Idea for HUGE TES6 game

Post » Tue Dec 06, 2011 5:38 pm

I think one way to make a TES game with a map size as big as the map in TES2: Daggerfall is to make a game province by province.
1. TES6: Iliac Bay: Daggerfall
Bethesda, launch a game with focus on the kingdom of Daggerfall - not the entire Iliac Bay. Situate the game inside the political border of the kingdom of Daggerfall.
Make a highly acurate map matching the part of the map in TES2 with has to do with the Daggerfall province. Plain and simple.
The result, a game dublicating the size of the kingdom of daggerfall in TES2 - a huge region where you are free to roam - and a game with graphical eye-candy & content detail that matches TES5.
This will be the main game, TES6 if you will. Title suggestion: Iliac Bay: Kingdom of Daggerfall.

2. The idea is to add other regions to TES6 as content packs, province by province, Tulune, Shalgora, Anticlere, Wayrest, Sentinel, etc., all political regions of Iliac Bay until the size of the total game constitutes the size of the game in TES2 - 40+ political regions.
For Bethesda this means the main game "Iliac Bay: Kingdom of Daggerfall" plus appr. 40 expansion pacs, based on the TES6 engine and with content that matches the main game in detail & quality.

3. This way you can potentially remake TES2 region by region without risking investing too much effort & development costs at once on the game. You just create the main game, which you can be sure people WILL buy if you can make it in the spirit of TES2 where you are absolutely free to play the game openended. Then you start announcing the development of the addon packs, region by region, surely the TES fan base will show interest in the expansionpacks and buy, TES6: Iliac Bay Expansion Pack: Wayrest, Wayrest, etc. whatever the region name.

4. On the main map of the original game you handle the addition of additional political regions/provinces by activating the parts of the maps that the addon focuses on. For instance, the main game only activates Kingdom of daggerfall, because its the only gaming area so far, and the rest of Iliac Bay is "greyed out" . When you buy an expansion packs featuring Wayrest and insatll the expansion game on top of the main game, the trick is, that the main map will "activate" the Wayrest part of the map.

5. With this marketing method, Bethesda can recreate TES2 which the fans want, whitout running a risk of creating a game which is not bought. You just handle it one expansion pack at a time. If the fan base keeps on buying the expansion packs, and the business is feasible for Bethesda, you just populate the entire Iliac Bay region by region, and everyone will be happy; fans get TES2 remade, and Bethesda keeps the money rolling in AND another game of the year award.

6. Because TES6 will be such a big game it will probably be an ongoing project maybe even 10+ years, so Bethesda should consider to make the game with a TES engine that can be altered, perfected & overhauled as necessary without reprogramming too much.

7. If you could pull this one of, and the fans keep buying the expansion packs, you will have created The ultimae TES game or the Bethesda trademark game. Remember, it will be an ongoing project maintained by Bethesda simialr to the way that MMORPG games are maintained (not to confuse the two). You just maintain the game, add regions, quests, overhaul it, remove outdated content, polish game mechanics. AND you will have a fan base willing to contribute to the cash cow!

Regards
Anonymuous TES addict
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Amanda Leis
 
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Post » Tue Dec 06, 2011 8:19 am

Problem is, it takes half a generation to make a TES game, there just wouldn't be enough time to make what you're proposing. As good as it sounds.
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Cat Haines
 
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Post » Tue Dec 06, 2011 4:58 am

That sounds like the production method of an MMO.
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SaVino GοΜ
 
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Post » Tue Dec 06, 2011 3:50 am

TES 6 should have internal creation set for all consoles.
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Jordan Moreno
 
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Post » Tue Dec 06, 2011 7:23 pm

No-one would be buying the later expansions because they would be sorely graphically outdated and unless they added drastic amounts of new gameplay mechanics it would just be the same old stuff you've been doing for the last few years and if they add that much they could just as well make a new game and not bother with balancing and compatibility for the old stuff. Do you have any idea how many bugs would crop up along that long a development cycle?
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Syaza Ramali
 
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Post » Tue Dec 06, 2011 2:11 pm

http://www.gamesas.com/index.php?/topic/1242906-official-beyond-skyrim/
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Kelly Osbourne Kelly
 
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