Why Skyrim? (Partie Deux)

Post » Tue May 17, 2011 7:11 am

I will not mention the landscape and enviroment since many have mentioned that before me, but I want you all to take into consideration the existing lore and culture in Skyrim. If I recall correctly Todd howard mentioned that one of the things he felt Oblivion lacked was culture and lore, then I believe that it would be safe to say that bethesda will put more emphasisis on this in TESV. Now to look at the province, it consists of several citystates(holds) that rivals each other for control of the surrounding areas and trade superioirity. In recent events Skyrim has expanded it's borders in the east during the war of Bend'r makh. The city of Whiterun is controlled by a witch who claims to be a Priestess of Lorkhan. All this makes plenty of room for political intrigue and quests revolving around this.

Also there is much historical material to delved into like the mystery of the Falmer, the arrival of men to Tamriel and the conflicts deriving from this.
Nords are renowned as fine warriors, craftsmen and sailors. This tofether with their religion provides much of the basis for Nord culture that we should be able to delve into if the developers choose to take this into consideration.

I hope these points show a little bit of why Skyrim might be a much more interesting province than you might think.
User avatar
Umpyre Records
 
Posts: 3436
Joined: Tue Nov 13, 2007 4:19 pm

Post » Tue May 17, 2011 8:13 am

When people think of what civilizations live in the forest, they think civilized, orderly humans. Thats why Cyrodiil was changed to a forest, because of the Imperials.
Jungles are typically associated with beasts, which aren't Imperials.

This is true. Of course, there's always been the Mesoamericans and Khmer. The original Imperial City sounded a lot like Tenochtitlan to me. Or Vivec. :shrug:

You know, I believe the PGE only described half of Cyrodiil being densely wooded anyway - and we still may never know just what sort of jungle (or lack thereof) the drier areas were supposed to be. I'm thinking it wasn't meant to be a genuine African jungle, but something more along the lines of the wet, coastal forests in Italy. Something like http://image.shutterstock.com/display_pic_with_logo/112756/112756,1201230033,1/stock-photo-seaside-villas-near-portofino-italy-8842768.jpg (lolstockimage). After all, I'm pretty sure the Imperials were supposed to be based off the Romans. Retconned jungle aside, I'm actually more concerned as to why Bethesda took http://www.elderscrolls.com/images/characters/mw_06CB.jpg and turned them into http://guides.gamepressure.com/theelderscrolls4oblivion/gfx/word/164868265.jpg.

Blackwood, Colovian Highlands, Gold Coast, Great Forest, Heartlands, Jerall Mountains, Nibenay Basin, Nibenay Valley, Valus Mountains, West Weald

Quantitatively, yes, Oblivion wins. What's the point of that listing anyway? When you see Oblivion's regions implemented in the game, however, they seem to be primarily cartographical regions - whereas Morrowind's were the complete opposite, very heavy in contrast. You could tell when you were in another region. Even for the more universal terrain, such as grass and roads, there were completely different textures for them! Not to mention you had a good 1-in-3 chance that you just entered some place where it rains every other day. In Oblivion? I sure couldn't tell when I stepped from the Great Forest into the West Weald.

Summerset Isle? I've heard "the technology isn't good enough to do it justice, yet" a lot, and people do seem to be very picky about provinces being as they were described, so that seems like a reasonable guess.

At the time, yes. Todd mentioned during QuakeCon's Building Blockbusters panel, however, that most of 2009 was spent overhauling the engine. After the http://www.eurogamer.net/articles/2010-08-16-bethesdas-todd-howard-interview?page=1, I could imagine them specializing their tech to accommodate an expansive and open area - like the sprawling cities of Summerset, or even the mountain ranges of Skyrim. Or maybe it just means my FPS will no longer halve when there's >2 NPCs in combat. :celebration:
User avatar
kelly thomson
 
Posts: 3380
Joined: Thu Jun 22, 2006 12:18 pm

Post » Tue May 17, 2011 11:41 am

Well, I dont care if they make it in Skyrim or any other province or even the whole Tamriel or even Nirn. I dont care if they make it lore friendly or not, even if they remake morrowind as an ice covered place, or cyrodiil as a desert, but I do care how they make it, as an RPG experience, how deep the quests go and how lasting the game's draw is.

If they make a back story as deep and enticing as morrowind, the rpg elements good enough, and the game-play rewarding enough, and graphics are probably better than oblivion, then the setting is not a problem.
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Tue May 17, 2011 3:00 pm

I dont care if they make it lore friendly or not, even if they remake morrowind as an ice covered place, or cyrodiil as a desert, but I do care how they make it, as an RPG experience, how deep the quests go and how lasting the game's draw is.


I think that if any aspects of the setting or gameworld are ignored or disfigured far beyond established lore, it will completely defeat the point of a deep back story. All parts of the lore and gameworld should come together flawlessly in a 'majestic whole' to give the game meaning beyond its face value.
Without this, the gameworld will feel like a meaningless mess, and will destroy the RPG experience IMO.
Bethesda should have focus on making everthing fit together- gameplay, lore, gameworld, ect, rather than focusing on one thing and abandoning others.
User avatar
djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

Post » Tue May 17, 2011 7:12 am

My "Shallow" representation really summed up the game. But if you want me to go into further detail, fine.

In Oblivion, stand outside any cave. Go ahead, pick any cave in the game.

Now think to yourself. What's inside? It will either fall under 3 categories:

-Bandits
-Undead
-Creatures

Let's look at the first one, Bandits. You know that walking in, you'll find the generic bandits littered in the cave for no real significant reason other than to stand around and talk about how mudcrabs are nasty. They'll all be wearing the same fur (Or glass, if you're lucky, because bandits can easily get their hands on priceless mastercraft glass armor) armor that every other bandit has. Then if you're lucky, there will be a bandit leader at the end with better stuff. Yippie, you've just summed up most of the caves in Cyrodil.

Maybe it's an Undead cave. You stumbled across the generic cave that contains either Skeletons and Ghosts, Or for higher levels, Skeleton Champions and Wraiths, maybe a few zombies (Or liches, if you're high level), and that's really it. The most interesting thing you'll find are a few gems and getting a good show from the skeleton ragdoll effects on some traps.

Maybe it's a cave with Creatures. Theres some Rats and Mudcrabs, Trolls and Lions if you're high level, and maybe a few barrels with useless items inside.

Or you'll get lucky, and manage to find the one or two slightly interesting caves (Argonian cult, pale pass), then your image of every other cave will dwindle even more.

Sometimes, bethesda gets "Creative" and slaps Nocturnal's Eye at the end of one, or maybe the body of some guy who was missing. The rest of it was just the same thing in any other cave.

Satisfied?


I think Bethesda have already proved that they have improved upon this formula with Fallout 3. You can walk into any tunnel, building cave or vault and find a completely different mini-story. Such as the building which is a reference to HP Lovecraft, and in the basemant you find a simple text-based mini game.

I personally love exploring, and I'm also a writer, so I look for little details. I'm a gamer who looks in every corner, and in Oblivion, you will find those stories hidden within the world. I like wandering into a cave and finding a bed with a skeleton and corpse lying over it. It makes you wonder what happened to him. I love the little and simple details that bethesda put into their games.

In any rate, I never understood this whole morrowind vs oblivion debate. I love both of the games, and I don't find it hard to accept them for what they are. I also think your view on Oblivion is very skin-deep, as you're taking a lot of the small details out of the equation that I personally find enticing. I never understood why some people are just out to hate something so much they look for flaws and forget to enjoy the experience. I still believe that any Bethesda game at its worst, is leagues better than most game companies at their best.


*EDIT*

I forgot to add my Skyrim two cents. I agree with the consensus that if it's anything like Operation Anchorage's visual flair, then count me in. That was one gorgeous looking expansion. I'm hoping for some tricky mountain passes and some nice coastal evergreen forests. That, and all this talk of vampires and werewolves gets me excited!
User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Tue May 17, 2011 2:23 am

When people think of what civilizations live in the forest, they think civilized, orderly humans. Thats why Cyrodiil was changed to a forest, because of the Imperials.
Jungles are typically associated with beasts, which aren't Imperials.


:(

Breaking stereotypes is a good thing. In this case the stereotype goes beyond the game world and into the real world and highlights a flawed Eurocentric world view. I'm going to post https://docs.google.com/View?id=dc4swmp4_230ftw67nhc again:

Pre-Tiberian Cyrodiil was a great contradiction in the perceived Euro-American world view. Its inhabitants were not the familiar white Anglo-Saxon populations which play the role of the civilizing conquerer in most fantasy, they were a strange and unfamiliar peoples with attributes of the Other. They are, for the most part, jungle dwelling 'primitives' -- and yet they are the bringers of civilization and culture to the rest of the world. The Nedic peoples give us also the white man as slave, as opposed to slaver.



What was delivered by Morrowind, Oblivion, and even Redguard did not live up to the myth of the Other-as-Us. What we received were instead the romanticized constructs of the western civilization. Rome, as conqueror and civilizer of the barbaric Dunmer Others. Medieval England, mother land to half a dozen colonies, wellspring of civilization. Both these constructs reinforce a fear of that which is different. The assumption that one cannot identify with the Other - be it true or not - discredits players.


That is precisely why the Nords now have Indian characteristics alongside Norse ones.
User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Tue May 17, 2011 6:14 am

Why Skyrim? Because werebears would totally own epically if you could tare things apart as one. Imagine your first encounter with a werebear. Your at your camp fire late at night with the hunting party in the woods with your buddies and you hear the growl of a bear. Every one thinks its ok because your all fairly experienced hunters and could handle a bear. So one guy goes off to take care of the bear and instead of the glorious sound of your comrades victory over the animal you here the scream of him being torn down. Everyone rushes to find out the cause of the deathly scream and to their dismay its a werebear. It may be a bunch of pine trees in the snow out there but by far its not safe and great challenges await.
User avatar
alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Tue May 17, 2011 4:12 pm

Quantitatively, yes, Oblivion wins. What's the point of that listing anyway? When you see Oblivion's regions implemented in the game, however, they seem to be primarily cartographical regions - whereas Morrowind's were the complete opposite, very heavy in contrast. You could tell when you were in another region. Even for the more universal terrain, such as grass and roads, there were completely different textures for them! Not to mention you had a good 1-in-3 chance that you just entered some place where it rains every other day. In Oblivion? I sure couldn't tell when I stepped from the Great Forest into the West Weald.


I find It funny that you are arguing about how Morrowind is better because it has more diverse landscapes. You see though, couldn't it be possible that Vvardenfell its self, and not just the way it was portrayed in the game, was supposed to be more alien and diverse? And do not go and say that Vvardelfell was supposed to just be some ashy wasteland because Bethesda obviously wanted to change that.

I think that its quite possible that BGS made Cyrodill exactly how they wanted it, earthly. BGS wants you to KNOW how different and diverse Tamriel is. One province is an ashy/green giant mushroom land and the province right next to it is Earth with with shiny white ruins and Imps. Above that province is a green valley/gleaming glacier region. Tamriel is supposed to be diverse. Vardenfell is supposed to be an alien world. Cyrodill is supposed to be like Earth, but not Middle Earth.
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Tue May 17, 2011 4:38 am

And do not go and say that Vvardelfell was supposed to just be some ashy wasteland because Bethesda obviously wanted to change that.

Vvardenfell WAS supposed to be just an ashy wasteland. It changed to be more unique and diverse. That was a good thing. I know I, personally, would have hated a game that was just one big Red Mountain Region. Changing Cyrodiil wasn't a good thing, as it completely ruined the great "alien" feel to the series. (Yes, even the older games, imo, portrayed a good alien feel, for thier times)

Also, I know that I would be severely disappointed if any major changes, like the one with Cyrodiil, where to happen again. I don't think any province, other than Morrowind, need an overhaul. Nowhere is just one big, eventually boring region. Elsweyr, maybe, but I'm pretty sure there's a few "jungle" areas.

Cyrodill is supposed to be like Earth, but not Middle Earth.

Stereotypical Middle Earth is the same as stereotypical Earth. Apart form the Minotaurs and Ogres.
User avatar
naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Tue May 17, 2011 2:16 am

Vvardenfell WAS supposed to be just an ashy wasteland. It changed to be more unique and diverse. That was a good thing. I know I, personally, would have hated a game that was just one big Red Mountain Region. Changing Cyrodiil wasn't a good thing, as it completely ruined the great "alien" feel to the series. (Yes, even the older games, imo, portrayed a good alien feel, for thier times)

Also, I know that I would be severely disappointed if any major changes, like the one with Cyrodiil, where to happen again. I don't think any province, other than Morrowind, need an overhaul. Nowhere is just one big, eventually boring region. Elsweyr, maybe, but I'm pretty sure there's a few "jungle" areas.


Stereotypical Middle Earth is the same as stereotypical Earth. Apart form the Minotaurs and Ogres.

The first two were alien? :rofl: No, they were DnD on steroids. The series has never been alien. Only Morrowind and the Shivering Isles(a.k.a., a a part of Oblivion) have been. Of course, though, Oblivion ruined everything. It's the only game to ever do anything so horrific as not being alien, especially. Bethesda just forgot everything about the series with Oblivion. :rolleyes: Are you going to pretend that the first two games had more interesting gameworlds than Oblivion, as well? I know many people who love Morrowind never played the first two and think that the series must have always been alien, but arguing that the first two were alien after playing them(assuming you did play them) is not only a first, it's ridiculous.

If you like alien worlds, fine. I like them, too, but don't pretend Arena and Daggerfall were alien. That seems as if you said it just for the sake of bashing Oblivion and pretending it is separate from the series in yet another way.
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Tue May 17, 2011 2:52 pm

They where alien FOR THIER TIME. How many games, from that time, had Daedric Princes, Wereboars etc.?

While yes, most things where havily inspired by something else, and they weren't as alien as Morrowind, they where still pretty alien for the time they where made.
User avatar
Da Missz
 
Posts: 3438
Joined: Fri Mar 30, 2007 4:42 pm

Post » Tue May 17, 2011 6:27 am

They where alien FOR THIER TIME. How many games, from that time, had Daedric Princes, Wereboars etc.?

While yes, most things where havily inspired by something else, and they weren't as alien as Morrowind, they where still pretty alien for the time they where made.

No, they weren't. Werecreatures were nothing new and Daedra(or Daemons, as they are known in Arena) were demons, back then. "For their time" is an excuse. They aren't alien, and Bethesda pretty much said this about Arena, themselves:

We didn't do anything different, we just did it bigger.



If we're talking about ambition, then yes, Bethesda was ambitious, but they still are now and there was really nothing alien about the first two. For their time doesn't mean squat. They still were familiar DnD stereotype-following games back then as they are now. How many games now have Daedric princes(fleshed-out ones, especially) and vampire human-civilized orc hybrids is just as much a valid excuse. I don't believe Arena even had Daedric princes, itself. If we're still talking about ambition, Oblivion is still pretty unique in its open world design, comparable only to its most recent predecessor.
User avatar
luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Tue May 17, 2011 4:07 pm

If we're talking about ambition, then yes, Bethesda was ambitious, but they still are now and there was really nothing alien about the first two. For their time doesn't mean squat. They still were familiar DnD stereotype-following games back then as they are now.

Oblivion embodies the spirit of Daggerfall fairly well (aside from how all the skills and factions were condensed). That's just it though - after Morrowind, it's quite odd to see Bethesda deciding to fall back to safer design choices. For the record, I don't imagine a jungled Cyrodiil as being anywhere near as exotic as Vvardenfell, nor would I want it to be. Jungle is jungle. But Imperial culture is what I think really suffered in the fourth game.
User avatar
Mr. Ray
 
Posts: 3459
Joined: Sun Jul 29, 2007 8:08 am

Previous

Return to The Elder Scrolls Series Discussion