Who wants new races?

Post » Fri Mar 04, 2011 9:51 am

With the announcement of the next TES game, lots of people are excited about added features, but what about new playable races? Possibly those that already exist in TES lore such as the Sload, the Imga, or the Maormer? Even different some of the Akaviri races. I personally think this could take the series in an interesting new direction, and would certainly change game-play. What do you guys/gals think?
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teeny
 
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Post » Fri Mar 04, 2011 7:13 pm

If they're playable, no. Imga belong in Valenwood, and Maomer are in Pyrondea. And Skyrim is too cold for a sload.
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Krista Belle Davis
 
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Post » Fri Mar 04, 2011 2:17 pm

Edit: Double Post
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Nicole M
 
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Post » Fri Mar 04, 2011 6:56 am

I'm tired of answering this question. In short, no
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tannis
 
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Post » Fri Mar 04, 2011 5:35 pm

No. 10 is plenty. They should just flesh out those even more. I only want to see new races when we are done with Tamriel and move into Akavir or somewhere else. (years and years down the line)
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Andres Lechuga
 
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Post » Fri Mar 04, 2011 8:08 am

I am not saying i want more but:
Nobody conplained when Orcs were added in Morrowind. you couldn't play as one in Arena and Daggerfall and I think you couldn't play as an Imperial either. But of course these were sentient races already. I guess you have to argue whether some of the races are sentient enough e.g. goblins (which wouldn't be pretty to be honest). But the other races that are sentient enough (Imga seem content to grovel for some reason), are not resident on Tamriel and therefore do not involve themselves in Dawn's Beauty
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Lisha Boo
 
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Post » Fri Mar 04, 2011 3:33 pm

Where would these "new races" come from? All of the fully sentient races that are humanoid in shape and culture are already represented in the games and in the back story of Tamriel. Sure, there are maybe a handful that aren't available for obvious reasons. Dwemer are extinct, the Akavir races live across the sea, etc.

During Gameinformer's recent interview with Todd Howard he explained that in his and Bethesda's opinion in general, ten races is plenty because a wide selection of different play styles is already represented in each of them. For instance we already have three warrior races in Nords, Orcs and Redguards. We have mages like Altmer and Bretons, stealth experts like Bosmer and Khajiit and the all-arounders like Dunmer, Imperials and Argonians who can do anything well with training.

You could add more races randomly, but they'd be essentially carbon copies of the abilities of the races that already exist. From a gameplay perspective there's not a ton of variety among the ones we already have. Playing a Nord melee character isn't radically different from playing an Orc, for instance. Unless you're really into the looks of your character or extremely deep into role playing I see no reason to add new races. So I definitely agree with Todd on this one.
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Amy Melissa
 
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Post » Fri Mar 04, 2011 6:31 pm

Where would these "new races" come from? All of the fully sentient races that are humanoid in shape and culture are already represented in the games and in the back story of Tamriel. Sure, there are maybe a handful that aren't available for obvious reasons. Dwemer are extinct, the Akavir races live across the sea, etc.

During Gameinformer's recent interview with Todd Howard he explained that in his and Bethesda's opinion in general, ten races is plenty because a wide selection of different play styles is already represented in each of them. For instance we already have three warrior races in Nords, Orcs and Redguards. We have mages like Altmer and Bretons, stealth experts like Bosmer and Khajiit and the all-arounders like Dunmer, Imperials and Argonians who can do anything well with training.

You could add more races randomly, but they'd be essentially carbon copies of the abilities of the races that already exist. From a gameplay perspective there's not a ton of variety among the ones we already have. Playing a Nord melee character isn't radically different from playing an Orc, for instance. Unless you're really into the looks of your character or extremely deep into role playing I see no reason to add new races. So I definitely agree with Todd on this one.

In fact orcs are more versatile than the nords in combat due to magicka resistances but the nords aren't but ugly.......................
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Christie Mitchell
 
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Post » Fri Mar 04, 2011 8:40 pm

In fact orcs are more versatile than the nords in combat due to magicka resistances but the nords aren't but ugly.......................



Nords have a higher Personality ranking, meaning they're initially better in towns. They're also slightly faster and seem to be better at attacking initially whereas Orcs have better Endurance. Their Shield power, Frost immunity and Shock resistance are useful too. Orcs are resistant to magicka in general but those specific things faze Nords less than any other race. Redguards of course are resistant to other things (poison and paralysis if I remember) and are even faster and stronger than Nords, but don't absorb damage as well.

My point isn't that the combat races are initially identical. My point is that there are already several combat races, several magic races, several stealth races and two or three that can do anything reasonably well. You can only do so many creative variations of the same theme. We have enough races.
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Céline Rémy
 
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Post » Fri Mar 04, 2011 5:20 pm

Nords have a higher Personality ranking, meaning they're initially better in towns. They're also slightly faster and seem to be better at attacking initially whereas Orcs have better Endurance. Their Shield power, Frost immunity and Shock resistance are useful too. Orcs are resistant to magicka in general but those specific things faze Nords less than any other race. Redguards of course are resistant to other things (poison and paralysis if I remember) and are even faster and stronger than Nords, but don't absorb damage as well.

My point isn't that the combat races are initially identical. My point is that there are already several combat races, several magic races, several stealth races and two or three that can do anything reasonably well. You can only do so many creative variations of the same theme. We have enough races.

I agree unless they make a new genre of technique like stealth, magic, or combat then no new race.
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john page
 
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Post » Fri Mar 04, 2011 12:02 pm

I agree unless they make a new genre of technique like stealth, magic, or combat then no new race.



Todd Howard basically absolutely stated in no uncertain terms that Skyrim will use the exact same ten playable races they've been using since Morrowind.

I think they're gonna stick with the "Mage/Thief/Warrior" trio of specializations, too. So we can safely assume we won't be seeing any new playable races in vanilla Bethesda RPGs any time soon. The only thing I could conceivably see them doing is separating Personality skills from Stealth skills or something, but since the game is only using 18 skills I'm assuming there will be six skills in each of the three categories. That makes the most sense.
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ashleigh bryden
 
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Post » Fri Mar 04, 2011 4:50 pm

Happy to stick with 10 or add more

Seems the thing is that there are more races on Tamriel itself - they are in the books that we have been reading + there are loads of others on the other continients - we know about snake, tiger and such people who might be fun

plus there are also races thought to be extinct - like the monkey people

so that might be for a future ES

what we get from Todd's statement is that the PC is unlikely to be a dragon - unless a shapechaning ability / were-kind of transformation becomes possible = answers one of my questions
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Dewayne Quattlebaum
 
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Post » Fri Mar 04, 2011 6:45 pm

We got enough.
We got a lot of interesting Playable once and a lot non-playable that's even more interesting.
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Kelly Osbourne Kelly
 
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Post » Fri Mar 04, 2011 1:05 pm

Nords have a higher Personality ranking, meaning they're initially better in towns. They're also slightly faster and seem to be better at attacking initially whereas Orcs have better Endurance. Their Shield power, Frost immunity and Shock resistance are useful too. Orcs are resistant to magicka in general but those specific things faze Nords less than any other race. Redguards of course are resistant to other things (poison and paralysis if I remember) and are even faster and stronger than Nords, but don't absorb damage as well.

Eh, you're close. Using Oblivion as the most up to date template,
Agility: Nords = Redguards > orcs
Endurance: Orc = Redguards = Male nords > female nords
Intelligence: Female orc > male orcs = redguards = nords
Personality: Female redguards > male redguards = nords = male orcs > female orcs
Strength: Nords = male redguards > orcs > female redguards
Willpower: Male orcs > female orcs > female nords > male nords > redguards

In essence, the redguards and nords are practically the same, with little difference and different racial attributes, while the orcs are slightly weaker, slower, less agile, but have a helluva lot more defense against magic attacks due to will power.
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Cathrin Hummel
 
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Post » Fri Mar 04, 2011 8:08 pm

Eh, you're close. Using Oblivion as the most up to date template,
Agility: Nords = Redguards > orcs
Endurance: Orc = Redguards = Male nords > female nords
Intelligence: Female orc > male orcs = redguards = nords
Personality: Female redguards > male redguards = nords = male orcs > female orcs
Strength: Nords = male redguards > orcs > female redguards
Willpower: Male orcs > female orcs > female nords > male nords > redguards

In essence, the redguards and nords are practically the same, with little difference and different racial attributes, while the orcs are slightly weaker, slower, less agile, but have a helluva lot more defense against magic attacks due to will power.



I'll admit my attributes came from memory and were probably based more on my perceptions of what the races are like according to lore, game dialogue and an amalgamate of their stats from all previous games than any specific in game example. That's the way I see them. The Orcs are the most tankish and least popular at parties. Nords are sort of in the middle and Redguards are agile and hit hard.
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Pumpkin
 
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Post » Fri Mar 04, 2011 6:34 pm

But the nords are the hardest hitters overall, have more willpower, and just as agile as the redguards. The only thing the redguards have a leg up is personality and endurance overall.

Also forgot to mention, both nords and redguards have the same speed, while orcs are slower.
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Bereket Fekadu
 
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Post » Fri Mar 04, 2011 12:01 pm

I'm tired of answering this question. In short, no


If people like you got their way there'd be no Orcs or Imperials in Morrowind and Oblivion.

Sorry but I'm going to have to disagree with you there. I think at the very least the Ohmes-raht should return. They represented the Khajiit race in Daggerfall so why not?

Never understood why this community is so afraid of change or expanding their options.
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Stacy Hope
 
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Post » Fri Mar 04, 2011 12:27 pm

If people like you got their way there'd be no Orcs or Imperials in Morrowind and Oblivion.

Sorry but I'm going to have to disagree with you there. I think at the very least the Ohmes-raht should return. They represented the Khajiit race in Daggerfall so why not?

Never understood why this community is so afraid of change or expanding their options.



http://www.youtube.com/watch?v=tVFBK9GhS5Q
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Tamika Jett
 
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Post » Fri Mar 04, 2011 11:33 pm

If people like you got their way there'd be no Orcs or Imperials in Morrowind and Oblivion.

Sorry but I'm going to have to disagree with you there. I think at the very least the Ohmes-raht should return. They represented the Khajiit race in Daggerfall so why not?

Never understood why this community is so afraid of change or expanding their options.

Hey, orcs made sense. They gained independence and recognition at the end of Daggerfall, and the Cyrodiils had always been known, just not playable. Also, Ohmes-Raht are khajiit, how can I [NUMMIT] say no to that, especially when they're supposed to be the most numerous khajiit outside of Elsywr.

Biggest thing is, the race has to be numerous in the first place. Second, they have to be accepted, and generally it's going to be bloody. Third, most newcomers will be hated just for being different anyway; Tamriel is quite racist.

Now, I could accept there being Tsceci (or however you spell it), as they were on Tamriel before and did rule it after Reman III was assassinated. However, the condition for them to be playable would mean they lost the war against the tigers in Akavir, and their entire population would have to be refugees.

And like I said, I only said no, because I'm tired of having to explain myself in great detail. This is just me giving a small summary.
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Bellismydesi
 
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Post » Fri Mar 04, 2011 11:56 pm

I wouldn't mind seeing some choice in Khajiit and Argonian, like picking the sub-species, but I know that's not going to happen, at least not for a while.

If it weren't for the fact that we have all the common races, I'd be up for something new.
For instance, if the Falmer weren't, for all we really know, extinct.

As it is though, 10's plenty.
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Stay-C
 
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Post » Fri Mar 04, 2011 5:15 pm

http://www.youtube.com/watch?v=tVFBK9GhS5Q


Is there a point to your post? I agree with Hellmouth after he explained his point further. Nice trolling bro?
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Jason King
 
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Post » Fri Mar 04, 2011 3:30 pm

Don't take offense, this isn't the general sections where things can become too hot. Coming here, you need to be able to handle stuff like Vivec's Muatra on a daily basis.
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T. tacks Rims
 
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Post » Fri Mar 04, 2011 10:17 pm

Guess what it represents.
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Roberta Obrien
 
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Post » Fri Mar 04, 2011 4:17 pm

You may need some male enhancement then.
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Elizabeth Davis
 
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Post » Fri Mar 04, 2011 5:48 pm

I am female to his male. Arenotelicon.
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SHAWNNA-KAY
 
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