Levitation and destination marker

Post » Tue Feb 18, 2014 12:03 pm

hi
I have 2 questions.
1 will new games of the series include levitation?
2.will new games of the series exlude the destination icon?(like in Morrowind)?
Thank you

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Jonathan Egan
 
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Post » Wed Feb 19, 2014 1:57 am

1. If the new generation of consoles are powerful enough to enable Bethesda to return to Morrowind-style open cities, then I think there is a good chance that Levitation may return.

2. I don't know what you mean by Morrowind's "destination icons." Do you mean the small squares on Morrowind's map that indicate the entrances to houses and dungeons and so forth? If so, I liked them. To me, having an NPC mark a dungeon location on a map seems pretty realistic...when that NPC knows where the dungeon is. If he does not, then I think the player ought be given verbal/written directions.

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Dustin Brown
 
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Post » Wed Feb 19, 2014 12:17 am

Yes to levitation.

No to only having a select amount of locations on the map. I like, with mods, to toggle "Cleared" status in Oblivion so I can know which caves I cleared out and which ones I didn't.

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Lovingly
 
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Post » Tue Feb 18, 2014 6:16 pm

I don't think that Bethesda will trade off detail for the ability to float. Levitation was removed to prevent people from levitating over the walls of cities, which are different cells than the wilderness between these cities. Maybe the next generation game can handle cities being part of the overall world, but I would rather have the ability to wander the wilderness free of loading screens than be able to float around as a shortcut.

The new games of the series will most likely not exclude the destination marker because there is no need to. If you are referring to your objective marker, that is completely optional and you can turn it off at any time. If you're referring to the markers on the compass/map marking caves, forts, etc. then they're helpful. People in Morrowind (possibly in Daggerfall, but I doubt it) would wander the landscape for hours trying to find a door leading into their quest dungeon, wandering back and forth with no way to find it other than running across it and spotting the door or seeing it on the minimap (only after they ran in close proximity to it).

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c.o.s.m.o
 
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Post » Tue Feb 18, 2014 9:44 pm

Sure you can turn it off at anytime in skyrim but without proper directions added to the journal you wont get far.

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Juliet
 
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Post » Tue Feb 18, 2014 11:21 am

Yeah, and I definitely didn't enjoy that about this last one, but you can sort of lessen the effect of it by examining where it is then turning it off as you make your journey to it. If the quest giver knows the name of the place and its location to be able to give you its location, they can probably point it out on your map. I usually take a look at it, figure out how I'm going to get there by staying on the roads as long as possible, then branching off.

I'd be happy without a quest marker, but I still would like location markers kept in.

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Jamie Moysey
 
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Post » Tue Feb 18, 2014 2:42 pm

Levitation was removed as much because of closed cities as because Bethesda believes it to be quest-breaking. Until they get over this belief in overly-scripted, overly linear quest design, it's not likely to see a return.
I don't think it's that realistic. It's not like we're carrying around modern road maps with every single street and block exactingly mapped out ahead of time. We're carrying this stuff:

http://static2.wikia.nocookie.net/__cb20100318000208/morropedia/images/6/68/Complete-morrowind-map.jpg
http://images.uesp.net/6/69/OB-map-Cyrodiil.jpg
http://raymondmucha.com/wp-content/uploads/2011/11/skyrim_map_medium.jpg

Unless the location is along a major road, there's a whole lot of dead space on those maps. Somebody could probably give you a general area, like, "In the Mountains north of Chorral," but that's basically what they were doing already in Morrowind. Large landmarks and destinations in unique and obvious locations could probably be pinpointed reasonably easily. You see that often enough in Morrowind, where quest-givers will mark strongholds and ruins on your map. But some little mine tucked away in the hills? There simply isn't enough detail in these maps to mark it accurately. That's why it's easier for someone to just give you directions, rather than guessing whereabouts on this map you're carrying where a dungeon might be located.
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Jodie Bardgett
 
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Post » Wed Feb 19, 2014 3:14 am

BY DESTINATION ICONS I MEAN THAT IN MORROWIND YOU HAD TO SEARCH OR TO ASK A LOCAL TO FIND WHERE YOU HAVE TO GO(MISSION) BUT IN OBLIVION AND SKYRIM EVERYTHING WAS SPOTTED IN THE MAP

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remi lasisi
 
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Post » Tue Feb 18, 2014 10:09 pm

The original xbox was capable of open cities.

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Mark
 
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Post » Tue Feb 18, 2014 8:54 pm

I agree with this.
I very much prefer more detailed but therefore closed cities, and I agree that "flying" in general is too unpredictable for the developers and therefore detrimental for quest design.

In my opinion the "mark location on map" is definitely more realistic.

I'm wondering, if the questgiver doesn't know where the dungeon is, what kind of directions could he give you? If you really want to have more vague locations for certain quests, I would rather include an additional "map marker" which represents a bigger area (like having an area marked around your quest target, which is replaced by the actual location once you got near enough).

I have three reasons for preferring marked locations over written directions:

First, because I prefer them also in real life, and because it makes sense in my opinion that you would think about the given directions and at least roughly mark the target location on your map, and you would remember this location. It's something which is way easier for the character to remember than for the player, which would have to go through the directions more often, if he doesn't do the given quest right away. In the same way I think my character remembers more locations by name and where they are than I do in terms of "steps" used in written directions.

Second, because marked locations create a reverse connection between the location and the quest. If you have several active quests, you can look at your map and plan a route from where you are to one or several quest locations, as opposed to having only written directions where you would have to read through all the directions and "calculate" or guess where the location might be to be able to find a quest which sends you to a nearby location or one which is near the path you're going to travel. Marked locations in my option work much better if you collect several quests and then plan a trip to do some of them which are in the same general area, while written directions encourage me to go and complete a single quest at a time.

Third, because dialogue in game is limited. We can't freely ask questions. If a questgiver tells me "south of the Weynon Stones" I could ask him where those Weynon Stones are. I could ask him what Weynon Stones are and how they would look like. Because distance descriptions would be much more clear to my character than they are to me (how often did you look way too much north/west etc. of a given location?). And because different players have much different opinions about the meaning of "near", "around" and other descriptions of those kind.

Another thing about map markers and written directions - what about "radiant" quests? I like the randomization of quest targets and locations to have more variety between different characters, but how could they provide you with written directions for this?


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JLG
 
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