Realism and Believability

Post » Sat Feb 19, 2011 8:54 am

I'd say that the idea of having a security system that requires solving a puzzle is unrealistic to begin with, especially if failing to solve it triggers a trap that's either lethal or seals you in an unbreachable prison. After all, what happens if the owner gets it wrong? Keys exist for a reason, you know.


Yes keys do exist for a reason. But he was a thief was he not? He didn't have the key. He was trying to break in. Having traps is very realistic. Making it a puzzle is very realistic. If it wasn't a puzzle, or a challenge, then there would be no reason to put the lock on the door in the first place. If a, lets say, "not so smart" guy could break into the vault then there would be no point in putting the lock on the door. The key would have the exact combination the picks needed to be in, the exact distance up or down they needed to go, a thief would have to figure it out for himself, and since its a treasury and they want to discourage people from breaking in, lethal traps would be a plus. If you heard on the thieves' graqevine that the last 3 people to try to break into the treasury died, then you would be very hesitant to try it for your self, unless you were very confident of your abilities. So, in conclusion, traps and puzzles are realistic, not having traps or not making it difficult to break in (aka puzzling) would just be stupid on the part of the treasury owners.

And to add a little more on realism and believability, i say sure make it realistic but only so much as it improves the game, if the realism makes the game frustrating then its unlikely you would continue getting games from that publisher. For example, Gothic 3, looks like a great game, to me at least, seems to be a lot like Elder Scrolls, however the developers, JoWood, did a terrible job optimizing it, i can play Oblivion on ultra high, but i cant play Gothic 3 as low as it can go, i get maybe 2 frames a second, so im never getting a game by JoWood publishers again. anyway, people have different "fuses" some people can stand more realism before the fuse ends and they blow up and break the disk in half, other people have shorter fuses, so its hard to balance realism against a fun game because everyone views it a little different.
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Cathrin Hummel
 
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Post » Sat Feb 19, 2011 9:46 am

I'd say that the idea of having a security system that requires solving a puzzle is unrealistic to begin with, especially if failing to solve it triggers a trap that's either lethal or seals you in an unbreachable prison. After all, what happens if the owner gets it wrong? Keys exist for a reason, you know.

Um, read up on how bank vaults work and how safe crackers learn their trade.

And the puzzle was really just three chains and you have to know the order to pull them in. Super easy for anyone who needs to know.

P.S. almost missed that one, lol
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no_excuse
 
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Post » Sat Feb 19, 2011 2:08 am

Immersion is how well you get into the game. Realism and immersion breaking events are completely different. Good examples are (Taken from Zero Punctuation)

In fallout, you're instantly stopped at the vault exit, and asked if there is any part of your childhood you didn't like and wish to alter with your time traveling device. That's breaking immersion, not being unrealistic (Though you could call it that).

Immersion is when you're playing a game of condemned, and your cat jumps on your lap, only to be launched off into the roof by a cannon of terrified piss.

Morrowind was 'unrealistic' with it's alien feel, but everyone still loved it because it was in-depth and interesting. Grand Theft Auto is highly unrealistic (Older games), but people could care less because of the comical humor and fun.
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Breanna Van Dijk
 
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Post » Sat Feb 19, 2011 8:24 am

Immersion is how well you get into the game. Realism and immersion breaking events are completely different. Good examples are (Taken from Zero Punctuation)

In fallout, you're instantly stopped at the vault exit, and asked if there is any part of your childhood you didn't like and wish to alter with your time traveling device. That's breaking immersion, not being unrealistic (Though you could call it that).

Immersion is when you're playing a game of condemned, and your cat jumps on your lap, only to be launched off into the roof by a cannon of terrified piss.

Morrowind was 'unrealistic' with it's alien feel, but everyone still loved it because it was in-depth and interesting. Grand Theft Auto is highly unrealistic (Older games), but people could care less because of the comical humor and fun.

No, you're getting 'realism' mixed up with 'like real life'. Realism is what would be plausible in THEIR world. Its about making sense within the CONTEXT of the world.

A mage shooting lightning from his hands isn't 'like real life' in the least, but it is realistic within the world's constraints. A good example is that we know that the gravity in the TES world is roughly the same as it is on our planet. When I touched a table and its contents EXPLODED about the room, that was both immersion breaking AND unrealistic (Both within the context of the game world and within our expectations of what SHOULD have happened).

And that's also a good point: Realism is our expectation of what SHOULD happen within the constraints of the game world. A mech in a Mechwarrior game isn't 'like real life', but with proper explanations and clever peeks at the inner workings of the mech, we can feel as though it is realistic. With this feeling, we have a further expectation of what other mechs in the game world should look and work like. All the mechs in Mechwarrior are down to earth. They run off of fusion reactions, move with mechanical limbs, and use weapons that could exist in our own world pretty easily (guns, some lasers, missiles, etc). They also live up to their weight (as low as 20 tons, as high as 100) and move like a machine that size would move. An unrealistic example would be if a mech was introduced that could do backflips, handstands, and cartwheels even with novice pilots and it used a beam sword. Not only does it not mesh with the lore of the world (unrealistic within the constraints of the world), but it doesn't fit in with our own understanding of how something like a mech COULD work (especially based off of our new understanding of it due to the game's lore affecting our beliefs. Just look at Battletech's explanation of mechs, and you can see a lot of it is pretty darned realistic). A 100 ton machine just isn't going to be able to do those sorts of things, fictional or not.

Its not so much about being all together as it is about things not sticking out like sore thumbs. If we saw fighter jets appear in TES V, that would be an example of something that was unrealistic.
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Eileen Collinson
 
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Post » Sat Feb 19, 2011 9:19 am

1. All I can say is that I disagree entirely, I've always found the idea of gold weight, and really, any sort of limitation to how much gold you can carry with you an annoyance in games, especially in games like the Elder Scrolls where the amount you can carry of any item is limited by a generic inventory weight. Really, in Morrowind and Oblivion, I have enough trouble carrying both my equipment and loot as it is without needing to take into account gold weight too.


2. And you've just summed up why I consider RPGs a bad genre choice if you want to make a game that focuses on realism, because doing things the way you described would ultimately reduce the importance of character stats. After all, what's the point in increasing your health if you can still be killed in one hit?


1. I like how you need to think about your actions. No looting cave after cave without visiting a bank. Don't bring all your weapons, or two different sets of armor into a looting trip. Searching your inventory for heavy and useless objects and dumping them. Seeing which items are actually more valuable than their weight in gold. (400 gold pieces is one kilogram iirc). Plus, you always have your cart waiting for you in front of the dungeon, so you can go dump stuff there and fetch more.

2. Me:
1.3 Hitpoints and Spellpoints

Player characters HP is 100+END.

Now the high level characters would be harder to kill thanks to:
-Good armor
-Reflect, shield and other spells or items
-Higher dodge skill
-Higher agility
-Small increase in HP

Instead of:
-Ridiculous amounts of HP, gained by abusing the 5x multiplier to up END early on.

Do you see a problem in this? I don't. In Mount&Blade you gain very little HP during you game, but the armor gets more expensive and protective. You don't die so easy, and still you remain a mortal, unlike in TES games. (atm in DF, started with 45 HP, now reaching 400. Makes no sense to me.)
Anyways, the simulations are of course the number one genre to reach for maximum realism. Richards Burns Rally is the best rally game so far cause it's the most realistic one. Same goes with flying sims, submarine sims etc, which I don't play myself.
CRPG needs a huge amount of immersion, or it's just another game you play trough once. The Witcher, Dragon Age, Mass Effect 1 and 2, those are great games but they're focusing on the story, so when it's over it's no fun to restart. TES series is about having that immersive world you can live in without even going into the story (main quest).


Edit: Orzorn above explains it well. No matter of the context (fantasy, Sci-fi, history) the facts you're presented must make sense (lorewise, or just common sense-wise). If they don't, they need fixing.
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Jimmie Allen
 
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Post » Sat Feb 19, 2011 10:34 am

Believability can very much enhance the experience, basically "realism" is an extension of the philosophy that actions have consequences, that actions have believable consequences. The mind knows what fire is, and what fire does, and so expects certain consequences when handling fire. If these consequences are expressed in the game, the mind is usually willing to believe the illusion of the context of the situation. If a fireball reacts to what the mind imagines a ball of fire would behave, it will accept the premise of fireballs existing in the context of the world.

As others have pointed out, realism can also be done badly, food/water can be irritating if it works like a junkie constantly needing a fix, with fast sever consequences. This would be an example of realism actually hurting believability, because then the mind starts to notice the unrealistic time speed.

If you only have to eat, for example, once a week in-game time, the mind will have an easier time believing it, because when foods steps in, it will simply be reminded "I require food".

If one requires food every day in the game, the mind will instead be reminded "Time is too fast", and begin to disbelieve.
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casey macmillan
 
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Post » Sat Feb 19, 2011 9:35 am

I think most of this disagreement is coming from a misunderstanding about semantics.

The need to sleep, and eat and do laundry are part of real life, but not really "realism." If, at least, the sun rises and sets everyday, then, usually, I'll be compelled to stop and eat on my own. That's realistic enough for me.

I think, including toilets in the gameworld would be realism, but making my character have to go to the bathroom would be "hyper-realism."

A broader example:

Would you rather have your story unfold in a world full of political intrigue and strife and backstabbing and selfishness? Having to really think hard about who to believe and who to help? Because the right choice of friends can mean the difference between wealth and fame and a lifetime of enslavement.

-or-

Would you rather help a happy enchanted forest, inhabited by unicorns and good-hearted people who all get along and love their king, fight off an invading force of pure, unquestionable evil, whose only intention is to totally crap all over everything mankind has worked so hard to build, with their good, pure, enterprising intentions?

The former is realism. The latter is what makes so many CRPGs hackneyed and unmemorable.

It's not about perfect physics and anatomically correct bodies. It's about being believable.
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Sammi Jones
 
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Post » Fri Feb 18, 2011 7:25 pm

I think this might be relevant. It's from a fantasy art book by John Howe, who is the concept artist for the LOTR trilogy and The Hobbit-

A leap of faith is required for a fantasy world to appear real on the screen, and any element that hinders this transition is unwelcome. The best compliment I can imagine for it is that it should not be noticed, because it is participating so fully in the storytelling that it draws no attention to itself. The homeliness of Bag End for example, plays a crucial role in the ‘selling’ of The Fellowship of the Ring (and by extension the remainder of the trilogy) to the audience.

Fantasy worlds are usually based, at least loosely, on past civilisations familiar to us through myth and history. To organise any excursion into the land of make-believe, the designer needs to provide not so much a palette of recognisable objects as an accumulation of recognisable technology applied to an alternate reality. It is not simply a question of lifting morsels of masonry from existing sources and adding a little mortar to bind them together. Such a process results in a theme park, not a convincing [game] environment.

On the other hand, the real world is itself distorted and rearranged by passage through a camera lens. Most people have had the disconcerting experience of seeing a familiar place for the first on film: it suddenly acquires new perspectives and proportions. We gradually integrate this new vision with our experience and accept both versions, but what about places we know only through the camera lens? Even environments so foreign as to be practically fantastical are accepted at face value because of the context in which they reach us. Within the reassuring framework of a documentary, we are willing to accept extravagance and exoticism because we perceive them as real.

Fantasy [game] environments do not have this advantage. They have no reality beyond the internal logic of the [game], but must nevertheless force acceptance at face value.
The concept work can become, rather than a pure flight of fancy, the equivalent of an apprenticeship in a foreign culture.

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Stephanie Valentine
 
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Post » Fri Feb 18, 2011 10:47 pm

One point I briefly mentioned before that also counts into this is making the non realistic elements believable within their own context.

Magic is in no way realistic but it is within the game setting. However in the game setting it is not done in a believable way, for one it's not really consistent, the "rules" how it work constantly change around, sometimes it's a hard to learn art that requires mastery just to use the other time it's something everyone can do with the snip of a finger.
The other problem is practical appliances are missing. Let's assume magic is in between mastery and everyone can use it, so it's available to everyone but requires some training at least. We never see it used for anything other than killing something, and even then it's not consistent.

  • We see fire spells are quite common, however we never see people using it to actually make fires, burn clay into bricks, heating up furnaces...
  • There are ice spells but we never see someone make a permanent low power ice spell and apply it to a closet, cupboard or coffer to make a fridge out of it...
  • Spells that can create electricity are known but why does nobody go the next step and make simply electrical appliances like lamps (the Dwemer ruins in Morrowind had electric light bulbs so the concept should at least be know to SOME people)...
  • Paralysis spells can cause something to just stop moving, why aren't there any shops that sell paralysis arrows for hunters, they could easily bring down large game that way...
  • Why aren't there hospitals that house professional healers...
  • Why don't construction services hire mages that can cast strength enhancement spells on their workers during work hours so they can lift heavy materials easily...
  • Why don't kings hire a mage "bodyguard" who can cast protection spells on them in an emergency...
  • Why are there no mage organizations that offer services, like creating rain over fields during long dry periods, or necromancers offering to transplant limbs to victims who lost theirs...


The few actual appliances there where are gone like the teleportation services.


It's that which makes the difference between believable and not, magic is not realistic in any way but if it lacks any practical appliances and is ONLY used as a combat tool or a "power drug" to make you fight better it's not even believable within it's own setting... either that or the people in tamriel are all together too dumb to see the uses.
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Jason King
 
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Post » Sat Feb 19, 2011 8:46 am

One point I briefly mentioned before that also counts into this is making the non realistic elements believable within their own context.

Magic is in no way realistic but it is within the game setting. However in the game setting it is not done in a believable way, for one it's not really consistent, the "rules" how it work constantly change around, sometimes it's a hard to learn art that requires mastery just to use the other time it's something everyone can do with the snip of a finger.
The other problem is practical appliances are missing. Let's assume magic is in between mastery and everyone can use it, so it's available to everyone but requires some training at least. We never see it used for anything other than killing something, and even then it's not consistent.

  • We see fire spells are quite common, however we never see people using it to actually make fires, burn clay into bricks, heating up furnaces...

We never see anyone building a fire at all. If you see a fire, you can draw your own conclusions as to how it came about. On the other hand, throwing a fireball at something wooden should start a fire, and this type of thing wouldn't be that hard to do.
  • There are ice spells but we never see someone make a permanent low power ice spell and apply it to a closet, cupboard or coffer to make a fridge out of it...

  • That would be cool, but it would be a constant effect ice box and therefore, very expensive. Filling an icebox with non-magical ice from the Jerall Mountains seems more practical and affordable to me.
  • Spells that can create electricity are known but why does nobody go the next step and make simply electrical appliances like lamps (the Dwemer ruins in Morrowind had electric light bulbs so the concept should at least be know to SOME people)...

  • People have known the destructive potential of electricity for years but have only recently learned to harness it for energy. If the lights in Dwemer ruins are indeed electronic (I actually believe everything in there is steam-powered) it would make sense that the knowledge died with their race.
  • Paralysis spells can cause something to just stop moving, why aren't there any shops that sell paralysis arrows for hunters, they could easily bring down large game that way...

  • I like this one. It would also be a good non-lethal takedown tactic for the town guards.
  • Why aren't there hospitals that house professional healers...

  • The temples do this, but they just sort of stand around saying, "I is a healer!1!" I agree, it would be cool if they actually healed you, like they used to in Daggerfall.
  • Why don't construction services hire mages that can cast strength enhancement spells on their workers during work hours so they can lift heavy materials easily...
  • Why don't kings hire a mage "bodyguard" who can cast protection spells on them in an emergency...
  • Why are there no mage organizations that offer services, like creating rain over fields during long dry periods, or necromancers offering to transplant limbs to victims who lost theirs...

  • These last three things actually do happen in the lore, we just don't see it taking place in the gameworld. I think that seeing this stuff in the gameworld would add to the atmosphere and provide a richer setting. But, I'm not sure it would do too much for realism.

    Overall, I think the way magic works in the TES universe is actually pretty realistic. Everyone has this magicka flowing through their veins that they can tap into, but few understand it, and fewer have enough to make career out of it. Works the same way as talent.

    Any schmoe can buy a basic spell at the mages guild, memorize the chant, and be able to cast it, granted they have the right amount of magicka. However it takes years of diligent study, a strong will, and a true understanding of the theory behind the practice to make a powerful mage.
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    Eduardo Rosas
     
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    Post » Sat Feb 19, 2011 6:05 am

    -SNIP-

    Yea my examples maybe weren't the best overall but you get the idea.
    Hearsay is NOT a good method to build something on, "it says so in the lore" or "it's mentioned in this book" does not replace a "look, it's there" in any way.
    In Oblivion and Morrowind (haven't played the previous ones enough to know) magic was always just used as a killing and combat tool, never did we see people use a strength spell to be able to lift and break down rocks, there was no levitator to bring them up a building under construction, no "feather spell" crates that help people transport goods...

    In game we don't just want to HEAR about it being there we want to see and "use" it too, otherwise the illusion doesn't hold up.
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    sam smith
     
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    Post » Fri Feb 18, 2011 8:29 pm

    What about the juicedaw feather ring?

    The cool thing about Morrowind, actually, was all the non-combat magic. Charm spells, jump spells, teleportation, chameleon... there was actually a lot of magic specifically for non-combat situations.

    I get what you're saying, overall. That in a real world, every skill that's possible to know shouldn't be mainly for combat. Nothing screams, "this is just a video game" like an RPG that has been streamlined to exclude all skills and spells that don't directly help in combat. However, I just disagree with your notion on magic.

    It can be more versatile, of course, but as is, it's not so bad.

    I would like to see more magic in security systems and in city-planning and the like. But, I don't know if commoners should be using magic for everyday tasks, like lighting their homes. Mages are generally an exclusive, elitist crowd, and their services are expensive.
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    GPMG
     
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    Post » Sat Feb 19, 2011 10:40 am

    The temples do this, but they just sort of stand around saying, "I is a healer!1!" I agree, it would be cool if they actually healed you, like they used to in Daggerfall.

    And that only happens because of the cliche associating healing magic and "white/holy" magic. Yet, since when have the aedra been associated with providing magic to their followers? Since when have they been so easy to contact and get a response from that a priest could pray for someone to be healed? Alternatively, since when have churches and other religious building in real life been where people go for medical attention?

    I'll accept that some generous people with passing talent in healing magic or bandaging/medicine might make themselves available to the temple to aid other believers or those too poor to seek professional help, but there's no reason for temples to be THE official healing place.
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    Jessica Lloyd
     
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    Post » Sat Feb 19, 2011 4:22 am

    I think combat realism will never be implemented, and for good reason. Take left 4 dead 2 as an example. When an enemy is burned, it leaves a charred body. With a bladed weapon the designers modelled specific wounds that appear on the model such as bloody slashes. Limbs can be hewn off. I love this sort of thing, but if it were in elder scrolls it would put the age rating up to 18 and bethesda would lose sales from the younger demographic. I'd like this violence, but it doesn't make sense financially. Fortunately it will be modded in just as with oblivion so I don't think its that big a deal.
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    Paula Rose
     
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    Post » Sat Feb 19, 2011 8:20 am

    I think I know, what you're meaning. Of course, many things can be implemented without any bigger problems, and that's okay. Like in Fallout 3 with the V.A.T.S.-System where you could choose the "zone" which would be damaged it was fairly easy to deal a good amount of damage, even with simple weapons - and it was believable. I could use a simple bow and just shoot someone in the head - even though it's a crappy weapon, the target would suffer a really cunning blow, and that's believable, indeed. That's something which could be useful in the upcoming TES V. Your target doesn't have to die immediately after being shot in the head (even though that would be unbelievable in some cases) but some additional damage just raises the level of "Ah, that's what I thought".
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    Kevin S
     
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    Post » Fri Feb 18, 2011 6:56 pm

    I think combat realism will never be implemented, and for good reason. Take left 4 dead 2 as an example. When an enemy is burned, it leaves a charred body. With a bladed weapon the designers modelled specific wounds that appear on the model such as bloody slashes. Limbs can be hewn off. I love this sort of thing, but if it were in elder scrolls it would put the age rating up to 18 and bethesda would lose sales from the younger demographic. I'd like this violence, but it doesn't make sense financially. Fortunately it will be modded in just as with oblivion so I don't think its that big a deal.

    You DO notice the Oblivion got a M rating right?
    I doubt they will attempt to tune down the next game even more... at least I hope so because I don't wanna play in happy lollipop land, I actually want a world that can feel dark and gritty when it needs to be.
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    Rich O'Brien
     
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    Post » Fri Feb 18, 2011 6:56 pm

    And that only happens because of the cliche associating healing magic and "white/holy" magic. Yet, since when have the aedra been associated with providing magic to their followers? Since when have they been so easy to contact and get a response from that a priest could pray for someone to be healed? Alternatively, since when have churches and other religious building in real life been where people go for medical attention?

    I'll accept that some generous people with passing talent in healing magic or bandaging/medicine might make themselves available to the temple to aid other believers or those too poor to seek professional help, but there's no reason for temples to be THE official healing place.


    In Morrowind, it was the Almsivi temples that housed the healers. And in Daggerfall, the temples to each aedra had their own unique philosophy on healing and restoration magic. The temple of Kynareth was the only one that believed a temple should be the place to go get healed.

    http://uesp.net/wiki/Daggerfall:The_Light_and_the_Dark might answer some of your more specific questions on religion in Tamriel.

    As for real life:
    Can't seem to come up with any society that has given the church or temple the responsibility to heal the sick because "physician" is a very old profession.

    But, especially in the Middle Ages, they've always been known to provide hospitality to the sickly and orphans and the like.
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    asako
     
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    Post » Fri Feb 18, 2011 9:22 pm

    You DO notice the Oblivion got a M rating right?
    I doubt they will attempt to tune down the next game even more... at least I hope so because I don't wanna play in happy lollipop land, I actually want a world that can feel dark and gritty when it needs to be.


    The M rating was only because of the furore over nudity mods I believe. In the UK oblivion ended up as a 15 as I recall. With the sort of realistic violence we're talking about, TESV would end up as an 18 certificate. That means it can't legaly be sold in Australia and possibly Germany without editing, and alot less people will not legally be able to buy it in alot of countries. Just some food for thought
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    Shirley BEltran
     
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    Post » Fri Feb 18, 2011 11:38 pm

    Realistic combat =/= realistic gore.

    Killing an enemy with three blows instead of fifteen is one thing, him losing his arm another.
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    Queen Bitch
     
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    Post » Sat Feb 19, 2011 7:28 am

    Also here's a little error in logic I often hear about combat.

    I OFTEN hear "Having more realistic combat would make this a hack and slash game". Uhm take a good look at the current ones, in Morrowind you had to HACK and SLASH several times because your hits often randomly missed, in Oblivion you had to do the same because enemies too ridicules amounts of damage. THAT is hack and slash, being able to bring your enemies down with few well aimed hits is NOT.
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    Dominic Vaughan
     
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    Post » Sat Feb 19, 2011 1:36 am

    One of the things about both subjects, are there were some things that were clearly not built upon further in Morrowind. Like teleporting, levitating, and flying. In the console game, unmodded, once you are able, you can literally fly and teleport to wherever the teleportation stations (Propylon chambers, Guilds, errant person like Asciene Rain). The NPC themselves will tell you to do so, or berate you if you don't (Tel Fyr, Tel Mora). Yet, in the game itself, save for a scant few NPC's, their Daedric minions, and major characters, almost no one teleports, absolutely no one levitates, and as for flying, only that poor soul with his Scrolls of Icarian Flight put wind to his heels.

    As one immersed into the game, I kept wondering "Why don't I see anyone levitating to do odd chores, like rake the leaves or refuse off of their thatched rooves, or just at a Mages Guild in general, see anyone teleporting on the platform before I do?" If I can levitate high into the sky, why don't I come across another NPC who bumps into me saying "Isn't this great?, my shoe soles last for years!"

    Someone once told me in joking that the reason you don't see folks flying about, even with the ability to do so was because of the Cliff Racers. This made a sort of comical sense, but the other part, the casting or teleporting, was something I thought was missed upon.

    For us PC gamers though, many of the modders here, especially xStarFirex, finally added that aspect to the game which fits so seamlessly, that I often forget that seeing people teleport in and out of towns was not part of the game originally. It's such a small thing that adds (to me anyway) literally loads of more realism and believability, because now those actions I do in the game for minimal gold and minimal casting energy, are rather ubiquitous. Even with Children of Morrowind, I once indavertently spacebar'd an item in a home and the child present, about 6 or 7 years old, teleported out of the room and I saw the "Crime Reported" box.

    Point is, if you take a microscope to any of the Elders Scrolls games, you could find thousands of "What if?" or "Why didn't they?" aspects that are part of the overall universe of the games. If you enjoy it on the PC, you can at least address or have someone address those aspects. But on the consoles, you'll have to come up with your own internal reasons why things are the way they are. For some after reading the posts, that's not that much trouble. For others, it is almost game breaking in its annoyance.

    I wonder if there could be the pinnacle of what those facets of the game can be that would not please everyone, but could at least get nearly "all those things right"?
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    TWITTER.COM
     
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    Post » Sat Feb 19, 2011 4:25 am

    -snip-


    Obviously you wouldn't buy a game about cats taking over the world and expect to find a life-simulator, but that's not what I'm talking about.

    I mentioned GTA, which is pretty much just like real life. And everything in that game can happen in real life, with the money and luck. That doesn't mean it's not realistic.

    But realism in contrast with the game's world fits together well. Being able to alter your childhoon in Fallout 3 isn't realistic with the game's world or the real-life world. Gravity being turned down in Oblivion could be realistic if it acted like so. But living NPCs being heavier than dead in mere seconds? Not realistic both ways.

    But in support of my post, Realism is essentially "like real life" in a lot of ways. People complained about people in Oblivion not getting hungry or needing to take a whiz or drop a log, because it's unrealistic not to do it. So what, we're to assume everyone in the TES universe recycles wastes through the use of arcane wizardry teleporting it from the body, and sending it to Thras? (Take that, sloads!). You can say "Like real life" if the game you're playing resembles it greatly, with some generic RPG style elements that are present in most other games. (Like magic).
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    Angel Torres
     
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    Post » Fri Feb 18, 2011 8:40 pm

    Obviously you wouldn't buy a game about cats taking over the world and expect to find a life-simulator, but that's not what I'm talking about.

    I mentioned GTA, which is pretty much just like real life. And everything in that game can happen in real life, with the money and luck. That doesn't mean it's not realistic.

    But realism in contrast with the game's world fits together well. Being able to alter your childhoon in Fallout 3 isn't realistic with the game's world or the real-life world. Gravity being turned down in Oblivion could be realistic if it acted like so. But living NPCs being heavier than dead in mere seconds? Not realistic both ways.

    But in support of my post, Realism is essentially "like real life" in a lot of ways. People complained about people in Oblivion not getting hungry or needing to take a whiz or drop a log, because it's unrealistic not to do it. So what, we're to assume everyone in the TES universe recycles wastes through the use of arcane wizardry teleporting it from the body, and sending it to Thras? (Take that, sloads!). You can say "Like real life" if the game you're playing resembles it greatly, with some generic RPG style elements that are present in most other games. (Like magic).


    I sure as hell woiuldn't complain that the people in the game didnt have to "drop a log" as you put it. Why would u want that in a game?
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    sophie
     
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    Post » Sat Feb 19, 2011 12:43 am

    Well said, OP.

    I agree. Realism within the rules of the game world is, in my opinion, very good for the general feel of the game.

    As for the Gameplay vs. Realism discussion, I see no problem having a realistic, yet fun combat system.

    Look at games such as the early Rainbow Six series for example. The SWAT games. Operation Flashpoint 1 and ArmA 1&2. Or my favorite mod, Project Reality. Those games are fun, yet they try to be realistic, and succeed to varying degrees. Realism does not have to hurt gameplay, but sadly, only few games tried to mix a fantasy setting with realism.

    Take a look at good old pen & paper role playing games. There's more and less realistic ones, but most of them attempt to be somewhat believable. They have hit points and dice rolls, because those are abstractions. Because you cannot actually fight while sitting at the table.

    When turning those P&P games into computer games, one should try to get rid of these abstractions, because they are not needed in a computer game anymore. A modern computer game, while of course limited in many areas, allows for entertaining combat with believable visualization. Why not take that opportunity and make a realistic, yet fun game? Why stick to health bars and hit points, when you could have a more realistic damage and skill system?

    I already compared TES to this game once before in the few posts I made on this forum, and it's not because I'm a fan boy (Edit: spelling it as two words; stupid word filter turning fan boy into "really devoted fan" >.>), but I'd like to mention Mount & Blade again. A game that gets boring rather fast because of the lack and simple design of quests, but also a game with a very believable, yet skill-based combat system.

    Its combat system, being easily fine-tunable as far as difficulty goes, gives the player the full control over what he does in combat. If the player performs a left-to-right movement with the mouse, his weapon will follow the same path. When he releases the mouse button, the character attacks with his weapon. Similar to the system in Daggerfall and Morrowind. The enemy then has to chose the correct block direction (on hard difficulty) or just press the block button (on easy difficulty) in time to block the strike. The one who got blocked will be stunned for a moment, giving his enemy the opportunity to start an attack, which then has to be blocked again. An unblocked attack will cause significant damage, and, mainly depending on weapon and armor, not so much on skill values, the damage is calculated. A huge two handed axe will mostly instantly kill an unarmored opponent, even if that opponent was a high-level fighter. His high level did change his attacking speed, blocking speed etc. instead. Fighting a masterful swordsman is a challenge, but shooting him in the back with a crossbow is easy, possible even without any skill points invested in crossbows, and will still kill him, unless he was wearing heavy armor.
    And it works. At the beginning, the player character is untrained and poor. He'll only have a pitchfork and a wooden club, and some rocks to throw, and fights slowly. No chance against high-level enemies. Due to their better fighting skills, they'll block most of the attacks and strike back fast and accurate, and they wear heavy armor, protecting them from the laughable damage of the pitchfork and club. Would they be catched by surprise and unarmored, they'd still be dead after a couple of hits with the club.

    A system like that would work very well for a TES game. Making heavy armor better and a good choice even if the player isn't skilled in wearing it (wth is that anyway? Skill in wearing armor?) isn't going to break the gameplay. Firstly, the player needs to BUY said armor. Make a full plate armor very expensive, and money harder to get, and this is not a problem. Some might argue "I want to play a fast, sneaky character and heavy armor won't fit him" - Sure, increase your dodge-skill, and dodge attacks instead! Which, of course, would be alot harder in heavy armor. And go, sneak up to enemies. With a realistic system, no matter how well trained a man is, a cut throat is a cut throat, and even a high level enemy would be dead after a critical attack from behind.
    You'd have fighters wearing heavy armor and wielding huge weapons - they're slow, but take alot of damage without dying and deal alot of damage. Or you play the guy with lighter armor and a lighter weapon. Fast, a better fencer, better in a 1-on-1-fight, but screwed against an archer, unless he runs. Or you play the assassin, unarmored with only a dagger, but just as deadly.

    All these things work in a realistic setting. They worked in real life, they work in P&P RPGs and they'll work in a realistic computer game.

    The inventory is another thing. Collecting items is a nice touch, but ALL RPGs I know are going over the top.

    Again, look at pen & paper. In a tabletop RPG, you are normally limited in what you can carry to a realistic amount. One weapon, maybe two or three. One set of armor. Maybe a couple of books and potions, but certainly not 100s. It works. It'd work in a computer game, too. Give players houses to store their stuff, make it less important to upgrade equipment all the time, give players a pack animal to carry the stuff. But most importantly, get rid of the idea of getting better equipment all the time. In a P&P RPG, my characters usually stick to the equipment they started with until very late into the game, when they upgrade a couple of times, but not all the time. And that's it. And it's no less fun.

    It's always a good idea to look at a scene in a game like you'd look at a movie. Seeing that same scene in a movie, would you like the movie?
    The enemy that takes 50 shots in the chest without dying - no, you'd not like that. A magical fireball? Sure, why not.

    A game can be fantastic and yet believable. If it is set that the game plays in a world with gods and magic, then I accept that, as long as it remains logical. But why would anyone set a story in a world in which arrows don't kill things? Or only after 50 shots? Unless the archer is very skilled? Why not just decrease accuracy instead, and limit the amount of ammunition to a realistic one to avoid "overpowered archers"?

    I admit, I am a player who wants a VERY believable game. Most players do not care about that much realism. And that's their right, of course. Maybe a difficulty setting in the next Elder Scrolls game that allows the player to chose between "arcade" and "realistic" setting would be a good idea to please most people. But that's just my two cents.


    agree with most of wat u said, ES V needs hardcoe realism, primarily in combat and food consumption. This would mean u had to plan ahead, and watch every move ur enemy makes in combat. Id also introduce a healing/medic skill, which effects ur ability to heal ur wounds AFTER a battle(it was ridiculous drinking potions and using spells every time, even in the middle of combat. A new medi-kit or something of the like would have to b introduced, with varying levels of wat was contained in it and the resulting chance to heal.
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    Adam
     
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    Post » Fri Feb 18, 2011 9:19 pm

    People complained about people in Oblivion not getting hungry or needing to take a whiz or drop a log, because it's unrealistic not to do it.

    Just a little comment on that one specifically.
    You wouldn't have to SEE people do that really, after all you won't be around them 24/7, however having something in the game world that resembles a "toilet" would already make it somewhat more believable as you then knew they HAVE something for that.


    Also "realism" would not mean "absolutely everything has to be fully realistic". Changing clothes could require time but only a few seconds in game to fully change your outfit (not for putting something on and off in the inventory, I already thought of such systems and how they could work somewhat fluently). Taking a dump would not be something you HAVE to do but something you could do by interacting with toilets (I'd just prefer a cut to black for that, pretty much it would be like "resting").

    I know that "your" definition of realism is "ultimately like real life", but for many it means "something that doesn't feel FAKE".
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    Alexandra Louise Taylor
     
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