Official: Beyond Skyrim TES VI #78

Post » Wed Apr 13, 2016 3:31 pm

My Easter holidays have just began (a bit late i know), and have started playing Fallout 4 for the first time in months.



I am still impressed by the quality of the dialogue system(in the context of it being a BGS game), i believe they should build on the philosophy used when creating dialogue in F4. If it is possible to remove the voiced protagonist without losing quality, that would provide more time/cost/etc for npc dialogue.



Changes i would make to (F4) dialogue system if possible -



  • more detail with each option.

  • more options (you could double it if you had two sets of options that you can switch between (think DA:I skill buttons)) http://i1-news.softpedia-static.com/images/news2/Dragon-Age-Inquisition-Combat-Gets-More-Details-New-Skill-Revealed-456003-4.jpg (bottom right)

  • tens of player voice options. But seeing how unrealistic that is, i would go for no player voice, allowing more time/cost/etc for npc dialogue.

  • voice variety in F4 was decent enough that i have yet to notice repeating voices.

  • dialogue camera remains locked in 1st or 3rd person, depending on what perspective you play.

User avatar
Vera Maslar
 
Posts: 3468
Joined: Wed Sep 27, 2006 2:32 pm

Post » Thu Apr 14, 2016 2:54 am


This i'm not sure is necessary. The problem with Fallout 4 is, your response is voiced, so you need a better idea of what your character is going to say before picking an option... but if the PC isn't voiced, that ceases to be as much of an issue. You can more easily just use topical options, like in Daggerfall and Morrowind, without really losing anything...






I hadn't even thought of that interface as an option... I think it may still be too limited on it's own (you're basically limited to 8 options) but it actually makes gated branching more versatile... of course, it depends on a lot of other controls too...






Of all the weird decisions they made in Fallout 4 in regards to limiting what could be a fantastic dialogue model, this has always annoyed me the most. I understand WHY they did it (to maintain a more cinematic approach) but it's slapping shackles on probably the best part of the system; the ability to move and interact freely throughout dialogue. The whole thing's going to be stuck in a rut unless they do away with the self-imposed limitation...




On the whole though, I agree. I think, in terms of Disposition, Characterization and Persuasion, moving forward with the Fallout 4 model offers the easiest and most versatile foundation.

User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Thu Apr 14, 2016 2:47 am


It would only be used within the parameters in which is makes sense. So insofar as it needs to be within a particular location (a specific city, a specific tavern, whatever) then that would remain constant. But any superfluous variables can be alternated that aren't relevant to the character's story. Currently it's not as if 99% of the NPCs make any specific reference to family or very many other specific details of their life that are verifiable or falsifiable anyway, but obviously if and when they do then you take that variable off the table.






I wouldn't bet on that happening - I can't help but think they're going to try and find some way to keep voiced protagonists in. No idea how, but I just suspect they will.



Perhaps they'll do a Bioware-esque thing and have about 3 or 4 voices for each gender, maybe retconning the beast voices a bit. Actually, I find the beast voices a bit forced and jarring so I probably wouldn't mind if they found some kind of gravelly voice that was believable enough to fit both humans and beasts. Orcs too, I suppose.

User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Wed Apr 13, 2016 6:35 pm



Maybe. For the sake of discussion, though, I think living in denial is acceptable. That's not to say I'm against a voiced PC. In fact, I think it has great potential... But at present its just not feasible to have sufficient volume to maximise that potential while offsetting the limitations. Bethesda may well do it anyway, but that doesnt mean I would agree with it, or think it's a good idea.



Anyway... I personally think that NPCs, not including hostiles, should have 3 things.


Permanence. NPCs, regardless of their complexity, should never just 'vanish' without good reason. If a quest resolution requires someone to leave, that's fine, but someone you pass in the market shouldn't despawn just because they're out of sight. The faces you see should be persistent, so if someone, even a minor, simplistic and one dimensional NPC disappears, it's not something that goes entirely unnoticed.


Second, Interactivity. Assassin's Creed and The Witcher 3 are absolute rubbish at this, but Dragon Age, sword Coast and many other RPGs also fall into this trap. All NPCs should have some kind of interactivity. And stumbling to the side when you run into them doesn't count. Ideally, I'd want hundreds of moderately developed characters with their own relationships and opinions... But as I said above, that may not be viable considering the amount of voice acting required. At the very least, however, you should be able to talk to someone and find out major landmarks/locations in the area, who the important people are, and what that person does for a living.


Which brings me go number 3... Purpose. All NPCs should have some sort of purpose in the world. Be it farm hands, dock workers, legal clerks, serfs etc. Wild Hunt promised that everyone would have their own scedual and job, and that you could follow them arround as they went about their day... And then promptly failed to deliver on that promise. Even if it's just getting up and walking from a bunk-house to a field to play a Hoe-animation for 16 hours before walking back and sleeping. This might actually be a good basis to work on developing Oblivions Radiant AI more, while not interfering with more carefully scripted characters.
User avatar
Joie Perez
 
Posts: 3410
Joined: Fri Sep 15, 2006 3:25 pm

Post » Wed Apr 13, 2016 6:59 pm

Lets not forget the Z fighting issue. No more flickering mountains! I'm not sure if its possible to fix it but, seriously nothing is more disturbing to my immersion than flickering graphics textures in the middle of running across a tundra....

User avatar
Julia Schwalbe
 
Posts: 3557
Joined: Wed Apr 11, 2007 3:02 pm

Post » Wed Apr 13, 2016 11:48 pm

Influence on Destiny

When the Dragonborn helped the Imperial Legion and/or Stormcloaks to take over a Hold, it would have been good if we could have had some influence over who the new Jarl was going to be, and that such choices would have ripple effects. Help X become Jarl = city becomes more corrupt, help Y become Jarl = crime increases/decreases, help Z become Jarl = merchants flourish and have more gold. Those sorts of things. I'm not saying it should be infinite choices like marriage, rather a choice of two or three, like Sven/Faendal, Maven Black-Briar or Mjoll. That sort of thing.


Better Continuity between Quests

I was playing the mission with Aela against the Silver Hand. We came up to the end against The Skinner, "I don't have to tell you why". My character was wearing The Saviour's Hide at the time. Yeah, I can't really throw that stone Aela...


Brand-Shei says he was raised by Argonians, but he doesn't talk like one. Shouldn't he call people land-striders, and talk about extending the spine of gratitude - his spine of gratitude may work diffently than an Argonian's, but surely he'd still use the phrase as, "this is the thing to say to someone when they do something nice for you".


Speaking of Brand-Shei, we help him discover his heritage, but then that's that. When House Telvanni was featured in the Dawnguard DLC, this would have been a good opportunity to extend his story and importance.


Hagravens as Followers

Especially if we're able to play Forsworn. We got to have one once. And sure, we'd probably have to leave them outside of a town before we went in, but it'd be ace if it could happen. Vampires, Werewolves and Necromany is OK for PCs, so why not the Forsworn religion and Hagraven followers.
User avatar
Monika
 
Posts: 3469
Joined: Wed Jan 10, 2007 7:50 pm

Post » Wed Apr 13, 2016 6:42 pm



I'm actually generally against this sort of thing in continuing franchises... It causes more trouble than it's worth going forward, as evidenced by the lackluster impact of your choices at the end of Mass Effect 3 and the bloody minigame they needed just to import things into Dragon Age Inquisition. Even The Witcher 3 resorted to a stupid questionnaire to determine what choices you had made previously.


Keeping choices low-key is fine. Deciding if a pesant girl live or dies, and having that shape the opinion of a small town, is great. But when you start getting too much influence over important figures and decisions, things that history will remember, you start barging into territory that, frankly, no one has managed well. For the sake of future games, it's better to just avoid that stuff, and at the sake time not flipping the bird to your players, it's better to just not push too much impact of your choices in historical storylines.


Anyway... I think I've got something on the 'Generic NPCs' thing... I'll type of up once ove got an actual keyboard...
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Wed Apr 13, 2016 4:15 pm

Seeing as there seems to be hundred of years that pass between games, I would have thought that there would be room for this. It will be interesting to see how they deal with, did the Impeial Legion take control of Skyrim, or did the Stormcloaks? Because that will factor into how resilient the game can be for such things.


Then again, I've always taken the approach that just because someone else does something poorly, doesn't mean it can't be done; it just means that you shouldn't do it that way.
User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Thu Apr 14, 2016 2:21 am



Well, that only actually happened once. Arena through Oblivion all happen within a 50 year period. Skyrim is really the outlier in the series, as it took a huge jump, but all 4 other games are during the reign of the same Emperor.


But yeah, Skyrims Civil War is basically what you're talking about, and I personally think it was a terrible decision. Bethesda needs to now either pick a side (thus basically saying that 50% of the players decisions were wrong) or leave it unresolved (making any commitment to it in Skyrim basically pointless). Games that are far more structured than TES have struggled to implement this sort of player-driven decision making while maintaining internal consistency, and the results have been sloppy at best.
User avatar
Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Thu Apr 14, 2016 1:11 am


Barring some kind of Dragon Break gimmick, I would say it's a foregone conclusion that an Imperial victory will be the canon outcome in future games. The Elder Scrolls have always been very "Imperial-centric." I doubt TES VI will be any different.

User avatar
Leilene Nessel
 
Posts: 3428
Joined: Sun Apr 15, 2007 2:11 am

Post » Wed Apr 13, 2016 1:01 pm

Just out of curiosity Lach, how would you have handled the Civil War in Skyrim if you had been designing the game?
User avatar
Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Wed Apr 13, 2016 10:00 pm

I dunno. They put a lot of work into making the Empire look weak, authoritarian and have a general 'bad guys' vibe in Skyrim. The entire intro was basically set up to show 'Hey look! This isn't the Empire you love any more!'. You've got to actually dig to find any silver lining to the Empire, whereas the Stormcloaks start off sterling and get more tarnished as you dig.


There's a very strong Anti-Empire theme in Skyrim. Stronger than we've had since Redguard.


I'll PM you a response when I get to my computer, Cheshire. I don't want to bloat this thread with alternative histories...
User avatar
Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Thu Apr 14, 2016 3:07 am


FYII, some of us do not love the Empire, and never have. For me personally, Skyrim's treatment of the Empire was not so much "anti-Empire" as presenting a more realistic portrayal of the problems inherent in any Empire.

User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Wed Apr 13, 2016 2:37 pm



Oh, I know, but Bethesda has typicallly handled the Empire in such a way that it seems assumed that everyone loves it. Straight to the point of giving it a divine validation. The moments of question and wider perspective tended to be hidden or downplayed. But the handling in Skyrims intro was the opposite, going so far as to cut out Tullius's rebuke of Elenwyn's authority for the sake of creating the perception that the Empire was under the yolk of the Thalmor. Rather than the questionable side of the Empire being downplayed, it was thrown full in your face, while it's virtues and legitimacy are heavily downplayed.


Anywho, since it's technically related to story telling dynamics and structure, I might as well put it here instead of in a PM...


How I would have handled the Civil War (and how I feel similar opposite faction interactions should be handled)



Spoiler



Start very much the same. Join in the factions capital, do some off jobs to prove your worth (scouting, message delivery, a raid or two on a camp, etc). More intermediate quests, to be sure, but the general vibe doesn't change. You are acting against the opposing faction.


Then you get to Whiterun. This is where things start feeling different. For one, the Empire loses. This isn't a situation where whatever side you're on wins, the Empire just straight up loses. Tullius is killed in the battle, and you help Balgruf and his family escape.


From here, two things happen. For the Imperial side, the Legion, now under Rikke, investigates how the Stormcloaks were able to so easily out maneuver and overwhelm the city and its Legion reinforcements. For the Stormcloaks, their intelligence starts to go sour, leading them into ambushes or on wild goose chases. Through the investigations on both sides, we delve deeper into the Thalmor manipulation of the conflict.


Ulfric, being not a two faced lying scum-svcker this time, recognises he's been played, and rides for Solitude. Regardless of your side, your job is to escort him. On the way, the Justicars try to off you, and fail. In Solitude, Ulfric proposes a resolution to the conflict. The Moot is called, and Balgruf is reinstated as Jarl of Whiterun, and the new High King.


Confronted with the actions of the Justicars, and basically with red hands, Elenwyn diflects blame on overzealous members of the order, and 'graciously' permits the worship of Talos, on behalf of her government, in Whiterun only. Digging in the embassy of course reveals this isn't the case, but that sorta stays hidden. Even if brought to Rikke, Ulfric or Balgruf, all recognise that it's not time yet to take on the Dominion, and any accusation would see the Dominion just use Elenwyn as a scape goat.





You get two quest lines that, for most of then could even be entirely distinct, but they link up at the end to a common resolution.
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Thu Apr 14, 2016 12:24 am

So in that scenario did Ulfric still kill Torygg?
User avatar
ILy- Forver
 
Posts: 3459
Joined: Sun Feb 04, 2007 3:18 am

Post » Wed Apr 13, 2016 3:00 pm

Oh yeah. The only events that change are after you join. All the backstory remains the same. Ulfric challenges Torygg, shouts him down, stabs him, and leaves.


And Tullius still captures Ulfric near Darkwater Crossing, hauls him off to Cyrodiil, and opts for a summary execution rather than hand him over to Elenwyn.


The only thing I would change is how the quest line plays out, none of motivations or background.


Killing Tullius and putting Rikke in charge would mostly be to reinforce the Nordic side. Make it more of a Civil War, rather than just Imperials quashing a revolt.
User avatar
Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Wed Apr 13, 2016 3:05 pm

Two more questions:

1. If you were playing the Stormcloak side of the Battle of Whiterun in the above scenario, you wouldn't help Balgruf and fam escape, right?

2. Wouldn't the imperial faction still be pissed at Ulfric for killing Torygg, to the point of still wanting his head?
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Wed Apr 13, 2016 6:30 pm

I like Lach's civil war. It sorts itself out by the end of the quest and avoids forcing Bethesda to resolve it between games with something that will inevitably feel like a cop out. Also, he mentions making Balgruuf the High King as an agreeable solution to both sides and I think this may actually happen. Balgruuf is the only neutral-leaning Jarl and is pretty much the only one that never comes across as completely inept in some important field (let's face it, Ulfric is possibly the worst diplomat on the continent and Elisif knows less about war and battle than my dog). Balgruuf is at the least competent in every field and genuinely cares about all of his citizens, not just the Nords. He is the only candidate that could possibly swing the vote away from the faction leader in both endings and he would probably make a genuinely good king. I would not be surprised if Bethesda gives Balgruuf a dark horse victory in the moot to resolve the war in the next game.

User avatar
Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Thu Apr 14, 2016 4:44 am

1: No, you'd kill Tullius.


2 : Pissed, yes. But there's enough technicallity that it was legal, and there are bigger fish to fry. Far worse enemies have worked together. And that's part of the reason for Rikke. Tullius is a Legion man through and through, but Rikke sits on both sides. She is loyal to the Empire, but she's still a Nord.
User avatar
Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

Post » Wed Apr 13, 2016 9:56 pm

Ok, that satisfied all of my questions. I like it, thanks for sharing!
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Wed Apr 13, 2016 3:06 pm

The point of that example is that you don't need to have a choice of outcome, to make two opposing factions feel distinct. In fact, depending on how you handled it, you could make both quest lines feel entirely unique, even in the parts where they cross over (such as Whiterun and escorting Ulfric to Solitude).

You're telling the same story, either way, but from different perspectives. You form and experience different relationships, and progress different values throughout, but even two radically different paths can lead to the same conclusion.

With smaller quests, mutually exclusive choices are fine. [I] In My Time Of Need[I] for instance. History is unlikely to remember or care if Saadia is captured, or Kematu killed, so the ability to have both options is perfectly safe But it WILL remember who won the Skyrim Civil War.

That doesn't mean that you can't have choices and allegiences, but it does mean that you should be a bit more crafty in how you deal with them. Sometimes the ILLUSION of choice is far more powerful than actually having a choice.
User avatar
Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Wed Apr 13, 2016 3:57 pm

The more I think about it the more I hope the next TES game really just builds an awesome world and really makes the providence feel unique and full of culture. It's one of the main reasons people rave about Morrowind and it's the one thing I really feel is missing from Skyrim. If it's in Hammerfell give me large extravagant port cities, a huge desert filled with unique beast like Assassin Beatles, Harpies, Lamia's, Lions, etc... Have the people ride around on camels and horses specifically breed to run in the desert like the sand steeds from ASOIAF. Make the world large with plenty of ruins and forts to explore but don't make it feel crowded like Skyrim. If it's in Elsweyr show and teach us more about the different moon phases and Khajiits. If it's in Valenwood shows us the living forest and teach us more about the Green Pact and things like the Wild Hunt.



Just make the world and game feel completely unique from the other games.

User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Thu Apr 14, 2016 12:24 am

Yes!
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Wed Apr 13, 2016 12:47 pm

I still want a city-builder-esque system in a TES game, like taking over a Breton fiefdom or taking control of a city.
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Wed Apr 13, 2016 8:47 pm


I think we have very similar thoughts on this (if i'm understanding you correctly, anyway). There are many companies who, quite simply, tell better stories than Bethesda. But when it comes down to it, no one builds better worlds. That should be what they focus on, Build the world to be as wonderful and interesting and authentic as they can. Give us (the players) a varied too-set that lets us experience that world how we please. And then sprinkle in some stories for us to experience throughout that world.



Some of those stories help to shape the setting and the political climate, but they shouldn't repeat Skyrim's mistake by making any of them overly crucial to the actual gameplay and ability to experience the world they create.

User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

PreviousNext

Return to The Elder Scrolls Series Discussion