When you play an RPG, you're playing for the experience of being a role within the game. The role should be important to the story, and specifically to the world within the game. While I feel this was achieved in Oblivion (using this an an example), I feel it was only achieved to the story aspect. We had to save Cyrodil, but where's the personal touch? Maybe if I REALLY cared, it would be special, but the main storyline just was something my character had to embark. So this leads me to the question; how do you make the player feel essential, important, and satisfied with hard work?
First thing that comes to mind in creating. We all have creativity in us. It's the best of any trait in my opinion. RPG's specifically tap into this. Armors, clothes, weapons, enchanting, all a form of creating your role within the game. But where Oblivion falls short is, the creativity is limited to customizing. Yeah, there's armor and weapons, but your find/loot it. You can't create anything basically.
Many games fix this by the elements such as mining, crafting, and so on. I've read a good bit of threads about this. I know this may be blasphemy to the forum, but one game (my nephew plays it) that is rather infantile but addictive is Runescape. TES is on another level compared to it, but what makes it so addictive. It's simple, the system of creation it uses. You can go mine, leveling up to mine better things. You can craft, leveling up to craft better things. There's a smithy skill, to create armor and weapons. It even goes as far as fishing and woodcutting. This is a prime example of how a simple concept of creating and hard work can be put together to give a feeling of achievement and significance. You oh so want to mine that extremely rare and hard ore, but you gotta put in the time first. You want to make that awesome bow, out of Yew tree? Heh, you better get to chopping! It's a simple concept that I feel would enrich Skyrim, and I hope it's there.
The second element that comes to mind is something that is very deep within RPG's. It's the idea of finding and killing an extremely hard monster/person for that sweet drop it may have. While this was there a bit in Oblivion (mostly quest related although), it was pretty much nonexistent with the scaled leveling and such. Looting in Oblivion was, well, worthless in my opinion. Random encounters offered the same rewards. To reiterate a lot of the threads that's been posted, the scaled leveling has to go. I hear this was blamed on becoming mainstream. Well, in that case, stop holding the hands of people who will buy the game. A game that basically gave a middle finger was Demon's Souls. Extremely hard, but when you beat it, you feel like king of the world. A long time ago, this was present in every game. Games weren't too long or too shiny, so difficulty was the way to go. Now when you let you nephew borrow an old Contra game, or something just as hard you feel powerful seeing them struggle on what you have beaten. Make the game give us difficulty. If we want to stick to easy goblins and rats, let us. If we want to venture deep into a dungeon in search of a mystical dragon in hope that it will drop dragon armor (red dragons give you...wings?).
The last element that I want to touch on is decisions. In Oblivion, we had fame and infamy. It was fairly important but on a grand scale is insignificant. In Skyrim, there needs to be drastic decisions. It doesn't have to be in the main storyline, but somewhere. Do we kill or save her? Do we bombard this city, or protect it? Things like that make for interesting roleplay. We can even take it further than moral decisions. How about what guild to join? If we join Guild A, we can't join Guild C, and we're at war and must skirmish with Guild B. In Oblivion, this idea would be foolish with the limited amount of guilds. Simple, make more guilds. Guilds or clans of such are to me a very important and fun aspect of RPGs. It gives a feeling of significance. It makes interacting with NPC's more amusing and interesting.
To reiterate guilds and quests, I want to talk about Knights of the Nine. To me, this was the best time I've had ever in Oblivion. I have a save to where I can pop it in and start the quest line over. The simple rebuilding of an order, recruiting knights, having them follow you, sieging an enemy together...*gasp* OH MAN I LOVE IT! After it's over you have that feeling; "Man, I just did something awesome!". Make more quest lines like this; maybe rebuilding some ancient Nordic order?
Aside from that, I also want to mention the ability of not just being in Skyrim. This is probably a sketchy topic. I'm not talking about traveling to some huge place. But maybe a distant island, a visit to a Summerset island perhaps. Shivering Isles gave us a new place to explore and such, but it doesn't have to be on such a grand scale (because if it is, it will be DLC and the unfortunate may not get it). Remember that painter quest in Oblivion, that was sure odd and fun. Mostly, I understand Skyrim will be snowy, and we should be able to escape that.
To summarize this thread:
- Mining/Hunting/Smelting/Woodcutting/Crafting
- Difficulty/Dungeon Looting
- More Guilds
- Escapism from Skyrim now and then
Well that's it for my first thread, hope it was well constructed! Opinions?