» Sat Feb 19, 2011 1:54 am
These are just my feelings, your mileage may vary.
After playing fallout 3, I can see just how robust the sandbox rpg can truly be. If there is to be a sequel to Oblivion (we hope there's going to be!) here's a few things I would love to see.
1) ditch the main quest. (this can be applied to fallout 5 too ;p)
Why do I say that? Well, the main quests are ok, and definitely tell a story, but when it comes to replay value, its a bit confining. Make whatever class or character you wish, they will always start out in the vault, in the imperial prison etc. I would far prefer to begin as a fresh character with a whole world to conquer, serve, save, plunder, whatever the character design warrants. Let the world's story evolve from the quests we stumble upon as we explore the world. Players could possibly select from a series of possible backgrounds and starting locations, in the style of dragon age perhaps even with a mix-match capability for nearly infinite replay value.
2) lets see a world as carefully crafted as fallout series' worlds are.
Oblivion's world was quite generic, with dungeons duplicated hither and yon. In Fallout we find unique locations and architecture everywhere. As a side note, the brown/grey tone maps of fallout served to enhance a post-nuclear washington but in morrowind I felt it made the game wrld too drab. Yes, in oblivion that was gone, but it was replaced by a simplistic, primary color nightmare. A more careful eye towards the look and feel of the world would go a long way toward setting mood and being immersive. Consider the possibility of random insertion of very non-randomly crafted content, so that a fresh replay creates a unique world with some familiar places / quests and some you've not yet seen. Diablo one did it, its not that hard.
3) make it co-op capable.
With the unexpected success of Borderlands, we find that players love exploring and adventuring with a small group of friends. It shouldn't be neccessary but definitely possible. One critique often heard about Oblivion from mmo fans was that it felt too lonely while jam packed worlds like WoW were waiting for them at the same time. However, many mmo players relent that being on a server with 10,000 people screaming, "noob," griefing, ganking, and generally destroying any RP immersion isn't desireable either. All we ever wanted before Ultima and EQ was to have that PnP dungeons and dragons feel online. We wanted to explore dungeons, get embroiled in dramas, and generally adventure with a party of friends. What we got were instanced zones filled with stationary mobs, tank-and-pull tactics, and uber elitism. Wouldn't it be vastly more enjoyable to load up elder scrolls 5 with 3 or 4 of your friends and explore the detailed and story-rich world together? Many feel now that the co-op rpg genre could easily supplant the staid mmo format, with a bit of effort from developers. We'd gladly buy new DLC instead of monthly fees, and can easily host on one of our computers (just as we do on borderlands) thus saving the dev companies from having to maintain expensive rooms filled with servers. Its the wave of the future of gaming, really.
These things would go a long way towards making a rich, robust gameworld as well as a long-term home for the tired-of-the-mmo set. There doesn't have to be such a binary decision -solo or lost in the crowd. This could be the best rpg yet.