What games should influence Skyrim?

Post » Thu Sep 09, 2010 2:09 am

The Witcher: Maturity of themes

Final Fantasy: Character development and MUSIC!

Thief: Stealth

Assassin's Creed Brotherhood: Movement and Horses AND Social Stealth

Call of duty: Climb over obstacle (thats such a simple feature to add....)

Mass Effect and Dragon Age: Multiple Endings

Bioshock: Plasmids for magick

Zelda: Lots of utility items

Borderlands: Multiplayer
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Amber Hubbard
 
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Post » Thu Sep 09, 2010 2:34 am

Co-op from Borderlands


Co-op should only be influenced by Arena, Daggerfall, Morrowind, and Oblivion.

None of which had it, so.... :D

And those 4 are the only games that should influence Skyrim anyway.
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James Baldwin
 
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Post » Thu Sep 09, 2010 6:43 am

Assassins Creed: Assassinations

That's about all I got, I don't play too many video games.
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Natalie Harvey
 
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Post » Thu Sep 09, 2010 4:11 pm

Co-op should only be influenced by Arena, Daggerfall, Morrowind, and Oblivion.

None of which had it, so.... :D

And those 4 are the only games that should influence Skyrim anyway.


Hmmm, I think that breaks the rules. :P
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Sherry Speakman
 
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Post » Thu Sep 09, 2010 7:31 am

Hmmm, I think that breaks the rules. :P


Which rules? The ones made by the thread starter to try and bias the thread into only discussing the options they like? :meh: on those.
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Big mike
 
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Post » Thu Sep 09, 2010 3:37 pm

Red Dead Redemption ---? horses

Witcher 1 ---? choises and consequences

Wii Sports ---? fun and number of sales ;)
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Unstoppable Judge
 
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Post » Thu Sep 09, 2010 5:03 pm

nehrim = just a epic rpg in almost every aspect I can think of
gothic 1/2 = very funny dialogs and npcs with personality
x3 = not a rpg but nice merchandising aspects where bethesda can learn something
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Betsy Humpledink
 
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Post » Thu Sep 09, 2010 1:22 pm

Skyrim should influence Skyrim

please turn your attention to this good posters on this topic
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Mariaa EM.
 
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Post » Thu Sep 09, 2010 2:27 pm

Minecraft
  • Dynamic persistent world
  • Survival

Mount&Blade
  • Economy
  • Random faction/Kingdom/group interactions
  • Physics Combat

Stalker
  • Alife, artificial life simulation
  • Faction alignments and random interactions

Thief
  • Stealth/AI

Mirror's Edge
  • Vertical Movement

Pro Evolution Soccer 6
  • Player/Character Skill combination


Only %1 influence would make it great. :P

Story, lore, art, music, atmosphere... These should not be influenced by others.
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A Boy called Marilyn
 
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Post » Thu Sep 09, 2010 5:14 am

What games should influence Skyrim?

  • Daggerfall
  • Morrowind
  • Mount and Blade
  • Arx Fatalis (Excellent http://www.youtube.com/watch?v=p-rQW5B87xY system, both major and subtle examples of deep interactivity, and the enemies moral can break and they run off ~and return with friends. :chaos:)
  • http://www.youtube.com/watch?v=RSs1UGSomOI (interactivity aspects, and an alternate magic system).
  • Gothic 2 (definitely not the voice work or modeling, but its one to study)
  • Arcanum (sans steampunk ~though I wouldn't personally mind a bit of that as representative of Dwarven technology.)
    Also it really shined in the character creation, with deep(er) personal backgrounds (both beneficial and not).


Oh... Personally I'd like to see influences form http://www.youtube.com/watch?v=nyAgSq37NmA&feature=related as well.
*Rune's TPP for one thing; and ability to eat & run.
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Princess Johnson
 
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Post » Thu Sep 09, 2010 12:15 pm

3rd person from assassins creed
stealth from splinter cell
dungeons from daggerfall
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Sophie Louise Edge
 
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Post » Thu Sep 09, 2010 3:45 am

The BioWare games could influence them concerning romance.

BioWare is dead. They have resurrected and are now EA BioWare.
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maria Dwyer
 
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Post » Thu Sep 09, 2010 6:17 am

COD


JK.
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Jason Rice
 
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Post » Thu Sep 09, 2010 4:46 am

The loot should be as diverse as in Borderlands :rock:


Can you elaborate on this?

I certainly don't remember the loot in Borderlands being that diverse compared to, say Morrowind or Oblivion.
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matt
 
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Post » Thu Sep 09, 2010 9:03 am

Can you elaborate on this?

I certainly don't remember the loot in Borderlands being that diverse compared to, say Morrowind or Oblivion.


Borderlands literally has millions of different possibilities when it comes to guns. Each barrel, stock, sight, etc is generated randomly from a pool of possibilities. Good for Borderlands or Diablo where loot is the focus of the game, but wouldn't work so well for an Elder Scrolls game imo.
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Jack
 
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Post » Thu Sep 09, 2010 4:03 am

Thief comes to mind, loved that game,........
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Danial Zachery
 
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Post » Thu Sep 09, 2010 4:21 pm

Of course the right answer is none.

Sure some games do this very well, other games do that very well... the reality is, you could ask the exact question about any game, and you'll get similar answers.

It is all about the game's character... what makes a game part of a franchise.

And Nehrim was boring as watching paint dry, BTW. I appreciate the great effort, but I stopped (I guess) 1/4 into it.
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Jessie
 
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Post » Thu Sep 09, 2010 2:10 pm

Storytelling - The Witcher, VtM:Bloodlines
RPG mechanics - Fallout
Combat - Dark Messiah of Might and Magic
Open world design - Red Dead Redemption
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Gavin Roberts
 
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Post » Thu Sep 09, 2010 7:32 am

Unbelievable sense of character progression from "Might and Magic VII: For Blood and Honor"

Any time I felt I'm the master of the land, I would find another place that I felt like a newbie there and had to develop my group even more to be able to survive there.

And this can be achieved by doing this:

Any small increase in a skill should have a significant and visible effect on the effectiveness of that skill, so when you advance your one handed skill from 6 to 7, you should suddenly feel that you can kill those rats a lot easier.

Any small change in our attire should affect our effectiveness in a significant and visible way, so upgrading from "Rusty Iron Dagger" to "Iron Dagger" should let us kill those cave bats a lot easier.

Any small change in level should have a significant effect on monster's attack and defense effectiveness, and there should be a world of difference between those rats and "Frost Atronach" for instance, and another world of difference between those atronachs and dragons for instance.

Better items and spells should be hard to find, but, when found they would be like treasures for us.

The world should be divided into different levels of difficulties, so there should be newbie areas, low level areas, mid level areas, high level areas, and extremely high level areas that only characters in their 70s levels could hope to survive there. And those areas should be connected in a gradual way to each other, on the geographical topology of the land.

In each area you should usually encounter danger and reward related to the difficulty level of that area, and there should be a lot of places for any character to find that are suitable for their level of progression, but if a player dares to enter a higher level area and could survive there to loot a container or two, and run away to places more suitable for his level, then he would probably find rewarding loot to keep like treasure.

But later in the game, he could enter those higher level places and master them as he should.

merchants at higher level areas, are better at bartering and harder to please, and would pay less for the loot, but might have better items for sale, and those better items would have exponentially higher prices, so there would be a world of difference between, a rag dress and a normal working class dress, and another world of difference between that normal dress and a noble silk dress.

High level items are harder to find, but are worth a lot more than lower level items, but on the other hand they would seem cheap compared to the even higher level items, and so on...

And in order to survive in higher level places we have to constantly try to advance our skill levels, and find better gear, and advance our character levels to hope to survive in those higher level places.

Radiant Story quests would decide where to send us that provide enough challenge but would not seem impossible for our current character, but if the place seem impossible to conquere at first, gaining a few levels in our skills and character level, and finding some better gear would let us return to the place and conquer it.

In this world, any small change in any factor would have exponential effect on the matters, and in this world any small advancement on any factor that we can advance in our character would be gratifying and the sense of progression would be immense.

While playing MM7, I had such an experience, and I'm always looking for similar experience in other games.

In that game, whenever I could master an area, and felt like a great conqueror, I would feel like a newbie player the instance I entered a higher level place, because of that exponential increase of effectiveness of skills, enemies and gear, and I had to develop my group even more to hope to survive in the higher level area.

And I hope to experience this immense sense of progression yet again, and I have a mind to make an overhaul for skyrim and try to recreate that exponential feel of progression for anything in the game, if it possible and within the power of CK.
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Abel Vazquez
 
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Post » Thu Sep 09, 2010 2:30 pm

Oblivion/Morrowind- Obvious reasons
Red Dead Redemption- Horses
Fallout 3- Scaling
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Emma-Jane Merrin
 
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Post » Thu Sep 09, 2010 11:43 am

story - skyrim hah but also love and agree with the MGS's lol

combat - AC(thought the third person was well done)
Age of Conan for the finishers thought they were pretty perfect with a huge variety
Mirrors Edge Also i think it would be awesome if for first person combat if it was sort of influenced by mirrors edge gameplay it could really help you feel right in there

stealth - thief / MGS / Hitman

sound - AMNESIA the dark descent the sound was done incredibly well, set the entire tone, not sure if they could do anything similar to add to the sounds but i thought it was great

and thinking about it, i thought the feel of the first bioshock had an awesome feel to it that i liked a lot....not that skyrim should feel similar i just thought it had a neat atmopshere

EDIT
just read
The world should be divided into different levels of difficulties, so there should be newbie areas, low level areas, mid level areas, high level areas, and extremely high level areas that only characters in their 70s levels could hope to survive there. And those areas should be connected in a gradual way to each other, on the geographical topology of the land.


i like that idea progression wise but seems like it could be problematic in a hugely open world environment like skyrim....but i do like the idea a lot and think they could work it in somehow....like traders in town warning you that "the nearest mountain is home to some blah blah that many blah blah have not been able to defeat, you should train a bit you wuss"

^but thinking about it i do like the go anywhere aspect better i think so its tough to decide between the two lol
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Grace Francis
 
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Post » Thu Sep 09, 2010 5:20 pm

minecraft
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Sara Johanna Scenariste
 
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Post » Thu Sep 09, 2010 7:49 am

some interesting suggestions.

Here's mine

Combat: mount and blade; any other suggestions are silly
Decisions: Baulders Gate 2
Quest's and general scale of epicness: Nehrim
Level Scaling: Again Nehrim (which is a zoned game) or morrowind but harder.
Moralistic choices: please god no ultracheeeeeeeeeeesy mass effect OBVIOUSLY BAD AND OBVIOUSLY GOOD CHOICES, i require something a bit deeper maybe a witcher esq shades of grey AKA realistic moral choices.
Economic Complexicity: Fable is to farmville mod aka simple something needs to be in place that can REALLY influence the game and be challenging as well the deeper you dive into it. Cant really think of a good example that isnt a SPACE SIM.
DUNGEONS: I want my epic Indiana jones esq puzzle dungeons, but also i want to cry myself to sleep so AMNESIA is a good game to look at.
Multiplayer: MASH mount and blade together with TF2 for the PVP esq, But also have co-op dungeon crawls, HELL you could have a play be a DUNGEON MASTER .

Level of gore: realistic not like video game defintion of realism; Like what does it look like when you hit someone in the head with a 120lb warhammer now simulate it with something thats close to a humans physiology OR some examples from some modern murders with a blunt weapon AND PUT THAT kind of gore IN THE GAME. AKA real gore not dismemberments. WITH Gore im sick of games overplaying by extremes making it almost comedic or nonphasing to a person or underplaying it. If you get it just right people are going to "wtf that seemed real this game has had a deep emotional impact.".....no game has done this so yeah
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Neko Jenny
 
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Post » Thu Sep 09, 2010 6:11 pm

i like that idea progression wise but seems like it could be problematic in a hugely open world environment like skyrim....but i do like the idea a lot and think they could work it in somehow....like traders in town warning you that "the nearest mountain is home to some blah blah that many blah blah have not been able to defeat, you should train a bit you wuss"

^but thinking about it i do like the go anywhere aspect better i think so its tough to decide between the two lol

If you can go anywhere from the beginning and have not to develop you character in order to survive in a place that would be called "higher level", like Oblivion, then one important aspect of RPGs is lost for you, and that is "Character development".

IMHO the game MM7 was the epitome of role playing games in this aspect.

Edit, by the way all those different levels of difficulty should not be on the surface, and we can have extremely high level dungeons, that reside in relatively high level surface areas, and the farther you go into that dungeon, the higher the danger and loot level should become, so that when we see that it is getting too hard for us, we can retreat to the surface areas, to regroup.
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..xX Vin Xx..
 
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Post » Thu Sep 09, 2010 8:21 am

Skyrim can't be influenced by Skyrim because it is Skyrim.
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jess hughes
 
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