I hear that. Well, aside from the "confidence" part. From reading the numerous posts around here I don't think there will be any significant percentage of people that will lament changes from Oblivion (unless they go back to Morrowind style magic casting of course!). I can see a continuation of the Morrowind/Oblivion conflict, only with TESV instead of Oblivion, as if TESIV never existed, as it looks like everyone still fondly remembers and mods the hell out of Morrowind.
I did read somewhere in an interview with Todd about addressing the complaints with Morrowind and how they "went back to their roots" so to speak with Oblivion. You can actually see this in the game. The only thing is, IMO, they brought back the wrong elements from Arena and Daggerfall and not the stuff people actually liked. For example, fast travel was basically required because of the huge worlds, but is was implemented totally differently. I assume people wanted the huge world that required fast travel, not fast travel as a feature just because it was so awesome or something. In another example, the Argonians and Khajiit were given a more Daggerfall like appearance, not only because of programming laziness but also because there was a complaint that the beast races couldn't wear boots and helmets, and in the process were stripped of all their uniqueness. Instead of making shinguards and specialty helmets for Argonians and Khajiits we got re-skinned humans. One idea that circulated around the forum back way before the release of Oblivion was how it was kind of boring that you always were some huge hero saving the world, and wouldn't it be cool if instead you were part of a process with other NPCs that allowed the world to be saved, or even if there wasn't some major crisis at all? The big boss fight at the end was so tired! In fact, it might even be cool if you assisted the "true" hero of the storyline (because the most fun in the ES series is going out and doing your own thing and living another life)! And so in Oblivion, we got you basically going on the "save the world" quest while being denied the final boss fight in favor of some NPC who didn't do anything else the entire game except steal your fame.
Unfortunately I can see this happening again for Oblivion. The developers could end up wrongly reading the communities wishes. Follow me for a second... So everyone basically liked the Dark Brotherhood questline, right? "Well, they probably liked assassinations just because killing people is so awesome." Hence, we get three different assassin guilds and none are as good as Oblivion's Dark Brotherhood story line, and the developers say "Well, we listened to the community, I don't know what's wrong." People say the huge forested world, while pretty, wasn't really that interesting. So instead of getting landscapes with varied terrain we get a huge uniform tundra, or jungle, or something. People complained about not having the nine divines or a religious faction, so instead of getting something like in Daggerfall or Morrowind, we get a Fighter's Guild with churches. One of the biggest mods for Oblivion was the open cities mod, and so we could see even smaller cities in TESV as Bethesda makes them all part of the main gameworld and smallness is kind of required to keep them within a reasonable framerate... because, hey, people want their open cities, right? People say they were disappointed in the main storyline, so Bethesda takes that as meaning they just wanted to fight the final boss, and so we get basically Oblivion Part II where you fight the giant demon at the end and the heir looks on.
Anyways, I guess I do have some confidence, just by the virtue of me being on this forum and looking forward to an announcement. I just hope they're able to discern what people actually want. Barring that, they should just really ignore all opinions. Were they heavily into public opinions before Morrowind? Maybe Bethesda should just do their own thing if they can't read correctly into an often disjointed public.
I agree with a lot of this. I think my biggest worry is that Bethesda will look at Fallout 3 for too much inspiration for what works. This is what I think they've learned [or have the opportunity to have learned] about what people want for a TES game.
1] A main quest shouldn't instill dread or loathing. People should feel the need to make a mod to avoid it all together. It shouldn't become unplayable at higher levels.
2] Take note of the instances of excellence in Oblivion and remember what they look
and feels like.
3a] Mehrunes Razor was better than the entire MQ.
3b] Shivering Iles and Morrowind shared one thing in common that Cyrodill lacked. They both established a logic to how the world is and maintained this logic where the Cyrodill did not. Part of this was because Morrowind established aspects of the world that were removed in Oblivion and that in itself messes up the logic. This wasn't a problem in SI because it was a different world, a fresh start it was and what was there was still a complete package. You could think that TES:V, being a new era allows a new logic to be established and so it doesn't need to require Nine Divines or Tribunals or even keep any specific Guild. What TES requires, in it's most general in broad form, is to include you in the world and give you the same opportunities any NPC could have. The difference between what the player can do in the world and what NPCs can do needs to be as minimal as possible.
3c] Morrowindd's MQ was EPIC.
4] 2 & 3 redux:
I think if I could narrow it down to a word, the word would be "Intricate". That is the word the good parts of Oblivion deserve, the word Morrowind's MQ/most Guild Quests deserve, it even describes the parts of Fallout 3 that really shine.
The more you can apply the word
intricate to level design, lore adherence and quest structure, the better TES will be.
5] LET THE LITTLE GREEN ARROW TELLING YOU WHERE TO GO TOGGLE ON AND OFF. [This is such a simple thing to do that I will cry if I am stuck with being led by the hand]
Actually if I could, I'd make that a poster and put it on every wall of every workspace of those working on TES:V
I think if I could narrow it down to a word, the word would be "Intricate". That is the word the good parts of Oblivion deserve, the word Morrowind's MQ/most Guild Quests deserve, it even describes the parts of Fallout 3 that really shine.
The more you can apply the word intricate to level design, lore adherence and quest structure, the better TES will be.
ALSO, LET THE LITTLE GREEN ARROW TELLING YOU WHERE TO GO TOGGLE ON AND OFF. [This is such a simple thing to do that I will cry if I am stuck with being led by the hand]