- While controlling your character and walking down a road, you notice a crystal and pick it up. "This would look perfect for an amulet!" you think to yourself...
- While fighting an enemy in melee combat, your health is very low and you might not survive the battle if you don't incapacitate him/her in some way...
- You scour the world collecting all of the necessary ingredients for a pie, having flour, strawberries, and other things already in your inventory, and a stove in your home...
- You attempt to go into a royal ball, only to find out it's for the musicians, the dancers, and the guests. You've been role-playing as a bard...
- During your adventures, you assume that you're aware of most of the things around you. Your character would be able to smell a rotting body if there was one...
All of these things could be answered by one simple and easy solution. And yes, it is "Skills".
Skills are something we use in real life every day, whether we think of it or not. The reason you do so well in "X" is because you're skilled in it. But we also use skills to do things that we wouldn't normally consider skills. Things like investigating an area, dancing, cooking, and even our different phrases and words that we use. All of these things are skills that we've acquired in the journey of life.
Now, it's easy to say that creating skills in a video-game can't mirror real-life. You can't have the ability to do everything, because everything would require far too much time for the game to ever be released. But sometimes when too little is done, it shows as well. Or, more importantly, it seems like wasted potential. Things that you should logically have an option to do given a situation.
To pick randomly from the scenarios above, assume that in-game you walk into a cave that at one point is full of rotting zombies. Any normal human (or Elf/Orc/Khajiit/Argonian) would go "It smells like rotting flesh in here.", but you, not actually being physically in the game, go "Hm, looks creepy, I wonder what's in here." But what's a videogame developer to do? You can't smell what your character smells, or feel what they feel. It can, to some extent, be represented by things like sounds of flies and visuals. But over-all you had no clue when you entered that there were 50+ dead bodies rotting 10 feet below you, which is a problem that's hard to solve...
Or is it?
If we were given a skill to get a general feel of an atmosphere, it could help us tremendously. A big text-box popping up on the screen and annoying us by freezing time isn't exactly what I mean. Imagine if there was a skill, perhaps the icon looks like a magnifying glass, that you could increase passively to increase your level of awareness, and would give you small, but important text prompts like "You smell a distinct troll musk in the air." or something as simple as "Something doesn't feel right..." Sure, they aren't a full tactile, olfactory, gustatory, kinetic, and internal imagery of what's going around, but maybe it would help you really get into the game.
Another example of a skill is one that would be used in a much more direct way, Knock-Back attacks. Yes, sometimes while charging forward we'd paralyze somebody, but why not have a specific move that we can put in our hotkeys that allow us to actually attempt to hit somebody over? It's not too hard of a concept to grasp, and would help tremendously in battles where you could actually form battle tactics and work on skills that you need to improve.
Other examples of melee combat skills are: Shield Bashing, Jump Attacks, Grabs/Throws, Counters, Kicks, and Charging.
While on the topic of the Trinity of TES (Stealth, Combat, and Magic), why not go into the topic of stealth for a moment. Stealth skills would help us in more ways that we would have thought, given that Speechcraft, Acrobatics, and Marksman are all in the "Stealth" category. You could have social skills, like calling people to you from far away or having open displays of emotions (a higher speechcraft skill could allow you to show more emotions). Speechcraft could also be a creative outlet for many unique actions such as playing instruments, dancing, performing, doing tricks, and other things. You could clearly have Acrobatic skills like backflips, jumping off of a wall (or wall-like object), and ducking (combat or otherwise). With things like Marksman you could do moves that would increase your precision (less swaying), let you shoot multiple arrows, select vital points on the body that you'd aim for and hit based on a percentage chance, etc. With Sneaking you could get skills for doing many things, such as ducking and hiding behind objects, blending into large groups of people, being able to swipe something small even while an NPC is watching you without them noticing, etc.
Magic is a topic hard to cover, as to make more skills in magic you simply just have to make more spells. However, there could still be many more useful spells and things that you could to with magic,mostly using them to combine them with other skills. Pure Magic arrows, spells combined with powerful attacks (a sword lighting on fire and creating a wave of fire as you swing), and maybe in a social standpoint being able to do spells that make people go "Oooh" and "Aaahh" that entertain them somewhat and raise their disposition a little.
You could also include miscellaneous skills that simply wouldn't fit into anything else, such as fishing, animal taming, crafting, etc. which would help on the level of the "Little Things" that the world seems to lack.
It isn't hard to imagine a game with all of these things, and from a development standpoint these things are, indeed, possible. The hard thing is finding games that include these sort-of options, and I think Bethesda's a likely candidate to deliver these things. Although I think the probability that they've actually done these sort-of things is very small.
What do you all think of the place of skills in TES:V?
And thank you for reading.