Official: Beyond Skyrim - TES VI. #3

Post » Sun Nov 27, 2011 11:31 pm

- Take us someplace outside of Tamriel. Atmora, Summerset Isle, Akavir, etc. Maybe do Elswyr, Valenwood, and Summerset Isle all together since they each look rather small in comparison to Cyrodiil and Skyrim. Heck, throw in some quests involving the exploration of what may remain of Yokuda. TES takes to the seas for bit.

- The return of the Dwemer. Personally, I would like to see them return. Since they really have a thing for defying the divines and daedra, this seems like a likely end of the TES series, however. A great war between Aedra, Daedra, and the beings of Nirn (led by you and the Dwemer).


- Dynamic followers. Something to make them more, like giving them things to say for each quest, would be a nice addition. If you have a follower, maybe allow for Co-op.

- When making armor, have the appearance change based on the type of animal that was used for the leather (I don't know for sure if this is impossible to do in Skyrim as I haven't maxed out smithing and I did see "Wolf Armor" someplace).

- The ability to change the color of armors.

- I would really like to be able to store my armors together, like in a suit of armor or hung on the wall.

- Chests need to sort. This is getting ridiculous.

- Be able to purchase additions to a house, not just furnishings. By the end of the game you're pretty wealthy, yet are usually stuck with some rickety shack or modest home. If I can't buy additions, then I want to be able to buy or win castles and mansions.

- Since they added sawmills (with no real purpose that I've found), take the next step and allow the building of something. A home, a business, whatever.

- When you "invest" into a business, you should get a cut of the earnings each week, not just an increase in gold for the merchant.

- This might be a little controversial, but a target locking system. I get tiring of winding up power attacks only to miss because of how hectic the game's combat can be. It doesn't have be like Fallout, but just something to keep me reasonably squared with my attacker.

That's all for now :D
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Lizbeth Ruiz
 
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Post » Sun Nov 27, 2011 1:39 pm

- Take us someplace outside of Tamriel. Atmora, Summerset Isle, Akavir, etc. Maybe do Elswyr, Valenwood, and Summerset Isle all together since they each look rather small in comparison to Cyrodiil and Skyrim. Heck, throw in some quests involving the exploration of what may remain of Yokuda. TES takes to the seas for bit.

- The return of the Dwemer. Personally, I would like to see them return. Since they really have a thing for defying the divines and daedra, this seems like a likely end of the TES series, however. A great war between Aedra, Daedra, and the beings of Nirn (led by you and the Dwemer).


- Dynamic followers. Something to make them more, like giving them things to say for each quest, would be a nice addition. If you have a follower, maybe allow for Co-op.

- When making armor, have the appearance change based on the type of animal that was used for the leather (I don't know for sure if this is impossible to do in Skyrim as I haven't maxed out smithing and I did see "Wolf Armor" someplace).

- The ability to change the color of armors.

- I would really like to be able to store my armors together, like in a suit of armor or hung on the wall.

- Chests need to sort. This is getting ridiculous.

- Be able to purchase additions to a house, not just furnishings. By the end of the game you're pretty wealthy, yet are usually stuck with some rickety shack or modest home. If I can't buy additions, then I want to be able to buy or win castles and mansions.

- Since they added sawmills (with no real purpose that I've found), take the next step and allow the building of something. A home, a business, whatever.

- When you "invest" into a business, you should get a cut of the earnings each week, not just an increase in gold for the merchant.

- This might be a little controversial, but a target locking system. I get tiring of winding up power attacks only to miss because of how hectic the game's combat can be. It doesn't have be like Fallout, but just something to keep me reasonably squared with my attacker.

That's all for now :D



while I can agree with you on most things you said, the lock-on thing is a definate no, since Skyrim's combat is very realistic, if in a hectic battle, there is no way in hell that you would be able to realisticly be able to keep your sights on the target, so a lock-on function would be completely useless, and irelevant to the game.
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Claudz
 
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Post » Sun Nov 27, 2011 7:49 pm

If a person was ever in a sword fight and they lost sight of who they were fighting, it would've been their only one.
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Kara Payne
 
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Post » Mon Nov 28, 2011 1:27 am

I think that the series would be better if some quests required us to fiqure out where an item is, as opposed to just following a waypoint right to it. Perhaps the quest would give a clue, then we would have to talk to npcs until one gave us more information...and then if we had to recover an item from a house, dungeon, whatever...we would know the house or area, but still have to find it...I think the game would be more rewarding if we had to fiqure certain things out for ourselves, not just follow a waypoint right to the exact destination everytime...this would have been great for the thieves guild missions, murder in windhelm, etc...(IMO there should be no waypoints, just a journal of what NPCs said to you and sufficient information to complete the task in the dialoguewith some independent thought of course.
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Hairul Hafis
 
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Post » Sun Nov 27, 2011 5:35 pm

AND......we NEED to be able to swing our weapon from horseback...(mount and blade style, the faster your riding as you pass and strike from horseback the more damage inflicted)...
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matt white
 
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Post » Sun Nov 27, 2011 3:26 pm

[*]Open up all of Tamril for the one game. I would love to travel from the very north of Skyrim to the Deep South.


...Can you squeal like a pig?

TBH I don't know if bethesda has the capacity to make a game that would encompass all of Tamriel.... heck I don't know if EA has that kind of manpower. I think elder scrolls has got map size down pretty well, what they need to do now is start focusing on deepening the content they already have.

Do not misconstrude what I am saying as: "Skyrim isn't a deep game" That isn't at all what I mean, it is more of... we need to get the range of depth back we had in previous titles. For instance, in Morrowind, if you joined the thieves guild... the Morag Tong wasn't too keen on you. Likewise if you were part of House Haalu, the imperial legion wouldn't be viewing your application for membership quite as anxiously. Inter faction conflicts seem to have gone away. We got Some of this back, in the Imperials v. Stormcloaks conflict in Skyrim, which is good; but, can we have the 4 million possible guilds that were present in Morrowind back? Radient story assures that joining a guild doesn't mean a short quest line followed by nothing else other than some loot anymore, you can Keep being a thieves guild thief after your done if you want now. That said, why not take it a step further, so that interguild conflict and radient story work together to make your enemies pursue you even after your done with your guild quests. Or, significant threats in the form of Crackdowns or such could be thrown in.

Another thing that Skyrim has done really right in the deepening of it's core mechanics is to draw out the combat mechanic and flesh it out a good bit. Now, lets get magic equally as awesome. Lets put versitility back in. I mean, we have enemies now that you have to use particular styles of combat to kill (Dragons... you can't run up and wail on them... they fly afterall), lets get more of that. What if you had a more specific way of killing giants or Dremora? The keys to this are in mythology as is: Silver Bullets for werewolves, Stakes for Vampires, Fire for trolls, etc. You have fleshed out dragon combat in a way few companies would try, now apply it to other monsters.

These are the kinds of things that if done correctly could lead to Elder Scrolls 6 being the best in the series easily, heck Skyrim came closer than anything else I have seen in years.
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Joe Alvarado
 
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Post » Sun Nov 27, 2011 8:43 pm

Summerset Isle.

Mr. GrandDuke stated lots of good reasons for this. Plus sandy beaches which Valen Dreth reffered to.
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Robert Jr
 
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Post » Sun Nov 27, 2011 2:02 pm

There's a lot of great shouts. . . would like to see those "magic types" put into magic schools.

Would love to see a climbing animation.

Would love to see combat upgrades that involves ducking swings, directional blocking, and dodging.
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Beulah Bell
 
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Post » Sun Nov 27, 2011 11:52 pm

I'd love to be able to play the next installment in Sumerset Isle; I'd imagine their environment would be very "alien" like Morrowin was.
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Tiffany Carter
 
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Post » Sun Nov 27, 2011 6:06 pm

I'd love to be able to play the next installment in Sumerset Isle; I'd imagine their environment would be very "alien" like Morrowin was.


There's more chances to get that from the Black Marsh...
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Alyna
 
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Post » Sun Nov 27, 2011 5:52 pm

I find it hilarious that you keep mis-spelling that material, hence getting it censored. It's spelled as "Chitin," with a 'C', not an 'S'. :P

As for its appearance, it *IS* pretty Dunmer-specific, kinda like Bonemold. I can see it not appearing, though, given the vastly "simplified" materials system. However, if it'd stuck more towards Morrowind's "some materials are unique to a couple items and places" theme rather than Oblivion's "any material is valid for any item" style, then there should've been chitin armor found near the Velothi mountains... Just like how in Morrowind you had a tendency to find Nordic items due to the proximity with Skyrim.


In Morrowind, there were Nordic armors, because of Solsteim, mainly...

Though, Skyrim does have pelt, leather and fur armors and dragon plate/scale ...they are a bit redondant...
There's no silver... which is odd...
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Lori Joe
 
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Post » Sun Nov 27, 2011 9:48 pm

In Morrowind, there were Nordic armors, because of Solsteim, mainly...

Though, Skyrim does have pelt, leather and fur armors and dragon plate/scale ...they are a bit redondant...
There's no silver... which is odd...
No silver armor? I haven't played it yet, but are there adamantium armor, or mithril? Are there silver, mithril, and adamantium weapons? It's strange which materials don't get weapons in some games, and which don't get armors.
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Nick Swan
 
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Post » Sun Nov 27, 2011 10:23 am

Something i'd hope to see in later instalments is more realistic or rather more normal looking high level armour. Take Skyrim for example, i really liked the look of the Iron armour and much of the earlier stuff but thought ebony armour looked terrible. Daedric armour, while looking like Sauron is fun for a while it kind of takes me out of the game when I look like the Dread Lord of Death while all my Stormcloak friends are in mail and fur.
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Dawn Porter
 
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Post » Mon Nov 28, 2011 1:12 am

It would be nice if the playable area was larger than the one we had in Oblivion / Skyrim. I would ideally like the next game to take place across two regions, either Elsweyr / Valenwood or Hamerfell / Highrock. This would give the game more variety in landscape / architecture, allowing a more interesting and unique experience as you travel :)

I wouldn't say no to the whole of Tamriel, but I don't see it happening somehow ;)
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Wanda Maximoff
 
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Post » Sun Nov 27, 2011 9:16 pm

Something i'd hope to see in later instalments is more realistic or rather more normal looking high level armour. Take Skyrim for example, i really liked the look of the Iron armour and much of the earlier stuff but thought ebony armour looked terrible. Daedric armour, while looking like Sauron is fun for a while it kind of takes me out of the game when I look like the Dread Lord of Death while all my Stormcloak friends are in mail and fur.


LMAO
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Nims
 
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Post » Sun Nov 27, 2011 7:58 pm

I'm curious about the expansion they will be releasing. I mean, Shivering Isles was, in my opinion, a perfect expansion, giving us some of the creativity and the "alien" feel that we were wanting (It also reminded me geographically of Vvardenfell) and it added new spell effects, creatures, etc, as well as some really cool quests and characters with new voices.

Morrowind's expansions did some similar things, but here's the thing I DON'T want:

Don't spend too much time adding whole new character interactions and abilities. For example, Bloodmoon added werewolves. Instead, focus on the ability to get new SPELL EFFECTS, especially variations of ones from previous games: Open, for example. Slowfall. I want my mage to feel like he is doing some subtle arcane stuff, not just the mage equivalent of bashing heads.

Likewise, warriors should be able to bash locks. You don't have to change much: in fact, you might just make bashing based on security to avoid having to do too much work (high security means your orc knows what shiny part to hit) that way my buff dumb orc doesn't spend time doing fine hand-work. I'd also like more weapon varieties lost in the last game: the
Spoiler
dwemer
left a crossbow behind
Spoiler
in the museum
, let us use it! It's so tantilizing, and can be balanced easily by making it slow to use.

Also, stealth can be adjusted: add some physical traps we can drop (I see the bear-traps but I can't even move them!), maybe some smoke bombs.




Another consideration is where will we go? Another Daedric realm might seem redundant, but maybe if it's new and different enough in it's presentation it would be just fine. Another province? Well the other provinces are too big... and adding a small island would seem redundant as well.
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Monique Cameron
 
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Post » Sun Nov 27, 2011 6:40 pm

Summerset Isle PLEASE!!!
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Dark Mogul
 
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Post » Mon Nov 28, 2011 12:43 am

After going over "the story so far" for the 4th era of Tamriel, I think it's safe to say that TES VI will take place in, well, one of the four provinces that have yet to feature in a flagship TES game since Arena. If I were to place a bet, the story would likely revolve around:
Spoiler
The struggle in the Aldmeri Dominion to keep control of their Bosmer and Khajiiti "allies." Both were basically gained through acts of trickery, purely to use them as pawns in the Altmers' aim of eradicating the remnants of the human Empire. Eventually I could see that those two will likely rebel and regain their freedom. This could suggest a combined Valenwood/Elseweyr game, or alternatively, could go for a Summerset Isle game, with a less direct role being taken in said secession.
Alternatively, the game COULD take place in Black Marsh, but there aren't any particularly good leads on a story for that region; perhaps that might be TES VII.

Overall, I view TES V as the first chapter of the "4th era" series; just like how the third era games skipped everything before Uriel VII's reign, again we've skipped quite ahead into the 4th era... But I have the impression that subsequent games will avoid skipping from the "present."
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GEo LIme
 
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Post » Sun Nov 27, 2011 10:12 am

Suggestions-

Have it take place on one of the other planets we've seen in the night sky in past Elder Scrolls rpgs.

Have it be TES 2 DAGGERFALL huge with some areas having hand crafted and placed items and others designed with some sort of random landscape generator etc.
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Charlotte Henderson
 
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Post » Sun Nov 27, 2011 1:58 pm

After going over "the story so far" for the 4th era of Tamriel, I think it's safe to say that TES VI will take place in, well, one of the four provinces that have yet to feature in a flagship TES game since Arena. If I were to place a bet, the story would likely revolve around:
Spoiler
The struggle in the Aldmeri Dominion to keep control of their Bosmer and Khajiiti "allies." Both were basically gained through acts of trickery, purely to use them as pawns in the Altmers' aim of eradicating the remnants of the human Empire. Eventually I could see that those two will likely rebel and regain their freedom. This could suggest a combined Valenwood/Elseweyr game, or alternatively, could go for a Summerset Isle game, with a less direct role being taken in said secession.
Alternatively, the game COULD take place in Black Marsh, but there aren't any particularly good leads on a story for that region; perhaps that might be TES VII.

Overall, I view TES V as the first chapter of the "4th era" series; just like how the third era games skipped everything before Uriel VII's reign, again we've skipped quite ahead into the 4th era... But I have the impression that subsequent games will avoid skipping from the "present."

I'd like the next game to be in Elseweyr, with its deserts and jungles. Plus, the caste system and different Khajiit forms would certainly be an interesting culture to explore. (especially if we met The Mane)
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quinnnn
 
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Post » Sun Nov 27, 2011 2:37 pm

I'd like to see it in the Redguards home land or Elseweyr. As far as my understanding goes the Redguards beat back the Falmer(?) after they left the empire because they refused to give away their land and would like to see a war or a preparation for a war against them, rallying other races to your cause and such, maybe an alliance with the Orcs? :wink_smile: Elseweyr because it has landscape that we haven't really seen before, Desert and Tropical areas as well as their fight with the Falmer.
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Chris Cross Cabaret Man
 
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Post » Sun Nov 27, 2011 1:28 pm

After going over "the story so far" for the 4th era of Tamriel, I think it's safe to say that TES VI will take place in, well, one of the four provinces that have yet to feature in a flagship TES game since Arena. If I were to place a bet, the story would likely revolve around:
Spoiler
The struggle in the Aldmeri Dominion to keep control of their Bosmer and Khajiiti "allies." Both were basically gained through acts of trickery, purely to use them as pawns in the Altmers' aim of eradicating the remnants of the human Empire. Eventually I could see that those two will likely rebel and regain their freedom. This could suggest a combined Valenwood/Elseweyr game, or alternatively, could go for a Summerset Isle game, with a less direct role being taken in said secession.
Alternatively, the game COULD take place in Black Marsh, but there aren't any particularly good leads on a story for that region; perhaps that might be TES VII.

Overall, I view TES V as the first chapter of the "4th era" series; just like how the third era games skipped everything before Uriel VII's reign, again we've skipped quite ahead into the 4th era... But I have the impression that subsequent games will avoid skipping from the "present."


I agree with the bits in the spoiler there. But I would much rather see
Spoiler
The Dominion trying to take over and actually succeeding. Elves have played second to humans for too long.
Elves need to be scary again (off-topic: the elves look appropriately scary in Skyrim).


I don't want an underdog story. I want (for once) a gigantic, powerful force to actually pull off their wicked, wicked plans.
It would be a nice change from the usual. The intrepid adventure can work for the "bad guys" every once in a while.
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Jack Walker
 
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Post » Sun Nov 27, 2011 1:59 pm

First, we have a giant, open world that rewards exploration and you can use all your skills as you see fit... unless we get into a cave/ruin/castle/dungeon, in which case it's a completely linear hack-and-slash fest. WTF?

Let's have open, non-linear dungeons. Dark rooms, like previously mentioned, but also underwater passageways that give argonian water breathing a purpose. Give thieves a rock climbing or rappelling technique that lets them scale up to ledges that are inaccessible to people without that skill.

For this to work in the ways it didn't work in the last games, this requires AI to actually act like it recognizes it's on a team. When a melee-only enemy is being shot with arrows from a ledge it can't get to, it should simply run away, preferably warning allies to come help, and if it can, trying to gain access to a ranged weapon. Paired up powerful enemies with poor senses and weak enemies with sharp senses should rely upon one another, and move as a team, with weak enemies with sharp sense trying to alert as many fellows to help as possible. Oh, and enemies should not "forget" that you were there if you just shot them in the back and they can't find you after 4 minutes - there should be differing states of alertness, and enemies that can't see what's in the shadows may seek to just hide in the shadows themselves, if they can't find where the attacks might come from.

Furthermore, other thief skills like Speech need to be used in solving quests more frequently. That means making high-level skill checks to simply fast talk your way past the guards rather than fighting them, or getting a servant to simply let you into the castle you'd otherwise have to sneak into. Let's have a chance to talk to creatures like giants in this game, and convince them to pick a fight with some of our enemies with a little subterfuge. The perk system could even play into this - your perks might make you choose between being "Intimidating" or "Alluring" or "Disarming" as a fast-talker.

Conversely, we need enemies that actually learn and adapt to characters using stealth. Currently, 100 stealth is almost unbeatable. If a thief is coming, why not buy a dog that can track the PC's scent? Why not have alternate senses that are harder to fool? To a thief, the danger might not be so much in the martial might a creature might possess, but the sensory acuteness a creature might possess, so a thief might prefer taking on the "challenge" of a drunken, sleepy giant rather than a small, astute dog.

_____________________

Secondly, going back to perks, I don't like that perks are something you gain a "perk point" for at level up. I'd rather see perks come as you rank up a skill in a way that you can only spend those perks in that skill you just ranked up. It seems silly that once I hit 100 in a skill, I can keep putting perks into that skill by ranking up some other skills I won't put perks into just so that I can get the levels that let me get more perks. It goes against the notion of having a character become better in a skill with use if the benefits of perks massively outweigh the benefits of skill ranks alone, and perks are based upon level, not skill.

Rather, I believe we would be better served with a system where we gain those perks as you rank the skill up, which limits you to only so many perks per skill, and where there are different "branches" of perks that we could choose to specialize in. So, we could keep the one-handed skill as all one-handed weapons under one roof, but then have perk branches specializing us in certain weapons. Alternately, we could have destruction favor specific types of damage or conjuration favor either undead or daedric summons.

_____________________

As another small thing:

Give us back R/G/B sliders of colors for our characters. Why can't we have blue hair and one purple eye and one green eye with a reddish cream color of face paint if that's what we really want to Mary Sue up our characters? Preset color swatches just get in the way of our ability to customize our character and make them feel less unique and personal, and I know that the technology to let us have whatever colors we want is already there. This includes having a pattern of fur with multiple fur color sliders for the Khajiits or color sliders for the speckles of color on the Argonians.
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Matt Bigelow
 
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Post » Sun Nov 27, 2011 2:02 pm

Splitting this into two posts, because tl;dr:

Finally, and most ambitiously, Bethesda really needs to put a lot more work into this "Radiant Story" system.

Consider, if you will, if instead of having a large number of characters that are there for a specific quest, you simply have a pool of procedurally generated NPCs who were something like migrant laborers. They could travel from towns that were undergoing hardship and economic or military stress to towns that are expanding. They could dynamically take up jobs in the fields far from the city walls when the hazards outside the city had been pushed back a good distance by player action, becoming farmers or woodsmen or miners. These would, in turn, affect the economy of different towns, and this would, in turn, affect the major quests of the story. Instead of helping Stormcloaks and Imperials purely by direct military conquest, you could help them passively through clearing out the hazards impeding commerce around their main bases of operation, and the game would dynamically react to your efforts with the city becoming richer the safer it becomes. This, in turn, would improve reputation in that area, and alter the balance of the skirmishes that the different factions in the game were waging amongst themselves across the map.

Likewise, procedural NPCs could be killed off without breaking quests if Radiant Story would mean that a new migrant laborer could just take their place. The procedural quest would simply need to tie it in to another random character.

To quote myself from another thread talking about how Radiant Story could be brought in to give more context to the choices we make with our character:
More generally, having a game that reacts procedurally or dynamically to the character (You know, the whole purpose of this much-lauded Radiant Story system?) would make for a far more dynamic and personal gameplay situation. I actually can get a lot of role-playing done in games that have more open environments, like Dwarf Fortress or The Sims or even games like Total War or Civilization. That's simply because the game never tries to interject any narrative that might contradict me, and the game reacts dynamically to my choices.

What's wrong with having the game record the types of quests you take, the ways in which you complete them, and then making the game react to you as a character who is known for those quests and actions? If the character rarely reacts to stories of fantastic treasures in forbidden crypts, but will always hop straight to the rescue of a kidnapped child, and will be willing to give significant amounts of charity to the beggars every time the character sees one, wouldn't recording that the player is not particularly lured by wealth, and catering the game so that the motivations that they give to the player will not involve promises of monetary reward be entirely appropriate? You can even use the same quests and dungeons, just give the player different quest hooks to get them into it. This isn't something that takes tremendous machine power or highly detailed set piece resources to produce, it simply takes the vision and conceptualization to design the game to react to player freedom and choice. This is what they promised with the Radiant Story, but it is not nearly adequate.

Really, most quests are "sit down and listen to the story we are going to tell you" or else you have the option of "don't listen to the story at all". That's basically reducing it to the interactivity of a movie - you either watch the movie, or not. Well, OK, so you do have the "option" to screw up and die, but that's really just brining us down to the interactivity of a Quick Time Event. (Click attack button at dragon to not die!)

To give a more clear example of how the Radiant Story system should have worked, let's say you want to build a quest around a dungeon that is a crypt with a lich in it. We're always going to use this crypt and lich, because making dungeons is hard work, and so, we want to make sure the player always visits this dungeon so that we can make the most of the resources we invest into the game. However, we also want the player to have choice, and those choices to have meaning to the player. How do we do both?

Well, let's see, if the player is a sneak thief, simply have some of the local rogues mention the treasure of the crypt, and let the player find out there's a lich at the bottom who doesn't like having his house raided the hard way. What if the player is a knight-errant type? Lich kidnaps child to perform profane ritual sacrificing child's life, and the hero is asked to rescue the child. Player some sort of religious templar? Send him/her off to end the profane rituals of the lich. Player a necromancer? Leave hints about how there is a lich who knows of secret arts to increase his/her magical power, and let the player clear the dungeon just to try to negotiate with the lich. Maybe even have a peaceful resolution with the lich, or maybe negotiations break down, and they fight, anyway. Maybe the player is involved in some larger intrigue or another, and the player is told that the lich has some secret, and so you have to find a way to get that secret out of the lich... but will the character be willing to work with someone who has nefarious interests and asks the character to do disturbing things in exchange for the supposed greater good of furthering the cause you are along on?

Here, we get to use the same dungeon and lich, and have pretty much the same dungeon crawl as filler, but the meaning behind the character's actions are all wildly different. Again, this is the sort of thing you should be able to do if you just use a design philosophy throughout your game like what that "Radiant Story" was supposed to give us. One location has a half dozen different conflicting quests and meanings, depending on what sort of player is going to be thrown at it.


Beyond that, working less on making a dramatic narrative, and more on making player interactions with random NPCs seem dynamic and immersive, with the NPCs having more "canned pvssyr" and more procedural personality points that dictate how they react to their world and the player would probably improve the game, especially as this lets you further get Radiant Story take over from having a "main story". Making the companions and marriage candidates and even just servants and shopkeepers seem more lifelike when you're just talking with friendly NPCs is probably one of the best ways to improve the sense of immersion in the game.

Finally, it would be a fantastic masterstroke to give the player the ability to actually have a land holding when they start actually winning over land for the faction they are helping to succeed in conquering parts of the map. A player-owned manor could potentially be dynamically expanded if the player pays for additions onto their house, and this could be done in a manner that involves snapping on modular housing pieces, rather than simply having pre-built houses and furniture. We already had mods in Oblivion that let us purchase deployable furniture our characters could rearrange in-game. Modular housing extensions would give players the chance to really become creative with their own homes without needing the modding expertise. Outside that home, meanwhile, you could attract some of the migrant laborers, and have a farm or labor camp whose economic activities you could direct - having them harvest alchemical ingredients for your use, or generating trade goods for sale.
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Chris Jones
 
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Joined: Wed May 09, 2007 3:11 am

Post » Mon Nov 28, 2011 1:16 am

Actually, one last thing to add on about marriage:

I saw a thread that was talking about how the guy was creeped out by having his male character propositioned by a large number of men.

While I suppose it's great and all that we can marry regardless of gender, but it would still make a good deal of sense to actually have some sort of in-game mechanic to handle whether you go after men or women. (And just maybe making some characters be something other than bisixual might not be so bad... especially since nobody else seems to be a same-six couple.)

It also is odd that we have an "Allure" perk that lets us have a 10% bonus to transactions with the opposite six if everyone is bisixual and interested in you.

So, I would believe it better to make the game make use of that Radiant Story tracking of your character to let characters flirt (and possibly use allure speech skill perks) on either gender, or have an option not to, so that the game tracks whether you are behaving heterosixually/homosixually/bisixually/asixually, and makes characters react to you based upon that. This means your character will not be prepositioned until after you have shown you are interested in that six. The effects of allure or charm attempts could also be tied to this - you could have a bonus to affecting one gender or another based upon how much of a flirt you are with that gender.

Furthering that, it would be nice if, after actually getting in a relationship, your spouse would react to some of the things you do, including this reputation for flirtation. You could even include a spousal mindset to make them react differently if you're a silver-tongued flirt - some reacting by being jealous and angry or insecure or self-assured and ignoring it or by simply doing the same, themselves.
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Kate Murrell
 
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