» Wed May 02, 2012 11:54 pm
1: More options on what you can wear , what you can hold and stuff
2: Balanced game mechanics. Not balanced in the sense of Halo or Dota Or counterstrike but rather Rpg Balance!
3: A good... Strangeness ajuster. In Oblivion and skyrim everything was generic, with perhaps two examples of things that were a bit strange. Morrowind However eased you in.... Boat-Reasonable , One dark elf- Prepares you, swamps- Abnormal, Stilt strider- Weird, Balmora- Fairly normal with one or two beast races... Then As you get further in you discover Redoran,Telvani,Daedric and dwemer architecture which may blow you away.
4: Every skill in the game to be well thought out,complex,understandable and fun.
- Hand to hand and Acrobatics Re added With moves that you learn as you increase in skill (kick, Grab , throw, Disarms, magic hand to hand/ Vault, high climb, wallrun, roll)
- Skills that compliment and occasionaly defeat eachother ( Unless it's enchanted- heavy armour will not do well for your acrobatics, but you could probably do things like : h2h+destruction=firefist , Acrobatics+alteration=Lower gravity, Restoration+conjuration= Better necromancy. Alchemy+enchanting=better bombs. Weapon+hand to hand- Kicking,pummeling, headbutting and grappeling . -Personality/Illusion+short blade= Enemy confusion to what attacks you are doing.
- Subskills within skills
5: lore,art and questlines to be Well thought out... And bolder (although with much less cliche's such as "you are the chosen one" )
6: Cities that are at least four times bigger and are open. Assasins creed sized cities would be excelent- They need to be big enough for
A: so that a better crime system can be implemented... I want to make grand escapes, not a reload because strangers recognise me and put a bounty on me of 50 gold for a ring.
B: So that a city feels like a city
C: So that guilds,churches and other such things are all In a city- Basicaly.. the cities should be good enough so that the player could be happy enough spending their entire game around one.
(as a compromise, it's fine if interiors are randomly generated and most citizens are nameless)
7: effective use of textures, lighting and fx
-Colour shaders used on the skin/hair.. They could be used on LOADS of things. - Animals, Rocks, Cave walls, wood, Magic, Buildings, Clothes, Weapons, armour...
- Detail textures- Fibres on clothes, Fluff on carpets, Threads in banners, Discolourations in chitin, Bumps in rock...
- Candles,flames and lanterns that emit coloured light (red house dagoth candles in morrowind were awesome)
- Some kind of entity that says "Every Skeleton near me has a glowing heart and eyes, which glow green." or "Rocks near me are white,use this bump map and are slightly wet
- Good use of fog.
8: Spell generation, armour generation, weapon generation, Character generation.
9: Morrowind Dumner voices. (what might be going wrong is that the original dumner voices were low in audio quality whilst the failed attempts in skyrim and oblivion were the result of a high quality attempt)