[PART 01] Todd Howard interiew.

Post » Tue Oct 12, 2010 6:29 am

Nice, thanks.
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Robyn Howlett
 
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Post » Tue Oct 12, 2010 7:59 am

Well from the way it's written it seems like they've changed stuff around example I don't think we'll see what we saw in the trailers with those finishes

Todd was saying the finishing moves were not "moves" that one does by choice, but simply aesthetic animations that play when an enemy would die from the blow.
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Kate Schofield
 
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Post » Tue Oct 12, 2010 7:20 am

Todd was saying the finishing moves were not "moves" that one does by choice, but simply aesthetic animations that play when an enemy would die from the blow.

I thought that's what's been said all along regarding finishers. What's the confusion stemming from this interview?
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Natalie Taylor
 
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Post » Mon Oct 11, 2010 7:44 pm

very interesting...



i'm guessing what he means is that instead of the stabbings or the head chopping being finishers, they are just special animations that due extra damage maybe? kind of like the power attacks, just way cooler. If the attack ends up killing the enemy, then its a finisher. otherwise its just a 'powerful special attack' type deal.
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Charles Mckinna
 
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Post » Tue Oct 12, 2010 5:58 am

I agree, i'd rather not have quest markers. I could live with compass icons though. I'm on the PS3, so there's nothing I can do about it though.

If that is the case, then you need not worry. All you have to do is a select a different quest than the one you are working on and the arrows will mean absolutely nothing to you.
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Mackenzie
 
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Post » Mon Oct 11, 2010 7:52 pm

Then they should at least make it an option, since it very much ruins the meaning of exploration and thinking. Sure did for me in Oblivion. These are things that a lot of people define as important in an open RPG. Also, it should definitely be a piece of cake to make it optional as a gameplay setting.

If not it's not optional then I'll definitely mod it out; first thing I would do before playing. Should go fast. Problem is, a definite majority plays on consoles, and that's a pretty big slap in the face for those people.



you could just select a random quest you're not doing, and not use the compass markers. That's what i do for Oblivion. It's still lame cuz you have a random useless marker on your compass, but it still works just the same. makes the game a crap ton harder though cuz of the lack of given directions =\ hopefully we get better directions from Skyrim ha.

I agree though, a toggle would be nice. I don't think it'll happen though :sadvaultboy:
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Tha King o Geekz
 
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Post » Mon Oct 11, 2010 10:13 pm

you could just select a random quest you're not doing, and not use the compass markers. That's what i do for Oblivion. It's still lame cuz you have a random useless marker on your compass, but it still works just the same. makes the game a crap ton harder though cuz of the lack of given directions =\ hopefully we get better directions from Skyrim ha.

I agree though, a toggle would be nice. I don't think it'll happen though :sadvaultboy:


Yes, Deselect the quest. Problem solved.
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Christine Pane
 
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Post » Tue Oct 12, 2010 4:12 am

If that is the case, then you need not worry. All you have to do is a select a different quest than the one you are working on and the arrows will mean absolutely nothing to you.

This is true. Directions need to be given from NPC's most of the time to locations then. No direction in a dungeon is fine though.
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Alexx Peace
 
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Post » Mon Oct 11, 2010 8:36 pm

Yes, Deselect the quest. Problem solved.

What if you only have one quest? One quest can't be deselected, you can only switch through different quests. At least it was like that in Oblivion and I think FO3 as well.
And compass icons can't be deselected.

Anyway... Fallout 3 had an .ini option to toggle quest markers. Don't think it's above the head to say that this option could be as a gameplay option now, seeing there have been lots of discussions here on the forums about it... and that I think pretty much everyone would like (or not dislike) a toggle option.

It makes a really big difference for those who care about it, and a lot of people do seem to care. And it's a little piece of cake to do that a dev can probably do on an afternoon.
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lolli
 
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Post » Mon Oct 11, 2010 11:55 pm

They've made that clear from the beginning.

Exactly.

I look forward to hear more about the economics part and if we have a difficulty slider or Fo3 style with 5 different set options.
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Danii Brown
 
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Post » Mon Oct 11, 2010 8:56 pm

Todd was saying the finishing moves were not "moves" that one does by choice, but simply aesthetic animations that play when an enemy would die from the blow.


He's either saying this, or that what the reporter saw wasn't a finishing move, but just a power attack animation, which he thought was a finishing move.
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Tarka
 
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Post » Mon Oct 11, 2010 7:29 pm

Exactly.

I look forward to hear more about the economics part and if we have a difficulty slider or Fo3 style with 5 different set options.

I'm hoping for the slider instead.
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barbara belmonte
 
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Post » Tue Oct 12, 2010 11:42 am

I'm hoping for the slider instead.

Me too, as long as the difficulty slider represent something different in Oblivion.

In Oblivion it was more like: Wanna raise the difficulty? Sure! Now it takes you another 30 strikes to kill the enemy!

I think it would be best if difficulty was seperated into health of the enemies and the damage they make. I'd most likely want my game to be more difficult in a fast way (you die faster/easier), but I don't want it to take 30 more hits to kill the enemy at the same time.
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naomi
 
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Post » Tue Oct 12, 2010 3:26 am

I thought that's what's been said all along regarding finishers. What's the confusion stemming from this interview?

Your right, we have know how finishing moves worked for a while. Nothing new here. There is always misinformation and confusion about stuff that we have know for a while. Its because there is a mix of people on here you are new, or don't come here often with people that have been following the game closly.

Oh and as for the compass, you can always just set it to a different quests. But this only works in they give you the info you need to complete the quest. This is what I did in FNV.

What was it like in FO3, could you complete quest with out the markers, I can't remember?
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Ash
 
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Post » Tue Oct 12, 2010 3:27 am


NPCs give directions. Why add NPC monologues and take up more disc space with better directions, if quest markers won't an option?

Quest givers can give you more or less information about their quest depending on their disposition towards you.

Quest givers now give more detailed instructions, in a style that’s apparently akin to Morrowind. They might even escort you to the road, to show you where to go.


It reads like they'll be an option, or at least unnecessary.
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Charleigh Anderson
 
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Post » Tue Oct 12, 2010 2:55 am

Did they show a volcanic screen? I know that it is probably obvious to have a volcanic environment in skyrim, but I don't think I saw any screens of it.
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Lindsay Dunn
 
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Post » Tue Oct 12, 2010 1:19 am

Did they show a volcanic screen? I know that it is probably obvious to have a volcanic environment in skyrim, but I don't think I saw on screens of it.

I think the part in the trailer where the PC is readying his towards the wolf is in the volcanic tundra region.
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Bek Rideout
 
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Post » Tue Oct 12, 2010 6:26 am

I think the part in the trailer where the PC is readying his towards the wolf is in the volcanic tundra region.



Really? I thought that was more like the grasslands region
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Bellismydesi
 
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Post » Tue Oct 12, 2010 1:07 am

Really? I thought that was more like the grasslands region


Me too. But there's some sort of steam in the background and it's kind of rocky too. As if at one point things did burn down and now grass is just growing back.
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Timara White
 
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Post » Tue Oct 12, 2010 9:49 am

Really? I thought that was more like the grasslands region

Could be, but it looks more like volcanic tundra to me.
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Stay-C
 
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Post » Mon Oct 11, 2010 10:42 pm

About the compass, I have a question...

I believe I have heard that the HUD is not always visible, unless accessed, most of the time. Is it the case that the compass indications for quests could be part of the HUD, and hidden most of the time? I am asking because I do no know.

And thanks OP, you provided some interesting information for comment.
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Reven Lord
 
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Post » Tue Oct 12, 2010 8:54 am

About the compass, I have a question...

I believe I have heard that the HUD is not always visible, unless accessed, most of the time. Is it the case that the compass indications for quests could be part of the HUD, and hidden most of the time? I am asking because I do no know.

And thanks OP, you provided some interesting information for comment.

I believe the HUD doesn't display if you are at full health. If you've taken damage then it will be visible. I think the compass will always be visible though. You can see the compass in the leaked gameplay footage even though you don't see any health/magicka/stamina bars.
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asako
 
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Post » Tue Oct 12, 2010 6:36 am

I think the "finishing moves are for show" comment simply means that the deathblow will automatically execute without any button presses from us, and simply an official "ending" to the combat.
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Lily Evans
 
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Post » Mon Oct 11, 2010 11:33 pm

but they should be able to use all their resources to push through a difficult area if they wish.


Do not want.

Unless by resources he means a difficulty button, otherwise this game is going to be easy.



Otherwise, nice info'.
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Alyna
 
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Post » Tue Oct 12, 2010 3:55 am

I think the "finishing moves are for show" comment simply means that the deathblow will automatically execute without any button presses from us, and simply an official "ending" to the combat.



maybe the animation kicks in when the killing blow is a critical hit.
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Angela Woods
 
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