» Sat Aug 06, 2016 3:15 am
Agreed. Voice Acting still has advantages over silent text for player characters, but because the establishment of character and identity is more the players responsibility in games like TES than it is the developer, those advantages have to contend with different criteria and sacrifices. Some day there may be a way to offer those advantages without having to make those sacrifices, but we arent anywhere near presenting enough different options to do so yet.
The problem is, it's not yours to imagine. NPCs are (or rather should be) developed individuals with their own likes and dislikes, their own speech patterns and identity, not something that you as a player are charged with making up as you go.
That's part of world building, fleshing things out enough that the players don't have to rely on their imagination to fill in holes. Good world building creates a world in which the information presented is consistent from one player to the next. You, as a player, aren't left to make things up, but rather experience the world built by someone else. It's about experiencing the product of the Builder's Imagination, not your own.
The better a world is built, the less you as the Experiencer have to imagine, but relying in your imagination as a crutch to fill in gaps is often over-used, particularly by smaller developers, to cover up shallow worldbuilding. It was once a necessity of the medium, but we're past the point of those limitations. Bethesda is guilty of this too, mind you, so it's not like they've absolved themselves of the sin.
I am not a fan of auto-lock systems. In very select circumstances (Soldier 76's Tactical Visor for instance) it can be neat and characterful, but by and large I feel they take away the inherent stress and awareness of combat, forcing an unnatural focus and making things feel far too Arcade-y.
That said, the 3rd person camera is probably a significant hurdle towards a functioning location damage system, and I don't really see a particularly good alternative to it in resolving that problem. At least not without forcing those who want to exhibit that sort of precision to play First Person... Maybe some way to highlight where you're aiming more clearly...
Anyway, missed this earlier, and with the exception of the end-game notion of mastering everything, I think its got some merit.
While I still think that the current system of Skills is sound on its own (or with minimal additions) I have been thinking about Techniques again lately. More specifically, about Jackal's variation on the idea. Basically, that you learn a 'Technique' and that increases specific aspects of a Skill (as opposed to my Point-Modifiers idea where Techniques replace the %Increase perks).
I think that the idea has some real potential in doing a few things. First, it helps offload % Increases from the Perks, without making them too automatic to skills, and thus diversifying skill expression (IE not everyone at Armour 30 is going to be the same). Second, it gives more interesting Reward and Exploration options, giving you something to discover beyond loot, as well as something for NPCs to give beyond skill levels or cash. Third, it gives an opportunity to make Trainers relevant, and to make it actually feel like they have something to teach. And finally, it gives some world building room to flesh out different approaches to the generallly broad concepts that are the Skills.
While not Skills in their own right, Techniques could be linked to Skills, and require practice to master. This would be similar to some of the Job Characteristics in Final Fantasy Tactics, where you have to have one 'Equipped' to progress with it, but once mastered it becomes a permanent feature of the character.
So, for instance, you could learn the Hammerfell Dervish technique for fighting with bladed weapons from a Trainer. You activate it in your Skills menu, and while you level the Skill, you also level the Technique. When you've achieved enough Skill Levels with the Technique active, you master it and it becomes a permanent modifier, allowing you to then start mastering another technique.
By linking it to Skill Level Increases to gain progress with a Technique, you also do a few things. One, you're emphasising using that Technique to integrate it into your personal style. Two, you're encouraging a degree of planning and specialization, as Techniques will become more time consuming to master as time goes on (10 levels of 1-Handed Weapon are quicker to gain at 30 than at 90). Three, it also plays into open ended Skill Progression, making it so there's no real need to cap Skills, and giving you room to continue mastering specific skills well past 100 (provided there are still Techniques to learn).