why so few enemy types?

Post » Mon Dec 12, 2011 11:40 pm

I'm curious, is it a lore thing?

edit: I've elaborated below.
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Rachie Stout
 
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Post » Mon Dec 12, 2011 11:43 pm

Can you elaborate?
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Sophie Payne
 
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Post » Mon Dec 12, 2011 1:38 pm

What? I think there are plenty of enemy types...
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Emma Pennington
 
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Post » Mon Dec 12, 2011 4:48 pm

Why so few armors is my question, I miss my Chainmail and Mithril.
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April
 
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Post » Tue Dec 13, 2011 5:20 am

Why so few armors is my question, I miss my Chainmail and Mithril.

The new guard armor is pretty much Skyrim's Chainmail. I do miss Mithril though. :cryvaultboy:
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joseluis perez
 
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Post » Mon Dec 12, 2011 11:58 pm

There are more armor types and more enemy types than in Oblivion if memory serves.
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ZANEY82
 
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Post » Tue Dec 13, 2011 3:42 am

Can you elaborate?

Sure. I don't mean to complain, I'm just not too sharp on skyrim's provincial lore. I'm not sure if there's a reason normal zombies don't exist and why goblins dont live in skyrim caves.

Goblins are gone.
Zombies are gone (draugr arent really zombie-like, fighting them is the same as fighting a humanoid).
Clannfears and daedroth are gone.
Scamps are gone.
Many ghosts are gone, and all ghosts can be damaged by any weapon, making them not really ghosts anyways (just transparent humanoids).
Minotaurs are gone.
Imps are gone.
edit: ogres are gone.

And those are just the removals from oblivion.

I do like the tarantulas though (they freak me out :D ) and the sabretooth cats are cooler than ever. The trolls aren't as 'strange' as they were in oblivion (they had the BEST screech ever) but they're still neat.

I just feel that the game is filled with draugr, bears, spiders, wolves, and sabretooth cats... and not much else.

So yeah, is it a lore thing?
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Haley Merkley
 
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Post » Mon Dec 12, 2011 3:45 pm

i miss playing oblivion and fighting ogres and goblins thinking of some mastodon lyrics "HUNT FOR OGRES AND DWARVES" :intergalactic:
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Matt Bigelow
 
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Post » Tue Dec 13, 2011 3:30 am

ah yes i forgot about ogres, ill edit them into the post
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sally coker
 
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Post » Mon Dec 12, 2011 6:25 pm

Goblins are gone.
Zombies are gone (draugr arent really zombie-like, fighting them is the same as fighting a humanoid).
Clannfears and daedroth are gone.
Scamps are gone.
Many ghosts are gone, and all ghosts can be damaged by any weapon, making them not really ghosts anyways (just transparent humanoids).

I do like the tarantulas though (they freak me out :D ) and the sabretooth cats are cooler than ever.
I just feel that the game is filled with draugr, bears, spiders, wolves, and sabretooth cats... and not much else.

the loss of so many ghost types and deadra are one of the things that bug me about conjuration. back on topic though yeah i kinda wanted more variation on the giants (no mountain giants?)
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Haley Merkley
 
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Post » Tue Dec 13, 2011 4:34 am

There might be even more types of enemies than in Morrowind.
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Louise Andrew
 
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Post » Mon Dec 12, 2011 6:20 pm

Goblins are gone.
Zombies are gone (draugr arent really zombie-like, fighting them is the same as fighting a humanoid).
Clannfears and daedroth are gone.
Scamps are gone.
Many ghosts are gone, and all ghosts can be damaged by any weapon, making them not really ghosts anyways (just transparent humanoids).

I do like the tarantulas though (they freak me out :D ) and the sabretooth cats are cooler than ever.
I just feel that the game is filled with draugr, bears, spiders, wolves, and sabretooth cats... and not much else.

the loss of so many ghost types and deadra are one of the things that bug me about conjuration. back on topic though yeah i kinda wanted more variation on the giants (no mountain giants?)
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Carlos Rojas
 
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Post » Mon Dec 12, 2011 11:22 pm

There are more armor types and more enemy types than in Oblivion if memory serves.


I think this is true. The armor just doesn't focus on tiers as much.
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Yvonne Gruening
 
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Post » Tue Dec 13, 2011 12:00 am

damn you double post!!!!!
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Shianne Donato
 
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Post » Mon Dec 12, 2011 10:39 pm

When a developer needs to spend hundreds or thousands of hours on meshes, skins, textures, animations, sounds and all the rest for each and every creature type, you end up with not a whole lot of creature types. That's the price we pay for modern games.

Compare Skyrim to a roguelike, a game where each creature is represented by a letter, so a goblin is a 'g'. You've got hundreds, sometimes thousands of creature types in many roguelikes. That's just not gonna happen in a game like Skyrim.
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Stephani Silva
 
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Post » Tue Dec 13, 2011 5:22 am

Sure. I don't mean to complain, I'm just not too sharp on skyrim's provincial lore. I'm not sure if there's a reason normal zombies don't exist and why goblins dont live in skyrim caves.

Goblins are gone.
Zombies are gone (draugr arent really zombie-like, fighting them is the same as fighting a humanoid).
Clannfears and daedroth are gone.
Scamps are gone.
Many ghosts are gone, and all ghosts can be damaged by any weapon, making them not really ghosts anyways (just transparent humanoids).
Minotaurs are gone.
Imps are gone.

And those are just the removals from oblivion.

I do like the tarantulas though (they freak me out :D ) and the sabretooth cats are cooler than ever. The trolls aren't as 'strange' as they were in oblivion (they had the BEST screech ever) but they're still neat.

I just feel that the game is filled with draugr, bears, spiders, wolves, and sabretooth cats... and not much else.

So yeah, is it a lore thing?

But now there are:

Spiders,
Giants,
Dwemer tech,
Falmer,
More wildlife,
Mammoths,
Draugr,
and Dragons.

Plus I'm fairly certainly lore does not permit some of those creatures to exist in Skyrim. They got rid of alot, but added a lot of new ones. Really, I like most of the new ones better. Not to mention they inhabit dungeons that are 100x cooler and more thought out. I'm totally fine with it.
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Czar Kahchi
 
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Post » Mon Dec 12, 2011 8:03 pm

Think about the biome - so, for example, minotaurs would not fit here. You could compare the bestiaries for both games on UESP or something and then you be able to count how many beasts are in one game vs. another
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Melung Chan
 
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Post » Mon Dec 12, 2011 5:40 pm

Yeah I think there is just enough. But then when u think about it, there really isn't.

Wolves,trolls,giants,falmer,bandits and a few more. Thats not that much

Daniels
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Maeva
 
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Post » Mon Dec 12, 2011 8:06 pm

I just counted on UESP. I counted 32 HOSTILE creatures in oblivion minus variations. 29 in Skyrim minus variations. The biggest change though is Undead and Daedra. If daedra and more undead were kept Skyrim would have quite a bit more.

http://www.uesp.net/wiki/Skyrim:Creatures

http://www.uesp.net/wiki/Oblivion:Creatures
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lydia nekongo
 
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Post » Tue Dec 13, 2011 3:26 am

I don't think goblins, ogres, minotaurs, and imps are even native to Skyrim. As for undead, they changed necromancy so now zombies are reanimated NPCs/creatures. And as for Daedra, that new barrier set up by Martin Septim has really put a clamp on daedra trafficking.

Still, if you go by the types known and count all the variations of each, there's more types of monsters than any prior Elder Scrolls game.
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Ice Fire
 
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Post » Mon Dec 12, 2011 4:55 pm

When a developer needs to spend hundreds or thousands of hours on meshes, skins, textures, animations, sounds and all the rest for each and every creature type, you end up with not a whole lot of creature types. That's the price we pay for modern games.

Compare Skyrim to a roguelike, a game where each creature is represented by a letter, so a goblin is a 'g'. You've got hundreds, sometimes thousands of creature types in many roguelikes. That's just not gonna happen in a game like Skyrim.

So since when is oblivion not a modern game? you realize they both run on the same console and pc hardware.

I'm not comparing skyrim to morrowind, im just comparing the mob variety to oblivion.

The reasoning is not technical limitations or 'dvd storage'. Move past that, I'm sure the answer is in the lore.
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Logan Greenwood
 
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Post » Mon Dec 12, 2011 1:35 pm

I don't think goblins, ogres, minotaurs, and imps are even native to Skyrim. As for undead, they changed necromancy so now zombies are reanimated NPCs/creatures. And as for Daedra, that new barrier set up by Martin Septim has really put a clamp on daedra trafficking.

Still, if you go by the types known and count all the variations of each, there's more types of monsters than any prior Elder Scrolls game.

Ah true about the daedra, so obvious it slipped my mind.

However, Skyrim doesn't have 'more types of monsters than any prior TES game". I appreciate the enthusiasm but that's simply factually incorrect. Even taking the 3d games into account, morrowind has much more mob variety.

I'll bring up morrowind now, just because you brought the rest of TES into it :P

Morrowind had 42 different types of mobs.

the key word is variety. 17 of those 42 are beast-type mobs. Nix hounds, netch, etc. awesome mobs :P
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Sara Lee
 
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Post » Mon Dec 12, 2011 11:41 pm

What about shades and the magic anomalies, those arent listed and they're hostile enemies.
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naana
 
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Post » Mon Dec 12, 2011 11:06 pm

I miss zombies and wraiths.
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scorpion972
 
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Post » Mon Dec 12, 2011 1:55 pm

aghh wraths were a pain in the [censored] xD

I think the problem is most of the new enemies in skyrim behave like humanoids. Falmer, the new 'zombies', draugr, etc.

fighting a falmer doesnt feel like fighting a goblin, and fighting a draugr or reanimated corpse doesnt feel like fighting an oldschool zombie. they feel like we're fighting bandits or skeletons

etc
even wisp mothers are essentially summoner humanoids
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Ruben Bernal
 
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