Is skyrim being simplified to much?

Post » Tue May 03, 2011 9:02 am

i think people equate streamlining far too easily and quickly with simplification. Also simplified has subtle meanings depending on context. Also simple does not equal bad either. People demand innovation from gaming companies but then get upset when they encounter innovation.

It seems to me that the history of this series from what i have read and the video interviews i have seen is for bethesda to revamp and completely overhaul the game. You would think that after the 5th instalment of the series that players would come to expect this type of major change with the game series.

how can Bethesda betray their series with changes when the tradition of the series is to start anew with each instament?

I know the history of this series first hand, from having played it from the time when Daggerfall was new, and the Beth tradition is not simply to "start anew" with each installment, but to, with each installment, remove content, remove complexity, remove conflict, remove choices and remove consequences. Each installment has been, in all ways excepting graphics and arguably combat, more bland, more linear, more simplistic and ultimately less rewarding to those who wish to be challenged by games.

Not that I particularly blame Beth... well - I blame them exclusively, but I understand it. They have just as much need, for the same reasons, to aim directly for the lowest common denominator as McDonalds does. I just hate to see it happen.
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Tanya Parra
 
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Post » Tue May 03, 2011 8:51 am

Jumping around aimlessly is "working harder"? Give me a break.


he quite clearly has a point. i dont get why people want this out so badly? how else are you giong to get better at jumping? An NBA player jumps more times then i have in oblivion and they wouldnt be able to jump as high if they didnt. Bethesda had it right, now their getting rid of it. some stupid perk is going to determine how high i can jump now.. or who knows they may have eliminated jump progression all together....and this sprint button? i like to feel like ive done something or made progression and you take that away by doing this. Alot of people enjoyed going out and swimming JUST to raise their athletics and now this is gone.. all these changes are clearly a case of simplifying.. it just doesnt make sense. its not elderscrolls to me
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Sophie Payne
 
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Post » Tue May 03, 2011 2:07 am

SO is this saying that a level 20 character who obtains 50 skill points in sword will hit an NPC with the same damage as any other level 20 character who has 50 skill points in sword?

Because if sword skill points are the only thing that determine damage to an NPC because they removed "strength" attribute, then this would be dissapointing.

I understand taking out Acrobatics and maybe even athletics... But strenght, intelligence, wisdom ??
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Skivs
 
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Post » Tue May 03, 2011 9:10 am

a little info from a preview:

Each skill unlocks a series of perks, which add multiple new abilities – such as a slow-time mode for arrow shooting. Each perk has certain requirements, not purely having unlocked the one below it. “You see a perk you like and say ‘I’m going to start using my sword more because I want that perk”


http://www.rockpapershotgun.com/2011/04/18/20-best-things-about-skyrim/


thats fine, I am all for that. but it doesn't justify the removal of the attributes system which we know works (if any one couldn't figure the system out it was because of user error not a flaw in the system) we could still have all these perks while improving the attributes system. instead they have put in a lot of effort to make a system that does what attributes did but minus the attributes, is illogical.
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vanuza
 
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Post » Tue May 03, 2011 8:38 am

we had complete control before, each skill had 4 perks and you earned them every incremental increase in that skill by 25, the difference is that there are more perks and no attributes, I am not against more perks, just against needlessly tossing a system that was not as broken as people complained when they could have improved the system and have tons of perks. instead they arbitarily ditched one for the other and it makes no sense.


We had NO control before, now we have total control over perks. I'm just against keeping a system that doesn't work just because it was in previous games. Nostalgia gets in the way of progress and this progress is for the better.
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Rowena
 
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Post » Tue May 03, 2011 4:09 am

I know the history of this series first hand, from having played it from the time when Daggerfall was new, and the Beth tradition is not simply to "start anew" with each installment, but to, with each installment, remove content, remove complexity, remove conflict, remove choices and remove consequences. Each installment has been, in all ways excepting graphics and arguably combat, more bland, more linear, more simplistic and ultimately less rewarding to those who wish to be challenged by games.

Not that I particularly blame Beth... well - I blame them exclusively, but I understand it. They have just as much need, for the same reasons, to aim directly for the lowest common denominator as McDonalds does. I just hate to see it happen.


I disagree I think the series have gotten better over the last couple games. Oblivion had it's flaws some minor, some very hairpulling. Skyrim should fix the flaws that Oblivion had and I don't think that the series has gotten more bland or linear. Now that we've gotten the perk system we have more choices and we no longer have to worry about oh I shouldn't raise my blade because I'll level up too fast or I'm too worried that I'll get above 10 and then my Strength stat is useless. Major skills should be skills that you want to use not skills that you don't use until you get the +5 from minor skills.
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Jordan Moreno
 
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Post » Tue May 03, 2011 7:43 am

We had NO control before, now we have total control over perks. I'm just against keeping a system that doesn't work just because it was in previous games. Nostalgia gets in the way of progress and this progress is for the better.


we had control on how hard we hit something with stength attribute right?
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sarah
 
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Post » Tue May 03, 2011 6:18 am

thats fine, I am all for that. but it doesn't justify the removal of the attributes system which we know works (if any one couldn't figure the system out it was because of user error not a flaw in the system) we could still have all these perks while improving the attributes system. instead they have put in a lot of effort to make a system that does what attributes did but minus the attributes, is illogical.



wait and see if it's better or worse once you see more of it in action and in more detail, badmouthing changes from the start don't help when trying to look at the issue with a neutral point of view.

that's my policy and i'm sticking to it.
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Rudi Carter
 
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Post » Mon May 02, 2011 7:12 pm

So far every bit of information we've been given has implied that this is the most complex game Bethesda has ever made.
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Dawn Farrell
 
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Post » Mon May 02, 2011 6:46 pm

Im saying if there is no way to jump high at all. They've basically said 'perks replace a lot of stuff etc.' and that 'Perks are directly governed by skills'. No mention of general perks. If acrobatics has been cut and there's no skill for a perk tree to be associated with it, you could hypothesise that its gone outright until we get more info. So if there was no way to jump high, thats losing a whole gameplay mechanic. Hopefully there is general perks, because I dont know what perk tree it could be in with the skills that we know have been confirmed.

I can see travel skills like Athletics and Acrobatics folded into perks in the Armor skill trees, or into the Stamina attribute, or simply based on character race. I agree it would be a big oversight if they just made jumping height and distance static across all characters. Boring and bland in a game that seems so much more focused on specialization than previous TES.

Not only could it be folded into the Stamina attribute itself, but it would be great if they based run speed and jumping ability on how much Stamina the character has left. The more tired you are, the slower you'll move, and different armor weights could slow movement and drain stamina faster (so a perk which reduces the weight or movement penalties of armor would make you run faster, jump higher, etc.) That way a stealthy character (presumably the ones who want to jump high) specialized into Light armor and with high stamina would run and jump much better than a warrior wearing Heavy armor but mostly ignoring its perks, or even a mage wearing nothing but specializing into nothing but magic.
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Music Show
 
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Post » Tue May 03, 2011 12:17 am

I know the history of this series first hand, from having played it from the time when Daggerfall was new, and the Beth tradition is not simply to "start anew" with each installment, but to, with each installment, remove content, remove complexity, remove conflict, remove choices and remove consequences. Each installment has been, in all ways excepting graphics and arguably combat, more bland, more linear, more simplistic and ultimately less rewarding to those who wish to be challenged by games.

Not that I particularly blame Beth... well - I blame them exclusively, but I understand it. They have just as much need, for the same reasons, to aim directly for the lowest common denominator as McDonalds does. I just hate to see it happen.

the complexity of morrowind is what made me love the game.. It really felt like i was in control of my character.. that feeling was slightly dwindled with Oblivion and it looks to me like it will be dwindled even more with Skyrim. what GPSTR said makes complete sense and i guess theres nothing i can do about it because im not the target audience
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Juan Cerda
 
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Post » Mon May 02, 2011 10:44 pm

SO is this saying that a level 20 character who obtains 50 skill points in sword will hit an NPC with the same damage as any other level 20 character who has 50 skill points in sword?

Because if sword skill points are the only thing that determine damage to an NPC because they removed "strength" attribute, then this would be dissapointing.

I understand taking out Acrobatics and maybe even athletics... But strenght, intelligence, wisdom ??

That's not disappointing, that's exactly the point! You got a skill used to measure the player proficiency in certain activities, why muddle the value of that measure by adding random modifiers from all other the place? Worse, you improve Blade which improves Str which improves Blade skill. Wtf, why make it convoluted like that?

Why should a Nord with 50 in Sword be better with Swords that a Breton with 50 in Sword skill? They got the exact same skill level so they SHOULD be as good with it than each other.
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louise tagg
 
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Post » Tue May 03, 2011 2:06 am

If you have to use less of your intellegence to do something than another that is dumbing something down. but thats not the point, the old system was not too complecated, it just took more effort to learn but once you knew it the whole process was simple. we've ditched a proven method for one that has yet to prove it will work for the sake of making something easier, and its not about not wanting change, its about wanting improvement rather than haveing a completely different system that does the same thing. its redundent

And that's literally the ENTIRE POINT of removing things and changing things. You're getting what you want and complaining about it.
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Arnold Wet
 
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Post » Mon May 02, 2011 9:22 pm

There's an easy fix for this to suit everyone I think. They haven't said it yet, but basically just have a perk tree for each of the three remaining attributes. Perks would cover jumping, speed, agility and dodging etc. Magicka as a whole, its regeneration, etc. etc. etc. and have it all governed by these things when you do them, allowing them to level up similar to Skills.
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katsomaya Sanchez
 
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Post » Mon May 02, 2011 8:30 pm

we had control on how hard we hit something with stength attribute right?


What? I don't get what you mean by that statement :pinch:
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saxon
 
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Post » Tue May 03, 2011 3:09 am

dont get me wrong, I dont' hate perks, its a little known fact that OB had perks (we earned them rather than picked from a list but I digress) but I just think its insane and possibly disasterous to base character design solely around what perks you pick. I shouldn't have to decide between picking a cool but frivilous perk or ones that are necessary for the development of my character, especially from the role playing perspective.

I agree totally. We'll just have to see how Bethsda implements them. Lets hope their perks are better than Oblivion or Fallout 3's.
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Emma Louise Adams
 
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Post » Mon May 02, 2011 7:58 pm

So far every bit of information we've been given has implied that this is the most complex game Bethesda has ever made.


I dont think you really know much about the previous games? cause the info weve got so far proves that things are being dumbed down and mashed together to create an easier experience less hassel more streamlined and straight forward.. that will appeal to the general population that want a brainless experience. gone are the days of a bit of work to make you appreciate what you have achieved.
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Rex Help
 
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Post » Mon May 02, 2011 7:16 pm

dont get me wrong, I dont' hate perks, its a little known fact that OB had perks (we earned them rather than picked from a list but I digress) but I just think its insane and possibly disasterous to base character design solely around what perks you pick. I shouldn't have to decide between picking a cool but frivilous perk or ones that are necessary for the development of my character, especially from the role playing perspective.


I disagree. Having to make hard choice in character development means you choices are more impactful. If you don't sacrifice anything to add flavour to your character then that flavour is at best a thinvanier that really doesn't make your character different or special. yet if you have to sacrifice to make that character different from other characters then that character is more than just the same old same old with a different coat of paint.

The substance of your character and the frivilous aspects of your character should be the result of meaningful choices. In the confines of character construction only...

If you construct your character to be the most efficent they can possibly be then it doesn't matter that they have frivilous persk A. B and C, instead of fivilous perks X,Y and Z. You character will still be the most efficent character possible with just insignificant superficial changes.

There is nothing wrong with taking the most efficent possible approach to a character but regardles how you may try to dress it up to make it appear different it really isn't different. For a character to truely be differnt from this character construction it needs to be less efficent. Which is why you should have to make hard choices when you pick perks otherwise the choice have no meaning.
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Tanya Parra
 
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Post » Mon May 02, 2011 8:22 pm

There's an easy fix for this to suit everyone I think. They haven't said it yet, but basically just have a perk tree for each of the three remaining attributes. Perks would cover jumping, speed, agility and dodging etc. Magicka as a whole, its regeneration, etc. etc. etc. and have it all governed by these things when you do them, allowing them to level up similar to Skills.

This post is a perfect example of something that is simple, but not in the least bit dumbed down for it.
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Julie Serebrekoff
 
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Post » Tue May 03, 2011 2:53 am

I think removing the attributes is a big mistake. The use of attributes instead of just having skills is that you have a pool of ability that contributes to ALL related things. For example, if you have a high strength you can still take that club you have no training in and bash someone for more damage than someone weaker than you. If you just use skills, it doesn't matter how high your Sword and Smithing skills get... your club won't do more damage as a reflection of the raw strength you've gained thanks to those other skills. It's easy to extend this to pretty much every action in an RPG.

There's a reason RPGs have attributes and skills. Unless they let skills have spillover effects to actions connected to related but different skills (and thus mimic the effects of having attributes via those skills), they've seriously hampered flexibility in character development.

Still... we won't know exactly how they compensate for the loss of attributes until we get the game into our grubby little paws, so...
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Rude Gurl
 
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Post » Tue May 03, 2011 10:09 am

I disagree. Having to make hard choice in character development means you choices are more impactful. If you don't sacrifice anything to add flavour to your character then that flavour is at best a thinvanier that really doesn't make your character different or special. yet if you have to sacrifice to make that character different from other characters then that character is more than just the same old same old with a different coat of paint.

The substance of your character and the frivilous aspects of your character should be the result of meaningful choices. In the confines of character construction only...

If you construct your character to be the most efficent they can possibly be then it doesn't matter that they have frivilous persk A. B and C, instead of fivilous perks X,Y and Z. You character will still be the most efficent character possible with just insignificant superficial changes.

There is nothing wrong with taking the most efficent possible approach to a character but regardles how you may try to dress it up to make it appear different it really isn't different. For a character to truely be differnt from this character construction it needs to be less efficent. Which is why you should have to make hard choices when you pick perks otherwise the choice have no meaning.


Agree, all the characters in Oblivion at High Levels were the same 100 attribute 100 skills warrior god. Now we only have 100 skills but not able to get every perk meaning choices should matter more this time around.
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Tom Flanagan
 
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Post » Tue May 03, 2011 5:10 am

That's not disappointing, that's exactly the point! You got a skill used to measure the player proficiency in certain activities, why muddle the value of that measure by adding random modifiers from all other the place? Worse, you improve Blade which improves Str which improves Blade skill. Wtf, why make it convoluted like that?


It doesn't matter how graceful you are with a sword, if one guy is larger and stronger then he's going to hit harder, regardless of his technique.\

The whole idea of more damage for more skill points is stupid anyways, and was only introduced in Oblivion. Skill with a weapon should define how likely you are to attack around a block, or to successfully parry your opponent or break through their armor. Skills shouldn't define raw damage it should define your accuracy
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Sara Lee
 
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Post » Mon May 02, 2011 11:52 pm

What? I don't get what you mean by that statement :pinch:

Strength determine how much you can do a particular task, like carry heavy equipment or damage you do with weapons. Intelligence/Wisdom determine magic use.

So now we only have health, mana, and stamina as attributes?

So now I have to increase my health "attribute" do do more damage with a melee weapon?
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jessica Villacis
 
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Post » Mon May 02, 2011 9:56 pm

It doesn't matter how graceful you are with a sword, if one guy is larger and stronger then he's going to hit harder, regardless of his technique.

Blade Skill is not technique. It's a summary of everything that governs sword skill in a way you can use to compare effectively two different persons and say : this one is the best sword user of the two just by noticing which one has a higher skill level.
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Darian Ennels
 
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Post » Mon May 02, 2011 6:39 pm

I dont think you really know much about the previous games? cause the info weve got so far proves that things are being dumbed down and mashed together to create an easier experience less hassel more streamlined and straight forward.. that will appeal to the general population that want a brainless experience. gone are the days of a bit of work to make you appreciate what you have achieved.


I disagree. The game is more user friendly for sure but it's not dumbed down (which is a terrible expression might I say :P). Besides how is less hassle worst? It means less trouble!
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Danger Mouse
 
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