» Tue May 17, 2011 12:56 pm
"There is no level cap. You will nevertheless not be able to choose all perks with one character."
"Dungeons will be locked at their level once you have been there."
These two work together. I would have preferred a level cap and completely static world. Some would say that the fun goes out of the game when you hit the cap, but I've never felt that way, just so long as the game has lots of challenges appropriate for the level cap. Still, it can't possibly be as horrible as Oblivion level scaling.
"All weapons have different properties, which you can take advantage of by choosing the right perks. Maces ignore a percentage of armor, and axes have bleed damage over time.
Sounds fantastic!
"You can use fast travel to revisit places you have visited earlier."
I can only hope that a Morrowind-style travel network is ALSO in, in which case I don't care much one way or the other about the Oblivion-style option. Otherwise, probably delay buying game until mod is out... and be a little less optimistic about the prospect of the game as a whole, insofar as design decisions like this presumably reflect more hand-holding generally.
"Five big cities and more than 130 dungeons."
Somebody define 'big'... 130 dungeons sounds like fun!
"Low-Fantasy" (Meaning the game does not look as vibrant, vivid and weird as Morrowind did, more like Oblivion) -> "Oblivion was for sure not over-the-top in terms of its style, but Skyrim should be considered low fantasy even more than its predecessor. Much of the locations look realistic, and could easily exist in our own world."
Morrowind felt alien and realistic at the same time... it was in some strange way cohesive. There seemed to be an economy, cities built around mining, not all mines were full of monsters, there were competing factions, that kind of thing. If they're avoiding 'alien', I hope they at least hit 'realistic'. Oblivion didn't feel that real, even though the setting was closer to our world visually.
"The overarching narrative of the Dragons is less prominent than the Oblivion Gates were in Oblivion, which does not give you the feeling that you are doing 'useless' quests when you lay aside the Main Quest."
Brilliant. Means that you can have a character concentrating on sidequests without feeling stupid.
"Active blocking."
Expected. Hope the EFFECT of blocking, if the block itself is timed reasonably, is better linked to your 'block' skill. Low block skill = you take a lot of damage.
"More traps and puzzles."
Great! Especially the puzzles. Hope traps are also much more lethal.