List of ideas for realism.

Post » Sat May 28, 2011 4:35 pm

I think that if you get damaged, ( Bite, Arrow wound, sword/dagger cut, etc. ) there should be an animation that lets you dress the wound, similar to that of Far Cry 2.


On top of that, I'd like to see those wounds leave a persistent mark or scar. If I have a melee fighter who sustains numerous cuts and wounds - I want him to be a mass of scar tissue by the end of the game (I think potions and magic should be able to offset this, if one doesn't want their pretty character being less pretty).
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michael flanigan
 
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Post » Sat May 28, 2011 4:29 am

Comparing Fable III's open world to Skyrim is grossly inaccurate. Fable III is separated by zones for every single part of the game. Cities are in zones (big cities like Bowerstone have multiple zones), environments to cities are in zones, even the sanctuary is in it's own zone. With that understood, of course it's easy for them to have houses that you can walk into without loading (going from zone to zone still has a lot of load screens, which TES doesn't aside from buildings or fast travel). Skyrim will be one large environment (aside from structures being separate as usual). You won't find any other single player game that really does this to the level of success that Bethesda does. As said above, only a small minority of the community would even be able to handle such an open world due to how much stuff would have to be processed. Maybe by the time TES VI has come out, Bethesda will have found a better way to optimize and process everything in the open world, but don't expect that for another five years (with the new generation of consoles).
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ZzZz
 
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Post » Sat May 28, 2011 6:30 am

1. dont really care thought even if something like that would be in i would rarely use it.
2. Hell no.
3. only if skip able
4. whit cooking confirmed it most likely we have to cook the meat for more positive effects.
5. dunno but i loved the dream quest from oblivion
6. sure that would be epic but would probably wont happens till next gen or the next one after that.






An idea of realism would be: time to pass according to the action that triggered the fast-forward. For example, if you are wounded severely (I assume a dragon is hard to kill and will cause you more than a few scratches), resting should take weeks, months, not hours or days. Of course the loading will be just a few seconds, but the amount of game time that passed to cure diseases or deep wounds should be a lot higher.
I don't want this just for time sake, I want it so we could spend more game time in one playthrough, a few years instead of less than 1 year. The point is to make space for seasons. In one playthrough as it is now there is no time for seasons to change, and I would like seasons a lot, with all the changes that they bring in nature, animal life, towns aspect, people's occupations and so on.
that sound like a very, very terrible idea.

you dont have to do the main quest you can just explore and dungeon craw for in game years if you want.
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N3T4
 
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Post » Sat May 28, 2011 5:19 pm

Interactivity to me is to be able to mess with the landscape; I want to dig holes in the fields, damit!
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Brian LeHury
 
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Post » Sat May 28, 2011 4:46 pm

1. Be able to set up a small tent and camp fire to rest in the wilderness.

2. Get tired, the screen will slowly blur till you've had you're 8 hours of rest.

3. Be able to see you're character eat or drink in first person.

4. Hunting deer for the venison and actually cooking it over a fire.

5. Myabe when you sleep you can choose to Dream or simply wake up.(Maybe have a interactive progressive dream of a murder taking place, an npc comes and wakes you and tells you, youve been screaming and thrashing in you're sleep. You describe the dream to him/her and she reveals its something that happened in the town that your in long ago that had gone unsolved... =P lol quick idea there from the respones.

6. No loading time going through doors, transparent windows.

1 through 4 is easily summarised as "make the game hardcoe, screw the casuals" (not that I would mind it myself, but I think about other ppl, too).
5 and 6 is also hardcoe... for the devs to implement. I'd prefer to get the game sooner than have these extra features.
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Leticia Hernandez
 
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Post » Sat May 28, 2011 8:42 am

I want to have to go to the toilet every 12 hours.
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Naomi Lastname
 
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Post » Sat May 28, 2011 5:47 pm

Comparing Fable III's open world to Skyrim is grossly inaccurate. Fable III is separated by zones for every single part of the game. Cities are in zones (big cities like Bowerstone have multiple zones), environments to cities are in zones, even the sanctuary is in it's own zone. With that understood, of course it's easy for them to have houses that you can walk into without loading (going from zone to zone still has a lot of load screens, which TES doesn't aside from buildings or fast travel). Skyrim will be one large environment (aside from structures being separate as usual). You won't find any other single player game that really does this to the level of success that Bethesda does. As said above, only a small minority of the community would even be able to handle such an open world due to how much stuff would have to be processed. Maybe by the time TES VI has come out, Bethesda will have found a better way to optimize and process everything in the open world, but don't expect that for another five years (with the new generation of consoles).

And something you aren't taking in is that Morrowind/Oblivion are all separated into zones as well.
They are just loaded as you approach instead of having a a defined barrier to enter. As of current PC limitations it would be impossible to load th entirety of an open-world game into RAM. That is why they are always separated into zones. Or at the very least streamed. Either way it would be feasible to even have a "seamless" world on consoles. It's just up to the developer if they want to go the extra mile/have an engine capable of such a thing. More often than not though, I would say it falls down to the engine for the most part, as apart form that, there really is no reason to not add this.
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Craig Martin
 
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Post » Sat May 28, 2011 4:58 pm

Time to get MY nerd on.

Main thing would be a hardcoe mode like the one they used in New Vegas. Would make it a million times more intense. Have the sleep, hydration and starvation bars. But would also be cool to change it. make it feel different to new vegas... like seeings how Skyrim is set in a rugged cold Alaskan/Scandinavian world them having a bar that shows how cold you are.. too cold and you die.. try and warm up by being in caves/ shaded areas fires inside... would make a greater incentive for bgs to create small remote villages/ hamlets or random cabins=more quests? also incentive to create a system where you can create camps yourself.

Being able to see your breath in really cold places

liek in cod.. when you get shot screen gets bloody and blurry.. if you get hit hard i ncombat the screen rocks about and you loose sight... blood dripping down the screen some james bond ish.

I also think making useless items have a purpose. which i guess they will do with the crafting system and also the mining/ fishing stuff.

ALSO an economy system?

Generally a less dumbed down hold your hand game then oblivion.. ie take away the ability to always use fast travel/ compass.. have to find a map... to get map markers you have to have a quill and ink...

theres so many things thoughhhhh.... and pretty much the majority of them probs wont be implementable on the current consoles... ideas for the next gen of tes games?
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Rowena
 
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Post » Sat May 28, 2011 4:54 pm

I want to have to go to the toilet every 12 hours.

Like during fight you have to take a [censored] in a bush?No thanks.
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cassy
 
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Post » Sat May 28, 2011 7:01 am

And something you aren't taking in is that Morrowind/Oblivion are all separated into zones as well.
They are just loaded as you approach instead of having a a defined barrier to enter. As of current PC limitations it would be impossible to load th entirety of an open-world game into RAM. That is why they are always separated into zones. Or at the very least streamed. Either way it would be feasible to even have a "seamless" world on consoles. It's just up to the developer if they want to go the extra mile/have an engine capable of such a thing. More often than not though, I would say it falls down to the engine for the most part, as apart form that, there really is no reason to not add this.


What barrier is there in Oblivion? The only separate cells were the cities and buildings/ruins. The world was completely seamless as a whole. It's not about about if the engine is capable or if the developers want to spend extra time on it, it is the fact no matter how you try, it just is not possible at this time for the average computer to be able to render hundreds, if not thousands of objects at once. Separate cells for buildings is necessary for the game to function on all but the best of gaming computers. The engine can handle the world with every object in it loaded at the same time, it's whether or not the computer running the game is capable, which at this point in time, is only a small percentage of them. You just have to realize that even a mid-high range computer will crumple while trying to load lets say, in a single city, 6000 objects and handle the physics of each of them. Separate cells for only buildings is fine and is important. Chances are cities are open this time around seeing as how dragons can attack but buildings and ruins are better having separated cells. Now, we can see in the next generation what we can do, seeing as the amount of processing power of computers would've double twice, I expect we will be playing cutscenes lol.
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Lou
 
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Post » Sat May 28, 2011 12:38 pm

Like during fight you have to take a [censored] in a bush?No thanks.


Haha, I was joking! Of course it would be ridiculous :P
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victoria gillis
 
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Post » Sat May 28, 2011 7:51 am

Haha, I was joking! Of course it would be ridiculous :P


No, I think that is great. Your fighting Alduin and then you hold one finger up and say "One sec, time out!" Then you run off behind a rock while Alduin sits around whistling waiting for you to finish.
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Kayla Oatney
 
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Post » Sat May 28, 2011 3:27 pm

No, I think that is great. Your fighting Alduin and then you hold one finger up and say "One sec, time out!" Then you run off behind a rock while Alduin sits around whistling waiting for you to finish.


Hahaha, that would be outstanding.

I can just picture it now in the top left of the screen: "You need to take a crap."
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Josh Lozier
 
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Post » Sat May 28, 2011 4:39 pm

What barrier is there in Oblivion? The only separate cells were the cities and buildings/ruins. The world was completely seamless as a whole. It's not about about if the engine is capable or if the developers want to spend extra time on it, it is the fact no matter how you try, it just is not possible at this time for the average computer to be able to render hundreds, if not thousands of objects at once. Separate cells for buildings is necessary for the game to function on all but the best of gaming computers. The engine can handle the world with every object in it loaded at the same time, it's whether or not the computer running the game is capable, which at this point in time, is only a small percentage of them. You just have to realize that even a mid-high range computer will crumple while trying to load lets say, in a single city, 6000 objects and handle the physics of each of them. Separate cells for only buildings is fine and is important. Chances are cities are open this time around seeing as how dragons can attack but buildings and ruins are better having separated cells. Now, we can see in the next generation what we can do, seeing as the amount of processing power of computers would've double twice, I expect we will be playing cutscenes lol.


There actually is separate zones in exterior cells in Oblivion. The game only loads the one you are in and maybe the 8 around you fully. Then it loads the LOD low poly models around that. On the console and low end PCs you see the message "Loading Area". That is when the game decided you were close enough to load the next cells in the direction you were heading and switch the ones you were leaving to LOD. High End PCs wouldn't see the message, at least not as often or for as long. So you basically get this:

█████
███ █ Is the Cell you are in
█ are the Cells that the game loads near you
███ █ are LOD Cells
█████

So if you moved one cell to the East this happens:
██████
█████ █ Is the Cell you are in
██ █ are the Cells that the game loads near you
█████ █ are LOD Cells
██████
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Chris Johnston
 
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Post » Sat May 28, 2011 6:39 pm

Well the problem with it at even this point in time is that it requires a vast amount of processing power to do it. The top of the line computers can do it right now but the average computer still cannot do it well without horribly lagging or crashing. Let's not even get into the consoles. The problem is that trying to render all the objects in an open world at once would be infeasible. Trying to load as many objects and NPCs that TES has in a certain area such as a city, would cripple all but the best computers. Now rendering objects to a small distance would allow for smooth gameplay if you stand in one area for awhile but when you go traveling through the city it will try to load hundreds of objects simultaneously while you try to move through the town crippling all but the best computers. It's infeasible to make it that way if only a fraction of the players can play it. Maybe in another 5-6 years the computers that are the norm will be able to consistently load so many objects. The only solution is to either, remove all the static objects in the game to where you can't interact with them and they are only part of the building so that we can have buildings that are not separate cells or we stay separate cells where needed like buildings and allow for us to keep all the objects that make the world feel real. It's a choice and chances are most people will keep their thousands of objects strewn around the world. I know I would.



But you misunderstand us. Just because something is technically possible doesn't mean there is an efficient way to do it right now. This would never even be remotely feasible with current consoles, and you would also need a top of the line PC with some of the best and most expensive hardware available to the public to handle it. What's more no engine is able to handle that and all the other mechanics of a complex RPG at this time. Next gen? Maybe, but doubtful there too.


Nope, still misunderstanding me. Stick buildings in an exterior cell, script the building's cell to only load when you open the door, and when you pass the door make only the cells immediately next to windows load.
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Vicki Gunn
 
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Post » Sat May 28, 2011 7:40 pm

I think that if you get damaged, ( Bite, Arrow wound, sword/dagger cut, etc. ) there should be an animation that lets you dress the wound, similar to that of Far Cry 2.

This.
+ No loading time going through doors & transparent windows.
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Robert Jackson
 
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Post » Sat May 28, 2011 7:10 pm

Feel free to point out the flaws in my thinking, but they have confirmed a FO3 scaling system, and said when you first enter an area it is levelled to you. Doesn't a system like that require cells, other wise the world in all directions will be set to low levels when you exit the first dungeon. As I say open to criticism.
As to scarring, in a magic rich setting,cure disease spells being available to a mere journeyman of restoration, surely someone would have created spells to heal scars, burns and frostbite.
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natalie mccormick
 
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Post » Sat May 28, 2011 1:05 pm

Hmm...Realism gets boring when it hinders you.A game should be fun.I don't like things like being tired.

Need for food is fine,but sleep is a little annoying,or the game time should be the same with the real time...

So,more realism that adds fun,would be in my case small things like NPC's waking up when I bash their silver pitcher into their face.

Combat-wise,maybe animations being more natural.Other than that,I would like my arrow to ignore gravity and especially wind,please.=/
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Ebou Suso
 
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