Taking the easy way out

Post » Sat Jul 09, 2011 11:26 am

Everyone has their own opinions on what's good for the series... but some of those opinions are more right than others. That's the way life works i'm afraid.


Yeah. but what tells you that it's yours that's best?

Listen, you ever heard of George Lucas? Back when he wanted to do his first star wars films, every producer that he met said "no way, that'll never sell!". So he decided to try to do it on his own, with money he borrowed here and there. guess what? it's become a great classic of a movie.

But producers, at first, thought it was a bad idea. And most people would have thought they were right back then, because the old way of doing movies was tried and they worked
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jess hughes
 
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Post » Sat Jul 09, 2011 12:01 am

your wrong and Bethesda is right OP

the end
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Shelby Huffman
 
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Post » Sat Jul 09, 2011 10:19 am

Disagree with the OP, our characters will have more customization not less due to the changes.

II'm still kind of on the fence with this issue. Am I really going to appreciate fighting enemies with different perks? "Oh that dude is arbitrarily capable of making me take bleed damage, that one isn't." As opposed to them dealing, say, considerably different amounts of damage. I'm sure this won't be the case for most of the skill disciplines, but I'm still worried that "more unique" characters in this case just means something like Diablo enemies - that's the fire one, that's the fast one, that's the stun one.
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Nick Pryce
 
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Post » Sat Jul 09, 2011 10:47 am

Thats the thing though... morrowind had clipping issues sure, but I never had a clipping problem in oblivion... not at any time ever in my 1000 hours of gameplay.

Did you play in third person!? I had clipping issues a-plenty in Oblivion, if you didn't match the armors together.

lol I think he will complain about u telling him he is complaining about complaining :D

Probably...

I see it totally the other way around.
Removing levitation and mark and recall is an invitation to what I call lazy level design.

I mean the sort of levels I saw on my NES 8 bit in 1985. Where a rock is conveniently just to high too jump over, so you have to take the long way around.
That is false difficulty and a device to make a small world seem bigger.
Oblivion dungeons I found particularly horrible just because of this. I have seen dungeons like this twenty years before, only with worse graphics.
One long windy path with levers.

I have yet to see one valid example of a quest or dungeon that is better with a fixed jump height and no levitation or teleportation than one without.
Easier to design, yes, hence why I call it lazy.

Your confusing ruining a good level with levitation/M&R, with bad level design. Those are two entirely separate things.

Sure, there can be a level and it can be linear and bad. Ok, bad level design.

But what if there is a level, with 8 different ways of getting to the end, each unique and interesting. The player explores, and learns of a story and is enta- oh wait, you just used recall! Now your standing in the middle of the capitol city in Skyrim. You just broke the entire thing.

Bad level design =/= good level design broken with things like levitation.

So you may say, "Then why don't they just be good enough to design good levels where you can levitate?" Well, they could, just not many of them. Being able to levitate through a level takes out like 95% of the mechanics that make it fun and interesting.

So sure, keep your levitation and mark & recall, but then you can make those 150 dungeons into 5 dungeons, and cut the gameplay down from over 300 hours to 20-30 hours. But if you guys HAVE to have levitation. :shrug:
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Lexy Dick
 
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Post » Fri Jul 08, 2011 11:45 pm

I'm sorry, but are you listening to yourself on these two? Your just complaining for the sake of complaining. Mark and Recall and Levitation aren't just inconvenient, your being nieve. They literally LIMIT the amount of things the developer can do with the game. No more getting takin prisoner, or being stuck in a dungeon for a perfectly legit story related reason. Why? Because you could just recall right out. No more directing the players movement, to tell a story, control events, and direct gameplay. Why? Because they can just levitate right out!

And that sentence about armor, just sounds rediculous. They combined them so they dont clip and look like garbage. They are literally making it so bad things can't happen, and all you can do is complain? Wow. If you hate the game so much, don't buy it. Problem solved. Wait, let me guess, you would just complain about that too, wouldn't you?


On your first point, um bull. It isn't hard to put limits on spells, like I don't know anti magic in the dungeon. I mean the freaking fighter isn't in his plate and isn't wielding his sword of doom after being captured and thrown in the dungeon why is it assumed the mage is at full power? Ans if someone can get out of a trap now and then that another person couldn't who cares, it actually adds to the story instead of taking away from the story. Everyone having to react to each and every trap the same way is lame. Like I would not cry if a thief gets through a locked door because he smuggled in a lock pick, or he could jump the chasm and avoid having to get through the wave of monsters. Different ways of handling problems including the ability to totally avoid them is a good thing to have in the game. If it is somehow tied to the main plat you can come up with a reason why it wont work. For side quests if it is that important you can also come up with a reason it wont work in that specific case. You can just have a mineral that disrupts teleportation if you need to and certain cave systems have veins of in running through them.

As for armor. It is a form over function thing. If you value clipping over customization then sure I guess merged armor is fine, if you don't it svcks.
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Taylor Bakos
 
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Post » Sat Jul 09, 2011 6:19 am

II'm still kind of on the fence with this issue. Am I really going to appreciate fighting enemies with different perks? "Oh that dude is arbitrarily capable of making me take bleed damage, that one isn't." As opposed to them dealing, say, considerably different amounts of damage. I'm sure this won't be the case for most of the skill disciplines, but I'm still worried that "more unique" characters in this case just means something like Diablo enemies - that's the fire one, that's the fast one, that's the stun one.

uh... isn't that more varied than just a weak enemy and another enemy with a stronger weapon?
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sunny lovett
 
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Post » Sat Jul 09, 2011 12:43 am

Bukee makes sense much of the time but in my opinion he is doing it wrong :P must be frustration.
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Sarah Edmunds
 
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Post » Sat Jul 09, 2011 9:07 am

On your first point, um bull. It isn't hard to put limits on spells, like I don't know anti magic in the dungeon. I mean the freaking fighter isn't in his plate and isn't wielding his sword of doom after being captured and thrown in the dungeon why is it assumed the mage is at full power? Ans if someone can get out of a trap now and then that another person couldn't who cares, it actually adds to the story instead of taking away from the story. Everyone having to react to each and every trap the same way is lame. Like I would not cry if a thief gets through a locked door because he smuggled in a lock pick, or he could jump the chasm and avoid having to get through the wave of monsters. Different ways of handling problems including the ability to totally avoid them is a good thing to have in the game. If it is somehow tied to the main plat you can come up with a reason why it wont work. For side quests if it is that important you can also come up with a reason it wont work in that specific case. You can just have a mineral that disrupts teleportation if you need to and certain cave systems have veins of in running through them.


Please refer to my above post explaining this. You, as well, are confusing bad level design with levitation ruining opportunities for good level design.
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john palmer
 
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Post » Fri Jul 08, 2011 11:59 pm

Please refer to my above post explaining this. You, as well, are confusing bad level design with levitation ruining opportunities for good level design.


wouldn't good level design take into account all methos employable by each Arch-type? Fighter/Theif/Mage? and leave bonuses for each to find should they strive to find it? taking out Levitation because it will "gimp our dungeons" isn't much of an excuse, and this insinuates. that they are trying to force to story even more so than it was in Oblivion.
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Amie Mccubbing
 
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Post » Sat Jul 09, 2011 12:10 pm

Honestly? You really think different ways to cast the same spell on the fly will add nothing to the Game? And the different side effects from different elements? Do they add nothing compared to the glory of an easy to abuse spell making system that, once you had it sussed, allowed spells that removed every trace of challenge from the game?



Um yeah because that is just a hot key system in disguise. Oh look the wonder if I hold down the button it becomes a flamethrower that is so different than me hitting 2 for the flamethrower spell to key up.
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Krista Belle Davis
 
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Post » Sat Jul 09, 2011 1:10 am

Did you play in third person!? I had clipping issues a-plenty in Oblivion, if you didn't match the armors together.


Probably...


Your confusing ruining a good level with levitation/M&R, with bad level design. Those are two entirely separate things.

Sure, there can be a level and it can be linear and bad. Ok, bad level design.

But what if there is a level, with 8 different ways of getting to the end, each unique and interesting. The player explores, and learns of a story and is enta- oh wait, you just used recall! Now your standing in the middle of the capitol city in Skyrim. You just broke the entire thing.

Bad level design =/= good level design broken with things like levitation.

So you may say, "Then why don't they just be good enough to design good levels where you can levitate?" Well, they could, just not many of them. Being able to levitate through a level takes out like 95% of the mechanics that make it fun and interesting.

So sure, keep your levitation and mark & recall, but then you can make those 150 dungeons into 5 dungeons, and cut the gameplay down from over 300 hours to 20-30 hours. But if you guys HAVE to have levitation. :shrug:


A level like that sounds awesome.
But recalling wouldnt break the thing at all. How would it break it?
You can come back later to finish, cant you?

And I disagree that levitation was ever broken.
I have explained this a million times already and am really not going to rehash it, I might as well save it in a notepad for a copy/ paste then.
In my opinion levitation allows for a truly 3d world, 3d levels and freedom.
One jump height and no levitation means a step backwards in level design, not forwards.

Your last argument is just silly.
I would take 5 dungeons over 50 if the 50 were of 1985 design quality.
and that of the 30 hours doesnt even make sense.
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Avril Churchill
 
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Post » Sat Jul 09, 2011 3:10 am

How is adding spell casting types means no spell making? do you know how freaking happy that would make alot of people that is the epicness of chaining frost and lightining together in a cloud?

or a True Wizards fury where Fire,Ice and shock are spewed forth in a massive torrent of "oh hell yes I am a badass" ?

Now that I would be all for, provided the ridiculous extremes you could achieve are reigned in, and spell making cost a fortune. As it was, you were getting a completely imbalanced something for next to nothing, and no one even bother using the it's a single player game, why need balance line. Spellmaking was terminally flawed, it was massively overpowered because it was poorly designed and thought through. There is a difference between lack of balance because it's an MMO, and a poorly designed game element.
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Leticia Hernandez
 
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Post » Sat Jul 09, 2011 4:18 am

Bukee makes sense much of the time but in my opinion he is doing it wrong :P must be frustration.

I don't really know what's wrong with Diablo's enemies...

Having the fire one, fast one, stunning one and the one with the axe is pretty diverse if you ask me...
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Julie Ann
 
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Post » Sat Jul 09, 2011 1:00 pm

Now that I would be all for, provided the ridiculous extremes you could achieve are reigned in, and spell making cost a fortune. As it was, you were getting a completely imbalanced something for next to nothing, and no one even bother using the it's a single player game, why need balance line. Spellmaking was terminally flawed, it was massively overpowered because it was poorly designed and thought through. There is a difference between lack of balance because it's an MMO, and a poorly designed game element.


But design it so players have to -work- for it if its that important, there is already working for it by learning Spells from Soul gems....a concept im still. :eek: about since soul gems didnt hold spell effects...they held souls.......
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hannah sillery
 
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Post » Sat Jul 09, 2011 4:00 am

Yeah. but what tells you that it's yours that's best?

'Best' is a strong word... but I know that my opinion is better than a lot of peoples, the same way that I know I have superior taste in music to people who listen to Nickelback. It's just something you 'know' once you reach a certain level of understanding about something.

Listen, you ever heard of George Lucas? Back when he wanted to do his first star wars films, every producer that he met said "no way, that'll never sell!". So he decided to try to do it on his own, with money he borrowed here and there. guess what? it's become a great classic of a movie.

But producers, at first, thought it was a bad idea. And most people would have thought they were right back then, because the old way of doing movies was tried and they worked

That's a really random comparison that doesn't relate very well to Bethesda or Skyrim.

Here's a better one:

Lionhead thought they knew what was best for the Fable series and continuously ignored feedback from fans, who wanted much more depth, freedom, content and complexity.

What happened? Fable III happened.
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Elisabete Gaspar
 
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Post » Sat Jul 09, 2011 2:54 pm

BTW Whitesuit, you made a thread once about a letter to bethesda, but the thread got closed before I could give you an answer.


Okay, I've bitten all the way through my tongue and ground my teeth to dust, but here is my revised letter.


Hey guys,

[1] First of all I'm a huge fan of your games and I have been for over ten years now. Since I’ve been a PC gamer since my potty-training days, I really appreciate your tendency to build games with staggering depth, complexity, and detail. I love the freedom present in the elder scrolls series; not only the freedom to explore the massive worlds you provide me with, but the freedom to build my character from the ground up exactly as I choose to.

[2] I realize that in a world where not everyone is a hardcoe gamer; used to the arduous process of building a character in an RPG, it is necessary for companies that want to make good money to ensure that their games are accessible to a wider audience. That also means that many of the features we so-called “hardcoe gamers” love are painfully extricated from our favorite game franchises. For example, many item types that were in Morrowind were not included in Oblivion.


[1] I think you should change this, you imply that you appriciate depth, complexity, and detail because you are a PC gamer, instead of just being a person who appreciates these qualities, regardless of platform.

[2] This should be changed as well, you claim features hardcoe gamers loved were excluded, but don't state which, bethesda can't read your mind, and they don't have a chance to try if they don't know what kind of features your talking about. You also then state "Item types", please don't tell me it's medium armor, crossbows, etc. because none of these were hardcoe features, multiple games which are considered more "casual" have more weapon types than TES, Farmville probably have more diversity in there tools, there does not exists a gamer who played Oblivion and thought, "hmm, this is all so much more accessible with less weapon types", all wanted more stuff, casual or hardcoe.

(1) Throwing weapons, spears, crossbows, medium armor, the differentiation between long and short bladed weapons, and the axe weapon classification were all removed. I loved the complexity that those items brought to the game. I had to choose whether I would be skilled with long or short bladed weapons, whether I would prefer to wear light, medium, or heavy armor. Those choices gave me an immersive level of control over my character. I was a very sad fan when I installed Oblivion, only to find that my options were slightly fewer this time around.


(2) “Okay,” I thought, “I can deal with this. I still have a helluva lotta customization options.” Then I took a look at the world map and realized I could instantly travel to any city with the press of a button. “What the hell?” said I. “I remember having to pack for my journeys, and walk for half an hour before I arrived.” It’s a sad state of affairs when I don’t have to worry about where I’m going, or how I’m going to get there in an elder scrolls game. And the level scaling doesn’t help either. I could walk out anywhere into the wilderness with full confidence that all of the enemies will be just easy enough for me to beat. It sure makes the game world a whole lot less enigmatic and threatening.


(1) They weren't all removed, but the skills governing them were merged, this should be corrected to show you have the correct understanding of what is and what isn't in Oblivion. I personally have a problem with medium armor because it's weird to be totally good at medium, but svck at light, or heavy, the difference is too minor to deserve a separate skill.

(2) The problem with Oblivion wasn't that you could travel everywhere, the problem was the lack of random encounters, which was also a problem in Morrowind. Fast Travel is a mechanic for the player not the character, it did not make any sense why it was tied to a traveling service in Morrowind. Fast Travel is when The Player skips time The Character travels real time. Choosing to travel on foot should not force you to stay real time with the character.

The problem of Level scaling wasn't that it was too easy, it was that it got too hard. Say that you could walk across the world with full confidence that enemies would be easy, implies that you haven't played past level 13, where a cougar can kill i about 6 hits depending on your endurance. Or entered a gate at level 6 with clannfears staggering you to death.

(1) Don’t get me wrong, I played Oblivion and I loved it. But there was this nagging feeling in the back of my mind the whole time, that many aspects of the game’s experience had been lobotomized for the sake of mass market appeal. The interface was designed for controllers, and as mentioned before much of the excessive depth was gone completely.
And then Skyrim was announced. I nearly went through the roof with excitement. And then I read that there were only three attributes.

(2) What the hell guys? Are you making an action game now? I don’t want to be spoon-fed my gaming experiences, I want to build my character with the sweat of my brow from tens of attribute and skill options. And most importantly I don’t want to just “Jump into the action” in an RPG. I don’t know what sort of IP you think you’ve got on your hands with Skyrim, but it’s not the next installment of


(1) The interface was not designed for controllers, the issue is that some felt that it was designed to be looked at on a TV from a coach. This has also been addressed by the developers, who will not make the text in your face on the PC.

(2) This is just gibberish, nothing you have stated up until now has made any indication that you are being spoon fed, nothing about three attributes indicates you being spoon fed. Lose the sweat of your brow, like you would actually get sweat off your brow from making a character of 10 attributes, and you don't make your character off 10 attributes, all characters have 10 attributes, if anything you make it from the skills. Also TES has been an First Person Action sandbox Roleplaying Game, since arena, notice the distinct lack of dialog options in all the games, and no skill/attribute specific dialog, all of the main quests involve combat, and violence, there force is freedom. The only thing right about this part is that skyrim is not the next installment in a generic console shooter.

My point is that the trend I’ve been observing here is one toward simple, easily digestible, spoon fed game-play. Maybe three attributes sounds like a staggering amount of choice when you’re coming from the land of, Call of Halo: Gears of Warfare 2. But having played Morrowind, I feel like I’m getting left out in the cold here. I’ve seen Todd say that all of the attributes that were taken out have been either distilled into the three that yet remain, or are taken care of with perks. I’m inclined to trust him with the perks thing, even though I really don’t like the idea. But as far as this whole idea of distilled attributes goes: I feel like you’ve taken away my piping hot, savory, delicious plate of steak, potatoes, broccoli, mushrooms, and grilled onions, and replaced it all with a pile of re-hydrated nutrient powder, and a disclaimer of “Don’t worry, all of the nutrients you like so much in all of those foods are right here in this delicious paste!!”


None of the things you have stated give any indication of this, you then mix a load of shooters as if they are similar, showing your lacking knowledge of Gears of War, Call of Duty: Modern Warfare 2, and Halo, will not improve your argument.

I feel like you’ve missed the point. The reason we liked the attributes wasn’t that they were efficient. It was because they allowed maximum customization, and provided a fantastic level of depth to the game world. It was cool to imagine that I was increasing my character’s intelligence, which would have the effect of increasing my magicka. I would rather build my character that way, rather than magically “upping” some completely intangible thing like Magicka.


If they were inefficient, then they wouldn't allow for maximum customization, especially given that their redundancy. There was no depth to them, hence they were redundant. Putting points in intelligence, raised Magicka, you might as well just put points in Magicka. I could also role a ball into a book which would then tip over to turn on the light, or I could just turn on the light. The other method is redundant, and is not depth. I basically is saying that you want to retain the redundant way, simply for the cool factor.

Boiling the game’s attributes down to “what they really mean in terms of game-play” might be make sense to an action gamer, but for someone who likes role-playing-games it feels silly, because part of the game play in an RPG is building your character’s attributes. The whole point of the character’s various bars (health, magicka, stamina) is that they are an expression of the character’s attributes in a practical way for the player. My question is: “what makes you think that all we want out of the attribute system is practicality?” I can’t speak for everyone, but for me at least, part of the fun was determining explicitly –that is, in game- what my character’s attributes are. How can I characterize myself in game if all I have to go on is how long I can run, how many hits I can take before I die, and how much time I can spend using my brain to cast spells.


This is nonsense. It's a game, so obviously it needs to be represented in gameplay, even in other more conventional rpgs, attributes are represented as gameplay, but TES is not just an Rpg, and has never been like any other rpg, and so Attributes cannot be expressed the same way. You basically say it yourself, "The whole point of the character’s various bars (health, magicka, stamina) is that they are an expression of the character’s attributes in a practical way for the player.", If attributes only represent health/magic/stamina, then they are redundant, and might as well not be there. In other rpgs, they have other functions than simply this, other games that aren't TES.

As an example, a character who was formerly explicitly defined as an intelligent, weak, slothful, easily tired, unlucky, willful, and charismatic spell caster becomes a man with 50 health, 55 endurance, and 130 magicka. Wow, I really feel like I’m role-playing now.


Most of these are character traits, some of which can probably be picked as perks. If you have a high magicka, then of course you are intelligent, because this was what intelligence governed. Don't you see, having intelligence that would give 130 magicka, would change nothing other than that intelligence was present, it is basically a cosmetic appearance.

“Yeah but then the rest is left up to you!” says Howard, “You get to define your character by how you play from that point on!” That’s true enough, but the attribute system did the same thing! The only difference is that how I played in the game was reflected in something more than how much my health, endurance, and magicka bars went up. Extrapolating character definition from derived attributes is just backwards.


Yes they did the same thing, hence redundancy, no they did not reflect something more, they indirectly effected health/magicka/stamina, another link in a chain that requires a single link. You didn't see stats of other people, but you still knew who was powerful and who wasn't, you don't need this to create your role and express it, especially not now when we cannot be a jack of all trades. Actually removing attributes might make your character even more unique, because you could get 100 in everything and be exactly like anybody else regardless of race/gender/whatever, now where most of the power lies in the perks, two people can have 100 in every skill and not even come close to be similar, because they can only pick 50 perks of 280 (number including upgrades).

I really, REALLY, want to be excited about Skyrim. The graphics, conversation system, crafting, jobs/activities, dragons, radiant story system, and combat system all look fantastic. Just tell me I’ll be able to build my character exactly the way I want to, with a ridiculous number of customization options, and I’ll be able to overlook all of the game’s other amputations for the sake of the industry’s continued profitability.

Thanks for reading my wall-o-text,

-Kyle


Customization will be through gameplay, and what you choose will actually matter now, to a much greater extend than before. I personally look forward to be able to get to characters who will actually be different than my other characters, not because I impose a rule to not level a specific skill, but because even if I did level that skill, I would not able to achieve the same level of power.
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A Boy called Marilyn
 
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Post » Sat Jul 09, 2011 12:22 am

  • The attribute system has been replaced with a perk tree system. So rather than building your character with a combination of 1 to 100 skill scales, you build him with perks that package those abilities into neat little ability boxes.


Because thinking up, designing, implementing, testing, refining 280+ perks was the lazy way instead of slapping on the old 1-100 and calling it done.

  • There is no longer any spell making. Instead, Bethesda is giving us pre packaged spells that are sealed off - uneditable.


Because revamping the way spells work, adding in different ways to cast like projectile, streaming, creating runes, etc was the lazy way to do it.

  • There are fewer skills and spells. Many of the ones that were removed were axed because they allowed the player to do things that are inconvenient for a developer. e.g. mark and recall, acrobatics, etc.


Because redesigning, implementing, testing, and coming up with all new skills/spells and effects was the lazy way to do it.

  • Two of the armor slots have been welded togeter, and one of the big motivations for the change was that players might combine two pieces of armor that would either look funny, or clip together awfully.


Because making better looking armor and more armor varieties was the lazy way to do it.

Yeah I totally see your point..... :rolleyes:


I never said that every decision they made was designed to make things easier on themselves. I only said that in those specific instances, when it came down to it, they really could have both improved the game in the ways you mentioned, and retained the freedom offered to players. As a developer myself I would never accuse a studio as legendary as Bethesda as being lazy across the board.
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Makenna Nomad
 
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Post » Sat Jul 09, 2011 5:17 am

Your confusing ruining a good level with levitation/M&R, with bad level design. Those are two entirely separate things.

Sure, there can be a level and it can be linear and bad. Ok, bad level design.

But what if there is a level, with 8 different ways of getting to the end, each unique and interesting. The player explores, and learns of a story and is enta- oh wait, you just used recall! Now your standing in the middle of the capitol city in Skyrim. You just broke the entire thing.

If someone is having fun with a dungeon why would they suddenly teleport away? If they do, why should anybody care? I have the freedom to stop, turn around, and exit the dungeon whenever I want already. Teleportation simply expedites the situation.
Bad level design =/= good level design broken with things like levitation.

So you may say, "Then why don't they just be good enough to design good levels where you can levitate?" Well, they could, just not many of them. Being able to levitate through a level takes out like 95% of the mechanics that make it fun and interesting.

Then don't levitate. I mean, if they've designed a dungeon around the fact that you can levitate and levitating still makes the game boring and uninteresting then they have some serious level design problems.
So sure, keep your levitation and mark & recall, but then you can make those 150 dungeons into 5 dungeons, and cut the gameplay down from over 300 hours to 20-30 hours. But if you guys HAVE to have levitation. :shrug:

Uh, what?
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Noely Ulloa
 
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Post » Sat Jul 09, 2011 2:55 pm

Please refer to my above post explaining this. You, as well, are confusing bad level design with levitation ruining opportunities for good level design.


Nope. Levitation opens up possibilities for good level design. Forcing people down a path is bad level design.
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Emzy Baby!
 
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Post » Sat Jul 09, 2011 10:03 am

Why does everyone talk about redundancy as if its a bad thing?
Redundancy is a good thing, ask any biologist.
Its especially good in an RPG where it means that vastly different playstyles can perform similar feats.
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Judy Lynch
 
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Post » Sat Jul 09, 2011 10:08 am

Don't argue. Love cats... https://www.youtube.com/watch?v=sP4NMoJcFd4&feature=player_embedded#at=94
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Nauty
 
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Post » Sat Jul 09, 2011 4:15 am

Um yeah because that is just a hot key system in disguise. Oh look the wonder if I hold down the button it becomes a flamethrower that is so different than me hitting 2 for the flamethrower spell to key up.

What are you talking about? What do hotkeys have to do with anything? If I choose to dual wield a spell, forsaking a weapon to get extra power, how can that possibly be worse than holding a sword and shield, and casting my previously ( very cheaply ) made double strength spell. This new system allows tactical choice.
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Jonathan Egan
 
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Post » Sat Jul 09, 2011 1:27 pm

Let's face it, spellmaking is probably out. Personally I am fine with that, the new ways of casting spells should add tactical elements, that make up for it's removal. And while spellmaking gave loads of options, it didn't require you to make any meaningful choices. my opinion, nothing more of course but I think an rpg is not defined by options and customisation, but by any choices you are forced to make, and the consequences of those choices.
As to saying 'the easy way out', surely that would be Oblivion 2?


While what you said about "an RPG" is true, this is not just "an RPG" we're talking about here, it's TES. And TES is defined, at least partially, by it's customization.
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Krystina Proietti
 
Posts: 3388
Joined: Sat Dec 23, 2006 9:02 pm

Post » Sat Jul 09, 2011 2:56 pm

as much as i would love a game tailored to exactly what i want in the game, it just isnt going to happen....... ever. because fans want different things. you cant just develop a game for a set group, it would be uninspiring. i also think people need to remeber this is bethesda's game not ours.

I completely agree with this... More people need to adopt this mentality :foodndrink:.
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Princess Johnson
 
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Joined: Wed Feb 07, 2007 5:44 pm

Post » Sat Jul 09, 2011 1:22 am

Allthough I partly agree with you. Expect the usual crowd of people saying you're just whining for the sake of whining blablabla.Honestly I'd advice you to join some of the many other threads on these specific issues. Starting a new general one wont do any good.


It is called push and pull - give a little, take a little - you can not have your cake and eat it too - bla blabla.

Lets just wait and see, maybe the mix they provided will actual feel like a better experiance than what has been offred in the past; if you are blasting them for the changes they made in Skyrim, how the hell did you play oblivion???
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Philip Lyon
 
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