» Mon Nov 29, 2010 6:08 am
My thoughts on how the next TES game could be better:
Cities, land distribution and travelling
One of my biggest complaint about Oblivion is the lack of cities and how wasted was the big majority of Cyrodiil's land. Unlike Morrowind, Oblivion took place in an entire province and the "capital" province at that. How come there is only nine cities in Cyrodiil? - and one destroyed so almost no quests and the likes - why there is not a single village or settlement? A village with a bigger Imperial population since it's the Imperial Province after all? I can understand 9 major cities, but for such an important province, most of it's space shouldn't be pure wilderness, there should have villages on the banks of the Lake Rumare and others in the mountains or forests as there should be a more complex road system and the main roads should be safe and have lots of guards patrolling. It was hard to take the scale, the importance of the province seriously when the most imposing thing about Cyrodiil is lake Rumare and its surroundings and the mountains. Also, on the map given with Redguard, there was two other important cities - thus doesn't exclude smaller ones - which were Sancre Tor (I understand this ones is ruins now) and Sutch which is only there as a fort. I know the map is from the 2E and that Sancre Tor being ruins is understandable, but I'd be surprised if the only thing remaining from Sutch - which was also featured on more recent maps when Sancre Tor was marked as ruins or important place - is a ruined fort, even more that all the big cities have probably very old castles; it's definitely a city that should have been featured.
So while this is about Cyrodiil and we can't undo anything (well we can always mod), I'd keep the same logic with Skyrim if TES V indeed takes place there. While as a province Skyrim is not as important, I'd be surprised if after all these years the Nords kept themselves to the same big cities. So a dozen of big cities and tons of small villages and settlements is a must, it's a province after all. So there should be a big web of roads to support that, but there'd be of course a lot of wilderness too, but not 95% of the whole land.
Then there is travelling, this was problematic in Oblivion. I know there is some sort of "if you don't like fast-travelling then don't use it" logic, but that's beside the point. TES games have always been about immersion and living in there with your character. How can you be immersed when to get from cities to cities you have no choice but go by foot or with your horse. Don't tell me the Imperial province don't offer carriage services to the normal citizens or mage guild teleportation or boats services along the Niben. So if you decide to go role-play for real, you'll realize you're using the very same roads all the time to go to the same cities since there are only 8 of them, and that the road system is pretty basic. Even if the land is beautiful, you get tired relatively fast of going from the Imperial City to Bravil dozens of times and then doing the same thing with Leyawin, even more that both routes share the same road for some time. Then you're stuck with fast travelling which is not even a travel system, so it cuts the immersion of arriving by boat or inside the mages guild, and it was always one of the interesting of arriving for the first time in a city in Morrowind, you could arrive by road, by silt riders or inside the mages guild and it felt different and more exciting. So then, a real travel system, better distributed and more cities would highly benefit TES V, making it more alive.
Quests, guilds, dialogues and artifacts
Other problems. While the quests in Oblivion were in general better and more engaged, they suffered from not making you go in the deep wilderness or keeping your hand without any toggle-off choices. The quests always happening in cities or near cities is another thing that made the lack of cities and travel system tedious, they made you go to the very same places and made going off in the wilderness an adventurer and explorer thing, its only interest being the Daedric quests, the landscape and visiting ruins and caves, it was the vast majority of the province. So usually, you played Oblivion in the same small area, ignoring the rest for the most part, keeping it uninteresting for the majority of the time. Like I said earlier, there should be less wilderness, and while some of it should be for the adventurer/explorer, a lot more of it should be a destination of some quest or artifact hunting; that would make the world more alive compared to Oblivion when nothing happened in the most of it. So that would mean more quests too, because taking out quests from the big cities would mean them feeling less alive, the island of Vvardenfel being very alive and dynamic was a big quality of Morrowind. One last thing about quests; NPC dialogue. Bring back all those dialogue choices and different topics, yet again, making the place more alive, rather than having most NPCs telling you the same few things, they should point you to some obscure freelance quest too, like the one the battlemage in Seyda Neen would point you to find some ring artifact. Be it toning down the voice acting or having hundreds of more lines, I don't care, as long as there is more dialogue options.
There should be more guilds, and definitely some guilds that you can't - and shouldn't - sign in when you are in another one. Though maybe with some complex quest system or rank system, you could really change things within the guild, rules, whatever so you could manipulate it to your advantage - both "good or evil" - and maybe make conflicts with other guilds and do some more manipulation and such. In Morrowind the disposition of the characters changed depending in which guilds you worked in and as it should be brought back - so there's not just fame and infamy, how could someone in your own guild hate you that much only because you have a lot of infamy? - there should be inter and intra guild relationships, there should be some complex "guild system". The game shouldn't encourage or reward completists (if only collectors), the game should encourage or reward those who want to make a character that reflects the most what they want to do with him. There shouldn't be "I want to do all the quests", you should able to discard quests (so you don't have a list of undone quest you don't plan on doing, which almost tells you that you should do them, when you should do what you want) as an assassin shouldn't work for the mages of the fighters guild, the thief guild even. So if you choose to work only for one guild, there should be plenty of other things to do beside the main quest, and there should definitely be a lot more quests for each guild.
Also, we shouldn't be holding your hand like in Oblivion, or at least have a toggle on/off option. Even then, if you did just that for Oblivion, you'd realize some indications are missing. There are tons of places located in the middle of nowhere where they just tell you it's north of Cheydinal along those mountains. HOW do you get there, even if you put it on my map you should tell me if there is an easy way to get there, roads anything. And everyone shouldn't know exactly where on your map a certain place is located, they should tell you directions and you'd maybe even need to ask around how to reach some place, in a city near it for example. That was also another thing that made Morrowind great, you felt like being in there, asking your way around, being told how to reach somewhere, no compass telling you exactly where to go.
I also briefly talked about artifacts, another thing missing in Oblivion were those. Well they were present, but they were exclusively Daedric ones and related to the main quest. There should be tons of them, which wouldn't necessarily be related to quests. Another thing that made Morrowind great was going across the land finding all the artifacts you could and using them which could be good for your character, they were also most of the time related to some lore, giving a richer background to the game.
Classes, skills and levelling
I don't have much to say about classes, only that I support the big guide some guy did in the previous thread where he said there should be a real bard class for example. Though they should at least bring back all the classes and weapons/armors they took out of Morrowind. No spear? It was even a bonus for Argonians so that's definitely an important element as it also played differently. Bring back throwing stars, knives and the likes, if only for more realism as more armor pieces. And more some of the skills they took out; unarmored, axes and short/long blades? I mean there is a different between a long and a short blade, someone who trains a lot with big blades isn't necessarily good with knives, the latter being heavier and working differently. Same with blunts and axes, an axe doesn't work like a mace, so they should be seen as different. Then there is unarmored - and medium armor, but I don't have much to say about this one except that it should be back - why you shouldn't train your body to be more resistant while not being armored is beyond me. What about the monk? A class that prefers using hand to hand and not being encumbered by armor? I mean, what do you think martial artists do? They train their body to be resistant to strong blows, some people would be knocked out by the blows they have to suffer while they can take a lot of them. If TES series is about making [b]your[b/] character than such important skill should be back. Also bring back levitation and slowfall and the others, they were all very important to the gameplay, they should be able to help the mages with weak acrobatic skills like open helps those with low security skills. Those with low skills in both security and alteration should be able to break locks at the cost of making noise and the proprietors changing their lock for a better and stronger one or two.
Then probably Oblivion's second biggest problem; level scaling. First of all, it's against building your character, making him stronger so you are able to face better enemies and do some things you were not able as well as felling a better sense of accomplishment out of that. Now, you have to try to keep up with the enemies which is frustrating not intuitive and of course not realistic at all. Roads become dangerous and some random NPC may be killed by a minotaur on the main road. Then if you don't get up by several point in your main weapon - or magic - skill each level, the enemies quickly overpower you. And unless you go train a lot - because training not only makes you better but the enemies too, so it can be hard to take on all the gap - the game becomes unrealistically increasingly harder up to a certain point where you max your stats. Again, for the sake of better character building and more realism, certain types of enemies should be present at certain types of places, for some reason no minotaur should appear on the main roads, but stay where they usually should be, thus also bringing back an exciting part of Morrowind, the dangerous and challenging places.
That's all I can think of right now, will probably add some more and maybe make a real suggestion post with not only bring back from Morrowind elements - not that I didn't suggest anything that is not related to Morrowind.