What makes a good DLC location?

Post » Sun Mar 27, 2016 5:49 am

A simple question: "What makes a good DLC location?" We've seen plenty of good DLC locations, adding new landmasses such as islands, explorable Daedric realms and even cities, walled off from the rest of the world and isolated valleys and ruins. But what makes these locations adequate and furthermore, which locations could be handled in such a way? I personally think islands and archipelagos like Topal Isle, Balfiera, Stros M'Kai, Betony, the Telvanni Isles, Thras, Auridon and Stirk could make for excellent new landmass DLCs, along with some Daedric realms, while smaller, more isolated locations could make for the setting of more quest-derived DLCs, like Sancre Tor in the Colovian Highlands, Nova Orsinium or the Crypt of Hearts.

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Sudah mati ini Keparat
 
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Post » Sun Mar 27, 2016 6:11 am

I like expansions that are part of the game world. I don't like to suffer through loading screens between an expansion landmass and the landmass of a main game. For this reason (and a few others) I preferred Bloodmoon over Tribunal. The fewer loading screens in an open-world game the better, I say.

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Melung Chan
 
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Post » Sun Mar 27, 2016 3:14 am

A location that offers us a totally different look and atmosphere than what we had in the base game is something I appreciate in a DLC location. Examples I really enjoyed: Solstheim(TES3 and TES5), The Shivering Isles, Point Lookout.
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Kelly James
 
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Post » Sun Mar 27, 2016 12:08 pm

Atmosphere backed up by visuals and OST, to simply put it. Whether it's a jungle, an open plain or a dark swamp, a player has to immerse himself into the world and feel as if he's literally there.

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Loane
 
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