The increasingly poor decisions of Todd Howard

Post » Tue Aug 31, 2010 12:17 pm

It's not that Todd's a bad developer, on the contrary he's the only reason TES hasn't become a boring and repetitive franchise. But I do wish we still had Julian Lefay or Ken Rolston, the yin in Todd's yang, blah blah blah...
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glot
 
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Post » Tue Aug 31, 2010 5:45 pm

I have a liongering feeling that Skyrim will be filled with generic creatures again. (Snow Goblin, Ice Wolf, Frost Troll, Wolly Mamoth, Snow Giant, Icy Imp, Polar Bear. etc).

I want a Bugblatter Beast of Tral to feed my Vogon mother to.
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Dragonz Dancer
 
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Post » Tue Aug 31, 2010 12:07 pm

Theres still enough time to change his dumb descisions. Its not like adding spears and crossbows would take more than a few hours.

If all else fails some one who has animation skills (im an animator but iv never animated for Oblivion) can do it easy enough.


It hasn't been said that spears and crossbows are out this time around. They brought back enchanting I wouldn't be surprised to see these weapons returned. Although I don't think their omission is a dumb decision. There were probably animation issues within gamebryo at the time. When Oblivion came out it was a pretty much brand new engine on a brand new platform.
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Kelli Wolfe
 
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Post » Wed Sep 01, 2010 2:07 am

A few questions that haven't really been asked yet:

What is the proper way to play an Elderscrolls game? What is unique about it? What sets it apart from other games? Do those difference really make it a better game?

You can't really comment on the upcoming game if you don't make this explicit. Sure you can talk about individual skills and things you like to do, but those are facets of a design you have to consider the whole thing.
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Catharine Krupinski
 
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Post » Tue Aug 31, 2010 3:28 pm

It's not that Todd's a bad developer, on the contrary he's the only reason TES hasn't become a boring and repetitive franchise. But I do wish we still had Julian Lefay or Ken Rolston, the yin in Todd's yang, blah blah blah...

Ken quite after Oblivion to go work on that Kingdoms of Amalur game... traitor... :P
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Philip Rua
 
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Post » Tue Aug 31, 2010 10:53 am

There is no proper way to play.

We should be able to do what we want. And use what weaoins we want.
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.X chantelle .x Smith
 
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Post » Tue Aug 31, 2010 6:08 pm

So after all the omissions they euphemistically labeled "streamlining", which one do you think will have the biggest "This doesn't feel like TES" effect on gameplay? My money is on spellcrafting. Granted, we do not know for sure if it is out, but several signs do point to it, and son, I am severely disappoint.

I think the series has only gotten better, and I think the topic title is downright disrespectful to a man that has earned respect, but other than that I do agree I'll be very disappointed if they don't include spell crafting.
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Logan Greenwood
 
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Post » Tue Aug 31, 2010 5:55 pm

I just wish the dude seemed to care about the pc, at all. Doesn't seem to though. "Let's make the interface for consoles and then let at least 35%+ of our fanbase wonder why it svcks". I get that the reason people join the gaming industry is to make the games they dream of, but they're also a business.
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Mari martnez Martinez
 
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Post » Tue Aug 31, 2010 4:01 pm

I'm more disappointed with the no class system. I hear that all skills start at the same? If so, it will probably lead to being just a jack of all trades like fable. Nothing restricts you from using certain weapons,magic, lockpicking, etc when they all start off at same level
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Naazhe Perezz
 
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Post » Wed Sep 01, 2010 2:29 am

It's easy to look at something and say "this is bad" or "you're doing it wrong! I wouldn't do it like that!" But it's another thing to come up with solutions, or do it better. Todd's made some disagreable decisions, but he started TES, I'm sure he knows what he's doing. Afterall it's his game to make!
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Marine x
 
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Post » Tue Aug 31, 2010 9:40 pm

Hmm, turns out my signature is helpful after all.
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A Boy called Marilyn
 
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Post » Tue Aug 31, 2010 3:39 pm

I'm more disappointed with the no class system. I hear that all skills start at the same? If so, it will probably lead to being just a jack of all trades like fable. Nothing restricts you from using certain weapons,magic, lockpicking, etc when they all start off at same level

No, the leveling system is different so it promotes specialization. If you try to be a jack-of-all-trades you'll have a harder time when you reach higher levels.
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ruCkii
 
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Post » Tue Aug 31, 2010 2:10 pm

No matter how much I tried not to, I allways ended up making a Spellsword of a Spellbow character. And Never a true mage or fighter.
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Jeffrey Lawson
 
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Post » Tue Aug 31, 2010 2:32 pm

To me it's sounds like he's considered many fan complaints/discussions/suggestions that will improve the series a lot. When he talks about how the creatures will have more unique behaviors and live in environments appropriate for them instead of being randomly generated and scattered around for example.
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james tait
 
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Post » Tue Aug 31, 2010 10:33 pm

I find this thread disrespectful. Without Todd TES wouldent be what it is today. Spellmaking being removed is not the end of the world and Im sure there is a proper cause for taking away such a large element of TES. I like to think that it has to do with all the effects that indavidual spells have and that mixing different spells would result in needing more effects for those mixtures so we dont get a fire+ Ice spell looking like a lightning bolt or just a fire ball that somehow does ice damage as well.
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City Swagga
 
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Post » Tue Aug 31, 2010 6:56 pm

No, the leveling system is different so it promotes specialization. If you try to be a jack-of-all-trades you'll have a harder time when you reach higher levels.

No matter how much I tried not to, I allways ended up making a Spellsword of a Spellbow character. And Never a true mage or fighter.

By specialization it means that you have to stick to a few skills and develop them, and they can be one handed and a few magical skills, or marksman and a few magical skills, so there would be no problem being a spell sword or spell bow character.

The skill selection is all your choice.
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Hella Beast
 
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Post » Wed Sep 01, 2010 2:06 am

My money is on spellcrafting. Granted, we do not know for sure if it is out, but several signs do point to it, and son, I am severely disappoint.


What signs are those?
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Mark
 
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Post » Wed Sep 01, 2010 12:47 am

By specialization it means that you have to stick to a few skills and develop them, and they can be one handed and a few magical skills, or marksman and a few magical skills, so there would be no problem being a spell sword or spell bow character.

The skill selection is all your choice.


Thats what I really like about Skyrim. You can specialize in as many skills as you want. I always feel torn between a few different skills like speechcraft and mercantile. I think this will help a lot!

And Todd Howard is the spiritual leader of my religion. Don't make try and be mean to him. He will use his never ending supply of Amulets of Kings to get an army of Akatoshs to kill you. Or maybe he will use the numidium? No one knows... Praise be lord Howard! Praise be!
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Joey Bel
 
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Post » Tue Aug 31, 2010 8:41 pm

There is probably good reason behind these changes. Would you rather have a few things missing because they couldn't be put in, merged together with other things and completely removed.... Or no game at all?
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WYatt REed
 
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Post » Wed Sep 01, 2010 3:53 am

Ken quite after Oblivion to go work on that Kingdoms of Amalur game... traitor... :P

IIRC he retired, then came back to the industry to work on that game.

Sometimes people feel like they need to leave, and then once they're not doing what they have been for years they realize how much they loved doing it. Then he probably just wanted to work on something different, so he decided to work with another company.
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Crystal Birch
 
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Post » Tue Aug 31, 2010 6:45 pm

How does the new system promote specialization? From early to mid levels your character will probably be able to pick most locks and cast most spells. Do you force yourself not to use these skills when its so tempting to open a chest or door? My point is that when all your skills start off the same and you're presented with a reason to use any one of those skills, what stops you from using whatever necessary? It almost sounds like the tutorial dungeon from oblivion....
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teeny
 
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Post » Wed Sep 01, 2010 12:04 am

So after all the omissions they euphemistically labeled "streamlining", which one do you think will have the biggest "This doesn't feel like TES" effect on gameplay? My money is on spellcrafting. Granted, we do not know for sure if it is out, but several signs do point to it, and son, I am severely disappoint.

:spotted owl:
This relates to a personal attack at Todd Howard how? :nope:
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e.Double
 
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Post » Tue Aug 31, 2010 4:12 pm

My point is that when all your skills start off the same and you're presented with a reason to use any one of those skills, what stops you from using whatever necessary? It almost sounds like the tutorial dungeon from oblivion....

I guess different players like to use different skills, or you choose what you want to use more. The fact that it becomes harder when you use too many different skills is why you should want to specialize.
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Quick Draw
 
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Post » Wed Sep 01, 2010 1:52 am

Having played Daggerfall, Morrowind and Oblivion, I find his decisions are not bad ones, he follows the community. if you like looking for hours for a cave in Morrowind, or the climbing skill of Daggerfall, or anything ever included, did you mention how much you like these features? The biggest issue Todd and his team of magic workers is all they siphon through is whining and requests for improvement. a game engine can't do everything. if it could, no other engine would ever be released apart from upgrades. the biggest complaint Beth got from Morrowind was things like "WHERE IS CAIUS COSADES!!!!1!1one!! I CANT FIND HIM!"....


Really?

All one had to do was

a.) Talk to imperial officer and ask directions
b.) Take a silt strider ride to Balmora
c.) Ask the locals and voila soon you would find yourself on Caius Cosades' house doorstep.

Because of stupidity and ignorance we got that annoying quest compass :/

(luckily certain mods made it possible to get rid of it)
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Poetic Vice
 
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Post » Wed Sep 01, 2010 1:29 am

Has anyone actually thought that maybe they removed it because for once the spells are balanced and useful?
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Kyra
 
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