» Sat May 28, 2011 10:17 am
1: A story as well-written as Morrowind's was. Oblivion's was so cliche in comparison. But if Alduin is Akatosh, then there's a lot of potential for a really thought-provoking story. I hope they realise it.
And seriously, let's see some of the huge amount of lore make it into other parts of the game besides books! I mean, there's just a ridiculous amount going on in TES lore, but the quest lines are always, "There's a bad guy! Kill him and I'll give you a hundred gold!" I wanna see some really deep, lore-based stories!
2: More localized guilds. The Fighters' and Mages' Guild in Oblivion were great, but I always thought it was sort of annoying that a quest from the Chorrol Fighters' Guild would send me down to Leyawiin when there was already a local Fighters' Guild down there. I mean, if I needed a fighter, I would hire him from the nearest possible source! Not only was it illogical, but it also made the world seem smaller when an NPC could be bothered to travel to the other end of the map just to get someone to collect a couple imp gall for a potion. So I hope the guilds focus on local areas and logical quests instead of just being a hub for whatever random quests are available at the time.
They could even take it further and have each chapter of a guild have its own story arc. You could work on them simultaneously and advancement would be based on your overall quests finished between all chapters, instead of a linear, "You finished this quest? You're promoted!" system. You could still advance quite a ways in a single chapter and moving to the next one would never be required.
3: This ties in with number two. When I come upon a town, I want to be able to stay there for a while. In previous games, you could travel so quickly from place to place that there was no real sense of adventure when travelling; it took away from the classical feel of the world to always be running between towns. I might as well have driven a car from place to place.
So, ideally, each town will have a ton of local quests and nearby dungeons, and enough shops and resources that I can sustain myself in one area (and remain entertained) for at least a few IRL days. This concept is done very well in medieval MMOs with much simpler game mechanics, it shouldn't be that hard to pull off here.
4: Quests and factions that stand in a moral gray area. In Oblivion, everything was black and white. Knights of the Nine were good, Thieves Guild was bad. You could let the bad guy get away with it for 200 gold or you could report him to the authorities so "justice could be done". There are no difficult decisions to make and little room for roleplay in quests.
Morally gray factions were dealt with very well in F:NV. If Bethesda takes any hints from that, it'll be fine.
It would also be nice to be able to opt for a group of mercenaries like the Blackwater Company instead of the Fighters' Guild. Or even have one of the factions be a Bandit Clan. That would give us more options AND make quite a bit of sense... I mean, with all these thousands of bandits, their entry requirements must be pretty lax!
With the new Radiant Story model, this could make it so that you would be attacked by Fighters' Guild members, roving bands of heroes/vigilantes, or even rival bandit clans, instead of just no-name bandits.
This idea might be stretching it, but it would really allow every playthrough to be a completely different experience... And, realistically, how hard is it to change an NPC's name from "Bandit" to "Vigilante" based on Infamy?
5: More fun activities in town. Woodcutting, mining and cooking have been confirmed, and that's awesome. I'd also like to see drinking, gambling, and maybe a fight club of some sort. Although that really depends on how well they've remodeled the combat system.