Official: Beyond Skyrim - TES VI. #6

Post » Thu May 03, 2012 2:47 am

I may be picturing it being more difficult than it actually would be. If the movement of the horse is restricted to the left anolog stick, and the aiming of the bow is restricted to the right anolog stick, then it may not be so troublesome a task. Basically, what would normally be the player moving the camera to look around while mounted, would become the player moving the camera around in order to point his bow in that direction. That could work.

I'm sure most ES players who use a mouse and keyboard are proficient enough with them to handle just about anything Bethesda throws at them. I was thinking/speaking more from how it would affect console players.

I'm not counting on Bethesda putting any effort into implementing mounted combat in the next game though, which I'm glad, since they apparently need to get horses right first. Or just go to a province that (I imagine) doesn't have horses, like Black Marsh or Summerset Isle. I would like to see climbing, but won't be heart-broken if that doesn't happen either, mainly because, although it would be cool (especially considering that levitation probably won't return in the next outing), there's other things I'd rather they focus on, like a really good story for the Main Quest.

While I agree that Story development is paramount - I just can't stop endorsing the seminal ?Story? by Robert McKee - it seems to me the writing department personnel do not double as the gameplay personnel, so to speak. I would guess they're on different teams and so we could have the best of both worlds:

A great MQ story where one has to climb.

:biggrin:
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Wed May 02, 2012 12:59 pm

I've long felt that the two most important people, the two people who should have the greatest amount of authority on any game development team, are a writer and an experienced game designer. Someone who has a way with words, and someone who knows their way around engines and source code. Getting both in one person is nice, but obviously a lot to hope for.

As far as I'm concerned, if you're neither a Tolkien or a John Carmack, you have no business telling others what to do when it comes to making games.
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Wed May 02, 2012 7:22 pm

I've long felt that the two most important people, the two people who should have the greatest amount of authority on any game development team, are a writer and an experienced game designer. Someone who has a way with words, and someone who knows their way around engines and source code. Getting both in one person is nice, but obviously a lot to hope for.

As far as I'm concerned, if you're neither a Tolkien or a John Carmack, you have no business telling others what to do when it comes to making games.

Yes, just imagine....Dream Team
Bringing Carmack into BGS....

Oh, the thrill...
The Glory....
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Thu May 03, 2012 12:42 am

Yes, just imagine....Dream Team
Bringing Carmack into BGS....

Oh, the thrill...
The Glory....

If what I know of Carmack is true, I do imagine he and Todd would butt heads until one of them went bye-bye. Not that that would be a bad thing in my mind.
User avatar
Chase McAbee
 
Posts: 3315
Joined: Sat Sep 08, 2007 5:59 am

Post » Wed May 02, 2012 3:47 pm

I too fear that the instant gratification crowd has forever changed (meaning, ruined) Bethesda's approach to story-telling. Not that they've ever been masters of that craft, but without the massive success of Oblivion, I do believe they would've been motivated to go deeper, rather than bigger, when it comes to their Main Quests. They would've improved, or at least had an opportunity to.

Here's what I would be okay with in terms of a Main Quest for any number of possible game settings for TES VI...

Black Marsh: The various tribes aren't getting along very well at the moment (would be nothing knew to the region, I'm sure), and for unknown reasons that may or may not be related, the Hist are behaving strangely (something that is new). There's no civil war about to erupt or anything, but the tension combined with unexpected actions taken by the Hist, and possibly some other tree race we're not aware of, and possibly one of the tribes that seems to be gaining in power with no discernible cause, is making for a situation that could be easily exploited by an outsider looking to stir up trouble, or change the way things work in Black Marsh for many years to come. Basically, I'd like to see the player become a force to be reckoned with if they so choose, rather than be born special. I'd also like to see some facilitation within the overall story for the presence of foreigners in such an inhospitable province, some explanation that isn't as simple as "the Argonians decided to open the place up more because it would be good for trade" or some crap like that. The Hist could potentially help out with that in a number of ways, I'm sure. Any MQ in Black Marsh is going to involve them anyway. The player's character simply being someone who ended up in Black Marsh for whatever reason the player can come up with would be well in line with ES tradition, I suppose, but I think Bethesda can do better than that. Maybe the player was to be punished for committing some crime by being dumped in the middle of a swamp? That would work for me.

Summerset Isle: The hierarchy of the Aldmeri Dominion is prepared to make its biggest move yet against its biggest enemies (I don't know who this would be, but I'm guessing the Imperials to be the best candidate), and the player can either help it succeed (and position themselves to benefit from it greatly), or risk their life to stop the Thalmor from inflicting great harm to a great many people. Or something in between, like position themselves to benefit from efforts against Cyrodiil, but decide to delay the big plan in some manner in order to simultaneously save lives. I don't know, something to that effect. I like the idea of being able to be as involved as possible in the wicked machinations of the Altmers of Summerset Isle. They're so deliciously messed in the head.

Hammerfell: I don't know what to do here, actually. Something involving something left behind by the Dwemer probably.

High Rock: Don't want to go here, but if we do, I'd like an opportunity to get involved in what is sure to be conflict between the Bretons and the Thalmor. Orsinium rests within High Rock, and the Orcs getting involved would be nice too.

Valenwood/Elsweyr: The more I think of these two both being featured in the next game, the more I like the idea. Especially since the former is part of the Aldmeri Dominion, and the latter is unlikely to be happy about that. In RPGs, that can make for some real fun when you're free to visit either territory. Think of the possibilities in quests...

At best, what I really hope for is a story where I don't see future events coming a mile away. I want to be surprised, pleasantly surprised. I want to be challenged, and not just in terms of how many enemies I can take on at once. I don't mind the MQ being big, I just don't want to know how bad things are likely to get until I'm in deep enough that it's at least very difficult for me to turn my back and walk away, not because something will annoy me if I do, but because it just looks like there's too much fun I'd be throwing away. I don't want to know I'm destined for anything monumental right from the start. I just want to be involved in whatever interesting events are about to take place. If I end up saving the world, so be it. If I end up condemning it, then shame on me. :tongue:

I was reading your black marsh ideas with interest, and then saw you starting to get into the idea of "how you get there" and thought to myself "dont worry! bethesda will just make you a criminal anyway! they have for 3 games in a row!!" but then, then you ended with that anyway!! LOL

I would like to not be in the status of "arrested or imprisoned" at the start of the next ES game. Makes it harder to role play a true gentleman and honest stand up guy when you are behind lock and key to rot forever or in line for execution at the onset.

otherwise, i put my vote in for hammerfell/highrock because it has the illiac bay so we can revisit Daggerfall and get some new sandy landscape. but I put that in another thread somewhere already i think.
User avatar
NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Wed May 02, 2012 10:18 pm

I was reading your black marsh ideas with interest, and then saw you starting to get into the idea of "how you get there" and thought to myself "dont worry! bethesda will just make you a criminal anyway! they have for 3 games in a row!!" but then, then you ended with that anyway!! LOL

I would like to not be in the status of "arrested or imprisoned" at the start of the next ES game. Makes it harder to role play a true gentleman and honest stand up guy when you are behind lock and key to rot forever or in line for execution at the onset.

I didn't necessarily mean that your character starts off as a former criminal, more that their being in a place like Black Marsh was something intended as a punishment for something they did that happened to be illegal wherever they used to be. Your average hero can easily find themselves in hot water for doing any number of things they at the time think is noble or just.
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Wed May 02, 2012 3:23 pm

What I would like is to not be a damn prisoner again. Daggerfall was the only game that was unique in this sense. (You start in a dungeon cell in Arena but I can't remember if you were a prisoner at first or not). The whole prisoner being released/escaping has been done enough times and I hope TESVI makes the CharGen intro much more unique and different.
I also don't want a climactic ending with explosions and fire like in the last two TES games. But I have a good feeling that that is where we will be heading since kids these days want action-packed entertainment such as that.
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Wed May 02, 2012 9:44 pm

Or just go to a province that (I imagine) doesn't have horses, like Black Marsh or Summerset Isle.
I imagine Black Marsh with weird mounts like reptilians, snakes, turtles, worms...anything would do, especially if they are water rides. Or maybe if Bethesda can do a really interesting underwater life the "mounts" could be our boats that we navigate all over the map.
User avatar
Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Wed May 02, 2012 9:52 pm

I imagine Black Marsh with weird mounts like reptilians, snakes, turtles, worms...anything would do, especially if they are water rides. Or maybe if Bethesda can do a really interesting underwater life the "mounts" could be our boats that we navigate all over the map.
I hope sailing and real time boats are implemented regardless where the game takes place. Two Worlds 2 has this and surprisingly it doesn't svck. I hope Risen 2 will have player sailable boats too.
User avatar
Meghan Terry
 
Posts: 3414
Joined: Sun Aug 12, 2007 11:53 am

Post » Wed May 02, 2012 7:11 pm

So let Beth change it. I can think of a tre-zillion ways to circumvent the ?exit from dungeon's last chamber? problem you mention. In fact, Skyrim already utilizes one of the simplest: door locked with a bar. Done.

Look, the climbing thing is not a call to reinvent the wheel. It's been done before, Tomb Rider, Assassin's Creed, and many other games.
But it does require Beth to account for it from the ground up.
While I agree that Story development is paramount - I just can't stop endorsing the seminal ?Story? by Robert McKee - it seems to me the writing department personnel do not double as the gameplay personnel, so to speak. I would guess they're on different teams and so we could have the best of both worlds:

A great MQ story where one has to climb.

:biggrin:
The problem with climbing is that it has to be just a possible playing style, so it couldn't be done like Assassin's Creed or Tom Rider since both those games are based around jumping around. Most situations that could be dealt with by climbing over them would have to be solvable through walking around them - especially the main quest, cause we don't want to making all characters without climbing ability unable to accomplish the game. Climbing has to be a skill/a choice the same way that choosing between mage or warrior is - your spellwarrior might know restroation, but in the end (s)he will wear armor.
User avatar
sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Wed May 02, 2012 12:54 pm

The problem with climbing is that it has to be just a possible playing style, so it couldn't be done like Assassin's Creed or Tom Rider since both those games are based around jumping around. Most situations that could be dealt with by climbing over them would have to be solvable through walking around them - especially the main quest, cause we don't want to making all characters without climbing ability unable to accomplish the game. Climbing has to be a skill/a choice the same way that choosing between mage or warrior is - your spellwarrior might know restroation, but in the end (s)he will wear armor.

I fully agree with you.
And, thinking about it, I would however still allow some room for, in the bcase of some minor sidequests, for them to be complerable via a specific skill only, i. e., magic, brute force or climbing.
User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Wed May 02, 2012 3:45 pm

If what I know of Carmack is true, I do imagine he and Todd would butt heads until one of them went bye-bye. Not that that would be a bad thing in my mind.

I know almost nothing about their personalities, but now I have a feeling I know who of them would you prefer to pack his things first.

:biggrin:
User avatar
Laura Elizabeth
 
Posts: 3454
Joined: Wed Oct 11, 2006 7:34 pm

Post » Wed May 02, 2012 11:47 pm

I would like spears, spellmaking, more spells and combined effects, real time means of transport, open cities, complete description for every quest in the journal, the option to abandon quests and erase them from the journal, writing your own notes in your journal, big bookshelves available for purchase (like 300-400 book slots), and much more guild management options once you become guildmaster.
User avatar
Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Wed May 02, 2012 8:56 pm

On doors and chests:
  • Lockpicking in real time with lockpicks of different qualities
  • Open and lock spells
  • Bash the doors and chests open, with requirement of strength and/or weapon weight; there will be a noise penalty (npcs will hear you), proportional with how many hits are necessary, and a damage penalty for the fragile loot in the chests (potions, soul gems, jewelry...)
  • The player can place traps on doors and containers using alchemy and/or enchanting; disarming traps requires certain levels in the respective skill(s)
User avatar
Mizz.Jayy
 
Posts: 3483
Joined: Sat Mar 03, 2007 5:56 pm

Post » Wed May 02, 2012 1:38 pm

On doors and chests:
  • Lockpicking in real time with lockpicks of different qualities
  • Open and lock spells
  • Bash the doors and chests open, with requirement of strength and/or weapon weight; there will be a noise penalty (npcs will hear you), proportional with how many hits are necessary, and a damage penalty for the fragile loot in the chests (potions, soul gems, jewelry...)
  • The player can place traps on doors and containers using alchemy and/or enchanting; disarming traps requires certain levels in the respective skill(s)
I'd say more bonuses from choosing lockpicking skill on its own, besides opening chests - this way mages and warriors having other means to open them would be alternative to only the chests, not the game style.
User avatar
Silvia Gil
 
Posts: 3433
Joined: Mon Nov 20, 2006 9:31 pm

Post » Wed May 02, 2012 7:59 pm

On doors and chests:
  • Lockpicking in real time with lockpicks of different qualities
  • Open and lock spells
  • Bash the doors and chests open, with requirement of strength and/or weapon weight; there will be a noise penalty (npcs will hear you), proportional with how many hits are necessary, and a damage penalty for the fragile loot in the chests (potions, soul gems, jewelry...)
  • The player can place traps on doors and containers using alchemy and/or enchanting; disarming traps requires certain levels in the respective skill(s)

I endorse.
Place traps anywhere you want.
And pweeeeease Beth, change that terrible trap icon. I think If I'd ever spot a magical symbol on the ground , it would look rather suspicious to me. A trap is something you hardly notice, otherwise it's not.
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Wed May 02, 2012 3:48 pm

Hi all

I have reached my 13th playthrough limit XD and I can honestly say that yesterday and today I did not play skyrim (for the first time in almost 3 months)

its been an amazing experince....

strangely I reinstalled morrowind yesterday and I find myself playing it a lot now ..... its been years (almost 7 or more no idea...) but after playing MW again I can see why the game had its "charms" that are still there....

and now I think I found out what Bethesda should work on for the next TES and that is.....

voice overs ....

yep I think what gave MW the edge (that is still holds even now over many other games even skyrim) is the amazing amount of quests that were interconected and complex and deep and honestly wayyyyy more than skyrim.... but they were all text based (almost all)

although skyrim's quests were much more ... well ALIVE.... MW still has that story-esk feeling to it that gave it much needed mystery and awe.

what I mean is that Bethesda should find a way (maybe a new tech) to voice over text content as massive as MW without paying 1billion $ :tongue:

and also they should maybe keep the MQ a secret for the next title

what do you think??!!

is it realistic to make a program that does voice overs without sounding like a [censored] robot??!!

and do you think if ever the tech was available will it affect the next TES....

as in give it more quests and more complexity (as in all quests can affect each other)

lets talk..
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

Post » Thu May 03, 2012 4:54 am

I've gotta say, I like your idea Vadagar and strongly agree with your point comparing MW and Skyrim, but I don't think it's possible that easy. Spoken lines use up far more disk space than text based dialogue.

But since in 4 years, I think most of the games will come out on Blu-Rays or via download (a trend that is already showing), it should be possible to get more topics.

A computer program or more bucks spent on professional voice actors shouldn't be necessary either. I mean, they don't even need the professionals with that many fans out here, who probably would love to voice a character and have an impact on the game.
User avatar
Rob Davidson
 
Posts: 3422
Joined: Thu Aug 02, 2007 2:52 am

Post » Thu May 03, 2012 4:21 am

I've gotta say, I like your idea Vadagar and strongly agree with your point comparing MW and Skyrim, but I don't think it's possible that easy. Spoken lines use up far more disk space than text based dialogue.

But since in 4 years, I think most of the games will come out on Blu-Rays or via download (a trend that is already showing), it should be possible to get more topics.

A computer program or more bucks spent on professional voice actors shouldn't be necessary either. I mean, they don't even need the professionals with that many fans out here, who probably would love to voice a character and have an impact on the game.

indeed

I guess it just boils down to costs in the end....

I just hope bethesda stays alive for decades to come, so that we can see what they can do with any new tech that might pop out :P
User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Wed May 02, 2012 7:29 pm

Hi all

I have reached my 13th playthrough limit XD and I can honestly say that yesterday and today I did not play skyrim (for the first time in almost 3 months)

its been an amazing experince....

strangely I reinstalled morrowind yesterday and I find myself playing it a lot now ..... its been years (almost 7 or more no idea...) but after playing MW again I can see why the game had its "charms" that are still there....

and now I think I found out what Bethesda should work on for the next TES and that is.....

voice overs ....

yep I think what gave MW the edge (that is still holds even now over many other games even skyrim) is the amazing amount of quests that were interconected and complex and deep and honestly wayyyyy more than skyrim.... but they were all text based (almost all)

although skyrim's quests were much more ... well ALIVE.... MW still has that story-esk feeling to it that gave it much needed mystery and awe.

what I mean is that Bethesda should find a way (maybe a new tech) to voice over text content as massive as MW without paying 1billion $ :tongue:

and also they should maybe keep the MQ a secret for the next title

what do you think??!!

is it realistic to make a program that does voice overs without sounding like a [censored] robot??!!

and do you think if ever the tech was available will it affect the next TES....

as in give it more quests and more complexity (as in all quests can affect each other)

lets talk..
Well, this idea has already been brought up before. There is a other site to this coin though.

While text base dialogues are much more lifeless, and damage eyes more - they are depended on player's reading speed and patience more.
Sadly our computer/TV screens still aren't perfect, and so the books hasn't become a old fashion classing.


Posting half a chapter from a book will be a good dialogue in a text based thing, but with voice four long sentences can become too much - unless done right, as if the dialogue is a game on its own merit (Deux Ex Human revolution dialogue boss battles).
In Morrowind player would have to switch between two completely different activities and it is immersion breaking. The switch between playing and listening/reading is less noticeable with text.


So changing voice actors to computer based voices isn't a solution. Just adding more dialogue won't make a deeper story.
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Wed May 02, 2012 8:13 pm


So changing voice actors to computer based voices isn't a solution. Just adding more dialogue won't make a deeper story.

No it won't but it will allow for adding more NPC's with more unique dialogue and more quests. You can't currently add 1000 NPC's since most will have to have the same repetitive dialogue. Now if you could generate good voiced dialogue that won't be a problem.
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Thu May 03, 2012 1:03 am

No it won't but it will allow for adding more NPC's with more unique dialogue and more quests. You can't currently add 1000 NPC's since most will have to have the same repetitive dialogue. Now if you could generate good voiced dialogue that won't be a problem.
Well then this technology fixes the problem with minor characters at least. It could be even used to add dialogues to bandits and such - it's odd that you can't talk to a person that you calmed down with a spell, e.g. it would work fine in such scenarion if it was unnatural since such person would feel like under mind control.
User avatar
Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm

Post » Wed May 02, 2012 3:51 pm

I think it might help moving forward to further break apart the different types of NPCs, in terms of how the game itself treats them. For the longest time, NPCs have either been Essential or Non-essential, and near as I can tell, it's never gone beyond that. If they're marked Essential, the game, at least nowadays, prevents their being killed, and if they're not mark Essential, the NPC is given no protection. I think their should be more categories for the NPCs to fit into, with different rules, and types of dialogue, being assigned to each category. That way, you can better keep track of just how many NPCs have generic dialogue, so you can minimize the number of them as must as you want/need to, since that dialogue was assigned to them specifically because they're generic.

Obviously, having every single NPC in the game be as full of life and personality as, say, Divayth Fyr, would be better, but clearly a much more difficult task.
User avatar
Abel Vazquez
 
Posts: 3334
Joined: Tue Aug 14, 2007 12:25 am

Post » Thu May 03, 2012 12:33 am

I think it might help moving forward to further break apart the different types of NPCs, in terms of how the game itself treats them. For the longest time, NPCs have either been Essential or Non-essential, and near as I can tell, it's never gone beyond that. If they're marked Essential, the game, at least nowadays, prevents their being killed, and if they're not mark Essential, the NPC is given no protection. I think their should be more categories for the NPCs to fit into, with different rules, and types of dialogue, being assigned to each category. That way, you can better keep track of just how many NPCs have generic dialogue, so you can minimize the number of them as must as you want/need to, since that dialogue was assigned to them specifically because they're generic.

Obviously, having every single NPC in the game be as full of life and personality as, say, Divayth Fyr, would be better, but clearly a much more difficult task.
So in short if a quest doesn't request a very specific person then a random NPC could resolve it - clearing the mine could be given by any random NPC from that general area, and on completing it you could get reward from either miner.
User avatar
Your Mum
 
Posts: 3434
Joined: Sun Jun 25, 2006 6:23 pm

Post » Wed May 02, 2012 1:51 pm

On doors and chests:
  • Lockpicking in real time with lockpicks of different qualities
  • Open and lock spells
  • Bash the doors and chests open, with requirement of strength and/or weapon weight; there will be a noise penalty (npcs will hear you), proportional with how many hits are necessary, and a damage penalty for the fragile loot in the chests (potions, soul gems, jewelry...)
  • The player can place traps on doors and containers using alchemy and/or enchanting; disarming traps requires certain levels in the respective skill(s)
I like the idea of placing traps but why would the player place traps on their chests, nobody's trying to open anyway. The situation would be better if the game had thieves and assassins trying to break into your house, kill you and steal your loot.
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

PreviousNext

Return to The Elder Scrolls Series Discussion