» Sun Aug 09, 2009 8:42 am
You don't need high polygon counts or fancy effects to make a game look good, and it allows the engine to support many, many more characters and enemies on screen at once. I read somewhere, that you guys were happy about the number of characters in the battle outside of Bruma... that battle was pathetic...
Bethesda, your animations svck. I feel like I need to have an intervention for you guys. It worked for Morrowind, but Morrowind is old. Euphoria is the future. If not Euphoria, than just spend more time making a reactive alive world with better animation AI and work.
Things like player choice, character development, the plot, your interactions with other characters, and just the whole game-world should all be interconnected, co-dependent, reflexively reactive, and immersive. I want to keep this concise but I want to explain what I mean. In order to get (and use effectively) a suit of heavy armor, your character had to join a specific faction, and rise through the ranks of that faction, and get specific training from a specific trainer that you wouldn't have access to if your weren't in that faction... and joining that faction might mean that you can't join certain others, or at some point in that faction's quests you make a choice to give up other options. If you want to be a mage you have to join and work your way through a monastery. That means you can't be a knight... but it also means you have access to stuff knights don't. It means you have a certain prestige among the people, and this changes the way they interact with you. It means you get robes that you couldn't get otherwise, and these robes let people know who you are and what your station is. I guess in a very quantitative way you might label what I want in a TES game as economics (as in choice under scarcity), and a social identity.
Economics (choice under scarcity): You can choose something, but then you don't get to choose something else. What does this do? It makes what you did choose more important, meaningful, and special for your particular character. If you become the head of the Telvanni, you sure as hell can't become head of the mage's guild. It also makes the larger gaming world more reactive and immersive as your decisions carry over large distances since they are intricately connected to not just your character, but to how your character can interact with the gaming environment and society as a whole.
Social Identity: In this game-world there exists a living and breathing society of humans (and khajits and argonians and elves and orcs), um... well... sentient creatures. And in this world you have a place. Maybe you are a mysterious wanderer belonging to no faction. Maybe you joined the mages guild and are a local chapter head. Maybe you are an aristocrat or politician and work for the local governor. Who knows. But in real life, and in a game society, people have roles and positions and titles. And these things are a huge part of defining who that person (or role-played character) is.
To have the characters of the world react to you differently based on "who you are" and "what you do" would go a long way to improving the depth and immersiveness of the game. Only, hide the technical mechanics of it. Don't make them unfathomable or mysterious, but make it seem real. Get rid of the like bars. Get rid of the faction meters. Get rid of the horrid persuasion mini-games. Make their interactions dependent on how their personality meshes with your character's personality, how they feel about what your character does, or how he acts (their knowledge of you dependent on what they hear (rumors), what you tell them, what you are wearing, etc.), or what position he holds (or what position he is pretending to hold) (impressions are an important part of interaction), or what he says. Well, people are shallow, maybe some people are prejudiced against your race... Make the interactions with people reactive to everything that makes your character.
No unrealistic enemy leveling: Having enemies level with the player is a mistake. Gothic II got this right. Certain areas/quests/creatures are just too difficult for a character before he reaches a certain level, or is skilled enough, or has good enough equipment. What does this do? It gives the game world a consistency, such that the world seems to persist beyond the player playing the game. It also gives a player the sense of accomplishment and gaining power. Perhaps the player explored into a very dangerous region and got his ass handed to him. He decides to leave it well enough alone. Later, he comes back after having adventured elsewhere as a much more powerful character, now he takes on the enemies with a challenge and comes away victorious. This is much more meaningful and rewarding than constantly fighting leveled battles your character is automatically supposed to be able to win every time, and gives the player a real sense of accomplishment and advancement of skill/power.
Where Gothic II was an excellent example of a concentrated RPG game-world-reactive experience, Gothic III get's something else right in the "large-scale" game world reactivity.
Always more to do: Let's get epic! In Gothic III you could change the very scape of the land by conquering towns and villages for certain factions... I even believe Morrowind included this once... (quarreling between the great houses). Where does this belong? At the end of the game.
So, you've quested your way up the ranks to the head of a faction... and now there is nothing left to do...
This is not where the game should end, but where the game should get epic. If you allow the player to become the leader of something, then allow the player to be a leader. Hell, if you have the resources, turn it into a pseudo-RTS. Let the player tell his underlings to do stuff, set faction policy, strike deals with other factions, go to war, set up a trade network, I don't know. Have issues arise that need solving. Let the player exercise this leadership role which you have allowed him to toil so long and hard for.
If nothing else, then design the guild quest lines so that about half of the quests lead up to becoming leader, and half the quests actually occur after you ware leader, and that have to do with actually exercising the power and responsibility of your position and role as leader.
6. Morrowind
Why?
Lot's and lot's of reasons.
Richly historical, non-traditional, varied, "hand-crafted", and inventive architecture, society, environment, and game world.
Bring back:
1. Greater faction and societal variety: socio-political factors add a lot of humanity and power to the story.
2. Stronghold building: Being able to build your own stronghold was one of the coolest and most rewarding parts of the house quest-lines. Sure, buying a stronghold or house is sorta cool, and filling it with junk... but building your own, now that's awesome. And there is a particular opportunity here made possible by TES's awesome modding tools. What if players were not just able to build strongholds, but with the money and influence and correct procedures (buying land, getting permits, hiring construction companies, getting the resources, hiring workers/guards, or "borrowing" faction units), could design and build anything (within reason). Shops, homes, castles, whatever... What if you included a subset of the TES construction set IN THE GAME. The player can buy certain sets of land (or inherit them as some level of faction leader), and then talk to an architect which will take the player into a small subset of the TES construction set which allows the player to design his very own building "in game". The game then calculates the required resources, the cost, the construction time required, etc. The player gets these things together, and gets them to the spot, then the game actually builds it in a Morrowind strong hold fashion. The workers are seen working around, and in certain set times the walls go up, or the rooms get fleshed out, etc. I mean, maybe this is too complex... but at least include some sort of stronghold building into the game.
Choice and consequence: The immersive sim. Harvey Smith and Warren Spector, while they were designing Deus Ex, labeled their design philosophy as the "immersive sim".
"Harvey Smith: I want to be able to fully explore and interact with an environment in as immersive, self-expressive way possible. If something occurs to me in the game world, I want to be empowered to try it. And I want the results of the action, even if they are not always what I expected, to be interesting and plausible."
This is a design philosophy to live by, and its potential in an open world like TES is astounding.
Why?
Choice and consequence: Game-world reactivity
The things these games did great was make the player's decisions in the game world have repercussions and affect the game-world in many interesting and plausible ways.
What not to do: Make the big game changing decisions obvious.
What to do: make the big game changing decisions part of "playing the story", subtle and simply an extension of the player's seamless experience inside this simulated world you have created.
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To sum up:
1. Choice and consequence.
- Economics (Choice under scarcity) Give up something to get something else
- Game world reactivity
- Small scale
- Large scale
2. Strongholds versus purchased "homes"
3. Greater socio-political conflict and variety of groups/motives, etc.
4. Social Identity that affects interactions with other people (prosopography)
- Interactions with other characters is more subtle and realistic
- Rumors, personality, appearances, actions, etc.
5. Quest-lines beyond become head of faction... about 50% or more worth of quests to do relating to your role (responsibility and power) as leader of the faction.