Okay. I think I get what Bethesda's going for this time, now

Post » Tue Dec 07, 2010 5:04 pm

I get what the OP is trying to say. It's basically net picking. They take something out like Mysticism and add in Enchanting or they take out Custom spells but add in other things. From what I've heard so far, it sounds good, really good.
User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Tue Dec 07, 2010 4:24 pm

Does this mean open cities?


I think it has been confirmed that we are getting Open Cities back.
User avatar
Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Tue Dec 07, 2010 7:29 pm

Minor cities have 10+ buildings.

The MAJOR CITY of Anvil in Oblivion had only 19 buildings not including the castle.
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Tue Dec 07, 2010 11:16 am

I'm going to play it first.
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Tue Dec 07, 2010 6:17 pm

Looks good so far.
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Tue Dec 07, 2010 8:38 am

I hope city-economies will support som lasting dynamics in the game around which you can develop your roleplay - also after the mainquest is done. I always hated how RPG's kind of 'die' a little each time you interact with NPC's, solve quests and so on. In MW, OB and Fallout, when you start a new character everything seems fresh and alive, but each time you do something, you don't add to the gameworld, you diminish it, leaving towns and places as empty shells. It's depressing and only encourage restartitis.
User avatar
Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Tue Dec 07, 2010 8:59 am

I completely agree. I think what they're trying to do is make the game feel, well, not like a game, but totally natural. There should be no medieval clipboard, no dialog boxes, nothing should stand out. Essentially they want to to be as NATURAL as possible. Fluid, as though you were there yourself.
User avatar
Elle H
 
Posts: 3407
Joined: Sun Aug 06, 2006 3:15 am

Post » Tue Dec 07, 2010 4:13 am

If they want to make us just experience the world, then they should make minecraft, not TES.
User avatar
Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am

Post » Tue Dec 07, 2010 4:16 am

Minor cities have 10+ buildings.

The MAJOR CITY of Anvil in Oblivion had only 19 buildings not including the castle.

Whoa, where was this stated? If that's accurate I just got another reason to be excited.
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Tue Dec 07, 2010 10:37 am

I've never lost faith in Bethesda making a very deep/rich game worth pouring hundreds of hours into.

But you made some great points here.

Indeed
User avatar
Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

Post » Tue Dec 07, 2010 4:31 pm

This is the first, I herd about no Custom Spells. This svcks big time. The OP said something about greater Custom Character generating, then I may forgive this. I guess since Morrowind and Oblivion is so limiting to how you can customize your character (because in the end, they all end up the same) I would love to have greater character generation.

Because of games, like Oblivon, espically Civiliazation V, words like "streamlining" and "simplifing" makes people kringe. For alot of people the "streamling" and "simplifing" made people upset because it took away from the game.
What I say, is how can you simplify or streamline Oblivion even more? This starts to get me worried.

BUT, hearing that there is no generating classes, or custom classes got me worried at first, because again, they take away. BUT how many people take a Mage, or Thief and end up using them as a warrior because it's easier to use a sword than what they should really be using for roll playing. So now, you can be who you want to be and nobody can say otherwise. This is something new and refreshing, so I think this is a great idea. Lets hope the implementations works beautifully.
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Tue Dec 07, 2010 6:53 am

This all sounds great to me. I think the 'no Custom Spells' issue which has gotten folk riled will turn out to be a bit of a misconception. It seems obvious to me that spell customisation will be via perks, so 'Set as Magic Trap' or 'Extend Duration' will be a perk you can apply to Destruction Magic and therefore customise a spell's utility in an immersive manner. This would feel far more satisfying to me than twiddling with its parameters as data.
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Tue Dec 07, 2010 8:17 am

the no spell creation doesn't bother me, infact it makes me happy

in oblivion you either shot a glowy ball or did a hand gesture and glow
this could be easily tweaked by changing colour, size, etc of the simple effect
I hope that with no spell creation, this means all spells are incredibly unique and not just glows
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Tue Dec 07, 2010 5:39 am

Hmmm... looking at all that, well, I was already thinking Skyrim would be pretty good, but that all seals it - if Bethesda actually gets all that working like it's supposed to, I'll be plenty happy with the end product. :happy:


Of course, Oblivion was supposed to have a lot of things that didn't pan out, but... well, they're aiming high, and looking at that list, even if they miss they should end up pretty well up there. They certainly can't do worse in missing the goal in Daggerfall, and that game was excellent regardless of the planned features that didn't pan out and numerous bugs. So... yeah, I think we're all in good shape.
User avatar
Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Tue Dec 07, 2010 8:52 am

You're condraticting yourself - there are more but there are fewer? :)

I like this direction. It almost feels like a return to Morrowind's depth, but using a different approach.


There are fewer total dungeons. I reworded it though, for the sake of clarity lol. Thanks.

Yes, that's what I'm hoping they're aiming for. That's what it sounds like their goal is. Time will tell, of course.
User avatar
Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

Post » Tue Dec 07, 2010 7:30 pm


User avatar
Scott Clemmons
 
Posts: 3333
Joined: Sun Sep 16, 2007 5:35 pm

Post » Tue Dec 07, 2010 2:04 pm




Your HTML is showing. :P
User avatar
Matthew Aaron Evans
 
Posts: 3361
Joined: Wed Jul 25, 2007 2:59 am

Post » Tue Dec 07, 2010 10:49 am

I always regard the word "streamlining" worse than "simplification".

To tell the truth, I'm more concerned about the "features" that are being added, like the special kill animations and dragon shouts. Of course, this might be because I don't expect extremely in-depth character development or interesting dialogue from Bethesda anymore. I'm not even attached to TES lore like so many people here are, so it's not a problem to me. I like well-designed quests with unique rewards, and awesome dungeons with various puzzles.

More is not inherently better, but less is not inherently better, either.


Makes me sad that I can honestly say I agree.
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Tue Dec 07, 2010 7:39 pm

I am not worried about it either, I trust that BSG will make a very good game, and that I will spend many hours playing it. Most of the changes they are making are not going to significantly affect my playing style anyway. But I know other people it will affect too, but that is the nature of making changes.
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Tue Dec 07, 2010 8:47 am

Fooooools. You dont make it simpler by taking things away. you make it simpler by adding things.

E.G. Dont take away spears because they arnt needed. Keep spears and make a new reason to use them.

This adds depth instead of taking it away.
User avatar
Angus Poole
 
Posts: 3594
Joined: Fri Aug 03, 2007 9:04 pm

Post » Tue Dec 07, 2010 4:47 am

Oblivion only failed because Bethesda had a small team, and were working with a new engine on a new platform. Creating a game world as massive as Oblivion is was going to have its drawbacks at the time. I think that if Oblivion were to be created now, it'd be a much more solid game. We'll see with Skyrim.

I think that the reduction of skills has been seen too much as a negative. The skills that were "removed" were merged with other skills. So instead of seeing Heavy Armor, Medium Armor, Light Armor and Unarmored, these would likely be considered sub skills. So we would have the Armor skill, and perks that would be relevant to one of the sub skills.

Where classes are concerned. Although it has not been expanded upon I think it would be great if the team implemented a system much like at the beginning of Oblivion. At the end of the dungeon tutorial Baurus would tell you what kind of class you seemed to be based on how you played your way through the dungeon. I think that a class name should continue to be used however I think that it should be determined solely by how the PC plays the game and can evolve as different skills are used more. That way a stealthy type character could possibly have their class change from a thief, to a scout and then finally an assassin based on how the PC is playing. This way we still have a class name, we just don't have to choose that name during character creation. It also ensures that if the PC wants to take on the class of a battlemage (for example) they would have to use battlemage skills in order to earn it.

I'm not entirely sure how the birth sign system would work this time around. Birth signs are supposed to be static. So if you don't choose them out right I don't see how they would still be in. The game informer article said there are now three main birth signs, the thief, the warrior, and the mage. If these are the only birth signs in skyrim, I'll be a bit disappointed. I would like to see the previous signs return and be expanded upon in such a way that if you are choosing perks aligned to your birth sign, your character would receive bonuses on those perks.

Attributes have not been talked about. I don't think they are completely gone as they played huge roles in skill and character progression. They may have been moved to the background though. It is possible that attribute progression is now passive and progresses as you level up on its on based on the skills that the player has been using. This would eliminate the need for the player to upgrade attributes manually allowing us to focus on health, stamina and magicka.
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Tue Dec 07, 2010 9:12 am

Shivering Isles seems to have been a return to Morrowind style thinking about culture and verisimilitude,


People say this, but I really think its just the mushroom trees.
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Tue Dec 07, 2010 3:17 pm

im liking the sound of it, so far... skyrim is really sounding incredible!

i dont mind the spellmaking being gone... to be honest, i never put much use to it.

i dont know HOW people created "broken spells"... i couldnt even create half-decent spells!

even if i managed to get the gold... the amount of magicka required was IMPOSSIBLE for me to get, all because i wanted a lich that lasted for more than 10 seconds...

so, spellmaking is no loss to me.

the birthsign thing being gone is weird, but i dont think it'll bother me that much, if at all.

i LOVE the info about the water physics, different culture styles, birds, fish... im gonna go crazy when i get this game! :mohawk:

Edit: wait, spells have different effects depending on how you press the button, right? ...i wonder if summons will work differently depending on what you do?

i hope there are some perks for conjuration... cool ones.
User avatar
Natalie J Webster
 
Posts: 3488
Joined: Tue Jul 25, 2006 1:35 pm

Post » Tue Dec 07, 2010 7:55 am

Yeah.


"Simplification doesn't mean lack of depth"

eloquently put sir... i like your style
User avatar
Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Tue Dec 07, 2010 1:40 pm

Pretty much this. For the rare thing I was mildly disappointed in, there was reasoning behind their decisions, as well as enough new content/structure behind the concept. As long as you aren't just nitpicking negatives without looking at what else they're doing, there's no way you can truthfully believe that this game is just going to be "dumbed down crap just trying to get them money".
User avatar
Pixie
 
Posts: 3430
Joined: Sat Oct 07, 2006 4:50 am

PreviousNext

Return to V - Skyrim