Roleplaying Features

Post » Sat Jan 23, 2010 10:21 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.
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Taylah Haines
 
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Post » Sat Jan 23, 2010 5:47 pm

Eat, drink and sleep are fine for me. I like the fact that Fallout: New Vegas includes those factors as an option.
But, er, going to the bathroom? :P


"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
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..xX Vin Xx..
 
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Post » Sat Jan 23, 2010 3:17 pm

Eat, drink and sleep are fine
Cooking and crafting would be nice. Having to do the laundry, bathe regularly, and calls of nature would just be too much realism
Many people don't want these options or don't want them on every playthrough (I'm in the latter category) so I suspect they'll be left to the modders again
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Kim Kay
 
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Post » Sat Jan 23, 2010 10:37 pm

You can already eat, drink and sleep, that's good enough for me, as always, I am against those things actually being a requirement.

Now the kind of role-playing features I would like to see is more options in quests, in Morrowind or Oblivion, typically the only options you get are either do a quest or don't do it, even if you get the illusion of choice during a quest, your decisions probably won't mean anything in the long run anyway. I'd also like crafting skills other than alchemy, like being able to make armor and weapons yourself and such, after all, your adventurer's items need to come from somewhere, and if you can make your own, you don't have to buy or find them.
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Nancy RIP
 
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Post » Sat Jan 23, 2010 10:39 pm

You can already eat, drink and sleep, that's good enough for me, as always, I am against those things actually being a requirement.


Me too. It's a game..games are for fun. I'm all for the Role Playing part of Role Playing Game, but not to the extent it ruins the Game part.
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Charles Weber
 
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Post » Sat Jan 23, 2010 11:10 pm

As I said, a Roleplay mode would make it optional for people who don't want it as a requirement. And yes, you can eat, drink, and sleep, but theres no animation. You just look at your bed, time passes, and you're in the same position, as if you sleep standing up. And all food and drink dissapears in one bite/gulp, I'd like the same animation NPCs have.
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Rude_Bitch_420
 
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Post » Sat Jan 23, 2010 11:39 pm

being able to make armor and weapons yourself


I love this idea. I could spend hours trying to design awesome equipment. I think the dyes in Fable 2 are fun to play around with.
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Milagros Osorio
 
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Post » Sat Jan 23, 2010 3:14 pm

-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.


I fail to see what this has to do with roleplaying. ;)

For me roleplaying is putting myself into the shoes of a character with specific skills and moral values and then solving quests and other problems that the game throws at me according to that character's personality and abilities. And I'd love it if TES V offered more ways to solve quests. For example if I'm playing the game as an evil necromancer and I want information from someone who is not willing to give it to me, I want to be able to murder him, trap his soul, and then torture his spirit until he gives me the information I want.

I however agree, that it would be cool if the game played a drinking animation when my character drinks something. This would be especially important for healing potions in the middle of combat.
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vanuza
 
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Post » Sat Jan 23, 2010 2:06 pm

These sound a lot like suggestions for TES:V

http://www.gamesas.com/bgsforums/index.php?showtopic=1078557&st=160&start=160
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Joanne
 
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Post » Sat Jan 23, 2010 11:21 am

Speech checks ala Fallout 3
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lucy chadwick
 
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Post » Sat Jan 23, 2010 11:10 pm

rather see speech checks ala Fallout 1-2.

go back to Daggerfall/Morrowind system and you're all set.
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George PUluse
 
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Post » Sun Jan 24, 2010 12:01 am

Eat, drink and sleep are fine
Cooking and crafting would be nice. Having to do the laundry, bathe regularly, and calls of nature would just be too much realism
Many people don't want these options or don't want them on every playthrough (I'm in the latter category) so I suspect they'll be left to the modders again

I agree with this. If possible, it should be togglable. Though, I'm not sure how much extra work would be required for the devs. An extra algorithm or two perhaps? :shrug:

Anyway, I would like to see a few more survival elements added to the game, such as weather effects and having to set up camp whenever spending the night in the wilderness. I would also love to have the ability to craft my own weapons, armor and clothes.
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Danielle Brown
 
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Post » Sat Jan 23, 2010 1:22 pm

The ability to write a detailed synapsis of your character in the character creation process.
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electro_fantics
 
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Post » Sat Jan 23, 2010 3:43 pm

rather see speech checks ala Fallout 1-2.

go back to Daggerfall/Morrowind system and you're all set.


Speech checks are speech checks, point is you can't smooth talk your way through Oblivion which made Charisma (or personality :facepalm: ) useless
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Charleigh Anderson
 
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Post » Sat Jan 23, 2010 1:50 pm

-First the character creation. More skills, and ability to alter them AND Attributes. Strenghts and weaknesses. TES2 style.
-Choices. Ability to turn down any quest you dont like the sound of. Ability to FAIL any quest, by not doing it or doing it wrong.
-Consequences. You can be demoted or kicked out if you're a slacker or a srew-up. Mess with law or guilds, and you can have mortal enemies for life.
-Realism. Ability to cut your pants into bandages, and using them to keep your friend from bleeding to death. Making a fire to prevent you two from freezing during the night. Seasons. Weather. Banks. Loans. Houses for sale or rent. Sinking in water. Gold that has weight. Deadly diseases. Children. Fat people, old people, ugle and pretty people, honest and dishonest people, hateable and lovable people. Decent sized game world, population and cities.
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Jessica Lloyd
 
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Post » Sat Jan 23, 2010 3:36 pm

A button should be implemented which allows you to breathe in and out. If you forget to press it, you go unconcious, and eventually die.
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Andrea P
 
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Post » Sat Jan 23, 2010 8:27 pm

camping and making food from raw resources, making a fire. crafting from natural resources.
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Sara Johanna Scenariste
 
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Post » Sat Jan 23, 2010 7:32 pm

Now the kind of role-playing features I would like to see is more options in quests, in Morrowind or Oblivion, typically the only options you get are either do a quest or don't do it, even if you get the illusion of choice during a quest, your decisions probably won't mean anything in the long run anyway. I'd also like crafting skills other than alchemy, like being able to make armor and weapons yourself and such, after all, your adventurer's items need to come from somewhere, and if you can make your own, you don't have to buy or find them.


This + more skills like lore, climbing and so .... even if they don't help much :biglaugh: . More types of weapons and armors. Also some of them like iron longsword to have different styles depending from the region they are created. And some points for the player to shares in the character creation between the attributes.
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flora
 
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Post » Sat Jan 23, 2010 12:19 pm

A button should be implemented which allows you to breathe in and out. If you forget to press it, you go unconcious, and eventually die.


:rofl:

Can I use this for my sig?
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Laura Elizabeth
 
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Post » Sat Jan 23, 2010 11:19 pm

A button should be implemented which allows you to breathe in and out. If you forget to press it, you go unconcious, and eventually die.

Fantastic!
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Jerry Cox
 
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Post » Sat Jan 23, 2010 6:40 pm

Animated eaiting sleeping and drinking wouldn't add to a role play, unless your character's one of the seven dwarves.

More freedom
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Chloe Botham
 
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Post » Sat Jan 23, 2010 10:50 pm

I don't think that adding more bodily functions is what RPing is all about. I think it's about actions the pc can carry out. In the excellent classic RPG series, Ultima, a player can eat, drink, and sleep, sure; but they can also bake bread from scratch (cut the corn, grind it into flour, add water, place dough on oven, and then eat the bread)! Keep in mind, you don't HAVE TO DO THIS. But just knowing it's an option is sweet. In Ultima (and Morrowind for that matter) a player was not constrained but rather could go anywhere they dared. This was sometimes a very difficult thing because everything was static and certain dangerous monsters and NPC's liked to

Role-playing will naturally occur in a game when the player is given latitude to try many creative solutions to solve difficult problems and conquer challenging obstacles.
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IsAiah AkA figgy
 
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Post » Sat Jan 23, 2010 6:37 pm

Yeah realism != roleplay, and for none realism players annoying micromanagement such as having to HAVING (not 'being able to') eat and sleep would just be tremendously dull and tedious
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Josephine Gowing
 
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Post » Sat Jan 23, 2010 1:52 pm

RP aspects come in several flavors:

First, there's character creation. For anything approaching RP, that means choices with repercussions, NOT just a bunch of numbers (either Skills and Attributes or SPECIAL) that hardly have any effect on the game, are easily circumvented by using readily available items to boost them, or capped so that the intitial choice is eventually irrelevant.

Second, there's game mechanics and success/failure. When the character's strengths and weaknesses have little or no bearing on gameplay (other than triggering "perks"), then it's not RP. When success is guaranteed regardless of skills or attributes, then it's not even a "game; merely a scenic tour of the game world.

Third, immersive elements, such as eating, drinking, sleeping, sitting, etc., can add to RP, but are a poor substitiute for having decisions with consequences, choices between several viable courses of action, and alternate ways of dealing with problems. Ultimately, having a character that MUST do something, regardless of the character's views or background, because "that's the solution to the problem", is not RP, it's just puzzle solving. Having "the answer" presented to you in bold text in a journal or on-screen, with a big arrow pointing right at it, gives no latitude for RP. Linear plotlines likewise put a major damper on RP, because you HAVE TO do this RIGHT NOW, no matter that your character is set against it, or has other priorities.

Forcing such RP "secondary" elements such as food, water, and sleep requirements onto "hack and slash" players is going to cause a strong backlash against it, especially if the penalties for non-compliance are sudden and unavoidable (I HATE how the typical "needs" mods always seem to hit you the moment you enter combat, although I'd hate even worse to play without those mods). Making them "desirable", by tying recovery rates for health, fatigue, and magicka to them over the long term would allow you to ignore them if you didn't want to be bothered, relatively meaningless over the short term, but advantageous to do once in a while. Ideally, they should be 12 to 24 hour or longer effects, either giving a 25-50% increase or else a similar penalty for not having done so for the past 12-24 hours, NOT as "alchemy" ingredients like it was in FO3. After all, you don't suddenly stop in mid-stride and gasp for air in real life because you suddenly got hungry or thirsty; it's a gradual process. Restroom breaks is more reality than I want in my games, thank you.

The use of alternate solutions to quests, effects of character skills and attributes rather than player skills to control outcomes, and a range of dialog choices with different results are all essential to RP, and must be incorporated as integral parts of the game. Food, drink, crafting, etc., can be added by third-party mods after the fact, although having them built into the game from the start would be a big plus in my opinion. While several mods have added the latter elements to OB, and other "immersion elements" like Physics, NPC schedules, etc. built into the game make RP easier, the shortage of the former requirements makes OB much less of a RP game than the earlier TES titles.
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sophie
 
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Post » Sun Jan 24, 2010 12:43 am

I couldn't agree more. Without my poor phrasing I would have said the same things.

Character creation used to be great. Now it's just highlighting a number of meaningless skills, picking a meaningless sign, and spending the next 30 min adjusting your nose tip.

As said, the skills you pick are pretty irrelevant, since you're not going to fail once in your game.

And I don't only mean failing skill checks, but anything. The quests can't be done wrong, and you have no choice but to complete them as designed, instead of using your wits. If you pick it, you complete it, there's no alternative.
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Dominic Vaughan
 
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