TES, on open world RPG design, removing the sand from the sa

Post » Sun Aug 14, 2011 4:56 pm

I'll be honest, Im not gonna read such a loooooooong statement based on a game that is not released. However you want to say features have been confirmed, it is still a game that has not been released. Never, never ever ever, is a preview going to be a substitute for actually playing a game.
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Steph
 
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Post » Sun Aug 14, 2011 9:12 pm

I fail to see the lack of choices or consequences...

Can't you still train in bows and neglect magic? Or it only matters if you can do it at the beginning?
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katie TWAVA
 
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Post » Sun Aug 14, 2011 2:51 pm

What precisely is roleplaying in what you state? And what of it precisely are you getting from Bethesda? If roleplaying for you is making up things in a world, I'll point you to the fan fiction section - you don't need to pay Bethesda a single dime to do that. Incidentally, however, if you are going to neglect physical training, you deserve every bit of punishment in 20 levels - that's actual roleplaying: Making choices and living with the consequences. Choices that have no consequences are meaningless and no real choices. And a game that allows you more choices but doesn't present you with consequences for them is NOT offering better roleplaying.

Wrong, the game shouldn't punish me based on what choices I make, that is a flaw in the Attributes system that Oblivion used, they interfered too much with leveling. Look at Fallout 3's attributes did they contribute to leveling or how much damage they did, no they didn't and that system worked great (Outside of Softworks being dumb with Broken Steel but that's not the point). With Skyrim I won't need to worry about Strength because it's gone the weapon skills (One Handed, Two Handed, Archery, Destruction) will replace it and that's how it should've been in the 1st place.
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Kevan Olson
 
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Post » Sun Aug 14, 2011 1:11 pm

Okay, we apparently have less freedom... how?

So the lack of skills and them being merged into other ones stops you from doing them? You cannot play a swordsman because there's no blades skills, only one-handed?

You showed examples what kind of characters you can play in Daggerfall, but you can just as well play them in Oblivion you could even play some more efficiently.


Ah, "more efficiently". Why does this argument always come up? Answer: Because some people have the confused belief that efficiency is actually something good. It isn't. Efficiently is good for min/maxing, but that's all.

Lack of attributes won't stop the customization of your characters, there are skills and perks for that. You can always focus on some skills and ignore others. You can still play a socially awkward wizard, or a thief who knows many crafts...


False. I can pretend to be, but the game won't know the difference at all. It is of no consequence whatsoever, and so I just as well might not do it.... that would be perfectly in line with your callling for playing more efficiently.

The lack of classes doesn't stop the customization, if not it gives it more freedom. Yes, you might have to concentrate more for achieving a set goal, but it's not like you couldn't just ignore your starting values before. It wasn't rare that I simply forget about raising major skills in Morrowind...


So what you say is that because you didn't care, others shouldn't either?
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Haley Cooper
 
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Post » Sun Aug 14, 2011 10:01 am

I fail to see the lack of choices or consequences...

Can't you still train in bows and neglect magic? Or it only matters if you can do it at the beginning?


I quote from the post I replied to "If I neglect Strength my characters going to svck in 20 levels, that's not how it should be. " Yes, it is. If you neglect strength, your character will be bad at physical things, and that's how it should be. Choices and consequences.
And it's telling that you pick alternatives that are still in the game. How about training in swords but neglecting maces?
And as for doing something at the beginning, you definitely should have a solid foundation in some things at the beginning. The "be what you do" is a nice idea, but it neglects that most things take a longer timeframe to learn than the timeframe of the game, and that if you don't have a solid foundation to build on, you'll be going nowhere with "on the job" training.
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Robyn Lena
 
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Post » Sun Aug 14, 2011 5:42 pm

Ah, "more efficiently". Why does this argument always come up? Answer: Because some people have the confused belief that efficiency is actually something good. It isn't. Efficiently is good for min/maxing, but that's all.

You could play as a linguist in Daggerfall... technically.

You couldn't do anything worthwhile if you did though.
You couldn't actually talk to the enemies, or could you offer your services to somebody, or read ancient hieroglyphics to find secret treasures...

False. I can pretend to be, but the game won't know the difference at all. It is of no consequence whatsoever, and so I just as well might not do it.... that would be perfectly in line with your callling for playing more efficiently.

Why not?
Look up your speechcraft skill and the game can determine how your social life is...
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GabiiE Liiziiouz
 
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Post » Sun Aug 14, 2011 5:15 pm

Wrong, the game shouldn't punish me based on what choices I make, that is a flaw in the Attributes system that Oblivion used, they interfered too much with leveling.


Yes, the game should punish you. If you decide your character should be a whimp, he should very well get beaten up repeatedly and find out that nature isn't for sissies.

Look at Fallout 3's attributes did they contribute to leveling or how much damage they did, no they didn't and that system worked great (Outside of Softworks being dumb with Broken Steel but that's not the point). With Skyrim I won't need to worry about Strength because it's gone the weapon skills (One Handed, Two Handed, Archery, Destruction) will replace it and that's how it should've been in the 1st place.


For someone who is solely concerned about maximum combat effectiveness, maybe. For someone interested in creating a character and letting him loose onto a living world, hardly.
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barbara belmonte
 
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Post » Sun Aug 14, 2011 5:13 pm

Yes, the game should punish you. If you decide your character should be a whimp, he should very well get beaten up repeatedly and find out that nature isn't for sissies.

So basically you would have no problem with Oblivion's horrible attribute system being in Skyrim. That would be a huge problem, and another thing if I want to specialize in Blade I shouldn't need to train Hand To hand or Blunt just to keep my strength attribute from being hurt, another problem of the Oblivion system that I want no where near Skyrim.
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Luis Reyma
 
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Post » Sun Aug 14, 2011 10:30 pm

For someone who is solely concerned about maximum combat effectiveness, maybe. For someone interested in creating a character and letting him loose onto a living world, hardly.

Here's the crunch of the problem.

TES was never about this...

TES was always about evolution, starting out with something and becoming something different.
It always tried to stay away from one problems of some RPGs, getting stuck and punished because of bad choices right at the beginning.
You need some magic to get past this point? You can learn magic! You always could, ever since Daggerfall!
If I'm punished by trying to play the character I created, how is that a valid choice?
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Matt Bee
 
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Post » Sun Aug 14, 2011 7:44 pm

Wrong, the game shouldn't punish me based on what choices I make,

And yet that's exactly what role playing is about. If you screw over an npc in one quest and then come ask for his help in a later quest, he will refuse. Those are actions that define your character and determine how the world interacts with your character. Without those consequences you would have total freedom, but your character would be bland.
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le GraiN
 
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Post » Sun Aug 14, 2011 12:05 pm

TES was always about evolution, starting out with something and becoming something different.

That is a good point and with Skyrim all of us will start the same with minor changes due to race which isn't great but the ending is going to be much different. Come a week after 11-11-11 and I'll count 20 random users, all 20 of their characters will be different, some will be the same like 7 of them will be thief type characters but they won't have the same perks. One of them could've focused on Blocking Perks, or Restoration Perks, Destruction Perks, etc. That is going to be the beauty of Skyrim, how our characters will end up at the end.
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leigh stewart
 
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Post » Sun Aug 14, 2011 12:39 pm

So in most cases, a pure number based skill system doesn't make sense as the system doesn't allow for dice rolls. Tons of skills require pure number system, which in turn require dice roll checks.

I believe it can with mods, but the problem (as I see it), is that as for the base retail game... not every player the want to sell to understands (or prefers) the notion of a character's personal ability... Some consider the PC to be themselves in the world, and the concept of dice {specifically a failed dice roll}, is seen as oddly arbitrary and even resented by some when it happens. How many times have you read posts exclaiming "I shot him in the head X number of times and he didn't die!" ~when we both know that the weapon aiming [in the Fallout series] is controlled by the character's ability to use use the weapon; and the bullet's variable damage (in FO1&2) reflects a further layer of accuracy (and differentiates a headshot to the face, from one to the ear cartilage ~for instance). Even in FO3 the player's aim is actually attenuated by the characters skill in guns, but they assume its wherever they point; In actuality player aiming (with the mouse) is just an overly complicated way of selecting a target for the PC to shoot at.

**Personally, this awkward artifact of FPP/RPG is why I'd prefer it to be TPP at about 20' distant or more, because those minor details (that nag at the player's common sense) don't show up at that distance ~You can't see that the PC shot precisely to their face (and they didn't die). A low roll (if the new system had worked like that) would have just meant they didn't quite hit it dead center.

Yes I guess it's constant. In most cases it makes sense. In others where it doesn't, it greatly complicates the underlying coded system and makes difficult for player to control. In dice RPG, you just state your intentions to the GM, and that's that. Like, "I'm gonna hit him with my axe but not cause bleeding". You can't do that here, and what would be the point? Or jumping skill. In dice game, I can attempt to jump exactly 3.15m, and dice roll based on my skill determine how close I get to that. Here I would likely get a perk that allows me to jump twice as long as normal, hooked up with "air control" to make it more player centric but chance is completely lost.
The real benefit of Numeric and Perks systems is to easily depict the intangible and/or unusual character traits. In Fallout most perks were used to bend the rules a bit. In Fallout 3 perks were [IMO] misunderstood to be abilities; and this lead (I think) to them finally just becoming the 'skills' in their next game.
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Liv Brown
 
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Post » Sun Aug 14, 2011 9:27 pm

And yet that's exactly what role playing is about. If you screw over an npc in one quest and then come ask for his help in a later quest, he will refuse. Those are actions that define your character and determine how the world interacts with your character. Without those consequences you would have total freedom, but your character would be bland.

I have no problem with that but what I don't like is being forced to develop my charcter in a specific way just to stay competitive, I shoudn't need to Train Blunt and Hand To Hand if I'm a Blade Specialist just to be able to surivive against other enemies. Skyrim fixes that problem for the better.
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Nathan Risch
 
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Post » Sun Aug 14, 2011 10:01 am

First, thank you code2501, this is a very good read.

Second, what's wrong with you people who say "too long, didn't read it" ?! If you don't mind investing the 10 minutes to go through the points DON'T answer, for crying out loud. If you post nonsense one-liners, it only proves that you have the attention span of squirrels.

Anyway, I agree with most of the points. I only played Morrowind and Oblivion so far, but the "decrease" of sand is something that is very apparent. I'm still baffled, that birth-signs, classes and even attributes are removed.
Don't get me wrong, I don't think it's necessarily a bad thing. I know that there are some hardcoe RPG-players, who do it all for the roleplay aspect of, well, playing a character they made up themselves with every stat number at it's right place. The like to "build" with the sand they are given, so to say. They want to invest a lot of time into that, too. You know, there are people who are just talented and can build beautiful "sand-castles".
However, the majority of people is not so talented. They are overstrained with too much basic sand. I'm one of them. I get tired if I have to do everything on myself in a game, monitoring every single skill is something I find boring and even exhausting at times.
That's why I like the approach Skyrim is taking: it already has beautiful prebuild sand-castles to begin with. You can just jump right in and play. And it also seems that there is still enough sand left to do your own thing, too.
But I also get the people who want to have control over every aspect of a game and especially their character - it's just something that doesn't matter to me as much as overall "feel" and "flavor" of a game.

Again, thank you for the great read!
cheers


I did read and was happy to see (although not my own) a reasonable explained thought, bu...t the stats, birth-sign, and classes seemed more like bricks for a foundation rather than sand, the were forced and could be contradictory(for me at least) I had to be smart to be good with Majicka, i had to be strong to be good at a blade. I had to be likeable to be a smooth talker (speed being cut was something i didn't like, I miss hand to hand too but i think the didn't add because to make realistic the animations would take up all there time.) No longer bound by preset back story. No longer bound by preset ability(i just say that years in jail made my skill drop, but i am still an Orc(or whatever race or races you are)). No longer bound by preset morality you are who ever you be it chaotic good Nord, or a mentally handicapped half Orc half Nord with split personality that believes himself an evil master mind and is strongly pragmatic.
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Megan Stabler
 
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Post » Sun Aug 14, 2011 3:30 pm

I have no problem with that but what I don't like is being forced to develop my charcter in a specific way just to stay competitive, I shoudn't need to Train Blunt and Hand To Hand if I'm a Blade Specialist just to be able to surivive against other enemies. Skyrim fixes that problem for the better.

That I agree with. Oblivion's leveling system was terrible. It was either power leveling or being weak, with not much in between. I don't think anyone wants to do that again.
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stacy hamilton
 
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Post » Sun Aug 14, 2011 3:28 pm

Wrong, the game shouldn't punish me based on what choices I make,
Of course it should ~If they warrant it; It should also reward for [some] choices as well... That's a staple in RPGs dating all the way back.

If you (for example) bolster diplomatic skills to the near max early on in the game, and find an encounter with a bear or lion.. you should not be able to talk your way out of it; and you [rightly] might not have the combat skills to defend against it... The choice not to travel with a good fighter when playing this PC, has its consequence, and I see nothing wrong with that. :shrug:

With Skyrim I won't need to worry about Strength because it's gone the weapon skills (One Handed, Two Handed, Archery, Destruction) will replace it and that's how it should've been in the 1st place.
I cannot ignore that to get skilled with a warhammer, mace, or an axe one must be able to lift it and put power behind it... No amount of technical skill will get you around this (and you can't get that skill without sufficient strength to train with it). The same should be so with armor. IMO wearing armor that puts you close to the max carry weight should additionally penalize Balance, Stamina, and even attack damage with weapons... and preferably penalize accuracy with those weapons, though TES relies on player aim. :(
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Ryan Lutz
 
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Post » Sun Aug 14, 2011 4:03 pm

TES was always about evolution, starting out with something and becoming something different.
It always tried to stay away from one problems of some RPGs, getting stuck and punished because of bad choices right at the beginning.
You need some magic to get past this point? You can learn magic! You always could, ever since Daggerfall!
If I'm punished by trying to play the character I created, how is that a valid choice?


Getting stuck and getting punished are two entirely different things. If you've created a thief and run charging into a group of Ogrim, you will get punished. That's doesn't mean that thief is not a valid choice. Rather, the approach is not reasonable for a thief. Try a different one. If you created a mage but decide to join a guild of swordfighters, you shouldn't be surprised that you don't get that far in the guild. If your training focussed on non-physical activities, why should you? Join a group of scholars instead and you will be much more successful. If you insist on proceeding with the swordfighters, it will be that much more hard work for you, and plenty of bruises to get there.

Evolution is all good and fine, but it comes with blood, sweat and tears. Anything else isn't evolution, it's arbitrariness. It's being everything to everyone, which usually amounts to being nothing really.
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joeK
 
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Post » Sun Aug 14, 2011 10:31 pm

Of course it should ~If they warrant it; It should also reward for [some] choices as well... That's a staple in RPGs dating all the way back.
It is but it depends if those are good choices.
I have no problem if my magic skills suffer because I don't train them but I shouldn't need to train skills that I don't wanna use just to surivive

If you (for example) bolster diplomatic skills to the near max early on in the game, and find an encounter with a bear or lion.. you should not be able to talk your way out of it; and you [rightly] might not have the combat skills to defend against it... The choice not to travel with a good fighter when playing this PC, has its consequence, and I see nothing wrong with that. :shrug:
I do, that means the game did something wrong

I cannot ignore that to get skilled with a warhammer, mace, or an axe one must be able to lift it and put power behind it... No amount of technical skill will get you around this. The same should be so with armor. IMO wearing armor that puts you close to the max carry weight should additionally penalize Balance, Stamina, and even attack damage with weapons... and preferably penalize accuracy with those weapons, though TES relies on player aim. :(
So Skyrim doesn't have those attributes, this isn't a real life game. You'll be able to swing a war hammer even if your Two Handed Skill is a 5.

My response is in Bold
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Anthony Rand
 
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Post » Sun Aug 14, 2011 1:44 pm

I have no problem with that but what I don't like is being forced to develop my charcter in a specific way just to stay competitive, I shoudn't need to Train Blunt and Hand To Hand if I'm a Blade Specialist just to be able to surivive against other enemies. Skyrim fixes that problem for the better.


It "fixes" that by removing specialized training, replacing it instead with periodical heavenly enlightenment....
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Scared humanity
 
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Post » Sun Aug 14, 2011 2:52 pm

It "fixes" that by removing specialized training, replacing it instead with periodical heavenly enlightenment....

So, the games not a realistic world where you need to have strength in order to actually pick up a sword. If that were the case none of the female characters in the game could pick up a 100 Pound Daedric Warhammer and swing it around at any point.
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Micah Judaeah
 
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Post » Sun Aug 14, 2011 3:04 pm

So Skyrim doesn't have those attributes, this isn't a real life game. You'll be able to swing a war hammer even if your Two Handed Skill is a 5.
That's true [Its a game]... but its been the apparent goal of TES to be as realistic as possible (within the context). They really are trying to create a simulated Tamriel that hopefully draws the player in in the way that great novel can [in terms of experiencing it].

So I'll be surprised, if they choose the route of "Its just a Game" with their design decisions. :shrug:
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Adam Porter
 
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Post » Sun Aug 14, 2011 9:55 pm

So, the games not a realistic world where you need to have strength in order to actually pick up a sword. If that were the case none of the female characters in the game could pick up a 100 Pound Daedric Warhammer and swing it around at any point.


The distinction between realistic and credible seems lost to you...
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Nana Samboy
 
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Post » Sun Aug 14, 2011 6:56 pm

The distinction between realistic and credible seems lost to you...

I don't know about you but I see nothing wrong with what Skyrim's doing. Maybe I wasn't around during the Daggerfall-Morrowind years but I don't want that coming back. I want a game that is fun but still a challenge and most importantly an RPG with huge amount of customizable options and not being tied down by the developers. Skyrim accomplishes all of that and I can't wait for it to come out.
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Emmanuel Morales
 
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Post » Sun Aug 14, 2011 1:48 pm

I don't know about you but I see nothing wrong with what Skyrim's doing. Maybe I wasn't around during the Daggerfall-Morrowind years but I don't want that coming back. I want a game that is fun but still a challenge and most importantly an RPG with huge amount of customizable options and not being tied down by the developers. Skyrim accomplishes all of that and I can't wait for it to come out.


If you weren't around for the Daggerfall-Morrwind years how do you know you don't want that coming back? If anything customization has been lowered since those progenitors and people are being tied down by the developers constantly. There is no net gain in what has been added compared to what has been lost and all of this has been done simply for "ease of development". F@nboys are simply too blind and ignorant to see it. I am all for the evolution of a game but the consistent attitude of completely ignoring one sect of the fanbase over others for simple things that could be added is downright shameful.. especially since everything that has been added is nothing but a money grab.
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Scott
 
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Post » Mon Aug 15, 2011 1:19 am

If you weren't around for the Daggerfall-Morrwind years how do you know you don't want that coming back? If anything customization has been lowered since those progenitors and people are being tied down by the developers constantly. There is no net gain in what has been added compared to what has been lost and all of this has been done simply for "ease of development". F@nboys are simply too blind and ignorant to see it. I am all for the evolution of a game but the consistent attitude of completely ignoring one sect of the fanbase over others for simple things that could be added is downright shameful.. especially since everything that has been added is nothing but a money grab.

The only thing that's a money grab is the collectors edition. Anyway the stuff from the past that Morrowind had and Daggerfall too is something that I don't want in Skyrim. I don't want that Attribute system in Skyrim, it's was a mess, they interfered too much with leveling. Levitation is also a problem, it's severely broken and I don't know why people want it back in all the spell was is a huge exploit, "I'll hop over this level 50 guy so that I can get this really awesome sword that makes my character god for the next 30 levels", I don't want that in Skyrim, that's terrible for game balance.
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emily grieve
 
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