» Fri May 13, 2011 12:02 pm
I agree with a certain amount of what the OP said. There are 2 important aspects that will determine whether I love Skyrim or not.
1. The ability to feel lost within a new world. I still haven't played morrowind yet (GASP, though I own it), but I loved just traversing the forests of Oblivion, meandering my way across the countryside and discovering its treasures.
2. Interesting Quests and experiences within this world. This second point is more in line with the OP. Oblivion gave me tastes and whet my tongue, but I really hope it improves from there. "A brush with Death" like quests should be more common. What is great about that type of quest is that it does not ruin immersion, but it feels new and exciting. Another quest probably already mentioned forced me into the dream of a NPC. These type of quests are believable and fantastical without sacrificing either. Another quest that really stuck out to me was based off the short story, "the most dangerous game", where I was lured to a remote Island and enslaved as a gladitorial conquest for high-paying thrill-seekers. That is what I want from the elder scrolls. Though the execution of this last quest could have used work, these are the moments that stand out for me. Not only do they make me think, they promote an active enjoyment instead of passive skill grinding.
My first piece of advice to the Dev's is to treat each quest like it is a short story. The quest should have an engaging plot line or introduce some unique aspect to the game.
My second piece of advice relates to non-quest gameplay and implicit story-telling. When I walk into a cave/dungeon/burial ground, I love when I am given subtle clues as to its meaning within the world. I remember stumbling upon a battle between a group of battle mages and goblins. After clearing the area, I noticed that the room was the home of the goblins, who had placed a throne in a corner, supposedly to honour their leader. Surrounding the throne were trappings of his splendour. Feeling slightly arrogant in my victory, I sat down in the throne, silently proclaiming my superiority over their settlement. Then, to my horror, a spiked stone came hurling down from the ceiling, dealing me a blow that would fell any normal foe. The throne was set as a trap, enticing my arrogant side, and subsequently punishing me for it. This was not a quest, but gave me more satisfaction that clearing 5 stereotypical dungeons. Try to give each dungeon a story and meaning within the world, as it does wonders. Foreshadowing coming battles through a messy diary entry of an ill-fated looter fulfills much the same purpose.
example: I walk into the dimly lit cave and note a faint trail of blood leading away from a worn piece of parchment. The page details the looter's discovery of a massive trove of treasure through a hidden passage, which he would have looted, save for the fact that he hadn't the manpower to take its contents. The entry finishes with the musings of the looter, who wonders who could possibly have amassed this degree of wealth.
Working my way through this cave offers a profoundly different experience than the majority of Oblivion's dungeons. Without any scripted voice acting or need for heavy labour on the part of the developers, the player now has a context from which he/she can explore this dungeon. It allows the player's imagination to run wild imagining what possible inhabitants could have obtained this treasure, and also allows the developers to hide the loot in a more complex location. This makes the resulting discovery all the more enjoyable and memorable.
wall of text, but I hope it gives some sort of ideal to work towards...