Social classes

Post » Fri Apr 23, 2010 1:37 pm

In Daggerfall along with having a reputation with each of the guilds, you also had reputations with countries and social classes. The countries in Skyrim would equivalently be the city-state holds, but what would you think about the social classes taking different views of you too based on your actions?

From Daggerfall there were;

Merchants
Peasants
Nobles
Scholars
Underworld

and I would add Soldiers and Clergy to the list. So you take a quest to help steal a bank deposit from a store, if you're caught/seen/found out then your reputation with the local merchants drops and your price will be higher, but the local underworld would respect you more and might let you in on the next plan. If the peasants are getting disgruntled at a baron's farm, you might help the baron to quell the uprising. If you do it by beating the leaders into submission, your reputation with the peasants drops. If you can make both sides reach an agreement with your speech skills, you gain some reputation with both.

Daggerfall also let you change your social status with those groups during character creation, but gaining reputation with one group meant you had to lose it from another. Want to start the game with some enemies and some friends?
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Laura Elizabeth
 
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Post » Fri Apr 23, 2010 2:57 pm

In Oblivion most NPCs were already in a factions that can be the equivalent to a social class i dont see why something should be added. on the counterpart were probably going to end up starting in prison so we dont have a pre defined social class were just adventurers.
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Life long Observer
 
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Post » Fri Apr 23, 2010 6:13 am

In Oblivion most NPCs were already in a factions that can be the equivalent to a social class i dont see why something should be added. on the counterpart were probably going to end up starting in prison so we dont have a pre defined social class were just adventurers.
I get it. You think it would make the game too good, and that people might be addicted enough it would ruin their social lives. People would forget to buy groceries or sleep or forget where in the house the bathroom might be because they're so consumed with the game, pushed over the top of epic by this system. You're a very noble sort to be concerned with people's health that way. :thumbsup:
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Liv Staff
 
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Post » Fri Apr 23, 2010 1:29 am

Seems like a good idea. Though the classes iin each city should be considered separate so if you want to go on a vrome spree your noble "friends won't hate you.
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Vicki Blondie
 
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Post » Fri Apr 23, 2010 6:30 am

Seems like a good idea. Though the classes iin each city should be considered separate so if you want to go on a vrome spree your noble "friends won't hate you.


Or rather, they should all be connected. If you're a mass murderer and kill half of a city off, I think the next town might reconsider letting you be the school teacher. Then again... [drift into evil teacher joke]
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Eve(G)
 
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Post » Fri Apr 23, 2010 1:57 am

In Daggerfall along with having a reputation with each of the guilds, you also had reputations with countries and social classes. The countries in Skyrim would equivalently be the city-state holds, but what would you think about the social classes taking different views of you too based on your actions?

From Daggerfall there were;

Merchants
Peasants
Nobles
Scholars
Underworld

and I would add Soldiers and Clergy to the list. So you take a quest to help steal a bank deposit from a store, if you're caught/seen/found out then your reputation with the local merchants drops and your price will be higher, but the local underworld would respect you more and might let you in on the next plan. If the peasants are getting disgruntled at a baron's farm, you might help the baron to quell the uprising. If you do it by beating the leaders into submission, your reputation with the peasants drops. If you can make both sides reach an agreement with your speech skills, you gain some reputation with both.

Daggerfall also let you change your social status with those groups during character creation, but gaining reputation with one group meant you had to lose it from another. Want to start the game with some enemies and some friends?


I thought you were going to go into something about a Caste system in Nordic culture. King at the top, then either Warriors or Priests, then some sort of middle class, then the peasants.

I'd like to see that too but....

Friggin brilliant. That never should have been removed, I love that idea.

Champion of the Clergy and the Rich, enemy to the poor and the underworld - Goody Two Shoes Paladin
or
Vice Versa - Robin Hood

or the Nobles and Scholars love you but the Clergy and Peasants hate you - Capitalist
or
Vice Versa - Communist

That would be awesome.
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lauraa
 
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Post » Fri Apr 23, 2010 10:18 am

Social classes make the world of Tamriel more interesting and intriguing to explore. In morrowind, it was understandable why the social class would feel less restrictive. But I was seriously hoping Cyrodiil would feature a more interesting social system. It is the center of the empire after all.

Skyrim is a divided people, much like High Rock was at the time of Daggerfall. So it will be interesting to see the political side of things. And while its divided into several counties, I do hope they enrich the feel of the world with a strongly medieval flavored social class. Unlike Oblivion, which felt very generic in terms of its social class.
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neen
 
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Post » Fri Apr 23, 2010 12:12 pm

Come one everyone just admit we don't want to have anything to do with stupid nords and their lame ass skyrim

What we want is a Daggerfall remake :nod:
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Breanna Van Dijk
 
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Post » Fri Apr 23, 2010 1:26 pm

I'd love to see this. It's one of those things that never shoulda been removed from the game. Along with many of the factions. I'm interested in what the mage faction will be now.
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Soku Nyorah
 
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Post » Fri Apr 23, 2010 11:22 am

Clothing and armor should have a major impact on disposition when talking to these groups, but depending on your fame (you get away with a lot when famous) and ranking with that group (social) or law (area). And I agree, should never have been removed. Important part of role playing. But I also see it problematic to be implemented well.
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mike
 
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Post » Fri Apr 23, 2010 11:45 am

Reminds me of the reputation system you had with every type of enemy and NPC in Daggerfall.
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RAww DInsaww
 
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Post » Fri Apr 23, 2010 11:58 am

In Oblivion most NPCs were already in a factions that can be the equivalent to a social class i dont see why something should be added. on the counterpart were probably going to end up starting in prison so we dont have a pre defined social class were just adventurers.

maby because the social classes meant jack shizzle.
seriously, all lords and peasants alike regarded you in much the same way (save for a change in dialogue)

edit: if this wasnt implemented in skyrim, could this be made as a kind of global mod, giving everyone a class and a disposition change in relation to where you stand in their social class?
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Guy Pearce
 
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Post » Fri Apr 23, 2010 1:05 am

It was really something fun in DF to get ennemies and allies without even knowing it because of our reputation within a specific group.
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Jason King
 
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Post » Fri Apr 23, 2010 9:51 am

The only problem is that social cllasses arnt the only way to differentiate alliances. I'd rather the main difference be in factions. For example one faction would be house x and their vassals. Who are rich. If you have a lot of influence with them you will be able to get cheaper prices in city y which they control. Their political ribals dont want you in their city. So prices will be more, guards will harass you, etc. lets say you dont want to take the route of the nobles. Each socdial class should have a number of rival factions with guilds and such spanning several classes. This jsut seems much more naturla and dynamic. Dont you think.
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CArlos BArrera
 
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Post » Fri Apr 23, 2010 10:38 am

That is where is the fun of the system : you have social class reputation x faction reputation x local reputation x individual reputation. In the end, it create an infinite array of relationship toward NPC. But I would also like the system to consider anonyma. Most NPC may not know you. In all dialogs, you should introduce yourself, choosing between your simple name, your class, your faction affiliation...
NPC will fully play the reputation system if they recognize you. We could imagine two scores for each group : your fame, that is the probability they know something about you, and whether it is positive or not. It shouldn't be a problem to discuss with someone from an ennemy faction if he doesn't know at all for who you are working for.
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Tom Flanagan
 
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Post » Fri Apr 23, 2010 12:50 am

I think it would be cool to be recognized for my wealth. I was quite rich in OB and everyone treated me like a regular guy.
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Anna Beattie
 
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Post » Fri Apr 23, 2010 2:51 am

But how to implement it in a way that actually have an impact that is well noticed, that you may have to watch out for, and can't play a simple minigame to get rid of its effects? Adding up sums in whatever fashion we like is trivial. Making sure we notice on the other hand. But if they are nothing more than some stat value in a screen, it doesn't have a purpose, just a lot of work for no reason. Any solid ideas?
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Chloe Yarnall
 
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Post » Fri Apr 23, 2010 2:05 pm

I would be fine if they decided to implement it but personally I don't really care too much :D
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Felix Walde
 
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Post » Fri Apr 23, 2010 6:55 am

I like this idea :)
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Kayleigh Mcneil
 
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Post » Fri Apr 23, 2010 12:05 pm

I want to murder everyone in the game. If I murder everyone quick enough the other towns should not know what I have done until it's too late for them. They do not have email or anything so as long as I kill everyone quickly there should be no consequences.
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kyle pinchen
 
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Post » Fri Apr 23, 2010 2:01 am

Yes! But whenever I see an addition to complexity I think how this affects approachability for new or casual players. This would need to be explained well in the tutorial; also situations could arise out of this system which would put off some players if they didn’t know what’s going on.

I’m not saying I don’t like complexity, just that it needs to be backed up with a good deep tutorial.

Maybe they could include a hand guide like the game manual in the box in the style of an in game book explaining how to act in the world for foreigners and new adventurers. :P
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SWagg KId
 
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Post » Fri Apr 23, 2010 7:23 am

Yes! But whenever I see an addition to complexity I think how this affects approachability for new or casual players. This would need to be explained well in the tutorial; also situations could arise out of this system which would put off some players if they didn’t know what’s going on.


If it's done right, you don't need to know how it works exactly but they can give you hints.
Why does that guy like me, and why does he detest me? Is is because I did this, or because I'm in that guild or is it because he's the brother of that guy?
Not knowing what's going on is just part of the experience.

Also, casual players don't play Elder Scrolls and it's probably going to be M-rated, so it's also not suited for young players unless they're, you know, smart kids.
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SiLa
 
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Post » Fri Apr 23, 2010 12:36 am

Yes, I think social classes would be great. But, I'm thinking of more than the 7 or 5 mentioned in the OP. They'd also have to be tailored to whatever class system is used in the province the game takes place in (i.e. Skyrim).
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RAww DInsaww
 
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Post » Fri Apr 23, 2010 12:24 pm

None of the poll options. I want classes that work like that, but they should be fluid and overlapping like the "factions" in the Oblivion(and morrowind?) construction set. I don't want to have a few set factions that everyone is grouped into.
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Kaylee Campbell
 
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