» Wed Feb 23, 2011 11:12 am
I've already said this on a previous thread, but I felt like I'd post it here and add a bit to see what you guys think:
Hmm, the way I imagine it, TESV should look a lot like a mix between Oblivion, Morrowind, and Mass Effect. Yes, Mass Effect. Sounds weird, but hear me out. I don't mean any specific features from it. I only mentioned it because it provides very good examples of RPG freedom and action physics. By RPG freedom, I simply mean more choices in quests. One of Oblivion's flaws (can't remember whether it was the same way with Morrowind) was that quests usually, save for very rare cases, only had one possible conclusion and I felt the game just too strongly pushed me to be a heroic type. Mass Effect let you play the MQ in whatever style you wanted, pretty much letting you be almost as much of a villain as the actual antagonist. However, Oblivion still beats Mass Effect by a long shot in the realm of freeforming. Mass Effect was just too confined I guess would be the right term. It's not very replayable at all. It'd take time, but as long as they give you more options in TESV while still being as freeform as it is, I'll be pleased.
On to my second Mass Effect example, action physics. Oblivion's combat style took a huge step in the right direction, but still can be improved upon. Whether or not you liked Morrowind more, and I'll admit it is better than Oblivion in some regards, Oblivion still had much better gameplay, as it felt just more intuitive. To improve upon that, there are some ideas shown well, although not pioneered by, Mass Effect. I only keep quoting this game because I've played it recently, but still... what I mean is it'd be much more fun with stuff like locational damage, as long as they keep some RPG elements. Headshots do more damage for example, but aren't necessarily lethal unless you're skill is high enough. Also, magic effects would be awesome. They are not impossible either. In ME2 you can actually freeze people and shatter them, or set them aflame and watch them panic. I've seen this happen in Oblivion to zombies but it can still improve. Anyways, it'd be nice to see burn marks on dead bodies if they aren't completely charred, or frost burns on those killed by frost spells that weren't frozen. Both this and locational damage can be taken even further. Elemental spells can work in different ways, like frost traveling slower than fire but slowing enemies down or freezing them eventually if they are strong enough or the enemy weak enough. Lightning spells can be faster, have a possibility of stunning an enemy for a very short time, and travel in one continuous bolt from your fingertips, but be more expensive.
As for locational damage, aside from headshots/hits being more damaging, there could be stuff like if you hit a guy in a leg and are skilled enough, they slow down for some time until they recover or are healed. If you successfully hit a guy in an arm with enough skill, his attacks or blocks, depending on which arm you hit, come slower until healed or recovered. This way, combat, both magical and physical, are much more fun and intuitive, yet you still don't completely lose that RPG feel. Which reminds me, it'd be important to tone level-scaling way the hell down. I was often wary of leveling up for fear of my better spells becoming pointless as the enemy got better.
My last idea was that enemies, in addition to being more varied, should feel more nuanced from each other rather than generic monsters with different stats. For example, take trolls, which are vulnerable to fire, and perhaps make them actually fear fire if nothing else. While they'll charge you no matter how strong you are, if you're wielding a torch or are standing next to a campfire, they'll be more wary if they don't retreat into darkness immediately. A lot of stuff like that would leave a lasting impression, as long as it happened often enough. One thing that was bad about Oblivion was that the traps, while cool in their own right, eventually got boring because they got rarer and whatnot. In the first dungeon you get a cool load of traps you can even turn on the enemies, but from then on when you do see a trap, it's usually less interesting and they are often limited to one per dungeon. Though I'll admit I giggled like a little schoolgirl when last night I was fighting an epic duel with a flame atronach when it backed right into a "spike jutting from wall" trap and died.