The game start.

Post » Wed Dec 01, 2010 5:55 pm

I am not shure if that would work but what about the tutorial any ideas on it? What if we have horse combat how would the tutorial work?
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SamanthaLove
 
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Post » Wed Dec 01, 2010 12:49 pm

Figure it out yourself.
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Jamie Moysey
 
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Post » Wed Dec 01, 2010 6:16 am

Figure it out yourself.


Wow.
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roxanna matoorah
 
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Post » Wed Dec 01, 2010 4:31 pm

What? Not everything was handed over to us in MW, where as OB assumed you didn't read the manual or look at the key mapping. If horse combat was in there, maybe the person selling you the horse can instruct you on some basic commands.

The only purpose the tutorial should have is to give you what the basic commands are, how to work them, and a little practice. Everything else you need to figure out on your own.
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Dan Endacott
 
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Post » Wed Dec 01, 2010 8:03 pm

What? Not everything was handed over to us in MW, where as OB assumed you didn't read the manual or look at the key mapping. If horse combat was in there, maybe the person selling you the horse can instruct you on some basic commands.

The only purpose the tutorial should have is to give you what the basic commands are, how to work them, and a little practice. Everything else you need to figure out on your own.

If you look at some interviews. The whole reason for that excruciatingly long tutorial was because, apparently, 99.9% of fans hate to read. This includes game manuals and key mapping charts. That was the devs' explanation.

To stick even truer to this philosophy, instead of a game manual, TES V is going to ship with an ice pick for giving yourself a lobotomy.
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Andy durkan
 
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Post » Wed Dec 01, 2010 6:29 pm

OK, this will give gamesas guys an aneurism, but, what if when you click new, you have to choose a "style" of combat/magic/stealth. I know its a big choice straigtaway, but from there, it could branch into three separate starts for the same MQ.

Thief is stealing somethine, Mage is playing around a mystic artifact and Warrior is fighting something.

Yeah, but this assumes that classes in TES mean something. It's just a framework, and the beginning of the game should be independent of what class you choose to play later.

And no more epic intros, I'd rather not have everyone trying to kill me, because that would obviously either mean that I'm somebody or a soldier, and I might just want to be "that guy."
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Nicholas C
 
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Post » Wed Dec 01, 2010 9:42 pm

I'd like at least SOME explanation of why I'm in prison.

Maybe you could choose your background before the game starts and your in jail for that. E.G. Your background was a Thief and you got caught stealing and thrown in prison. Or maybe a shop cleric who got caught selling contraban. Or a farmer who wouldnt pay his taxes.

"I'd like to think I was thrown in jail for shagging the emporers wife and daughter.. at the same time.. while doing a rock guitar solo.. on the desecrated corpse of god."
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Tracey Duncan
 
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Post » Wed Dec 01, 2010 2:36 pm

No. As I said earlier, no matter what, being in prison is highly restrictive. You can put glitter on it, but it's still giant smelling piece of fecal matter.
To stick even truer to this philosophy, instead of a game manual, TES V is going to ship with an ice pick for giving yourself a lobotomy.

That works too
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Marine Arrègle
 
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Post » Wed Dec 01, 2010 7:04 am

What? Not everything was handed over to us in MW, where as OB assumed you didn't read the manual or look at the key mapping. If horse combat was in there, maybe the person selling you the horse can instruct you on some basic commands.

The only purpose the tutorial should have is to give you what the basic commands are, how to work them, and a little practice. Everything else you need to figure out on your own.


Nah, I kind of hate trial and error. Wasn't Oblivion exactly that, just giving you the basic commands?
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Alex Blacke
 
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Post » Wed Dec 01, 2010 5:21 pm

Nah, I kind of hate trial and error. Wasn't Oblivion exactly that, just giving you the basic commands?



The prison theme is fine but the tutorial is too long. But the main bad thing is after you've left the dungeon you are out in the open. In Morrowind the tutorial is shorter AND if you leave the Census & Excus (?) office you are not out in the open but in a small town (seyda neen). Seyda neen also guides as a tutorial without forcing the player to follow it. There is a quest making you familiar with sneaking (Fargoth), a quest making you familiar with moral quest solutions (turning in the tax money) and so on.

That is the brilliance of Morrowind.
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jesse villaneda
 
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Post » Wed Dec 01, 2010 10:00 pm

What? Not everything was handed over to us in MW, where as OB assumed you didn't read the manual or look at the key mapping. If horse combat was in there, maybe the person selling you the horse can instruct you on some basic commands.

The only purpose the tutorial should have is to give you what the basic commands are, how to work them, and a little practice. Everything else you need to figure out on your own.

:nod:

The prison theme is fine but the tutorial is too long. But the main bad thing is after you've left the dungeon you are out in the open. In Morrowind the tutorial is shorter AND if you leave the Census & Excus (?) office you are not out in the open but in a small town (seyda neen). Seyda neen also guides as a tutorial without forcing the player to follow it. There is a quest making you familiar with sneaking (Fargoth), a quest making you familiar with moral quest solutions (turning in the tax money) and so on.

That is the brilliance of Morrowind.

:thumbsup:
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Assumptah George
 
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Post » Wed Dec 01, 2010 10:34 pm

If you look at some interviews. The whole reason for that excruciatingly long tutorial was because, apparently, 99.9% of fans hate to read. This includes game manuals and key mapping charts. That was the devs' explanation.

To stick even truer to this philosophy, instead of a game manual, TES V is going to ship with an ice pick for giving yourself a lobotomy.

I remember recently getting someone to play Morrowind. He was talking to me over Steam, and he would ask me "How do I attack", "How do I talk?", "Omg you could have told me High Elves were weak against magic".

It was ridiculous. Personally, I really don't get this at all. What's so difficult about reading? It's not a case of "hardcoe" and "casual" players, it's a measurement of the level of idiocity. Obviously, If I don't read what important text that comes up, I'm going to fail miserably. It's like playing Oblivion with skipping the text and not reading the journal. Pure idiocity.

I want the tutorial to at least me togglable. It annoyed me even in Morrowind "Press mouse 0 to open the hatch". I bloody know! I've been playing the game for 7 years! It's also really unimmersive. And it takes quite a bit of effort that I can't be bothered to exert to mod it.

The ONLY tutorials should be small text boxes ala Morrowind, I don't want a 20 minute tutorial again, it's really annoying. To hell with people who lack common sense. It's not like you need to read a wall of text. As I said above, it was only the likes of "Press mouse 0 to open the hatch". If you can't read that, stop playing games and go learn to read.
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Vickytoria Vasquez
 
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Post » Wed Dec 01, 2010 12:20 pm

The ONLY tutorials should be small text boxes ala Morrowind, I don't want a 20 minute tutorial again, it's really annoying. To hell with people who lack common sense. It's not like you need to read a wall of text. As I said above, it was only the likes of "Press mouse 0 to open the hatch". If you can't read that, stop playing games and go learn to read.

How about a 20 min optional Tutorial. Basically once you hit new game it asks you if you want to take the tutorial. And every time a Dialogue box pops up it has a "Skip Tutorial" option. As I said earlier, new players to TES need the Tutorial, and if they changed something drastically, veteran players will need the tutorial a bit too.

To counter this 1% of TES players in the forums crap. I took statistical studies, and we are a sample of the TES players. What we want is a good basis of the 99% of other TES players.
I know a few people who are not on this forum who prefer Morrowind to Oblivion.
I know that every TES player WANTS MORE SKILLS.
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K J S
 
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Post » Wed Dec 01, 2010 9:23 am

What? Not everything was handed over to us in MW, where as OB assumed you didn't read the manual or look at the key mapping. If horse combat was in there, maybe the person selling you the horse can instruct you on some basic commands.

The only purpose the tutorial should have is to give you what the basic commands are, how to work them, and a little practice. Everything else you need to figure out on your own.


Oh, I thought you were angry with Oblivionfreak and wanted him to figure out his question on his own instead of bothering you.
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Jack Bryan
 
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Post » Wed Dec 01, 2010 7:05 am

I remember recently getting someone to play Morrowind. He was talking to me over Steam, and he would ask me "How do I attack", "How do I talk?", "Omg you could have told me High Elves were weak against magic".

It was ridiculous. Personally, I really don't get this at all. What's so difficult about reading? It's not a case of "hardcoe" and "casual" players, it's a measurement of the level of idiocity. Obviously, If I don't read what important text that comes up, I'm going to fail miserably. It's like playing Oblivion with skipping the text and not reading the journal. Pure idiocity.

I want the tutorial to at least me togglable. It annoyed me even in Morrowind "Press mouse 0 to open the hatch". I bloody know! I've been playing the game for 7 years! It's also really unimmersive. And it takes quite a bit of effort that I can't be bothered to exert to mod it.

The ONLY tutorials should be small text boxes ala Morrowind, I don't want a 20 minute tutorial again, it's really annoying. To hell with people who lack common sense. It's not like you need to read a wall of text. As I said above, it was only the likes of "Press mouse 0 to open the hatch". If you can't read that, stop playing games and go learn to read.

Well, you don't have to worry about that, either. Because 99% of the game budget is going to Alec Baldwin. They're paying him to read every journal entry out loud, so you don't have to. Should really broaden the audience.

P.S. Whoever hates trial and error should speak for themselves. That's one of the best things about learning my way through the world and skill system of Daggerfall and Morrowind. Honestly, how many people really prefer Oblivion's "trial and text box."
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Laura
 
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Post » Wed Dec 01, 2010 6:57 am

You wake up on a mountain, and as you wake you here a voice talking to you (I don't know what, the devs can worry about that)
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Joe Bonney
 
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Post » Wed Dec 01, 2010 6:55 pm

P.S. Whoever hates trial and error should speak for themselves. That's one of the best things about learning my way through the world and skill system of Daggerfall and Morrowind. Honestly, how many people really prefer Oblivion's "trial and text box."

Exactly. I LOVED getting killed by Nix hounds, going into ghostgate far too early, and trying to catch vamprism from Ash Vampires (my most idiotic Morrowind moment, there ^_^). Trial and error were something that was absolutly AMAZING about Arena-Morrowind. Oblivion's hand holding was stupid, and I don't want to see it again. I want to get lost. I want to do things I just shouldn't be doing, I want to go try and kill people 10x my level, and fail miserably. It makes the game seem more alive, and, in turn, more immersive.
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Heather M
 
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Post » Wed Dec 01, 2010 11:10 am

I had an idea about the start for the game the other day, assuming it'll be in Skyrim.

You would start out as a passenger in a carriage making it's way across a mountain range. Whether you are a prisoner or not, it really doesn't matter much. Someone who is alongside you in the carriage (a stranger, comparable to Jiub in Morrowind) makes small talk with you and asks you about your background and such. Most facets of character creation can be handled here. While answering his questions you get a gorgeous view of a Skyrim mountain range, with a steep drop into a valley to your left.

Your carriage however gets caught in a blizzard and within a few moments your sight is reduced to nothing. Before you can realize what's going on, an avalanche hits your carriage from the right. After the avalanche hits you, everything turns to black and you wake up down in a valley. Here you get the choice of entering a tutorial dungeon or just start exploring the game world.

Assuming the TES:V engine is impressive enough, this should be a spectacular and cinematic introduction.

By the way, the idea is inspired by the Morrowind introduction - "first by carriage, and now by boat".
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Katy Hogben
 
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Post » Wed Dec 01, 2010 10:17 am

Alright how about this:

You are on a mountain road, apart of a small convoy of fellow travelers, during a blizzard(because TESV will probably be in Skyrim), when, from a combination of fatigue and a haze from the storm, you have a brief and scattered vision/premonition about a great looming conflict and that you are apart of it somehow. Then, right after the vision, there is a small avalanche that you and your party get hit by and you blackout. You wake up minutes or hours(you cannot tell because of the blizzard) later to find that all of your party members have been killed and you alone survived. You get up and stumble/trudge your way through the only pathway you can make out and almost immediately come upon a small house. A man just so happens to be tending to his freezing horse, when turns and sees you coming. With shock he rushes up to you and catches you right before you fall and he asks you "What happened to you?", and you blackout. You wake up to find yourself in bed in a small house with that man waiting at your bedside. He asks you your name and then the game begins.


This is similar to other posts and ideas, but the avalanche is pretty non-specific because it could either be just a random avalanche, or a more sinister force could have cause it.
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barbara belmonte
 
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Post » Wed Dec 01, 2010 5:50 pm

hahahaha i didn't see that previous post
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Chris Johnston
 
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Post » Wed Dec 01, 2010 10:24 am

The prison theme is fine but the tutorial is too long. But the main bad thing is after you've left the dungeon you are out in the open. In Morrowind the tutorial is shorter AND if you leave the Census & Excus (?) office you are not out in the open but in a small town (seyda neen). Seyda neen also guides as a tutorial without forcing the player to follow it. There is a quest making you familiar with sneaking (Fargoth), a quest making you familiar with moral quest solutions (turning in the tax money) and so on.

That is the brilliance of Morrowind.


I also feel the tutorial should be toggleable, but I don't see how it went on too long, I didn't mind that you started out in the open, given that you practically knew everything you needed to know once you were out. :shrug:


P.S. Whoever hates trial and error should speak for themselves. That's one of the best things about learning my way through the world and skill system of Daggerfall and Morrowind. Honestly, how many people really prefer Oblivion's "trial and text box."


I prefer it, I mean the challenge should lie in the game, not in learning how to play the game, and the challenge in the game sure as hell shouldn't require Trial and Error in order to be solved. I think Trial & Error is the most tedious way of problem solving, because it requires no thought process going into it, no logic, it's all based on luck, you have nothing to go by, so all you have left is simply to acquire knowledge through the process of just winging it, in order to find the right approach through elimination.
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des lynam
 
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Post » Wed Dec 01, 2010 10:49 pm

They could keep the prison theme but instead of being in the imperial prison which requires you break a law etc which seems to ruin role-playing for some people, you could start held captive/imprisoned by rogue bandits etc.
You could rise up by breaking away, fighting or bargaining for escape tools with other inmates


Keep the prison theme, but improve it drastically. You are held hostage or just for fun, by a bunch of bandits or other baddies. You fill your character sheet in the cell, and then you must use your strenghts to bust free of the imprisonment. Your highest attributes or skills grant you several choices, which you must choose from.

-Strenght/hand to hand: break the cell door with brute force.
-Security: lockpick your way out with an improvised pick.
-Speechcraft: persuade your captors to let you go, or seduce one of them, OR talk them into a fight between each others.
-Illusion: cast Chameleon and hide. While they're searching the cell you sneak out. OR use Charm to help seduce/debate your way out.
-Destruction: blast the door open.
-Alteration: cast open
-Conjuration: conjure up something to harass them.
-Alchemy: poison your food and pretend a hunger strike. They might eat it and get sick.
-Mercantile: make them an offer they can't refuse
-Pickpocket: steal the key to the door

Unless your escape was silent, or you fail to sneak past the baddies, you must fight or avoid them. Hand-to-hand is good abviously, since you have no weapons yet. Dodge and high Agility might keep you alive long enough to run from the fight, as well as sanctuary and shield spells. If you have really managed to seduce/charm one on your side, that person will help you in the fight.

Obviously you need the ability to pick some spells from your major spell schools, to be able to use them.

Edit: forgot one thing. The starting location is obviously random. You flee the whatever building you are in, to find yourself in the middle of wilderness. You find a road, and you can start following it in which ever direction you choose to find a town. After a few playthroughs you can pretty much guess where you approximately are, and what town would be nearest. Hardly as boring as Privateer's Hold, the Ship, or the Imperial Prison OVER and OVER again.


This way you could try out several options, get to know the game controls, and find out what suits you best; sneaking, magic, people skills, brain-using or plain head bashing.
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George PUluse
 
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Post » Wed Dec 01, 2010 3:03 pm





I prefer it, I mean the challenge should lie in the game, not in learning how to play the game, and the challenge in the game sure as hell shouldn't require Trial and Error in order to be solved. I think Trial & Error is the most tedious way of problem solving, because it requires no thought process going into it, no logic, it's all based on luck, you have nothing to go by, so all you have left is simply to acquire knowledge through the process of just winging it, in order to find the right approach through elimination.

Hear me out though.

My first character in Morrowind, svckED. But, I could see why he svcked, as I played, and I could see what I should do differently.

So, when I made my second character, I took all that stuff into consideration. Now some people might argue that this is just messing up and starting over. But, it's not. It's part of the process of mastering the game.

First of all, I killed Cauis with my second character and focused of the Thieves Guild and Telvanni instead of the Fighters Guild and Hlaalu. So, I was doing totally different quests. I didn't have to endure the tedium of going through the same quests, two times in a row.

Second of all, if I had read the manual, I probably wouldn't have messed up so bad the first time. So, the only reason I svcked the first time was because I jumped straight into the game. That's the way I prefer to learn a game.

When I'm guided through the basic controls for the first 45 minutes of the game, I'm basically trapped and bored. Some people prefer that, of course. But the tutorial should really be optional, so that players like me can have the freedom to mess up and learn from our mistakes, if we wish.

Besides, I'm not even really talking about the basics. I'm talking about the meat of the game. Which choices of skills and such really make a difference and which ones are for show? That kind of thing. Even in Oblivion, if you're not lucky the first time or if you haven't played a TES game before, you can really screw your first character by choosing/ not practicing the right skills.

And I like that. It's kind of a "minutes to learn, lifetime to master" kind of thing. If I'm a master of the game the moment I jump into it, then where's the motivation to even play? I don't want to just pwnt everything right away. I want to learn and grow and be challenged.
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vanuza
 
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Post » Wed Dec 01, 2010 9:57 pm

Forget the prison, it's no tradition.

How is the prison not a tradition..? It's a trademark of the series.

Anyway, I say keep the prison, because it is a tradition.
But I want an innovative approach to the prison. Maybe in a transport? But under restriction from the law? Idk, I'm not a game writer. :P
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leigh stewart
 
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Post » Wed Dec 01, 2010 8:06 pm

How is the prison not a tradition..? It's a trademark of the series.

Anyway, I say keep the prison, because it is a tradition.


What about Daggerfall?
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George PUluse
 
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