Official: Beyond Skyrim TES VI #73

Post » Fri Feb 19, 2016 8:47 am

This thread is for ideas and suggestions for future Elder Scrolls games, and to keep all the discussion in one series of threads.

We have a long way to go before we get another ES game. In the meantime, similar topics will be closed and referred to this one.

Note there is a separate thread specifically for http://www.gamesas.com/topic/1589318-tes-vi-location-and-setting-speculation-29/ suggestions for future games. Please keep discussion of Skyrim in the correct forums.

http://www.gamesas.com/topic/1589704-official-beyond-skyrim-tes-vi-72/
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Conor Byrne
 
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Post » Fri Feb 19, 2016 11:49 am

I seriously want them to do something unexpected like making a game centered around Battlespires again or something on Masser/Secunda. Oh, or a battlespire the size of a province that acts as the main battlespire. Just a floating island in the void, that would own.
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Floor Punch
 
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Post » Fri Feb 19, 2016 1:28 am

I wouldn't mind if Bethesda added some kind of free running, parkour or climbing in the next TES. If the next game took place in Valenwood or Black Marsh, I'd imagine this become extremely handy. Plus the fact that you could cheat your way through fights by just jumping on top of ledge is just lame never minding the fact that NPCs can't even jump at all.



I believe climbing was already in Daggerfall.

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Jessica Raven
 
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Post » Fri Feb 19, 2016 6:42 am

An idea I have for TESVI is to have the main quest focus on the aedra and daedra. And a unique way to tie the intro scene into the main quest would be to have it similar to the "Live Another Life" mod for skyrim, here's an example of how it could go....


You start off in prison, on your way to prison or in a slavers ship or somthing similar (i like bethesda's prison themed intros), however, chaos erupts in some form or another, you stumble upon an elder scroll and you see a vision of a terrible future, suddenly you appear in a pantheon to the divines, the gods speak to you and vaguely say that you were chosen to complete an important quest. You then speak individually to each divine as part of the character creation. Speak to julianos to acquire different magic attributes, talos for different fighting attributes, peryite for work related attributes (i.e smithing, alchemy, speechcraft) perhaps tes6 could introduce some new attributes as well. Finally you choose your characters appearance, and the gods grant you the option of how to begin your journey (start in a guild, at a tavern, in the wild, in a player home etc.)


I think this would be an excellent way to increase player immersion and put an emphasis on the choices players make and how they may effect the world.


As a side note, I think Valenwood and Elsywer or just Hammerfell would be ideal locations for the next game
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Everardo Montano
 
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Post » Thu Feb 18, 2016 10:17 pm

I think a plot for the next game needs to address the Thalmor (aka The Aldmeri Dominion wantabes) and the player plays a role in striking them down, so maybe the location can set in Summerset Isles and Valenwood.

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tegan fiamengo
 
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Post » Fri Feb 19, 2016 10:58 am



I actually agree that the thalmor should be a focus as well, perhaps the thalmor have somehow inlisted the help of some daedra, then the plot could have both thalmor and aedra daedra focus
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cutiecute
 
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Post » Thu Feb 18, 2016 9:59 pm


I like that idea :tops:.

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Syaza Ramali
 
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Post » Fri Feb 19, 2016 10:01 am

The Altmer religion is very anti deadra and the Thalmor are quite pro Altmer.

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Bethany Watkin
 
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Post » Thu Feb 18, 2016 10:40 pm

Ok, my idea is changing with every post, but I'm liking where it's going. How about a plot that features a time jump, first you play as the true hero of the Void Nights, (since its unconfirmed in lore who actually restored masser and secunda to the skies) but the thalmor steal your glory. (Elsywer would be the obvious setting for this) then there is a time jump and you play as that hero's descendant 100+ years later (directly after events of skyrim) attempting to bring down the thalmor, maybe during a second Void Nights. The aedra and daedra could play a role in creating and/or restoring both Void Nights. The setting after time jump could be anywhere. But maybe a time jump will not fit smoothly in an Rpg like the elderscrolls. Thoughts?


PS. Forgive my rambling. I wish I was a writer for bethesda ??
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Alyesha Neufeld
 
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Post » Fri Feb 19, 2016 7:59 am

Another way to do the concept is that the tutorial dungeon is you ending the Void Nights, then getting flung into the future by Thalmor agents rather than playing as two different characters.

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Genocidal Cry
 
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Post » Thu Feb 18, 2016 10:56 pm



Yes, this could definitely work and would likely make more sense in terms of the use of an Elder Scroll in-game
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Steve Smith
 
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Post » Fri Feb 19, 2016 9:54 am

I'm personally part of the camp that would prefer a main quest that didn't start off telling us that our character is special or exceptional in some way. For this reason, I'm not a fan or meeting up with aedra or daedra at the start. I think it would be interesting but in terms of character creation, it's not ambiguous enough of a start, and I'd much prefer a plot that starts out as something fairly mundane and evolves into much more, because of the benefits it has on many levels (deciding not to do the main quest, no urgency at first, different roleplay paths, and subtlety can often work best for storytelling).


In regards to the Thalmor, we were talking about this in the other topic last Fridayish, but I'd prefer the Thalmor be built up more, instead of taken down directly. One, it would possibly (probably?) thrust us into the 5th era by the following game after VI. Two, I'd prefer the Thalmor be portrayed through more covert means, as it would give more of a nazi-esque/Cold War vibe to them. A gradual build-up where they eventually become enemy number one would be optimal, IMO. If we just instantly take them down, what's next? The empire would basically be back to where it was in the 3rd era.


edit: Just stumbled upon this: http://massivelyop.com/2015/12/10/david-georgeson-and-jeremy-soule-are-working-together-on-a-mystery-project/


Think it could be TES VI's soundtrack? I imagine for a 2018 - 2019 release, this would be around the time they would start composing and producing.


I don't know much about the other guy, other than the fact that he hasn't worked on a TES game prior, but since Jeremy Soule is involved, I thought it was worth posting. It's probably unlikely to be A TES game for this reason, but if they're expanding the scale of the map, then so too would they need to expand the scale of the soundtrack, I imagine.
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Reanan-Marie Olsen
 
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Post » Fri Feb 19, 2016 12:03 am



I agree that a more mundane start would be great for storytelling, but in terms of marketing and sales for bethesda, this would be relatable to reading a book where nothing happens in the first 10-15 chapters. I realize that there are in fact tons of quests and guilds to take part in while avoiding the main quest, but for a new-comer to the series I don't think this would work too well, IMO. I think mundane or role-playing orientated starts are work for modders.


In regards to the thalmor, anything will do, as long as they are involved somehow. Skyrim really made them out to be a serious issue that was only getting worse, and so I think the next game should resolve it or at least add some depth to it. I have faith that Bethesda will take into account fans ideas and create another awesome game regardless of which idea is used.
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LuCY sCoTT
 
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Post » Thu Feb 18, 2016 10:58 pm

I'm in that camp as well. One thing I really liked about Morrowind was that the main quest starts you off as basically an errand boy/girl for Caius, and didn't really make it seem like it was urgent to start it.
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Lauren Graves
 
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Post » Fri Feb 19, 2016 6:50 am

I don't really think that a mundane beginning, or at least one that doesn't immediately call us out as being a special snowflake, would hinder sales or marketing by any significant margin. Doing it this way wouldn't hurt those who do prefer to go straight for the main quest either. The main quest would still be completely available to them, it's just that I think it would be best to not start things off with deathly urgency.


As for the Thalmor, I'd like for them to operate in splinter cells, acting out their nefarious agenda through kidnapping, political assassinations, torture, brainwashing, and genetic experiments. I still have this creepy image of a Thalmor lair with cages containing deformed, monstrous abominations that resulted from the Thalmor's genetic operations on those they deem to be "lesser races". Maybe a random individual who appears to be a slightly deformed high elf, who was actually genetically manipulated from being an Imperial or Redguard.
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Josh Sabatini
 
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Post » Fri Feb 19, 2016 11:17 am

Not having to go through a dungeon every time you start a new character was nice, too.

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A Lo RIkIton'ton
 
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Post » Fri Feb 19, 2016 2:19 am



Ya I suppose as long as the main quest is available from the start and it's just not urgent to start it then that could work well. For some reason I was envisioning "be a farmer for set amount of time until certain event happens, then proceed with being a hero" lol
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Ally Chimienti
 
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Post » Fri Feb 19, 2016 4:38 am

I definitely agree!
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Ricky Meehan
 
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Post » Thu Feb 18, 2016 7:29 pm

The Elder Scrolls VI needs climbing and parkour. The Elder Scrolls II: Daggerfall has the Climbing skill.



I always wanted to climb over walls or vault over walls and lean left or lean right to lean around corners. The Elder Scrolls VI can use leaning left or leaning right around corners especially when you have a bow and arrows or crossbow and bolts.

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ladyflames
 
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Post » Fri Feb 19, 2016 7:12 am

Agreed with Ballowers/Dovah and C4B4L/Cheshire.


Athletics is a skill that is sorely missed, tbh.
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Ross
 
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Post » Fri Feb 19, 2016 2:29 am


In a way I think free running/parkour might actually help solve the terrible pathfinding issues that Bethesda NPCS tend to have since they could just leap or climb over an obstacle instead of trying to walk through it or stare like a moron.






Yea all the skills/perks in Skyrim did manage to incorporate everything from the previous games except for Athletics and Speed.

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Natalie Taylor
 
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Post » Fri Feb 19, 2016 11:05 am

I miss faction requirements. I liked the fact that you had to have a certain skill level in one or more of a faction's preferred skills in order to advance in that faction.
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Lisa
 
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Post » Fri Feb 19, 2016 2:26 am

Depending on how Mirrors Edge 2 does, a more parlour-like mobility system may be in the future. Dying Light has already shown that it's doable in a generally simplistic way, but you can be rest ashured that Mirrors Edge is going to try o push the limits of what the system can do (for the record, I didn't like the first one. But that doesn't mean I'm not interested to see where things go). Even as it stands, Dying Lights system is more than adequate for TES, and would offer plenty of opportunities to diversify gameplay approaches (and would make divided Armour Skills even less necessary than they already are).


As for the chosen one thing... It still mystifies me that people can ignore the fact that you are told of your importance and 'Chosen One' status before you even finish character creation (before you even START in the case of Morrowind). Ignoring it requires some significant twisting of evidence and over reliance on one person's testimony verses another... But Skyrim was the first game that didn't emphasise your importance from square one. Even Arena and Daggerfall cite your importance right out of the gate, but in Skyrim you're 30 odd minutes at least into the game before anyone even brings up special status. Which is an improvement.


Where that improvement then falls flat is, once you're revealed to be important, it has to remind you every 20 steps, and in doing so you lose all the depth and nuance that was prevalent throughout Morrowind. You never really stop and think 'Am I really special?' or 'Am I doing the right thing?'. You just get handed the Hero hat without ever really learning or experiencing what it means or what sacrifices come with it, which is something Morrowind did so well. Part of that problem can be linked to the horrible lack of development on Alduin (who had the potential to be such an awesome villain) but a good deal also has to do with the pacing.




I'm actually against faction requirements. With the possible exception of the Mages Guild, the guilds should be more concerned with your ability to accomplish jobs than your skill with X. They aren't schools, they are basically corporations who take contracts and make money. The fighters guild isn't going to care if you use Fireballs or a Great Axe, so long as you can clear out some goblins.


Linking advancement to Morrowind-like requirements doesn't represent the character of the organization. It just hardliners a particular type of gameplay.
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Julie Ann
 
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Post » Fri Feb 19, 2016 5:14 am

Yes it's true you had the little dream sequence at the beginning of Morrowind, but it's meaning is not made clear until well into the MQ.
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Sarah Kim
 
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Post » Fri Feb 19, 2016 3:44 am



Yeah, and that's why it was handled so well. You went through an extended period not only questioning that experience, but questioning the significance of being so important at all. For a lot of it, there's the question if whether or not the Nerevarine is even a good thing. And even more wonderfully, that question persists straight through to Skyrim, with the shadow of the Red Year falling right over top the actions of the Nerevarine in Morrowind.


It doesn't matter WHEN you reveal your character is the chosen one, so long as you handle the journey well. And Morrowind did that in spades.


In contrast, Skyrim doesn't drop the bomb right away, but it fails to execute a thought provoking or complex story, making that revelation seem like all there is to it.
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Lavender Brown
 
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