Official: Beyond Skyrim - TES VI #8

Post » Fri May 04, 2012 3:59 am

I would prefer Black Marsh, but Elsweyr sounds amazing too, anything but another human/elf province :down:

What's wrong with another elf province? Out of every game since Daggerfall, only one of them was set in an elf province.
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Jonathan Windmon
 
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Post » Fri May 04, 2012 12:17 pm



What's wrong with another elf province? Out of every game since Daggerfall, only one of them was set in an elf province.
Nothing wrong with another elf province. But the series has at least had one before, unlike the beast races. I'm pulling for Elsweyr first, then Summerset Isle. Either would be fine in my book. I just hope not to see another human province. Two in a row is enough.
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e.Double
 
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Post » Fri May 04, 2012 5:28 am

Reposting from a locked topic :|

The direction The Elder Scrolls most definitely should be heading is the introduction of more role-playing features and the appeasemant of the RPG audience, whilst introducing and easing new players to the genre. Because a horde of new players, an entirely new audience, has been drawn upon from Skyrim. For many of the younger generations, it is their first RPG. They are willing to dive into the deep end, after learning to swim on their own in the relatively shallow Skyrim. And this means...

The Improvement of The Combat System.

Have you played Dark Souls? Rhetorical question. I haven't, but I will buy a PC port if one comes out. But I distract myself. Dark Souls is proof that even the console gamers can appreciate deep and challenging combat. Which Skyrim most definitely has not got - in most encounters whether you win or not mostly depends on your stats. Other factors may include what potions you have on hand, or the use of cheese tactics - I know I took down Dragon Priests several times my level using shield bash and Stamina Potions.

But really, combat needs to be deepened. For one, deviation from the crosshair in archery should depend on your archery skill. Even if my character never picked up a bow in his life, he can hit targets at 100m in the head.

Second, damage increased to much higher proportions. Getting hit with anything should be hurt, and blocking a necessity. Of course dual wield parrying would need to be introduced, and removal of blocking arrows on the shield as a perk. Timing should be crucial, and hence attacks slowed down.

Third, locational damage and bleeding out. I get hit in the head, -25% Intelligence (more on attributes later). I get hit in the leg, no more sprinting. And because I'm seriously wounded, I'm bleeding out. My health is draining rapidly. I need a Health Potion, or Restoration, or a bandage. This makes stocking up before going into dungeons even more important.

And finally, just for you mages, the reintroduction of spell-crafting in a manner similar to enchanting, in order to give more depth to magical warfare. Maybe even have spell-crafting as part of the enchanting tree or affected by enchanting perks. Maybe make Wards as crucial to magical warfare as Blocking should be for warriors. Eh, what do I know, I svck as a mage. But should players wish to play more arcadey...

Add Gameplay Options

Should someone not wish to play in a hardcoe manner, why should they? Some may prefer a simple hack 'n' slash. Who are we to criticize? So, give options to the player so he can choose how he wishes to play. For example, I should be able to disable the compass. Or location and quest markers in the Map. Or disable fast travel. To each player his own, I say. Just facilitate their choices. Speaking of choices...

Encourage Alternate Playstyles

Yes, this discussion is partially about spears. And also crossbows. And muskets and handcannons. And tranquilizers and nonlethal combat methods.

You see, I really liked Deus Ex Human Revolution. I particularly favoured nonlethal combat - I mostly avoided killing people, and loaded up on stun guns, tranq rifles and enjoyed the nonlethal disposal methods (read: breaking peoples arms before knocking them unconscious).

But in Skyrim, the ONLY way to be nonlethal is to avoid combat altogether, or in certain circumstances, abuse Calm. It is almost impossible to play a pacifist. TES needs to encourage these alternate playstyles and introduce H2H skill again, introduce spears (both javelins and pikes) and crossbows, and traps, and other such things that encourage people to be creative and to replay the game. Speaking of replayability...

Embrace Open World as a Philosophy, Not World Design.

It would add a lot to replay value to able to make different choices on different playthroughs, and not rely on alternate gameplay for replayability hook. Really, there needs to be different choices to be able to be taken for Good and Evil, or in grey and grey cases, Chaotic Good, Lawful Good, Lawful Evil or Chaotic Evil. I should be able to make choices that make sense for my character in context, and not suddenly serve the Daedra on my Priest of the Divines because the quest railroads me into it, and the only other option being 'ignore forever.' Hell, there isn't even a Vigilant of Stendarr questline, and the fully fleshed out questlines are entirely evil. Speaking of options, choices and decision making...

Actions Have Consequences

Quick! Think! What actions in Skyrim have consequences? If you answered 'stealing a piece of bread' you're entirely correct! I knew my kleptomaniac was pleased to have his evil actions have consequences for once, but my beggar about to starve to death (Live Another Life + Frostfall + Imp's More Complex Needs) found it less fun to find he had three thugs hired to kill him for stealing an Eidar Cheese Wheel worth a handful of septims (whilst the thugs had been hired for 300 septims... overreaction much, dude?).

Decisions you make should have a tangible affect on the world, and you should always fully appreciate the consequences of your actions.
Spoiler
Tova Shatter Shield's
suicide after the death of her remaining daughter is a example of such consequences. But there should be other consequences - steal from that merchant too much and his disposition is so low he refuses to trade with you. As a Daedric worshiper Vigilants attack you on sight and you are banned from the tempes. As a wanted Stormcloak rebel merchants refuse to be associated with you and you're denied access to Imperial cities.

Attributes and Character Crafting

Yeah, attributes. They should most definitely return as they make a character you create uniquely yours. He may have the strength of an elderly woman, but he has the intelligence of a mouse and the deftness of a cat. Really, they should be nothing complex or spreadsheety, but I should actually be able to choose and min-max my attributes, and distribute character points so as to craft a character unique to me.

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And that's it. Feel free to critique my writing skills. Hell, I'm not a columnist. Sorry for the Wall o' Text.
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Chris Guerin
 
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Post » Fri May 04, 2012 7:18 am

+1 to decisions that affect the world in the most serious and visible way. Come on Bethesda, there's no point in having so many options if the choices don't have really different consequences. Give us meaningful dialogue options, viable alternative ways to resolve quests, different paths in the questlines.
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Eve Booker
 
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Post » Fri May 04, 2012 10:51 am

I agree with most everything P!nk had in his/her quoted post.
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Kate Norris
 
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Post » Fri May 04, 2012 7:42 am

After watching the GDC technology trailer of Sim City 5, that game really seems to play by its older roots. I hope Bethesda don't forget theirs.

I do thoroughly love the elaborate RPG-world-simulation Bethesda is crafting, but throw in deeper stories, more politics, and more dialogue options (and don't force quests down my throat) as well. As to dialogue options and consequence, it can be argued that TES never had much to speak of in the first place, and this is one area I'd personally like for them to step up at. In addition to keeping old depth in place like spell crafting for instance.

So, by all means, I hope they continue to innovate on AI and world-simulation. I absolutely love that stuff, but don't forget innovations on the core RPG with more consequences as well as better interaction with even deeper stories.

I'm rather hopeful on the next installment. They've really "streamlined" (in a positive sense for once) their current generation with Skyrim. I can't help but feel that it's a great stepping stone for something deeper. After all the whole point of "streamlining" should be how Maxis seems to be handling it. Making a complex game accessible with an even greater power for more layers of depth.
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stephanie eastwood
 
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Post » Fri May 04, 2012 7:19 am

Stealth gameplay needs more attention too, I forgot that.
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Jeffrey Lawson
 
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Post » Thu May 03, 2012 8:15 pm

Stealth gameplay needs more attention too, I forgot that.
Yeah, Beth may want to look at Deus EX Human Revolution. Though that stealth game play was great in that game.
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Saul C
 
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Post » Thu May 03, 2012 11:20 pm

Except, you know, for the boss fights.
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Darrell Fawcett
 
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Post » Fri May 04, 2012 3:01 am

For stealth they should draw inspiration from Thief. They probably already did because they have one man from Thief in the team. I would emphasize the role of shadows in NPC detection, estinguishing all light sources that aren't natural, and the AI of guards and npcs, how long they stay alert when they hear or see something and how can you use the dark corners and the architecture of buildings to get inside and then vanish out of trouble. Real time usable ropes and ladders would be great too.
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Aliish Sheldonn
 
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Post » Fri May 04, 2012 12:49 am

I would like more dedication for hunters and nature lovers. A faction, a specific questline, companions, a skinning profession, more diverse creatures and loot that can be used for professions, maybe more unique "boss" animals (they could have names given by the local people) that are hard to find and,or hard to kill. I would also like the animal life enhanced, Skyrim is definitely a step forward but I'd like more life simulations for creatures and horses like eating, drinking, playing with their baby animals...
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Matt Terry
 
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Post » Thu May 03, 2012 8:48 pm

I know it may be early, but after playing skyrim to its fullest, it left me just wanting more. I wondered what would be next and how would it live up to or exceed its previous storyline after such an epic story like skyrim.

I would like to see three provinces mainly which is Black Marsh, Summerset Isle, and my favorite idea so far is Elswyr. I think the elderscrolls should take the direction towards the desert home of the khajiit. I know they can do it right after all their games theyve made. Morrowind changed my gaming perspective and each elder scrolls after that blew my mind.

I can picture how The Elder Scrolls VI: Elswyr would be like. Music on sitars and sandstorms. Whole cities have dissapeared under the sand and deserts arent all just sand. There are oasis out there and maybe even rivers. But just like every game, the problem in the story has to be bad enough to threaten all of Tamriel.
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jessica robson
 
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Post » Fri May 04, 2012 7:11 am

Screenshot from AC3: http://stickskills.com/omega/wp-content/uploads/2012/03/AC3four.jpg
This is what I want most for TES VI:
Black Marsh and sailing!


Black Marsh def. has to be done ;0
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Dylan Markese
 
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Post » Fri May 04, 2012 9:25 am

I vote for The Elder Scrolls VI: Dominion
Including Sumerset Isles and Valenwood. Or just the isles, easier to justify invisible borders.
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jasminε
 
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Post » Thu May 03, 2012 10:54 pm

While I don't think the next game will be set in the Summerset Isles I do think that there are some good arguments for it.

Chief among these, in my mind, is that the Summerset Isles are infact an Island(s). I have always felt that Morrowind is the largest TES game, even though allegedly both Cyrodiil and Skyrim have more surface area. The reason Morrowind feels bigger is, aside from its less pervasive fast travel, mountainous terrain, and 'remote' regions, is that Vvardenfell too is an island. In Skyrim and Oblivion you're basically playing in a bowl, with mountains hemming you on in most sides. If, in any direction you went, you'd just see an endless expanse of ocean there would be no need for invisible barriers, and the sense of freedom wouldn't be broken, since you can just go out and swim for as long as you want.
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naana
 
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Post » Thu May 03, 2012 10:56 pm

I know it may be early, but after playing skyrim to its fullest, it left me just wanting more. I wondered what would be next and how would it live up to or exceed its previous storyline after such an epic story like skyrim.

I would like to see three provinces mainly which is Black Marsh, Summerset Isle, and my favorite idea so far is Elswyr. I think the elderscrolls should take the direction towards the desert home of the khajiit. I know they can do it right after all their games theyve made. Morrowind changed my gaming perspective and each elder scrolls after that blew my mind.

I can picture how The Elder Scrolls VI: Elswyr would be like. Music on sitars and sandstorms. Whole cities have dissapeared under the sand and deserts arent all just sand. There are oasis out there and maybe even rivers. But just like every game, the problem in the story has to be bad enough to threaten all of Tamriel.
Northern Elsweyr is desert, while the south is mostly jungle. Through in savannas, and you have a nice mix for a ES game.
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Rachyroo
 
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Post » Thu May 03, 2012 8:53 pm

I would like more dedication for hunters and nature lovers. A faction, a specific questline, companions, a skinning profession, more diverse creatures and loot that can be used for professions, maybe more unique "boss" animals (they could have names given by the local people) that are hard to find and,or hard to kill. I would also like the animal life enhanced, Skyrim is definitely a step forward but I'd like more life simulations for creatures and horses like eating, drinking, playing with their baby animals...
Agreed, we need more content for hunting. It's one of the things I love in Gothic, the hunter is a viable build, there are hunter trainers who teach you how to be a better hunter and how to skin animals, sneak on them, collect teeth and trophies that sell well.
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Dean Ashcroft
 
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Post » Fri May 04, 2012 12:41 pm

My number 1 want is for another questline like the East Empire Company's in the Bloodmoon expansion. I want to contribute to building a town and all that good stuff.
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Jordan Fletcher
 
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Post » Fri May 04, 2012 6:45 am

  • Dispose of corpse
  • Taunt option in dialogue
  • More dialogue lines for our character
  • More dialogue speechcraft checks
  • More brand new books specific to the province we visit
  • More variation in dungeons puzzles
  • More alternative ways into the dungeons less corridor effect
  • More character stats and attributes
  • Acrobatics
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Dean Brown
 
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Post » Thu May 03, 2012 10:24 pm

  • More character stats and attributes
  • Acrobatics
YES! Give me more layers of stats to play with.
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Sophie Miller
 
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Post » Fri May 04, 2012 8:52 am

Technology:
- bigger cells so there would be no loading time on cities
- transport network like in RdR
- cloth and hair physics, capes

Races:
- more differences between races (physical, animations, combat techniques) (roleplaying, racism, special content and quests) (abilities, more racial abilities and stats, race perk tree)

World:
- more (under)water life and hidden locations, sailing boats
- climbing, alternative ways to get into difficult places and guarded buildings, platforming, solve puzzles using physics (half life 2, dark messiah)
- seasons

Skills:
- climbing
- swimming
- riding
- hand-to-hand
- language
- acrobatic skill, let the player develop unique jumping, sprinting and fighting-while-jumping-or-sprinting abilities within a special skill tree
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cassy
 
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Post » Thu May 03, 2012 8:56 pm

I personally want most of the action to be happening OUTSIDE the dungeons. Don't get me wrong, I love a good dungeon dive every now and then as much as the next guy, but it seem like they shoved way too many dungeons into the world, just so they could have 2/3 of the quests be cleverly disguised excuses of why you need to play through a certain dungeon. And it's not even randomly-generated, miscellaneous quests! Big, handcrafted questlines employ this tactic as well. (Go through this dungeon to retrieve the horn of Jurgen Windcaller!!! Quest through this dungeon to get the Staff of Magnus!!! Journey through this dungeon to help capture the traitor to the Theives Guild!!! I need you to assassinate my ex-boyfriend... Who just happens to be in a dungeon. *Every Bard's Guild quest*)

My idea is that they could take all the resources required to make a surplus of dungeons... And use them to make WAY bigger cities. Cities so big and intresting that the majority of the "dungeon quests" could take place within city walls instead of a random dungeon.
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I personally want most of the action to be happening OUTSIDE the dungeons. Don't get me wrong, I love a good dungeon dive every now and then as much as the next guy, but it seem like they shoved way too many dungeons into the world, just so they could have 2/3 of the quests be cleverly disguised excuses of why you need to play through a certain dungeon. And it's not even randomly-generated, miscellaneous quests! Big, handcrafted questlines employ this tactic as well. (Go through this dungeon to retrieve the horn of Jurgen Windcaller!!! Quest through this dungeon to get the Staff of Magnus!!! Journey through this dungeon to help capture the traitor to the Theives Guild!!! I need you to assassinate my ex-boyfriend... Who just happens to be in a dungeon. *Every Bard's Guild quest*)

My idea is that they could take all the resources required to make a surplus of dungeons... And use them to make WAY bigger cities. Cities so big and intresting that the majority of the "dungeon quests" could take place within city walls instead of a random dungeon.

I'd simply love having a few quests that aren't simply "kill something" quests. I'd like to solve a mystery, or convince someone to do something, or plant evidence, or something that uses a speech/reputation thing. I get that it's a swords and sorcery world, but I would like the option to sweet-talk my way out of a situation -- especially if it's not EASILY circumvented by a brawl or bribe option. It just feels like the world is a backdrop to the dungeons.
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Claire Lynham
 
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Post » Fri May 04, 2012 12:27 pm

For "The Elder Scrolls VI", it could be time to break out of the one province per game installment mode and show ALL of Tamriel in one game. As Bethesda has opted for distribution via Steam (i.e., online), it would be a matter of having hard drive space not producing multiple disks per game package. This sort of game (i.e., all of Tamriel) could give players a true look at what was the Empire (of the Septim line), showing the diversity of the cultures of Tamriel each in their own province, at the timeframe the game is set in (presumably after the events of "Skyrim.")

It can be noted that at one province per game and several years of development between each installment, it could take decades to finish seeing all of Tamriel (let alone Nirn), and that is at different (historic) times. What player actually wants to wait that long to see this one part (Tamriel) of this game world (Nirn)?

The playable races can be expanded beyond the current base of ten. Some possibile additions to playable races could be: Goblins, Dremora, Golden Saints, Akavir, etcetera.
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Doniesha World
 
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Post » Fri May 04, 2012 3:36 am

For "The Elder Scrolls VI", it could be time to break out of the one province per game installment mode and show ALL of Tamriel in one game. As Bethesda has opted for distribution via Steam (i.e., online), it would be a matter of having hard drive space not producing multiple disks per game package. This sort of game (i.e., all of Tamriel) could give players a true look at what was the Empire (of the Septim line), showing the diversity of the cultures of Tamriel each in their own province, at the timeframe the game is set in (presumably after the events of "Skyrim.")

It can be noted that at one province per game and several years of development between each installment, it could take decades to finish seeing all of Tamriel (let alone Nirn), and that is at different (historic) times. What player actually wants to wait that long to see this one part (Tamriel) of this game world (Nirn)?

The playable races can be expanded beyond the current base of ten. Some possibile additions to playable races could be: Goblins, Dremora, Golden Saints, Akavir, etcetera.
No, Bethesda should not make a game that has all the provinces until we visit all of the provinces first. It would take forever for Bethesda to make a game that has all the provinces, and has depth to it. I say we stiick to the one province per game, at the most have two, but it would have to be small provinces.
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Yung Prince
 
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Post » Fri May 04, 2012 10:04 am

No, Bethesda should not make a game that has all the provinces until we visit all of the provinces first. It would take forever for Bethesda to make a game that has all the provinces, and has depth to it. I say we stiick to the one province per game, at the most have two, but it would have to be small provinces.

So you want to wait the decades it would take for them to complete Tamriel one province at a time?

It would not take Bethesda "forever" to do all of the provinces in one game. The provinces that have been shown in previous installments (along with Skyrim in TES V) could be brought up to date . Further, they have the "lore" to help guide development of the uncovered provinces. Teams could be assigned to develop each province with a single game engine and creation kit so it all fits together. Quests could be covering side quests, guilds, individual provinces and even the continent (for some overarching main quest).
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trisha punch
 
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