» Tue Mar 09, 2010 2:21 pm
I've always found the concept in the video game industry that everything had to be extraordinarily obvious and upfront peculiar. I think professions should be implemented but perhaps not advertised, make it a hidden perk of the game, Detailed and intricate in design with a lot of potential, but not something made aware to the character early in the game. On the one hand I understand designers desires to show off and be proud of what they put into a game, but I've always thought many skills should be implemented in this way. Granted its not TES in anyways, but neither is it something that's been done in any other mainstream RPG. Wouldn't it be cool if during your travels you discovered you could use tools in a new way and through trial and error, word of mouth, and your own discovery started learning to become a blacksmith and open all new avenues of gameplay previously not available to you? It shouldn't be an integral part of the game just as becoming a professional in any field of research in real life isn't an integral part of your life, nor should it be thrown into your face as an option just like you don't have people shouting at you in real life how horrible a lawyer, doctor, or scientist you are just because you never decided it was something you wanted to pursue professionally.
Discovering a hidden weapon in a game is an amazing feeling, or finding a new treasure that challenged your skill or ingenuity. I didn't get many of those voila moments in Oblivion, but Morrowind was full of them. Games should strive to top their best efforts in the past, and if a new weapon or piece of armor provides you with that sort of satisfaction imagine what one of these much more significant and even more complicated discoveries would bring you. I've always felt this concept shouldn't be limited to just professions either, it should be skills, styles or types of magic, and things as complex as insight into the world around you. Imagine if by a fluke in your travel, and reading various books and following vague verses and hints traveling on your own research and whims in a game like oblivion, you discovered a lost style of magic. In sort of an unofficial quest that you could approach on your own in many different ways through your own research, you found the first example in the history of TES of instructions on how to cast enchantments on people, places, and objects other then armor and weapons to create physical effects like walls, or areas where time flowed differently, or invisibility, silence, or any number of other effects.
An exaggerated example, but a good one as it could be implemented in a method of procedural generation within the game so that people wouldn't spread it like a virus on the internet making guides on how to achieve these hidden feats. It also reminds me of a review I read before Oblivion came out, where the reviewer described going from screen to screen and seeing a variety of different people playing Oblivion in completely different ways getting totally different experiences and learning a variety of different skills and talents. This would be essentially putting that same experience on crack with the potential variety both in early game and in the late game.
In any case I just hope to see something like this implemented in a game someday, I've no hopes of seeing it in this game, and that's fine. I could even accept that it may not be for TES, but as fellow Roleplay gamers, I'm sure many of you can at least admire the intrigue such a mechanic would add to a game should it ever be incorporated.