» Sun Jun 19, 2016 11:59 am
I think CypherSpark (who is clearlly the Arch-Fallen, and who I am reporting to the Unforgiven forthwith. The Ravenwing will be with you soon, heretical spawn of Luthor!) is talking about in-game risks rather than design risks. As in, the games are too easy, and nothing poses a challenge.
I still disagree with the premise, mind you. Morrowind is only challenging if you don't know how it works. Almost everyone gets lost and eaten by a Kwama or an Alit their first time, but when you understand how the stats work, and how the level zones are dispersed, Morrowind becomes a very easy game. Understanding it's mechanics makes the game easy, which isn't really any better a design direction than, say, Oblivion, where you can reasonably function with total ignorance.
Since Daggerfall, TES games have been easy, almost leisurely games. This doesn't mean that there aren't difficulty problems, but pretending Morrowind is exempt from this is just not true. In fact, many of its clunky mechanics and easy exploits make it one of the easiest.
Otherwise I generally agree with what needs to be done, to a degree. I think that combat is the most functional it's been in the entire series, but could still serve with some modernization. I wouldn't call it streamlining, as I think the best benefits come from more diversity and variability, but it does need to maintain a degree of intuitive function, and avoid overly convoluted rules like older, Classic RPGs.
Spell Crafting is something we've spoke of at length in the past, and I agree it should return. But not like it was.
As for Level Scaling... I think Skyrim had the right balance. The overworld focuses more on projecting an ecosystem, with particular types of creatures wandering in particular areas and not having absurd, disjointed level jumps in creatures (Wild Hunts Wolves being a good example... Why are the wolves on Skellige 15 levels higher than those on the mainland? It smacks of 'Gameplay' for its own sake) and allowing for freedom of movement and exploration. Meanwhile dungeons and more in closed environments are more restricted, with minimum and maximum levels to offer a more structured requirement experience. The only thing I'd change is some more dynamic scaling within the world, indeoendant of Player Level, but that's an Economy discussion.
Yeah, I definately don't think we're near a point where you can reasonably flesh out everyone into a fully interactive and reactive experience. But they shoudnt be there just to take up space. All NPCs should have 3 qualities: Interactivity, Purpose, Persistence. And if they are missing any individual quality, there should be a reason for it, beyond just cutting corners.
I've been playing around a bit with a minimalist system for NPCs, and you could get in a Skyrim-Number of moderately fleshed out NPCs (about 800 people with 60-80 lines of Dialogue each) and a pool of dialogue that can be assembled to make about 250,000 minor NPCs (with only 4-8 lines each) for fewer total lines than were apparently used in Fallout 4 (approximately 110,000). This includes several lines allotted to every 'Main' NPC for quest dialogue, but doesn't account for inter-NPC interactions and large scripted scenes.
It's far from perfect, and requires a significant amount of voice acting work, but it may be an achievable goal...