TES NEEDS to be more complex

Post » Fri Dec 09, 2011 12:06 pm

The only complaint I have, and it's minor so I haven't made a post about it, is that I think the companions in Morrowind were more fleshed out. They seemed to give much more of a backstory than those in Skyrim. But that is minor to me I just use Lydia as a pack mule.


Uhhhhhhhhh......what companions?

The only companions I remember in Morrowind were in Tribunal, AND they were packmules.
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Chrissie Pillinger
 
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Post » Fri Dec 09, 2011 8:12 pm

More complex, and make the same mistakes that Oblivion and Morrowind made, no thanks. :rolleyes:

The entire assumption that making any change to re-incorporate good ideas from previous games requires a universal rollback is just...

Here's an issue I've noticed on the forums: The difference between concept and implementation.

Bethesda could implement a spell-making system that does not allow people to make the Thermonuclear Blast spell, for example.
Does the fact that, in Morrowind/Oblivion you could do so mean that spell-making, of itself, is automatically broken and impossible to use? No.
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Austin England
 
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Post » Fri Dec 09, 2011 10:45 am

like some1 mentioned before
complexity for complexities sake doesn't add anything
besides balance issues
morrowind was stupidly easy if you just played the game mechanics
the game seemed to promote it even

here it's more about roleplaying and adventure
an improvement IMO

do miss spell crafting as well though
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He got the
 
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Post » Sat Dec 10, 2011 2:23 am

Sad news for those fans of "complexity" in an RPG. Complexity, as you define it, is on the way out. Putting points into categories is a thing of the past. Attributes and states are born of pen and paper RPG's played at table tops. These written stats were used to check dice rolls, since combat took place in the imagination. Early RPG's then adopted these same hidden attributes and skills, since their combat was also stiff and non-reactive. When combat takes place only in the imagination, as opposed to on the screen, die rolls are necessary. Increases stats and skills in order to increase the odds of die rolls was thereby a necessary part of pen and paper, and indeed of early electronic, role playing games.

Fortunately, we are leaving those days behind. More fortunately still, devs know this.

In TES - and any other modern, real-time action RPG, combat takes place on screen. I decide when to block, dodge, strike, shield bash, etc. My skill and timing decide whether I land a blow, break a block or even swing a crit, if the game is well designed and allows for it. Hence, I no longer need hidden die rolls to govern my choices. I govern my own movements and choices now, instead. So we can eliminate all of the hidden and half-hidden numbers shaking around in the Yatzhe cup whenever we pretend a stiff pixel swings a sword. Now the pixel isn't so stiff, and its actually swinging the sword. No hidden die rolls needed.

But now people whine about complexity. As a long time RPG fan, I don't miss the sort of "complexity" you whine about. I want to swing a sword and get better at swinging swords. To cast magic or pick locks and get better at those things as I do them. More important still, I want to actually do those things. Not roll a die and have a chance to do them, but actually perform those tasks. TES lets me do this, and I love it.

Complexity in an RPG Can be fantastic. New Vegas had this more right than Bethesda ever did. Complexity existed in choice and consequence. You could literally be good or bad - or something in between the two - and various factions reacted to that. Some choices cut you off from others. Some alliances meant more enemies and some fewer. Dialogue options could open new quests or resolve current ones in interesting ways. This is complexity in the modern RPG, not some hidden numbers game. And frankly, I for one love the change.

Levels and grinding are on their way out. I predict that levels and such will dissapear in the next couple of TES iterations. As opposed to idiotic leveled loot and shops, geography and difficulty of enemies in the zone will determine loot quality. I also predict different weapon types will have different perks built into them. Perhaps ebony is super durable and slow, but does high damage. Elven could be light, fast, sort of frail, and do lesser damage in exchange for more strikes per second. Things like that.

Levels and numbers games are old hat and a dying breed. Devs are beginning to understand that no valid reason exists for these things. Indeed, when I get hold of the creation kit, I always unlevel shops and loot lists. I also force players to look for good loot in dungeons, as shops will not have myriad enchanted and high level gear in my games. Levels are nearly done in these games and their end - and the end of annoying, hidden die rolls for the sake of "complexity" cannot come soon enough. Perhaps if devs don't have to make hidden numbers appear important for the sake of complexity, they can work on increasing the complexity of their game worlds.

This. Very good post and a very good argument.
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Natalie J Webster
 
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Post » Fri Dec 09, 2011 9:33 pm

To the people saying every TES is different, so therefore simplification is justified, I put this proposition to you. Look at the general trend. It gets simpler and simpler and simpler; from Daggerfall to Skyrim more has been taken out and replaced with elements with immediate face value like graphics, ultimately sacrificing replayability. Okay great, you enjoyed Skyrim and are sticking up for it, but supposing this trend continues, what do you think TES 7 will look like, when all schools of magic are placed into one skill and the game is essentially a hack and slash fps with RPG elements?

I have been a true TES fan, its been my favorite series of all time, but I'm already growing bored of vanilla Skyrim, and am just anticipating the release of the creation kit. I can barely bring myself to load it up, as everything feels like ground already explored. In comparison to previous titles there are a pitiful number of items and spells, the main questlines are horrifically short with little or nothing to do as master of a guild and the cities are small and underpopulated. I was shocked when I asked the lead enchanter at the college of winterhold to enchant an item and he told me to go away and do it myself. It seemed like the cheapest way imaginable to just be lazy and not bother even making a system for an enchantment vendor.

As for immersion, my Level 40 Nord, the dragonborn and savior of Tamriel, stormcloak champion, thane of cities, leader of the thieves guild, companions, dark brotherhood and college of winterhold, wanders from town to town and is treated like a common peasant by everyone. Nobody seems to have even heard of him despite being the most important figure in Skyrim.

I will continue to buy Elder Scrolls titles as they are always great games, but, in my opinion, they have lost the something special that they once had.
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Shirley BEltran
 
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Post » Fri Dec 09, 2011 7:05 pm

I don't know why all these Morrowind obsessed people don't just go play Morrowind instead of complaining that Oblivion and Skyrim are not like Morrowind. You have something like Morrowind, its called Morrowind, if thats what you want - go play it.
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Alyesha Neufeld
 
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Post » Fri Dec 09, 2011 7:39 pm

http://www.joystiq.com/2011/11/23/lego-robot-automates-skyrim-level-grinding/

Made me laugh!
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how solid
 
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Post » Fri Dec 09, 2011 3:13 pm

Levels and numbers games are old hat and a dying breed. Devs are beginning to understand that no valid reason exists for these things. Indeed, when I get hold of the creation kit, I always unlevel shops and loot lists. I also force players to look for good loot in dungeons, as shops will not have myriad enchanted and high level gear in my games. Levels are nearly done in these games and their end - and the end of annoying, hidden die rolls for the sake of "complexity" cannot come soon enough. Perhaps if devs don't have to make hidden numbers appear important for the sake of complexity, they can work on increasing the complexity of their game worlds.


You don't like to play an idiotic Orc in Arcanum? Too bad that such complex stats also wield excellent roleplay expereince. I guess RPG equals only diabloesque (kill, loot, repeat) nowadays...
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Kelvin
 
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Post » Sat Dec 10, 2011 3:01 am

I don't know why all these Morrowind obsessed people don't just go play Morrowind instead of complaining that Oblivion and Skyrim are not like Morrowind. You have something like Morrowind, its called Morrowind, if thats what you want - go play it.

People are obsessed because it was amazing at its time. They complain because TES has lost grip on its roots and Skyrim would have been a better game if the skill and time were put in to give Skyrim Morrowind-like depth. They don't go and play it because now its ancient and besides, they've probably played it to death already. If you played Morrowind at the time it came out you would likely share the same opinion as me, however you probably wouldn't be able to appreciate it for what it is now, because modern technology is far better.
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Allison Sizemore
 
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Post » Sat Dec 10, 2011 3:06 am

The only reason spellcrafting is "such a big loss" is because any spell you create was always better than any spell you would ever find in the game world. I wouldn't mind seeing it brought back, but I think it should mean that there need to be spells you can find/buy somewhere that are better than PC created spells. Come up with any reason you like - cooked up by some mad wizard, rediscovered ancient lore, a happy accident, time put into research the PC just doesn't do, etc.
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KiiSsez jdgaf Benzler
 
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Post » Fri Dec 09, 2011 10:47 am

I don't know why all these Morrowind obsessed people don't just go play Morrowind instead of complaining that Oblivion and Skyrim are not like Morrowind. You have something like Morrowind, its called Morrowind, if thats what you want - go play it.


This is such an annoying thing that keeps on getting said and repeated ad nauseum.
It doesnt even make any sense.

So there are people that would like a game to be like another good game in the series, and what on Nirn is wrong with that?
What is so terrible about wanting a game to be engaging, complex, full of options and customisations?

Why must people go play a ten year old game for that when the developers of that very same series are still expanding on the number of titles?

Arguments such as these ar, well, what? Spiteful?
Certainly not logical or constructive.
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Michael Russ
 
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Post » Sat Dec 10, 2011 1:17 am

Have any of you noticed the extremely small number of weapons and armor along with spells and enemy types
there are in this game?

Theres like what 8 different armor sets? 4 for heavy and 4 for light, which obviously you either ever use one or the other, so
you wear 4 different types of armor in the WHOLE GAME?

For an Open world RPG to be so limited in whats actually in it is just ridiculous. Rename this TES: Modern Warefare 5 please,
cause thats what it is.

Its like here guys create this HUGE world people can explore.
But make sure you dont use more than 1 GB of space to put things in it.
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Brian Newman
 
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Post » Fri Dec 09, 2011 11:52 pm

Have any of you noticed the extremely small number of weapons and armor along with spells and enemy types
there are in this game?

Theres like what 8 different armor sets? 4 for heavy and 4 for light, which obviously you either ever use one or the other, so
you wear 4 different types of armor in the WHOLE GAME?

For an Open world RPG to be so limited in whats actually in it is just ridiculous. Rename this TES: Modern Warefare 5 please,
cause thats what it is.


Yes I have noticed :(

Bears and wolves. Spriggans and ice wraiths, and thats about it :(
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Causon-Chambers
 
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Post » Sat Dec 10, 2011 2:17 am

People are obsessed because it was amazing at its time. They complain because TES has lost grip on its roots and Skyrim would have been a better game if the skill and time were put in to give Skyrim Morrowind-like depth. They don't go and play it because now its ancient and besides, they've probably played it to death already. If you played Morrowind at the time it came out you would likely share the same opinion as me, however you probably wouldn't be able to appreciate it for what it is now, because modern technology is far better.


What people don't understand is that Attributes offer depth.
I don't want to start a console/pc war. So just imagine Skyrim is platform independand and the CK and mods work everywhere. Imagine Skyrim is released like it is with Stats. Now I show you 2 scenarios that only work because of Stats.
Let's imagine you are a wizard and have high Int. Now you might get quests, might get other quests from the Mage Guild because of high Int. Because you now understand what the Wizard wants you to do.
Do you know "Face" from A-Team? Think you can go to a bandit hideout, get attacked, you yield and he starts to initiate dialog and you get some dialog options to get brought to the leader and you sweettalk him into doing what you want?
This is doable in OB and it is doable in Skyrim with stats.
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Soku Nyorah
 
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Post » Fri Dec 09, 2011 12:03 pm

4 types of heavy and 4 types of light....Lol, no. Hold on, lemme list some.

Iron, steel, wolf, Dwemer, steel plate, orcish, ebony, daedric, dragonbone..(Can't remember a LOT of heavy armor.)

Fur, hide, studded, leather, elven, glass, dragonscale, nightingale, shrouded, theives guild, guildmaster..

Etc. Etc.
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Donald Richards
 
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Post » Fri Dec 09, 2011 7:34 pm

Theres like what 8 different armor sets? 4 for heavy and 4 for light, which obviously you either ever use one or the other, so
you wear 4 different types of armor in the WHOLE GAME?


Iron, Imperial, Ancient Nord, Steel, Steel Plate, Falmer, Dwarven, Orcish, Ebony, Daedric, Dragon. Unless I've totally blown my math that's more than four heavy armors, and that's just off the top of my head.
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Lori Joe
 
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Post » Fri Dec 09, 2011 12:57 pm

I don't know why all these Morrowind obsessed people don't just go play Morrowind instead of complaining that Oblivion and Skyrim are not like Morrowind. You have something like Morrowind, its called Morrowind, if thats what you want - go play it.



Probably because they are in all reality bored with Morrowind and have seen/done the majority of what there was to do in the game after all this time.
They want Morrowind 2 despite what others want and just haven`t learned to deal with the fact it`s in the past and all things come to an end. We had it when Oblivion came out and again with Skyrim. No doubt some will still be croaking "It`s not Morrowind!" when they are using their zimmer frames... :rolleyes:
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e.Double
 
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Post » Fri Dec 09, 2011 11:30 am

What people don't understand is that Attributes offer depth.
I don't want to start a console/pc war. So just imagine Skyrim is platform independand and the CK and mods work everywhere. Imagine Skyrim is released like it is with Stats. Now I show you 2 scenarios that only work because of Stats.
Let's imagine you are a wizard and have high Int. Now you might get quests, might get other quests from the Mage Guild because of high Int. Because you now understand what the Wizard wants you to do.
Do you know "Face" from A-Team? Think you can go to a bandit hideout, get attacked, you yield and he starts to initiate dialog and you get some dialog options to get brought to the leader and you sweettalk him into doing what you want?
This is doable in OB and it is doable in Skyrim with stats.

I agree. Attributes build your character. Skills essentially determine how you fight. Removing attributes demonstrates how the game has moved away from depth and roleplay and more towards combat.
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Devils Cheek
 
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Post » Fri Dec 09, 2011 1:40 pm

4 types of heavy and 4 types of light....Lol, no. Hold on, lemme list some.

Iron, steel, wolf, Dwemer, steel plate, orcish, ebony, daedric, dragonbone..(Can't remember a LOT of heavy armor.)

Fur, hide, studded, leather, elven, glass, dragonscale, nightingale, shrouded, theives guild, guildmaster..

Etc. Etc.


But they consist of head chest and feet, it almost feels like its just one piece. I dont even wear helms cause they look
dumb so its chest and feet, woo man big customization there.

If it was head, chest, shoulders, left wrist right wrist, belt, pants, feet, left glove right glove, that would be different.
Add 2 rings, necklace, earrings.
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Emma louise Wendelk
 
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Post » Fri Dec 09, 2011 10:41 pm

I don't think it's even possible to just pull peices of armor apart and mix them with others. :/

And it's head, hands, chest/legs, feet, sometimes shields and sometimes matching weapons.
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Tanya Parra
 
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Post » Fri Dec 09, 2011 6:04 pm

I agree. Attributes build your character. Skills essentially determine how you fight. Removing attributes demonstrates how the game has moved away from depth and roleplay and more towards combat.


You're talking about a series that let you zap rats for five hours to become "smarter" or have more "willpower". What you're suggesting might work, but only if it was more D&Dish (once you create a character, good luck upgrading stats much) but that kind of curbing freedom really isn't TES. It's why the whole classes idea never worked so well, because you could become God of Everything anyway.
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Karine laverre
 
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Post » Fri Dec 09, 2011 4:00 pm

You're talking about a series that let you zap rats for five hours to become "smarter" or have more "willpower". What you're suggesting might work, but only if it was more D&Dish (once you create a character, good luck upgrading stats much) but that kind of curbing freedom really isn't TES. It's why the whole classes idea never worked so well, because you could become God of Everything anyway.


As it is now its tunnel vision one tier skill and dont you dare do anything else or the level scaling will [censored] you and ruin your game.

I dont see how thats any better.
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KRistina Karlsson
 
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Post » Fri Dec 09, 2011 9:00 pm

As it is now its tunnel vision one tier skill and dont you dare do anything else or the level scaling will [censored] you and ruin your game.

I dont see how thats any better.


It was always like that to some degree, considering the way Endurance and Health worked.

I just find this talking about how the attributes opened up so many roleplay opportunities and individualized characters kind of weird when the game almost encourages you to branch out.

You can complete a game without say, Security or Alteration to pick locks, but it's going to be overly difficult and require missing out on a lot.
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Emily Jones
 
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Post » Sat Dec 10, 2011 2:03 am

why?

Complexity for complexity's sake is redundant.

And no, having the same thing with different names (katanas, chitin armor, whatnot) is not complexity

I agree.
People already have a hard enough time playing this game, I could see the forums now if the game was setup like Morrowind.
I swing and connect but no damage, why do I have to read so much. Why is it so hard to find a quest cave? Why does mana not regain?
I can't kill anything, this game svcks.

:shakehead:
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Nadia Nad
 
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Post » Fri Dec 09, 2011 9:18 pm

I agree.
People already have a hard enough time playing this game, I could see the forums now if the game was setup like Morrowind.
I swing and connect but no damage, why do I have to read so much. Why is it so hard to find a quest cave? Why does mana not regain?
I can't kill anything, this game svcks.

:shakehead:

I agree with you here but i still don't like the reduction in content and depth, which is what this thread is about.
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kirsty williams
 
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