» Fri Oct 08, 2010 2:12 pm
Correct answer: Almost anything they want. Borderlands changed their entire art direction, and I mean the entire look of their game and almost every art asset, with like 4 months to go. They have nine. The ridiculous notion that "they can't change X because it's too late" is pretty much a fallacy.
With that said:
More suggestions, because I can't help myself. Oh, any why snark? You have your super fancy weather effects and tons of polls thanks in part to me.
Not only should there be an animation, and subsequent “time” hit for drinking a potion; it might also be worth testing out not allowing people to switch weapons from their inventory during combat. Now before there's any complaints, let's say you'd have a small collection of “sheathes” you could buy. Maybe up to four, one for a shield, one for a two handed weapon, two for one handed weapons.
You could “equip” weapons to each of these sheathes, which would be a quick slot. You could switch between spells and any of this equipment, but not stuff solely in your inventory. This does indeed limit your decisions, which is good. “Good gameplay is making interesting decisions.” Is the axiom first stated by the pretty much legendary Sid Meir, and one that follows very well into gameplay. By limiting your weapons selection it gives you another route for upgrading your character visa vis buying more sheathes (lets say you start out with three or something); and it forces you to think ahead. “What weapons are most important for me to access.”
Come to think of it spells and other quick items might work well in the same way. “Spell slots” could increase the higher your intelligence/willpower or whatever. Similarly “potion/poison/(smokebombs?) could fit into a pouch you could buy. Just something to make gameplay more interesting and add yet more way so level up/gain loot/differentiate players. Of course this could lead to overload or missed concentration on other things if not cautious. While AC Brotherhood might work all of these things fine in terms of controls, the combat is so laughably easy its actually easier to kill twenty guards in a row than escape them.
Secondly, not allowing people to block with a one handed weapon is bad game design. Another game design axiom, this time from Blizzard, is essentially “reward rather than punish”. By disallowing something arbitrarily the player is being punished for not using a two handed weapon or shield. “But it all balances out!” Doesn't matter, that's not the point of the axiom. The point is that the player should be rewarded with something cool for using a shield, like say being better at blocking or etc. Or using a two handed weapon, by having it do a lot more damage or etc.
What should not happen is the appearance of the player being punished for not using those, by “taking away” blocking from one handed weapons. Don't believe me? The perfect example is from the WoW beta. Initially rest (not playing the game for a while) worked by giving you 100% XP, and then the more you played in one sitting the lower it got, until you'd only get 50% XP. Players hated it, it sounds stupid right? So they doubled what it took to get to every level, then made rest give you 200% XP which would slowly go down to 100%. Anyone that graduated fourth grade and can think for a moment can see it's the exact same thing, they didn't really change a thing. Players loved it.
And of course, please have player movement, especially sprinting and dodging (add dodging!) be dependent on the weight of what they have equipped (and sheathed?). Giving players who want to play a “light/agile” character an actual incentive to do so.
And now for Roleplaying, which I love!
If races are now going to be “really different” from each other, then I'd love to see some sort of logical seeming physicality play into that. i.e. Have the biggest races, Orcs and Nords, get bonuses to walking/running speed (long legs), carrying capacity (duh), reduced stagger/knock back/whatever (they're big). Meanwhile they should probably get penalties to jumping, swimming, stealth (for being seen), and should be easy to hit. Sidenote, it would be awesome if enemies randomly missed once in a while, make them seem mortal. The smallest races, Bosmer and, I don't know? Should of course be the opposite.
Of course the largest part of “roleplaying” is often choices and there consequences. I'd love to see you're characters reputation be more interesting. First I'd think “fame” a better stat the “fame/infamy”. The more famous you are the more you're recognized for doing whatever it is that you do. A famous criminals aren't necessarily murderers, and vice-versa. “Adventurers” are necessarily charitable/do gooders. It would be neat to have a more specific reputation than just “good or bad”.
Players love to play dress up, even the guys (though they're generally less inclined to admit as such.) So having the ability to dye clothes, designers pay more attention to the design of the clothes, and etc. can only lead to another way to “play” the game. Some players want to cross dress, for whatever reason. It could be considered hilarious (Dead Rising 2, British people) or whatever the reason, I see no reason to not let them have at it. Similarly npc's reacting to how the player dresses is also a way to “play” the game in such a manner. Fancy clothes, rags, cross dressed, nvde, shining armor or etc. People judge others on the way they dress all the time, so having it in game can pretty much only be interesting.
And finally graphics, because I love research into this subject:
This is the best, fast, water simulation I've seen. It's deceptively simple and can be seen http://www.gamedev.net/blog/715/entry-2249487-ocean-rendering/ (link).
Secondly, the indirect lighting used seems a bit simple right now. Oddly enough the Toy Story 3 game and it's developers have an interesting and extremely fast way of generating good looking indirect diffuse. Thinking about that and metallic materials, a greyscale environment map, with it's color modulated by the spherical harmonic term, and of course normalized and etc. should provide a fast way of making metal look metallic, and match environment lighting/material.
“Atmosphere” is something people on here keep talking about. Of course “God Rays” http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html come from “Atmosphere”, but little details add a lot to this as well. Rockstar uses a neat trick for fog that looks to be a “soft” particle set on top of lightsources with a transparency modulated by whatever fog they want for their weather. Assassin's Creed Brotherhood pulls some neat tricks with wind blowing leaves and the occasional cloud of bugs hovering around a place (are there any swamps in Skyrim? A lot northern territory in real life seems quite swampy). Fallout 3 even did a few neat things with the blowing dust and etc. Though for Skyrim I would assume it would be blowing snow and breath steaming out when it's cold enough.
Of course Audio plays just as much a part in “atmosphere” as any visual. Which leads me to ask why there seems to be only one guy doing all of it on a 150+ person team. Audio is around 40% of a games ability to engage players (I'd say controls/rumble might be 20%). Give the guy someone else to work with, and where are the echoing caverns and etc.?