Where's the "Roleplaying" part of this game?

Post » Sat Feb 19, 2011 9:52 am

It's not confirmed, people on this forum are just assuming again. :P


Well it's an assumption that has more merit than believing they will be in. Seeing as how you put points into health, magicka or stamina when you level, it doesn't really leave room for attributes. People need to lose their fealty to old gaming systems. Numbers existed in the past because that's what was required to do the job. When you can do the same job as attributes and more with a different system, why have attributes?
User avatar
Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am

Post » Sat Feb 19, 2011 8:20 am

Oooooohhh. Then why the hell are people saying that! I HAD A [censored] HEART ATTACK! When did people get this idea then? The one about leveling up stamina helth or magicka???


Probably. That and you know, if it hasn't been mentioned yet it probably isn't in game. :P These forums are like one big game of Telephone.

Sleign is right in my opinion. I agree whole-heartedly.
User avatar
BRIANNA
 
Posts: 3438
Joined: Thu Jan 11, 2007 7:51 pm

Post » Sat Feb 19, 2011 9:45 am

Well it's an assumption that has more merit than believing they will be in. Seeing as how you put points into health, magicka or stamina when you level, it doesn't really leave room for attributes.


What if you pick your perk, upgrade health, stamina or magicka then upgrade an attribute? I realize some of the attributes modified health/magicka/stamina but it is possible that they were altered to adjust skills.
User avatar
Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Sat Feb 19, 2011 3:12 am

Exactly, and just because you don't need a long list of numbers and dicerolls and a dungeonmaster doesn't mean that you are limited in role playing. In fact, I think that gives you more freedom. (I am agreeing with you on this point.)

True, the game does get more 'action'y when everything is can be controlled by the player instead of stats and chance. But there is a reason things change. If this was an RPG like FF for the NES then you would still need dice rolls because battles are 2d and turn based. But if you can navigate the world and respond to real-time actions with real-time responses it simply becomes more realistic. There is nothing realistic about a diceroll unless you are playing a game that requires real dice.
Dice rolls reflect impartial chance. Everyone mortal has faults and makes mistakes. Dice rolls with weighted results best reflect a PC's ability in a given place and time. Dice reflect what is not under the player's (or the PC's) control. Dice can indicate a manufacturing flaw in one's lock picks, or indicate to another that the PC is lying (even though he's doing his best to fool them). As for 2D turn base... 2D is not required, but the omission of turn based makes for an alien game that isn't offering all of what I'd want or expect from a Fallout game.

The true beauty of an RPG is right here. Remember when you were seven? And you would spend all day playing outside or in your room or with friends? You weren't in the place where your body physically was, were you? No, you were in space, or the wild west or in pokemon or something else you played when you were a kid. The game had it's own basic rule set like people don't just die because you decide because as no kid want's to play that with you. But from there you put whatever limitations you wanted to make your character fun to play.
No actually :laugh:. I can remember from age two up. I never did any of that. My nickname at age four was the 'little man' because I was serious to a fault. I know what you are saying, but when we all played that game it was usually more combat related. Our "Lets pretend" (us kids aged 7-9) involved a full body illustration of what you were pretending to be and you had to have drawn a weapon to have access to it. Our 'lets pretend" usually played out like a Godzilla/ Gamera deathmatch. :shrug: Still... I know what you are saying, but "fun to play" is very subjective. Our group's RPG characters often included phobias and other insanities brought about by mutation and brain damage to the PC's (as part of the initial character description).

For me, a fun RPG is not wandering around a 3d world looking to shoot something, its affecting the gameworld by means of the PC personality. Its reading all the personnel records records in the sierra army base, or the glow (Fallout 1&2), finding other interesting characters that are just willing to share memories... in Fallout Harold (arguably the best NPCs ~tied with Lou), doesn't ask you for anything but spare change, but recounts the very origins of the main villain in a very personal and believable way. I like an RPG that depicts a believable environment ~whether or not its depicted with realistic visuals. Fallout 3's Citadel was not very believable to me, West-Tek in Fallout 1 was. :shrug: [To an odd extent even Sigil in Planescape was, while Megaton was not].

I'll tell you now, they didn't get worse. they didn't get better either, as both things are subjective. They merely changed, whether they got better or worse is entirely dependent on opinion and anyone who tries to claim it as fact needs to relearn the definition of the word.
I disagree. When something is built there is an intention, with change that intention can be lost entirely. Fallout was originally intended to be the best GURPS crpg ever made; the first change was that they lost GURPS, but they still made the same intended experience... GURPS by another name. :shrug: (They were GURPS fans). Is Fallout 3 GURPS by another name? I would argue that all of the recent changes to format stray away from the series path and venture into more familiar territory for TES fans ~by design; and I call that worse. Not worse because its for made more for them, but that its made less for us ~and we were the ones that liked Fallout. I like Fallout's combat but I play to avoid unnecessary fights... In the wastes I will choose to avoid random attackers if given the option. Oblivion, Fallout 3, and almost assuredly Skyrim are built around the ethos of "go kill stuff in 3D". :shrug:

I...think we're agreeing...right? I mean, its the character's choice if they sneek in and try to take the staff, the numbers only take over in the exicution. A thief is still a thief, be them very bad or very good at what they do. The numbers are just there to show if one is good or bad at something, and the progression from them being bad to being good.

Again...I think we're agreeing. I'm just bad at putting my thoughts into words. :P Sorry. We pick a role for our character, and then we play by those self inflicted rules.
I think we agree. :shrug:
User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Sat Feb 19, 2011 2:44 am

What if you pick your perk, upgrade health, stamina or magicka then upgrade an attribute? I realize some of the attributes modified health/magicka/stamina but it is possible that they were altered to adjust skills.


Yes but then it gets into the realm of people just want to stack systems on top of each other. That can quickly get out of hand. You start doubling up on things and then you go out of control. This is the same reason that spellcrafting may not be in the game. With the new magic system, you have more customization with spell than you ever had with spellcrafting in the past but yet people still want spellcrafting. That can get out of hand quickly where people will combine 3 disable spells in one spell and then in their other hand have 3 destruction spells then combine them and so on, it quickly gets out of control. Why tack on an outdated system when the new system does the same thing with extra features?
User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Fri Feb 18, 2011 9:25 pm

Yes but then it gets into the realm of people just want to stack systems on top of each other. That can quickly get out of hand. You start doubling up on things and then you go out of control. This is the same reason that spellcrafting may not be in the game. With the new magic system, you have more customization with spell than you ever had with spellcrafting in the past but yet people still want spellcrafting. That can get out of hand quickly where people will combine 3 disable spells in one spell and then in their other hand have 3 destruction spells then combine them and so on, it quickly gets out of control. Why tack on an outdated system when the new system does the same thing with extra features?


I guess that makes sense, and it does make sense to remove attributes for over 280 perks :)

8 Attributes<280 perks

However, if attributes are out, how is luck going to be implemented? Will it just be removed entirely? Not even in the background?
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Sat Feb 19, 2011 1:19 am

I guess that makes sense, and it does make sense to remove attributes for over 280 perks :)


Indeed :thumbsup:
User avatar
James Baldwin
 
Posts: 3366
Joined: Tue Jun 05, 2007 11:11 am

Post » Sat Feb 19, 2011 3:29 am

When was it announced that you upgrade your Health Stamina and Magicka manually when you level up?
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Sat Feb 19, 2011 1:19 am

When was it announced that you upgrade your Health Stamina and Magicka manually when you level up?


I think it was in the GI article.
User avatar
Nick Jase Mason
 
Posts: 3432
Joined: Sun Jul 29, 2007 1:23 am

Post » Sat Feb 19, 2011 12:34 am

When was it announced that you upgrade your Health Stamina and Magicka manually when you level up?


It was in the GI mag, I would have to go get it to tell you what page. If you want an exact page lemme know.
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Fri Feb 18, 2011 10:36 pm

It was in the GI mag, I would have to go get it to tell you what page. If you want an exact page lemme know.


No, Ill just read my copy.


Attributes and Health/Stamina/Magicka dont work if you have both systems? You could have both. And perks. I am sure that if Todd explained it then I would be all for it. But right now it just seems unreasonable.
User avatar
Naomi Lastname
 
Posts: 3390
Joined: Mon Sep 25, 2006 9:21 am

Post » Sat Feb 19, 2011 1:10 am

It's in the power of imagination! :thumbsup:

Not sure whether this was meant to be sarcastic or not but the text is my opinion anyhow. I've never felt like stats make RPGs. To me its about being able to create a character, visually, morality, history, playstyle and being set loose in a world where I can fly free so to speak. Then of course theres the far more linear ones, with far better stories and dialogue generally, like Dragon Age, Alpha Protocol and so on.
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Sat Feb 19, 2011 5:39 am

No, Ill just read my copy.


Attributes and Health/Stamina/Magicka dont work if you have both systems? You could have both. And perks. I am sure that if Todd explained it then I would be all for it. But right now it just seems unreasonable.


I just explained above.
User avatar
CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Sat Feb 19, 2011 1:06 am

I just explained above.


How could it become out of hand? You just said it would become out of hand but there was no reason? I don't understand. :(
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Sat Feb 19, 2011 1:37 am

Imho:

The roleplaying aspect comes from wandering the world and interacting with it. I played Vampire:the Masquerade (followed by the Requiem) for years while I also played TES. My favorite parts were interacting with the world around me, whether for good or evil, and just getting immersed into that world and for a short time becoming that character.

As long as the interactions are as vivid as possible, I'd say that the roleplaying will be very satisfying.

:obliviongate:
User avatar
Krystal Wilson
 
Posts: 3450
Joined: Wed Jan 17, 2007 9:40 am

Post » Sat Feb 19, 2011 12:54 pm

How could it become out of hand? You just said it would become out of hand but there was no reason? I don't understand. :(


Look at Morrowind. A good example would be Enchant stacking. It horribly got out of hand quickly when you stacked one thing on top of another in the armor system when you only needed one layer. I said what the reason was, you start getting redundancies in the systems and then every bonus you give you is twice what it should be and you quickly annihilate everything in your path. We want the game to have difficulty in it but still feel we are getting stronger, not god mode all the way through which is what you would get from redundant system stacking, aka Morrowind armor system.
User avatar
sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Fri Feb 18, 2011 11:02 pm

Look at Morrowind. A good example would be Enchant stacking. It horribly got out of hand quickly when you stacked one thing on top of another in the armor system when you only needed one layer. I said what the reason was, you start getting redundancies in the systems and then every bonus you give you is twice what it should be and you quickly annihilate everything in your path. We want the game to have difficulty in it but still feel we are getting stronger, not god mode all the way through which is what you would get from redundant system stacking, aka Morrowind armor system.
Magic items could (if they wanted) be said to interfere with one another (and not be usable together), but I wouldn't see anything wrong with mixing magic items with conventional ones for stacked bonuses. :shrug:
User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Fri Feb 18, 2011 11:03 pm

Magic items could (if they wanted) be said to interfere with one another (and not be usable together), but I wouldn't see anything wrong with mixing magic items with conventional ones for stacked bonuses. :shrug:


That's a not a very good comparison at all <_< No enchanted weapon has nearly the power of a real spell and enchantments tend to have limitations as well.
User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Sat Feb 19, 2011 10:22 am

I understood your example Sleign, I was asking how it applies to this situation. Why would Beth change in the first place? What about this is better?
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Sat Feb 19, 2011 5:23 am

I understood your example Sleign, I was asking how it applies to this situation. Why would Beth change in the first place? What about this is better?


8 attributes is no where near as good as 3 attributes and 280 perks + residual bonuses from some skill that might take up the bonus of an attribute (such as athletics will probably take up the speed attribute.)

People always want more customization and when they get it, they just complain that it changed, it annoys me and I'm not even working on the game. I can't even imagine how much it discourages the devs.
User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Fri Feb 18, 2011 10:08 pm

"this is my definition of an RPG, so your thoughts are invalid"

That is exactly what everyone that sees less skills and no attributes and starts threads like these or posts their agreement to them is saying to Bethesda.
User avatar
Rude_Bitch_420
 
Posts: 3429
Joined: Wed Aug 08, 2007 2:26 pm

Post » Sat Feb 19, 2011 11:03 am

That's a not a very good comparison at all <_< No enchanted weapon has nearly the power of a real spell and enchantments tend to have limitations as well.
That's not what I was meaning... I meant things more like say... an enchanted belt with an armor bonus worn over conventional armor, but not wearable over a suit with enchanted defenses.

8 attributes is no where near as good as 3 attributes and 280 perks + residual bonuses from some skill that might take up the bonus of an attribute (such as athletics will probably take up the speed attribute.)
I don't think so... For starters we don't even know what the 'perks' might be exactly. And my gosh, I hope they don't just pass them out like candy every level, or even two or three every level. :(

I would want a set of PC attributes to describe my PC *more than I'd want perks ~at all even; Else, how would one know what those aspects really were?
(More importantly... How would the game respond realistically to them in situations where they need to be known?)
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Sat Feb 19, 2011 8:11 am

I find that rather insulting, being that I've been trying to defend my possition with logic and calm words. Its fine if we don't agree, but you don't have to tell me that I don't know what I'm talking about.


Not just insulting to you, but insulting the entire franchise. Sure, I don't agree with RPGs becoming simplified more and more, but A. Every RPG series today is being simplified, including your (tombofsoldier's) precious Fable, and B. Saying that it won't even compare to Oblivion is... So... Ugh!

I'll stop my post here, before I go off in a tangent.

P.S. Didn't mean to disrespect Fable. Great series.

EDIT:

I don't think so... For starters we don't even know what the 'perks' might be exactly. And my gosh, I hope they don't just pass them out like candy every level, or even two or three every level. :(

Todd talks a lot about them in the http://www.gameinformer.com/b/podcasts/archive/2011/02/03/toddhowardse.aspx... That or the article on the http://www.gameinformer.com/games/the_elder_scrolls_v_skyrim/b/xbox360/archive/2011/01/28/skyrim-menu-system-overhaul.aspx... I can't remember.
I think it's a pretty awesome system, but it's up to personal preference.
User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Sat Feb 19, 2011 11:55 am

For everyone afraid that "people are going to be good at everything".

If you want your character to be a swordsman, then have him use a sword. OK, yes his skill for axes might also increase, but why are you going to use axes?
User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Sat Feb 19, 2011 2:59 am

For everyone afraid that "people are going to be good at everything".

If you want your character to be a swordsman, then have him use a sword. OK, yes his skill for axes might also increase, but why are you going to use axes?

Because you might have to. (Weapon breaks, or enemy immunities, or some other reason). I recall how BG2 had clay golems that were immune to all but blunt weapons, and my katana wielding grand master with sword, had to resort to a mace (with a novice's skill). It would have been dumb if blunt weapon skill improved through their exclusive use of katanas up until then. :shrug:
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

PreviousNext

Return to V - Skyrim