Finnish Pelit Magazine

Post » Tue May 18, 2010 8:29 am

Thanks for posting. This is one big thing from Morrowind I missed a lot.

Now where's that Levitate?
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*Chloe*
 
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Post » Tue May 18, 2010 4:04 am

I hope the houses are more impressive than in Oblivion. Going from Morrowind's faction strongholds to Oblivions town homes was a little underwhelming.


Don't forget Morrowind's item placement also made it way easier to decorate the home. Best I could hope for in Oblivion was a flat surface with some objects strewn on it. In Morrowind my desks looked like actual study was being performed: books, paper, ink pots, and artifacts all arranged perfectly. Alchemical reagents all neatly ordered and placed on parchment paper. Cellars of neatly arranged mazte, shein, greef, flin, sujumma, and brandy. Bowls of pearls, diamonds, rubies, and emeralds. Tables arrayed with rare and exotic weaponry.

I could do nothing like that in Oblivion. I just ended up dumping my loot in chests. Then it was out-of-sight/out-of-mind. Then I had no real reason to visit my home. Eventually I wondered why I was playing at all.

Desperately hoping they have better item placement in Skyrim. If they don't, the housing won't matter to me in the slightest.
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chinadoll
 
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Post » Mon May 17, 2010 8:53 pm

In mw I would ALWAYS kill that twerp in the house near the end just past the bridge in seeda neen.. ZAP!! Was a nice house.

I will always find someone I dont like that has a house I do like;/
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Cesar Gomez
 
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Post » Tue May 18, 2010 1:00 am

This new info seems to good to be true.

I hope it's not another translation error like the Facebook thing.
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Franko AlVarado
 
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Post » Tue May 18, 2010 5:28 am

It wasn't. Just something that they thought was good back then.
Like with fast backwards running.
Or they never even thought of it, lol.

But Todd said "It takes much of our time". How long does something like that take to code?
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Laura Richards
 
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Post » Tue May 18, 2010 7:42 am

Letting the player kill everyone and let them sleep in their beds probably isn't the hard part. Its probably hard to create a world that has the ability to react propperly. Like guards checking on a house if character x doesn't leave it for a few days or something and it seems like a stranger keeps going in and out for no reason. Its also probably hard to get npc's to react properly to a mass killer such as one who could kill everyone in an entire provence. Not to mention coming up with with propper reaction for guards and/or bounty hunters.

Not to mention coming up with a way to allow the story to continue even if you do kill someone you shouldn't have.
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Ronald
 
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Post » Mon May 17, 2010 8:44 pm

But Todd said "It takes much of our time". How long does something like that take to code?



making them essential takes time.



Killable..none UNLESS as I wondered in my first post that QUEST and the WORLD is adversely effected and the player can -witness- these changes, THAT takes work....not having everyone killable...


you could kill everyone in Morrowind, or wipe out an entire town, didnt matter at the next town though
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Roisan Sweeney
 
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Post » Tue May 18, 2010 3:19 am

Letting the player kill everyone and let them sleep in their beds probably isn't the hard part. Its probably hard to create a world that has the ability to react propperly. Like guards checking on a house if character x doesn't leave it for a few days or something and it seems like a stranger keeps going in and out for no reason. Its also probably hard to get npc's to react properly to a mass killer such as one who could kill everyone in an entire provence. Not to mention coming up with with propper reaction for guards and/or bounty hunters.

Not to mention coming up with a way to allow the story to continue even if you do kill someone you shouldn't have.

Exactly. Killing an NPC and just taking over their house with no repercussions doesn't make any sense.
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Emilie Joseph
 
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Post » Mon May 17, 2010 11:50 pm

But Todd said "It takes much of our time". How long does something like that take to code?

If you read it again you'll see it was refering to the "killing everyone in the village" thing and not the sleeping in bed thing.
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Alina loves Alexandra
 
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Post » Tue May 18, 2010 12:23 am

Holy crap there was a small article about Skyrim in Pelit? And here I thought I checked the whole magazine out in hopes of something on Skyrim, yet I didn't see anything. I'm going blind. xD

Gotta check this out myself tomorrow.
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Eduardo Rosas
 
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Post » Tue May 18, 2010 10:38 am

Well I guess that now that quest essentual people are changed if you kill one you could get away with killing a lot of people without it breaking a lot of quests. Hadn't thought of that perk to the new quests system.
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Jamie Lee
 
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Post » Mon May 17, 2010 6:42 pm

Everybody begs for that feature but eventually they won't use that. And that's annoying because that takes much of our time. But the feature is now in."

I'm a little confused by this quote. We won't use it? It's annoying?

Im confused that it takes so much time. what does that even mean? Instead of immortal NPCs, they can die, how hard or how long does that take to implement?
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Peetay
 
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Post » Tue May 18, 2010 8:17 am

I hope the houses are more impressive than in Oblivion. Going from Morrowind's faction strongholds to Oblivions town homes was a little underwhelming.



Word, going from a fortress mounted in a hill (Hlaalu 4 lyfe) to a standard "home" was like a kick in the groin. I really want to see "Strongholds" return. Normally I'm against direct feature lifting, but being able to have your own outpost/base with a thriving microeconomy (Again, Hlaalu Eggmining for ultimate victory) is something that could really take advantage of Radiant AI and Radiant story, bringing the "Outpost" feature to a completely different level. It'd be a huge, missed opportunity if it wasn't included, and we were stuck with mundane houses like the rest of the mundane civilians.

Im confused that it takes so much time. what does that even mean? Instead of immortal NPCs, they can die, how hard or how long does that take to implement?


My guess is, they need to create alternate lead-ins for quests, particularly important quests (Factions and Main quests), the issue isn't so much Players being able to kill a town, since that's a choice, I think the issue is creating a way so that only players can (usually) make the call. The "Immortal" NPC feature wasn't implemented to stop Players from killing quest essential NPCs, it was to stop NPC's or creatures from killing essential NPCs.
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jaideep singh
 
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Post » Mon May 17, 2010 10:55 pm

Wait wait....you can kill everyone now, like in Morrowind? :celebration:


It's been confirmed that there are essential NPCs, but I think only main quest and faction quest people.
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Damien Mulvenna
 
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Post » Tue May 18, 2010 5:32 am

Wait wait....you can kill everyone now, like in Morrowind? :celebration:
:tes: :gun: :celebrate:
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Soph
 
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Post » Tue May 18, 2010 8:51 am

Sounds great. :)
Still, this makes me assume the crime system will be pretty bad.
"Hey did you hear?
"Hear what?"
"Bob died yesterday and this shady person moved in after 5 minutes! He seems like a good person!"

:sadvaultboy:
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Sista Sila
 
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Post » Mon May 17, 2010 9:57 pm

According to the magazine
- There are impassable mountains, so you've to go around them.
- The game seemed well polished as even the User Interface felt "amazingly stylish" and "fluent/smooth".
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glot
 
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Post » Tue May 18, 2010 3:34 am

My guess is, they need to create alternate lead-ins for quests, particularly important quests (Factions and Main quests), the issue isn't so much Players being able to kill a town, since that's a choice, I think the issue is creating a way so that only players can (usually) make the call. The "Immortal" NPC feature wasn't implemented to stop Players from killing quest essential NPCs, it was to stop NPC's or creatures from killing essential NPCs.

Idiot proofing the game=lame. If you choose to kill someone, then thats your choice with its consequence. This is what Im afraid radiant story telling is truly for. Just a way to give quests to the PC after he kills a quest giver. Your reason for essential NPCs etc. was produced by toning down radiant AI. you didnt even need essential NPCs, just refined radiant AI. Originally radiant AI had to be tone down because everybody was killing everybody else.
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Dragonz Dancer
 
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Post » Mon May 17, 2010 9:56 pm

Sounds great. :)
Still, this makes me assume the crime system will be pretty bad.
"Hey did you hear?
"Hear what?"
"Bob died yesterday and this shady person moved in after 5 minutes! He seems like a good person!"

:sadvaultboy:


Sunglasses don't exist in Tamriel (Yet), so they don't have any crime scene investigation. Innocent until proven guilty, so it makes more sense that way. Unless of course they call upon the Imperial Legion to utilize their scumsense.

Idiot proofing the game=lame. If you choose to kill someone, then thats your choice with its consequence. This is what Im afraid radiant story telling is truly for. Just a way to give quests to the PC after he kills a quest giver. Your reason for essential NPCs etc. was produced by toning down radiant AI. you didnt even need essential NPCs, just refined radiant AI. Originally radiant AI had to be tone down because everybody was killing everybody else.


Couldn't agree more, idiot proofing games is always lame. But I have to disagree with utmost certainty, that toning down Radiant AI solved the issue of Essential NPC's getting murdered, because every time I've played Oblivion(Ever character I mean) there's at least one situation where I get a random warning that an essential NPC was KO'd. So something is still happening. I think it's that one girl who's always traveling between Chorrol and Leyawiin, getting mauled by Pumas.
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Kelli Wolfe
 
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Post » Tue May 18, 2010 11:56 am


Couldn't agree more, idiot proofing games is always lame. But I have to disagree with utmost certainty, that toning down Radiant AI solved the issue of Essential NPC's getting murdered, because every time I've played Oblivion(Ever character I mean) there's at least one situation where I get a random warning that an essential NPC was KO'd. So something is still happening. I think it's that one girl who's always traveling between Chorrol and Leyawiin, getting mauled by Pumas.

That's why you have certain important quest giving NPCs unkillable by enemies/other NPCs. I still dont see how that "takes a lot of our time".
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Catharine Krupinski
 
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Post » Tue May 18, 2010 1:18 am

Conflicting info. "You can kill everyone." "You can't kill kids."
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Philip Rua
 
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Post » Mon May 17, 2010 8:45 pm

That's why you have certain important quest giving NPCs unkillable by enemies/other NPCs. I still dont see how that "takes a lot of our time".



Ever program before? While actually writing it in, wouldn't take long, potential debugging issues that arrive could literally take weeks to solve. I remember in intro to C++, one of the instructor's favorite games was "Find the semicolon" where he'd hide one extra semicolon somewhere in the program (Sometimes up to 30 pages long), and it would literally break the entire program, the assignment being find the little bugger. It was actually really effective at giving everyone an eye for detail, but it was still as painful as genital electroshock therapy.

But yeah, that idea would be the best choice for everyone. I doubt radiant story was only created as a "Workaround" but even if it was, it's not so bad. Honestly, I like the prospect of being able to kill people I just plain don't like, furthermore, it might make a "Dark Brotherhood" or "Morag Tong" style assassin guild more meaningful, but less intrusive. Instead of NPC's being created simply to be assassinated (Oblivion). I guess what I'm saying is; there's potential for Radiant Story to be used in both bad, and good ways.

Conflicting info. "You can kill everyone." "You can't kill kids."


Doesn't say "Everyone" says "Everyone in a village", maybe there's no kids in a particular village.
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.X chantelle .x Smith
 
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Post » Tue May 18, 2010 4:01 am

I hope the article doesn't mean that there aren't any Essential characters. That would be bad as I don't want Esbern getting killed accidently by a Dragon if he had important info that he needed to get to the player or a key Greybeard accidently in programing his AI goes to Riverwood instead of whatever his house is to sleep and falls down the mountain. We need essential characters but only for a certain amount of time like Jaufree.
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Logan Greenwood
 
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Post » Tue May 18, 2010 3:50 am

It's been confirmed that there are essential NPCs, but I think only main quest and faction quest people.

Pete tweeted today that it will "Certainly be closer to Morrowind. But, again, between now and release there may be exceptions based on testing and fixing." That was a reply to someone asking him about slaying all NPC's.
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Mari martnez Martinez
 
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Post » Tue May 18, 2010 1:54 am

wow we are hungry where even going so far as to seek out new info from a magazine in FINLAND e3 better be worth the wait :facepalm: but still if translated correctly this was a nice lil bit o info :thumbsup:
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Naazhe Perezz
 
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