» Sat May 28, 2011 7:02 am
General
1. Better Character Models. More believable Body Structure, Facial Features, Posture, ect. Though one may said this does not need to be said. However after seeing Fallout: New Vegas where the models seemed to have worsen I feel it should be thrown out there.
2. More Factions, provided they fit well, and do not feel unnecessary.
3. More purpose in Quests, and perhaps requirements, such speaking to the NPC first. Always found it odd how freely people shared their problems, and secrets.
Player Character
1. Voice Acting for the Player's Character. I feel this would give more of a real feeling to the Player's Character(s). Thus adding more immersion to the connections between the Player's Character, and NPCs. Many Games have added such features, and I feel it has added to them. Foreseeable cons is that an implemented voice could throw Role Players off, by forcing a voice they do not want on their character. As well as the need to give the Player's Character a personalty as to avoid a bland feeling.
2. Deeper Cosmetic Customization. More Hair Styles, Facial Hair, Eye Colors, Tattoos, perhaps Scars even. More noticeable Jewelry, and more Jewelry in general.
3. More dynamic Animations, both in First Person View, and Third Person View. Possibility having some sort of Execution Move gained from the Mastery of a Skill.
NPCs
1. Docile Creatures, example. Squirrels, Rabbits, or anything Lore related.
2. More variety in NPC Voices.
3. No more Telepathic Guards. Seriously.
4. Companions that can be gain by Hiring them, recruited through Quests, Factions, and or Disposition.
5. A wider variety of Personalities for NPCs, and Companions if they are implemented.
6. NPCs with possible Romantic Quest Lines. Nothing spotty like Fallout, classic, well written plots with some class. Nor anything like Fable where you dance, and shake their hand, and then they are ready to tie the knot.
Skills
1. Find a balances for the number of slots to fill a Class, and the number Skills to chose from. Morrowind has too many slots to fill in a Class/Build. While Oblivion did not have enough Skills to chose from. Thus hindering the ability to make Classes/Builds feel truly unique, and different.
2. Generalize the rate at which Skills level up-the experience gained from Skill use, and experience need to raise a Skill. This will eliminate the chances of a Skills over leveling a Player. Ex. Alchemy in Oblivion. As well avoid Skills that feel as though you need to power level them-spam them mindlessly to raise them. Ex. Restoration, Illusion in Oblivion.