Monday GI Hub Update! Discussion Thread #4

Post » Thu Apr 07, 2011 7:35 pm

http://www.gamesas.com/index.php?/topic/1159628-monday-gi-hub-update/
http://www.gamesas.com/index.php?/topic/1156953-monday-update-for-gi-hub/
http://www.gamesas.com/index.php?/topic/1159663-monday-gi-hub-update-discussion-thread-3/ w/ Poll

Game Informer Original Article Link

http://www.gameinformer.com/games/the_elder_scrolls_v_skyrim/b/xbox360/archive/2011/01/17/the-technology-behind-elder-scrolls-v-skyrim.aspx

NEW update delved into a lot of new info.

  • New Game Engine Revealed: Bethesda rewrote every major system powering the gameplay experience. The result is the newly dubbed Creation Engine and Kit.

  • Havok's Behavior Technology: Improved character and creature movements. Characters now transition more realistically between walking, jogging, and running. Combat animations are also improved as they were able to balance both first- and third-person perspective by adjusting the timing values for swings and blocks depending on your perspective. Even very detailed animations such as characters struggling to move when trapped in environmental hazards such as spider webs! :drool: “We definitely have made a significant jump in how it plays [in third person perspective],” Todd Howard proclaims.

  • Greater Draw Distances: The new engine allows for a lot more stuff in the distance to appear giving a greater level of immersion.

  • Shadowing Improved: The immediate surroundings now have a more believable look and feel thanks to improved shadowing. The play between light and shadow on the entire world. On everything!

  • Overhauled foliage system: Bethesda new system allows their artists to build whatever kind of trees they want and even dictate how they animate.
    Altering the weight of the branches to adjust how much they move in the wind, which is an effective way of, for instance, actualizing the danger of traversing steep mountain passes with howling winds violently shaking branches.

  • New Precipitation System!: For the first time, as far as my understanding goes, we'll have realistic precipitation effects in a video game! The new system allows artists to define how much snow will hit particular objects. The program scans the geography, then calculates where the snow should fall to make sure it accumulates properly on the trees, rocks, and bushes. :drool:

  • Improved Cities: The various villages and cities now feel more alive thanks to mills, farms, and mines.

  • Improved Radiant AI: In Skyrim, the NPC's have richer individual personalities and perform tasks that make sense in their environment. During Game Informer's visit to Bethesda Studios, they demoed a "forest village where most of the citizens were hard at work chopping wood, running logs through the mill, and carrying goods through the town."

  • Improved Radiant AI - Reactions: NPC's now respond differently based on how they feel about you. Depending on how you treat them, good or bad, they develop feelings about you. For Example: If you're good friends with a particular NPC and barge into his house during the middle of the night, he may offer you lodging rather than demand you leave the premises. Should you swing your weapon near an NPC, knock items off their dinner table, or try to steal something of value then they'll react with an appropriate level of hostility given their prior relationship to you.

  • More Example's of New Dialogue System: Players are free to look around while engaging in conversation. NPCs continue to go about their business as well when engaged in discussion. For Example: A barkeep may continue to clean cups while talking, and even move from behind the counter to a seat. A mill worker chopping wood may engage in conversation without turning away from his duties, only occasionally glancing toward you during the exchange.

  • NEW INFO ON DRAGONS!: The animations are sure to make them look believable and non-mechanical, even when the dragons are speaking/shouting or doing other powerful and menacing things like when banking, flapping their wings, gaining altitude before making another strafing run, and breathing fire on their hapless victims. http://www.gamesas.com/index.php?/topic/1159301-dragons/

  • Teases about Dragon Mounts/Mammoth Mounts: Just a rumor, not confirmed.

  • Radiant Story Explained Further: Instead of the same sidequests and mundane tasks for each playthrough the game tailors side missions based on who your character is, where you're at, what you've done in the past, and what you're currently doing. Many quests are still completely crafted by Bethesda so no worries about the story. The randomized stuff is strictly side quests.

  • More on Random Requests: If you're really good at a particular skill, like one-handed weapons or destruction spells, a stranger who knows of your reputation may ask for training, challenge you to a duel, or beg you for a favor that will require you to show off your skill.

  • Random Encounters in the Wilderness: Random events occur while you're exploring the wilderness not just within the towns around NPCs. You might run across mammoth beset by a pack of wolves.


Changed Info: On Page 2 of Monday's hub update in the below paragraph.

"Radiant Story doesn't limit these new missions to encounters in towns. Like in Fallout 3 and Red Dead Redemption, a lot of random events occur while you're exploring the wilderness as well. "There are a wide variety of these random encounters," says design director Bruce Nesmith. "Many of them are things the player can interact with, some are not. You might save a priest who then tells you about a dungeon where there are people trapped that need saving. You might run across mammoth beset by a pack of wolves."

Instead of the bolded text it had given two different examples.

The exact words, from people who read them before it was changed, are believed to be...

Alright, I signed up just for this! I still have the window open containing the now edited-out paragraph:

"Radiant Story doesn't limit these new missions to encounters in towns. Like in Fallout 3 and Red Dead Redemption, a lot of random events occur while you're exploring the wilderness as well. A gang of lumbering giants may ask for your assistance in tracking a wooly mammoth, or an outmatched hunting party may be under the relentless siege of a dragon. It's up to the player whether he or she wants to get involved."




Andrew Reiner, Game Informer executive editor, has confirmed that this info was removed but was once there.


I got an answer from Reiner on the Mammoth front :
@DoesNotHappen It was changed. We got a last second comment from Bethesda that we thought did a better job describing that feature.


@IHATETWlTTER We got a last second quote from Bethesda and decided it did a better job describing that feature. Giants will still hunt WMs (wooly mammoths).

That's solved, then.


Thanks to Mr. Tissue Box, Lost in Space, and Vulpeti for your persistence in helping rediscover what was originally written. :icecream:
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Yvonne
 
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Post » Thu Apr 07, 2011 9:00 pm

The last second comment gi received does not describe the feature better at all. What a cop out.
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Kevin Jay
 
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Post » Fri Apr 08, 2011 7:07 am

i want to see merchants outside the city, and many npcs trying to push each other to get in line, while a few kid npcs are chasing chickens :wink:
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Dark Mogul
 
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Post » Fri Apr 08, 2011 6:39 am

guys, I took a look at the http://www.havok.com/index.php?page=available-games and found that these are the games that use the behavior engine:
Disney Tangled: The Video Game
Epic Mickey
Golden Axe : Beast Rider
Hello Kitty Seasons
Iron Man
Iron Man 2
Kung Fu Rider
Madagascar: Escape 2 Africa
Six Flags Fun Park
Space Camp
The Lord of the Rings Online: Shadows of Angmar
World of Zoo

I really hope this has nothing to do with the price...
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Enny Labinjo
 
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Post » Fri Apr 08, 2011 1:20 am

Continued...
I don't see anyway that it will be believable that if you off someone there family member will still even talk to you let alone give you a quest. Especially If that scenario happens a lot where a family member steps in and will still give you a quest it will be broken.

Yeah. It's good because it avoids the conundrum between accidentally killing quest givers or dealing with essential characters ; but they'll have to throw in a mighty amount of persuasion to make it work.

Maybe something different each time ? Like, figuring out for each NPC what will get them to talk to you - finding out a secret and blackmailing, holding someone/something hostage, bribery, false remorse, framing someone else, finding some artifact for them, etc.
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Sarah Unwin
 
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Post » Fri Apr 08, 2011 5:14 am

Thought you said you wernt gonna be on cipher >,<

@ ISGC I wouldnt worry about what other games are using it, didnt some low budget games use the gamebryo engine?
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Nicole Mark
 
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Post » Fri Apr 08, 2011 7:24 am

So can LostInSpace or the other guys who thought they were crazy help me out. Trying to come up with what was taking out so I can add it to the post.

Exact words or as close as possible.
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Emma Copeland
 
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Post » Fri Apr 08, 2011 5:15 am

Thought you said you wernt gonna be on cipher >,<

lies!
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luke trodden
 
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Post » Fri Apr 08, 2011 4:29 am

Let's hope there's not as much level scaling as this article leads me to believe. It was literally the BIGGEST complaint about Oblivion from the majority of people, including fans. The most famous mods are those that REMOVE level scaling. This isn't looking good Bethesda...
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lisa nuttall
 
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Post » Fri Apr 08, 2011 2:31 am

Thought you said you wernt gonna be on cipher >,<



Naw... I said http://www.gamesas.com/index.php?/topic/1159663-monday-gi-hub-update-discussion-thread-3/page__view__findpost__p__17008190 to make the next thread with the same info of the orig. post. ;)
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Ilona Neumann
 
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Post » Fri Apr 08, 2011 5:05 am

Let's hope there's not as much level scaling as this article leads me to believe. It was literally the BIGGEST complaint about Oblivion from the majority of people, including fans. The most famous mods are those that REMOVE level scaling. This isn't looking good Bethesda...

skyrims leveling system is more comparable to fallout 3s leveling system, than oblivions leveling system
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Jake Easom
 
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Post » Fri Apr 08, 2011 9:34 am

skyrims leveling system is more comparable to fallout 3s leveling system, than oblivions leveling system


Where did they say that? They said Skyrim's level SCALING system is more like Fallout's.


EDIT: Oh, that's what you meant.
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saxon
 
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Post » Fri Apr 08, 2011 5:02 am

skyrims leveling system is more comparable to fallout 3s leveling system, than oblivions leveling system

That still isn't really a good thing.
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Nicole M
 
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Post » Fri Apr 08, 2011 5:33 am

The last second comment gi received does not describe the feature better at all. What a cop out.

Although I agree with you 100% maybe Bethesda wanted them to change it because it wasn't a true Radiant Story happenstance, thus not being a good way to describe the feature.

Maybe that particular example is a scripted quest that Bethesda plans to happen in every characters story.

That's my take on it anyways...
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Alisia Lisha
 
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Post » Fri Apr 08, 2011 12:10 am

Where did they say that? They said Skyrim's level SCALING system is more like Fallout's.


EDIT: Oh, that's what you meant.

level scaling? okay
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sarah simon-rogaume
 
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Post » Fri Apr 08, 2011 2:57 am

Referring back to comments about the "killing the shop keeper, sister takes over" deal in the other thread. Wouldn't it be cool if nobody saw you kill him, and you could get hired to find the culprit? That could make for an interesting quest line. You could accuse an inoccent person of the crime and get off Scot free :evil: Or confess if your guilt ridden conscience gets to be too much. Whatever floats your boat so to speak.
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louise fortin
 
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Post » Fri Apr 08, 2011 2:58 am

Referring back to comments about the "killing the shop keeper, sister takes over" deal in the other thread. Wouldn't it be cool if nobody saw you kill him, and you could get hired to find the culprit? That could make for an interesting quest line. You could accuse an inoccent person of the crime and get off Scot free :evil: Or confess if your guilt ridden conscience gets to be too much. Whatever floats your boat so to speak.

Would be cool, but I dont really expect that to happen lol.

Im interested in killing people and whether people will know you did it or not though depending on if they see you.
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Rinceoir
 
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Post » Thu Apr 07, 2011 9:37 pm

That still isn't really a good thing.

at least it will be different, it better be different in a good way
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jessica breen
 
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Post » Fri Apr 08, 2011 9:18 am

So can LostInSpace or the other guys who thought they were crazy help me out. Trying to come up with what was taking out so I can add it to the post.

Exact words or as close as possible.

Sent you a PM. :)
Referring back to comments about the "killing the shop keeper, sister takes over" deal in the other thread. Wouldn't it be cool if nobody saw you kill him, and you could get hired to find the culprit? That could make for an interesting quest line. You could accuse an inoccent person of the crime and get off Scot free :evil: Or confess if your guilt ridden conscience gets to be too much. Whatever floats your boat so to speak.

Yup. Framing someone would be awesome. :D Or kill some religious type, loot their clothes, and don it to pass for a penitent.
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ZANEY82
 
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Post » Fri Apr 08, 2011 2:04 am

I don't see anyway that it will be believable that if you off someone there family member will still even talk to you let alone give you a quest. Especially If that scenario happens a lot where a family member steps in and will still give you a quest it will be broken.


Maybe the NPC doesn't even know you killed the family member. Nobody seems to be talking about that option like it's not even an option.
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Riky Carrasco
 
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Post » Thu Apr 07, 2011 10:19 pm

Honestly I just hate the way gameinformer writes, and presents, anything. They're just awful. Zero questions asked. Give me the guys at "Digital Foundry" or Gamedev.net if you're going to ask about technology stuff. It was boring and I learned maybe 3 actual new things out of 2 page article.
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jenny goodwin
 
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Post » Thu Apr 07, 2011 7:26 pm

Continued...

Yeah. It's good because it avoids the conundrum between accidentally killing quest givers or dealing with essential characters ; but they'll have to throw in a mighty amount of persuasion to make it work.

Maybe something different each time ? Like, figuring out for each NPC what will get them to talk to you - finding out a secret and blackmailing, holding someone/something hostage, bribery, false remorse, framing someone else, finding some artifact for them, etc.

You have some good ideas there. It would also be pretty cool if a family member sent you into a trap when you think you're just going on a quest. Imagine going to a cave or certain location and the family member of the person you offed had a bunch of bandits that they paid off waiting for you. Maybe they hire an assassin to kill you?
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Breanna Van Dijk
 
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Post » Thu Apr 07, 2011 11:10 pm

So can LostInSpace or the other guys who thought they were crazy help me out. Trying to come up with what was taking out so I can add it to the post.

Exact words or as close as possible.

Here's one of the quotes.

"A gang of lumbering giants may ask for your assistance in tracking a wooly mammoth"

The other one was about dragon(s) attacking soldiers, and you could help fend the dragon(s) off.

These are random encounters.
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Lil Miss
 
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Post » Fri Apr 08, 2011 6:54 am

Here's one of the quotes.

"A gang of lumbering giants may ask for your assistance in tracking a wooly mammoth"

The other one was about dragon(s) attacking soldiers, and you could help fend the dragon(s) off.

These are random encounters.

Reiner said that the giants/mammoth scenario was still a quest but didn't follow up on the dragon/soldier one.
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Nick Tyler
 
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Post » Fri Apr 08, 2011 7:43 am

Reiner said that the giants/mammoth scenario was still a quest but didn't follow up on the dragon/soldier one.


He said that Bethesda recommended a better description for it, that's why both were taken off.
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Ebony Lawson
 
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