Roleplaying Features

Post » Sun Jan 24, 2010 1:37 am

What I want in TES is more features to become my character, to step into their role, the way I've created them, and then express that character through my actions, and the world to recognize him.
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Hairul Hafis
 
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Joined: Mon Oct 29, 2007 12:22 am

Post » Sat Jan 23, 2010 4:06 pm


"Ah, I was waiting for you Nerevarine. Tell me, how can you kill a God? That is complete non-"

Your Strength has been drained
Your Endurance has been drained
"Gotta Pee!" added

Click!

"Use portable bathroom?" [Yes]

"Gotta Pee!" removed

"As I was saying, that is complete nonsense!"

:P


Cliff, just about had to use portable bathroom myself after that.....CLICK! Aaaaahhhh!

:roflmao:
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Melanie Steinberg
 
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Post » Sat Jan 23, 2010 8:35 pm

This thread is mainly for the roleplayers.

So what do you guys think should be added for roleplay? Like what gameplay aspects or features?

I for one would like..

-Animated sleeping for the player
-Animated eating and drinking
-Maybe an option to switch to a RP mode, which could include hunger, fatigue, urge to use the bathroom, etc.

Anyone have any other ideas? I know some of these are added by mods, but I'd love some official features like this. I hate being the only one in an inn not eating food like everyone else.


When did sims become RP? :P
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alicia hillier
 
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Post » Sat Jan 23, 2010 9:55 pm

Roleplaying can best be supplemented by the available actions to the player, rather than environmental reactions that the game throws at you. A reaction is eating to an in-game prompt, an action is needing money so you grab your lute and go play some tunes at the local bar to garner some cash.

However, some things, like making many actions able to be seen from first person, can add to the role playing experience. (Drink - Your character pulls the flask to his or her face and drinks it, with the nozzle slightly below the camera view, which is equivalent to your eyes) As in Mirror's Edge, seeing everything one does from first person can certainly get a player into the action. Great camera use (from first person) can also add immensely to the game, as in Bioshock 2, where every strike against you, flood, or drop of water on your helmet caused an effect and a reaction from your character (getting struck hard was an awesome effect, with Delta recoiling and being knocked around in his helmet such that you can only see halfway out because you're looking in the wrong direction, until he corrects this).

I honestly believe the proper way to achieve a huge number of actions is to have them able to play out relatively unscripted, instead with each sub action having a script, but the whole action itself having none, leaving the player to decide what exactly to do, just as NPC actions should not be scripted to certain times or in certain ways, with the computer instead telling them what they want or need, and the NPC deciding how to go about that (just like the NPCs who stole in Oblivion, because they had such character leanings).

Also, eating, drinking, sleeping, realistic wounds, etc, following New Vegas' example, should be optional in TES V. I was one more adverse to the decision for such optional things because I felt it would cheapen the options available (I.E they would not be worked on as hard to make sure they made sense or were not extremely limiting), but I believe that they should be optional so that those who wish to have as simulated or as non-limiting experience as possible should be allowed to. However, I disagree with New Vegas' way of going about it, because, if I recall correctly, they included a "hardcoe Mode" that turned all of them on. I believe they should simply be options in the menu to turn off or on selectively, so one could be required to drink but not to eat, or simply turn realistic wounds on to provide additional combat challenge, rather than the long term survival challenge that other options represent.
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Kieren Thomson
 
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