Do you think Bethesda has learned from oblivion?

Post » Sat Feb 19, 2011 12:40 pm

I do think that Beth has learned from Oblivion. I think they now know that we want more complexity, more choices, and less fluffiness/hand-holding. Or, at least, that's what I'm hoping.
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Guy Pearce
 
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Post » Sat Feb 19, 2011 3:01 am



Generally speaking, Console players may or may not want complexity these days, but the console market has been saturated with everything but. Bar the rare title that is. Even right now, Star craft 2 on a console? nope. However I believe a renaissance is on the way in this regard. Aging gamer market and other factors. But it's fair to assume that the games cater to the market demands, and well those demands on the console seemingly of fps, sports, and beat'em ups. Which imo are often fairly shallow in many respects.
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Cesar Gomez
 
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Post » Sat Feb 19, 2011 8:19 am

I hope they learned from oblivion, but they don't focus too much on the negatives on oblivion. After all, oblivion wasn't that far off from a truly amazing game.

In my opinion, caves/forts/ruins had excellent diversity if you compare to how much time was put in to make them. Playing around with these sort of lego blocks might not be the best way to create unique places, but it allows the devs to create a huge number of dungeons with fairly limited resources. As long as the devs made creative use of the lego blocks, unique dungeons were still possible. Vilverin for example was completely made out of these building blocks, but it had a story and a unique feel to it. So did a lot of dungeons. We can complain about it and demand it to be more like morrowind, but then once ESV ships, we'll probably be complaining that there's not enough dungeons to explore in the game.

One thing that's probably going to be different is level scaling. Again, if they overdo it and take away level scaling completely, we'll just have the same problem that morrowind has, which is not enough content for every level. At high levels you'd end up only being challenged by 20-30 dungeons in the entire map. However, if they add half a level for every level you gain to every dungeon that might be a very good compromise. This could also solve the ease with getting gold early on. For example, every ayleid ruin with varla stones could get a higher level than the ones with only a few welkynd stones to keep you scrounging for money.

Last but not least, I say keep the voice acting like it's now, but with a twist. There's obviously a limited amount of space on a dvd, so I don't mind if the dvd for playing the game has the same voice for elves and dark elves. However, ship a second dvd with purely voice data which adds a lot of different voices for the different races. Both on PC and console it's now possible to install a lot of data on the harddrive, so we can install half of the voices while the other half comes from the dvd.
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JUan Martinez
 
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Post » Sat Feb 19, 2011 9:17 am

Nope. Haven't played FO3, though.

TESIV, which I have played, was your basic generic fantasy setting with a few twists draqed here and there. Comments made by Beth higher-ups have done little to inspire my confidence. I modded Oblivion so much before I realized I was trying to turn it into Morrowind! TESIV was a fun game, but not really much in the way of RPing, nor did it really feel like a TES game unless you dug really deep into the content. Even KotN didn't quite feel TESsy in its presentation (content-wise, it is very interesting from a TES lore perspective).
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Assumptah George
 
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Post » Sat Feb 19, 2011 11:39 am

Generally speaking, Console players may or may not want complexity these days, but the console market has been saturated with everything but. Bar the rare title that is. Even right now, Star craft 2 on a console? nope. However I believe a renaissance is on the way in this regard. Aging gamer market and other factors. But it's fair to assume that the games cater to the market demands, and well those demands on the console seemingly of fps, sports, and beat'em ups. Which imo are often fairly shallow in many respects.

Don't agree in the consoles and complexity, Morrowind sold a lot on Xbox and nobody complained that the game was to complex. Yes it was complains but not about complexity. Only issue I have with consoles it the user interface in Oblivion. Why don't use different user interfaces?
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asako
 
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Post » Sat Feb 19, 2011 12:49 pm

Because the devs are lazy. I've had a talk to two of the lead Team 17 programmers who made Worms Reloaded (actually playing worms with them). And many people have suggested (and even they feel the same way) that the UI was pretty bad for the PC version, and one actualy admitted that WR was just a console port. They did nothing to WR when they ported it over to PC becuse the UI and other elements were hard coded into the game for the console it was too hard to change it easily and they couldnt be bothered changing the game for the PC version. I was flabbergasted and felt ripped off.
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Blessed DIVA
 
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