Threat in most video games in generally defined as the force that causes computer-controlled enemies to attack a specific player. This is most prevalent in RPG’s where party members can be acquired, or in MMO’s, where threat is usually taken very seriously.
Many of these games have character roles specifically titled ‘Tanks’. The main purpose of a tank is to soak up damage and to cause every enemy to attack their person. The best situation for the tank is to have every enemy aggressive to them and them alone, which keeps enemies away from the less defensive allies such as castors and rangers. Tanks usually have a plethora of abilities to maintain threat and survivability, making them extremely difficult to kill.
Threat and Aggression is an interesting concept to bring into Oblivion, because unlike other RPG’s like Dragon Age: Origins or MMORPG’s, Oblivion’s main campaign is played solo, meaning there is absolutely no reason for a tank, since every enemy will be focused on you already.
Of course, many mods have attempted to change this, such as Talkie Toaster’s Companion Share and Recruit, which let’s you recruit companions and assign roles to them. They can even be proficient healers, since I don’t think NPC’s ever use heal spells unless they are targeted Self, or have a secondary effect which warrants use, meaning usually something that actually does damage to you. See, the funny thing about threat is that it usually doesn’t work the other way around—since you happen to be intelligent enough to decide that an enemy healer is more important to kill than a guy in extremely heavy armor and high health, no matter how many abilities they happen to use on you.
To a lesser extent, a mod like FCOM can also gain a lot through threat management. Since the world no longer revolves around you, you’ll be bound to see a hostile target mutilating a weak NPC often in your troubles, and you usually don’t want that poor NPC to die (well, let’s assume you don’t). So, what do you do in that situation? You run up to the foe and start hacking and slashing to get his attention…but wait! He’s still focused on that poor stablekeep who happens to be about ready to bite the dust.
Recently, more and more mods have demanded a more party-esque feel in order to be completed successfully, such as The Deep, which might require a good and balanced party to complete. Others may follow in its footsteps, or maybe some already had this idea in mind.
Believe it or not, being the tank is usually a main character role in most games. It should make sense—after all, you’re the hero, the leader, and leaders usually rush in into the fray before anyone else and pave the way for the other members of the party to do their thing. And besides, who else happens to be smart enough to know when best to use ‘pulling’ abilities to bring an enemy who happened to find your healer tastier than you? Surely not the clunky AI that wastes all their resources to take out the hardest thing to kill in the group! Unfortunately, this is especially true for Oblivion, where there is no way to take control of your tank and attack any enemy that isn’t on his menu already. I don’t even think Talkie Toaster’s mod adds this functionality. So for now, it seems you’re stuck tanking, which isn’t necessarily a boring role (I prefer tanks and healers myself), since you’ll basically be the second most important member of the party, unless you happen to be really bad at your job. You can be the fine line between a disaster, and a job well done.
But the question still stands: how do you tank effectively? How does an enemy determine which target in the player’s party is more dangerous? What abilities does the player have at their disposal to make an enemy attack them instead of other targets? Are there any mods that rectify this issue? Is there any website where I can scavenge more information on the subject?
Sorry all for the longish post. Any piece of information regarding the subject would be most helpful.