town or with a dragon fight could show the funeral rites of whatever race u chose.
Purely optional stuff but for the people could add a lot of immersion and bang to their characters story of having an ending instead of vanishing thruout history like all the other ones do.

Again to be purely optional.
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Frank Firefly
 
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Post » Mon Dec 23, 2013 2:54 pm

But at what point do all these 'options' people want become too much? Ending synopsis', Hunger and needs, turning off map markers, skipping the intro, etc. The end result would be, essentially, a totally modular game, and the more options there are, the more glitches there will be. Then people will gripe and complain about the glitches. Not to mention the eon long development time it would take.

Whats more, with all the half-baked features already there, you need some pretty good justification for another feature, let alone one which adds so little you can turn off.

From an RP and immersion perspective, too, how would you know what happens after you die? It's not like you generally get to read books from the future regaling tales of how spectacular you were.

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Tom
 
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Post » Mon Dec 23, 2013 4:02 am

It wouldn't be able to really work like that, since it's entirely possible to die after the main quest is over. It'd have to be something generic that can apply to most any situation, or have specific variations that only play if you die during a specific situation (say, while in Skuldafn/Sovngarde, or while the Imperial City is being attacked by Daedra).
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Charlie Sarson
 
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Post » Mon Dec 23, 2013 7:25 am

I did deal with that, by noting examples of too generic, and too specific. Again, there is of course some happy medium out there, but homing in on it wouldn't be as simple as fixing the story telling, and it would add less to the game.

I'm not saying i don't like the idea, of course. In a perfect world, we'd have just this sort of thing. The question is, would we be willing to sacrifice other elements already in the game, or the refinement of those elements, for this? In that regard, i would say no.

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Lory Da Costa
 
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Post » Mon Dec 23, 2013 3:37 am

Well tbh we have been losing elements with each game and bethesda doent seem to really "fix" somethings that's broken and more like "axes" it instead.
U gotta think, we have new consoles out now which means this can handle MORE than what we had already. Look at mods, ur basic needs, locational dmg, reworking of the actual game itself. Its very well possible.
You also gotta think and I gave great examples of ways they could end and it wouldn't stepnon any toes and give a feeling of ending. It wouldn't be very hard to implement or taxing on the software. Now if they were gonna do like fallout end slides...yeah bethesda can't do that. But the exanples I gave above, they could do that no problem. Hell they did it with daggerfall with THAT technology and its a cinematic event, think of what they could do now.
So yeah, don't think of fallouts ending slides where they wrap everything up, but more like a simple ending. Some people like an nice ending yo their characters story instead of ending it by deleting the save file or exiting out a load screen. Just something simple and extra to give an end to the people who would like an actual ingame ending to their chatacters storys.
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Sabrina Steige
 
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Post » Mon Dec 23, 2013 9:34 am

Like maybe, using Skyrim as an example, a scene of your char standing on the Throat of the World looking out at the province they worked so hard to protect, and then turning and walking away. Gives the player a sense of finality, but lets you continue playing and continue their story yourself.

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Lyd
 
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Post » Mon Dec 23, 2013 1:57 am

Daggerfall's funeral procession comes to mind. Perhaps instead of the game ending just there, you are given option to start new character exploring the world with no mention of MQ or start tutorial? When at some point in time you stumble upon the tomb of your former adventurer and while looting the tomb you're brought into the game's MQ at that point.

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~Amy~
 
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