Werewolves in Cyrodiil?

Post » Sat May 28, 2011 8:49 am

Lycantrophy is the disease which transforms a person into any kind if Were-creature. Werewolves, Werelions and Werebears are all supposed to live in Cyrodiil to some extent, but I haven't seen anyone! :confused: I know that lycantrophy only takes effect once a month, but it is also possible to transform once a day at will. Should you know anything about this, then please respond; I'm a svcker for good lore. :bowdown:

http://www.uesp.net/wiki/Lore:Lycanthropy
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Daniel Brown
 
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Post » Sat May 28, 2011 5:00 am

The same reason there are no Cyrodillic Jungles and no real distinction between Nibenese and Colovians: gameplay mechanics.
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James Baldwin
 
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Post » Sat May 28, 2011 6:30 am

When I read On Lycanthropy in Daggerfall, I always wondered if one day we'd get to see the wereshark :hehe:
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lisa nuttall
 
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Post » Sat May 28, 2011 9:20 am

Two moons, right? Why not a change every two weeks?
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Lily
 
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Post » Sat May 28, 2011 12:19 pm

The same reason there are no Cyrodillic Jungles and no real distinction between Nibenese and Colovians: gameplay mechanics laziness.

Fixed. Has nothing to do with game mechanics, especially when two previous games in the series have already done it.
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Bedford White
 
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Post » Sat May 28, 2011 10:11 am

I think he used gameplay as a general header for all constraints and choices from outside the game world.
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James Rhead
 
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Post » Sat May 28, 2011 11:13 am

Eh, not that our terminology really matters, but I would take gameplay mechanics to imply the skills system, combat, dialog, AI, etc. The things that you use to actually play the game. And having werewolves (or jungles or culture for that matter) wouldn't have changed any of those. This was purely a design choice, a "we don't feel like doing that".
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Alada Vaginah
 
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Post » Sat May 28, 2011 6:49 pm

Fixed. Has nothing to do with game mechanics, especially when two previous games in the series have already done it.

I'm pretty sure they knew what they were doing with the jungle, there was an article explaining their direction.

As for the culture, the only two cultures actually given distinction in TES are the Ashlanders and the Skaal, and that's only because they so strongly contrasted with the rest.

As for werewolves, it's not like there were any to be found in the province of Morrowind either.
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LuCY sCoTT
 
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Post » Sat May 28, 2011 8:29 am

Eh, not that our terminology really matters, but I would take gameplay mechanics to imply the skills system, combat, dialog, AI, etc. The things that you use to actually play the game. And having werewolves (or jungles or culture for that matter) wouldn't have changed any of those. This was purely a design choice, a "we don't feel like doing that".


I know, just explaining.
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Kitana Lucas
 
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Post » Sat May 28, 2011 6:22 am

WIth Hircine being the Daedric Prince responsible for man-creatures, I'm sure that there are werewolves in all of Tamriel, but like Jormungandr said, the Devs didn't feel like doing it
Afterall, were-creatures are part of the Tamrielic culture.
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josh evans
 
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Post » Sat May 28, 2011 5:12 pm

I'm pretty sure they knew what they were doing with the jungle, there was an article explaining their direction.

As for the culture, the only two cultures actually given distinction in TES are the Ashlanders and the Skaal, and that's only because they so strongly contrasted with the rest.

As for werewolves, it's not like there were any to be found in the province of Morrowind either.

So you don't think that the Great Houses show any signs of having their own cultures?

Anyway, I think I can sort of understand the no-jungle thing, though I don't like it one bit. There being no werewolves in Cyrodill is just plain lame though :(
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Judy Lynch
 
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Post » Sat May 28, 2011 8:04 am

So you don't think that the Great Houses show any signs of having their own cultures?

Not culture, I think that they show signs of having their own politics.
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James Rhead
 
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Post » Sat May 28, 2011 12:26 pm

Crimson Paladin,

I beg to dissagree. There are certainly differences in great house cultures, and, while they could have been developed better, they are much more evident than cultural differences between the Colovian and Nibenese peoples of Cyrodiil.

Telvanni culture is based around the application of magic. Their houses are made from the ground up and require levitation to navigate. Redoran culture is based around honor and spartan simplicity. Their houses are the armored carapaces of deceased (mayhaps killed by the Redoran?) bugs, and serve not only as metaphor of knighthood but also as a show of their love of the practical. Hlaalu culture is based around trade and politics, adapt at the reinvention of their identity. Their houses therefore reflect more western principals.

Their values likewise reflect the differences in their culture, as do their locations, clothes, etc.

The Colovian and Nibenese peoples do not share these distinctions however. There is very little (if any) distinction in their value systems and in their behaviors. The style of dress is homogenous across the province and architecture is divided by city, not by culture. Much more could have been done to establish the Niben and Colovian as independent zones.
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courtnay
 
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Post » Sat May 28, 2011 10:43 am

Telvanni culture is based around the application of magic. Their houses are made from the ground up and require levitation to navigate. Redoran culture is based around honor and spartan simplicity. Their houses are the armored carapaces of deceased (mayhaps killed by the Redoran?) bugs, and serve not only as metaphor of knighthood but also as a show of their love of the practical. Hlaalu culture is based around trade and politics, adapt at the reinvention of their identity. Their houses therefore reflect more western principals.

Not everyone belongs to a Great House, even in Sadrith Mora. Most are just commoners or traders who live in whatever variety of housing is available, and they don't make the same distinctions. Most of the distinctions are either by local events varying by location, or politics by faction, such as a Great House.

The Colovian and Nibenese peoples do not share these distinctions however. There is very little (if any) distinction in their value systems and in their behaviors. The style of dress is homogenous across the province and architecture is divided by city, not by culture. Much more could have been done to establish the Niben and Colovian as independent zones.

Every town has a variation in culture, instead of only two big cultures. Look closely and it's clearly there in each town. And either way the only real source that it contradicts is over 400 years old and at the start of the era, whereas now is the end of the era. But even then there are places here and there that make distinctions between colovian and nibenese.

But on a somewhat less related note, while the politics in Cyrodiil certainly are lacking, it would be unreasonable to expect the politics of the center of the Empire to be as conflict-filled as in Morrowind, where assassination and private war has been commonplace for millennia.
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Eibe Novy
 
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Post » Sat May 28, 2011 6:43 pm

The same reason there are no Cyrodillic Jungles and no real distinction between Nibenese and Colovians: gameplay mechanics.


You forgot the Wild Elves.

There are no werewolves for the same reason thee were none in Vanilla Morrowind: not enough time. Like with Morrowind, the possibility of implementing werewolves in an expansion was always tossed around, but unlike in Morrowind they didn't actually do it.
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Auguste Bartholdi
 
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