Would you like to revist the dungeon tuturial?

Post » Mon Sep 06, 2010 1:38 pm

Just keep the tutorial optional please.
User avatar
Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

Post » Mon Sep 06, 2010 8:00 am

im pretty sure u can go back to the starting dungeon in oblivion.... as long as u can unlock the gate.... and rememeber the entrance.. hmmm... well nah i think some parts of it are cut off huh.. oh well i dont really care much for that. cuz there's nothin ever there.
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Mon Sep 06, 2010 10:18 am

I think the whole point of the intro tutorial is to introduce you to all the skill so you can choose some. Since we no longer have to define a class for our character, there really isn't any reason why they can't pull a New Vegas and get right to it.
User avatar
Add Meeh
 
Posts: 3326
Joined: Sat Jan 06, 2007 8:09 am

Post » Mon Sep 06, 2010 5:23 am

Morrowind didn't really have a tutorial dungeon, or a tutorial anything. They just told you where your menus where and dumped you out on the street of some backwater town, suggesting that you might need to go visit the nearest shop. I personally loved that. The handholding popups that Oblivion threw at you every five seconds during the first dungeon got old before they even started.


That said, I don't want to be able to revisit the dungeon tutorial, because I don't think there should be a dungeon tutorial. Juib died after ridding Morrowind of cliffracers.

THIS! I wouldn't mind having a vision or projection of St. Juib though.
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Mon Sep 06, 2010 3:11 am

Other - I don't want a tutorial ground. Toss me out on my ass any day.


This. Daggerfall asked whether or not you wanted the tutorial at the beginning. No prizes for guessing what my answer was.

To be fair though, you started in an actual dungeon, not some guided monorail tour of a prison-cave-sewer. Arena had a real dungeon too. You could die, even. A return to that might actually make me interested in tutorials again.

Otherwise, I don't want one. I'm probably going to read the manual while installing anyways.
User avatar
Lil Miss
 
Posts: 3373
Joined: Thu Nov 23, 2006 12:57 pm

Post » Mon Sep 06, 2010 5:14 am

Juib maybe dead, but if he went to Akavir couldn't we see him there? I don't know what Akavir is. So I thought maybe he could be mentinoed or even see him there. I thought Akavir was something like a place where the dead meet. Something like Stobelcore or how ever it's spelt where the Klingons warriors dies.

akavir is a continent populated by mostly beast races. and its constantly at war with itself. it has conquered tamriel in the past.
check out the wiki. its a cool place.
User avatar
Dan Stevens
 
Posts: 3429
Joined: Thu Jun 14, 2007 5:00 pm

Post » Mon Sep 06, 2010 4:47 am

I would like to have a tutorial phase, but not a dungeon, more like a starting island off the main land, where you can roam about and do anything you like, but be able to find a transportation to mainland whenever you liked and quit the tutorial phase, but being able to return when we liked as a regular game after that.

I want to find the remains of the Jiub as an Easter egg as well, with a back story and the lot.

=== === === === === === === === === ===

In Morrowind the game started in a dream. The player as prisoner was asleep and dreaming as he was told that he was chosen, and he was told to wake up.

In Oblivion the game started in a dream. The emperor dreamed about the hordes of destruction as they were about to invade the lands under his command and destroy it.

In Skyrim, the game can start in a dream. You can dream about the hordes of destruction as they are invading Tamriel, and attacking the towns, and killing people, and then dream about the regrouping of the native people to attack the invading forces, and forcing them to retreat to out of reach lands, and the assassination of the last emperor, and the resulting anarchy and unrest in that continent.

You see yourself in a dark, nightmarish place, fighting a huge beast, which you cannot see well in the fog, something that has a big head much above your levels with huge fangs and a fire breath. You are defeated and it grabs at your body and takes you away as the world fades into darkness.

Finally you will be informed, (in an un-earthly voice), that you are chosen, and you are freed to unite the nation and bring back the peace, you are told that you have lost everything and must start from the beginning and try to recover any skill and strength that you have lost, and you are told to seek a specific person, a mentor, and then you are told to wake up. ;)

=== === === === === === === === === ===

After that, inside of a sick room gradually appears before your eyes, and you are a floating entity approaching a bed. A covered body is over the bed and you enter that body, after that you push the cover away, and try to open your eyes and look around to see an old nun/nurse knitting beside a desk in a room filled with old beds and a few other unconscious patients.

You try to sit, but the nurse notices your movement and shrieks that you are awake at last, and then forces you to lie down on the bed again, and exits the room to fetch the priest of the cathedral, (as the sick room is part of a cathedral).

You try to sit again, and when the priest hurries into the room and looks at you with noticeable awe, you are already sitting on the bed. The priest hurries to your side, dragging the chair which the nurse had occupied before, then he places it in front of you, and sits down to survey you more closely.

Then he says: "Look at you; nobody would ever guess that you have been asleep for about two centuries! I know that you are weak, but your face does not show it at all. Can you remember your name?"

In this moment you are presented with a character generation dialogue to select a race, body, face and a name.

After that the priest informs you that about two hundred years ago the gates to oblivion started to open on all the surface of the Tamriel and the hordes of oblivion invaded their lands and destroyed a lot of places, and made a mayhem that still rages after so many years.

A few years after the start of the invasion, you were brought here to the cathedral, unconscious, and were bedded in this very bed and then the priest that managed the cathedral at the time was informed that you were a special patient that might remain asleep for centuries, and he and the next priests were to keep an eye on you, until you awoke.

After that you must be trained a bit of the basic weaponry and spell casting to decide what would be your style of actions, and you were to be watched by a seer mage to decide how the stars have affected your fortune, and then we have to supply you a bit for your voyage ahead.

At that point we should let you wander around the island and get some experience to gain back some of your skills and strengths. Then we would put you to a final test which will remain a secret until you are ready.

After the test, depending on the result, you will be sent to a place in the main land to fulfill your mission as no doubt you already know a bit about your mission.

The priest waits for a bit, looking keenly at your face, but as he gets no response, he starts to rise and says: "All right keep it to yourself. Can you follow me to the next room?”

=== === === === === === === === === ===

All right, let’s assume that the newbie area is in fact an island. In this island you can see the main land from the coastline but if you try to swim all the way to the mainland you would become a good meal for the sea creatures, unless you reach level 20, for instance, which would be impossible in the relatively small newbie island with its limited amount of available quality equipment and assets.

You could pass the main newbie island challenge and get the rights to use the official available transport facility, which probably is a part of the main quest, or you could look for an alternative way, like a smuggling ferry available at specific times of the night to a specific group of people, so you would have to find your way into those groups.

Or you can find and befriend a secluded monk or mage in the hidden and dangerous depths of a cave or dungeon in the Newbie Island, i.e. this island can have some very dangerous places from the very beginning, so let’s develop this theme.

In a newbie dungeon cave there can be a sign that warns the characters not to enter the inner depths of some branches of the cave, but if anyone enters those depths and could outrun or evade the resident dangers on those areas, like a lone dragon, and find the correct route, they could reach a relatively peaceful place to find some good loot and for instance a lonely mage that could teleport them to the main land.

This way the game gives the players a standard route that would develop their characters, and gives them a taste of what is in store before they could have access to the rest of the world, but it also gives them other back-door opportunities to find a faster way out, but they have to use their mind and character skills to find those opportunities.

=== === === === === === === === === ===

Anyways, when the players exit the newbie area, by any possible route, they would start in a relatively easier place and would gradually have access to more dangerous places.

From the start of the game there can be more dangerous places like outlandish moors, and hostile towns, and less dangerous places like near the newbie towns. But the players would start in a less dangerous place, inside or near a newbie town or settling, maybe with a nearby guide, or sign that would help them find their way to a safe place for rest and/or start of their carrier.

When players have grown in character, and become a force to recon with, can return to the newbie island any time that they like and crush those initial monsters that forced them to flee away, or evade them.
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Mon Sep 06, 2010 3:23 am

No tutorial, just "Ok, use WASD to run, click to do something, find the other controls by yourself, gl&hf". Would be perfect :)

Jiub's dead. But since i will play a Dunmer, i use Ancestral Recall and call him back as soon as i figured out the Magic System.
User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Mon Sep 06, 2010 10:57 am

Morrowind didn't really have a tutorial dungeon, or a tutorial anything. They just told you where your menus where and dumped you out on the street of some backwater town, suggesting that you might need to go visit the nearest shop. I personally loved that. The handholding popups that Oblivion threw at you every five seconds during the first dungeon got old before they even started.


That said, I don't want to be able to revisit the dungeon tutorial, because I don't think there should be a dungeon tutorial. Juib died after ridding Morrowind of cliffracers.


It's not really hand holding. It gives people the rundown of the controls so that they aren't playing the guessing game of how the controls work. I mean every TES game except Morrowind had some sort of tutorial so that you didn't have issues with the controls. I mean I finished the game with Morrowind and then 2 years later I'm reading up on Morrowind on a wiki for no particular reason and I find like 5 things I didn't know I could do and would've made my gameplay even smoother. It's just good practice to explain to the player what the controls and let them get a feel for them instead of saying either crack out that guide in the game box or your screwed!!!
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Mon Sep 06, 2010 12:21 pm

St. Jiub is dead. I'd prefer not to see his decomposed corpse. Keep in mind that this is 200 years after Morrowind/Oblivion.
User avatar
Céline Rémy
 
Posts: 3443
Joined: Sat Apr 07, 2007 12:45 am

Post » Mon Sep 06, 2010 5:30 pm

St. Jiub is dead. I'd prefer not to see his decomposed corpse. Keep in mind that this is 200 years after Morrowind/Oblivion.

Jiub is a dunmer, and can live a long life, 200 years does not count much, but he might be caught in the Morrowind disaster and be dead.
User avatar
Campbell
 
Posts: 3262
Joined: Tue Jun 05, 2007 8:54 am

Post » Mon Sep 06, 2010 11:18 am

I'd like to see a different starting location and tutorial tailored specifically to each race. Add that to the forced specialization leveling and I could totally see myself replaying the game no less than 10 times.
User avatar
Sheeva
 
Posts: 3353
Joined: Sat Nov 11, 2006 2:46 am

Post » Mon Sep 06, 2010 3:37 am

i actually liked the tutorial dungeon in Oblivion. the design was neat and it showed off most of the major elements of dungeondiving pretty well. my only problem was that the tutorial messages were mandatory; if you could say NO and not have them like you could in Daggerfall that would've been ideal.

so yeah i'm cool with a dungeon as long as the messages are optional. if it is a dungeon though it'd be nice if there was stuff beyond just the course you take to get out of it; there should be sidepassages to other areas filled with neat stuff to find. i liked that one room in Privateer's Hold with the bear because i ALWAYS STUMBLED INTO IT somehow even though i recognized the area around it as a place i shouldn't be.

Jiub is a dunmer, and can live a long life, 200 years does not count much, but he might be caught in the Morrowind disaster and be dead.


in Oblivion it was confirmed that his [censored] got wrecked by daedra.
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Mon Sep 06, 2010 12:43 pm

It's not really hand holding. It gives people the rundown of the controls so that they aren't playing the guessing game of how the controls work. I mean every TES game except Morrowind had some sort of tutorial so that you didn't have issues with the controls. I mean I finished the game with Morrowind and then 2 years later I'm reading up on Morrowind on a wiki for no particular reason and I find like 5 things I didn't know I could do and would've made my gameplay even smoother. It's just good practice to explain to the player what the controls and let them get a feel for them instead of saying either crack out that guide in the game box or your screwed!!!

I can't speak for Redguard, but I don't recall Arena, Daggerfall or Battlespire having anything comparable to a tutorial - just the "here are the buttons, this is what they do, go kill some monsters." Yes, Arena and Daggerfall had what you might call 'tutorial dungeons', in that you started out in a dungeon and that's the same place they told you where you're buttons were, but it wasn't a ten minute long ordeal with popups every time you touched something new.

If people have questions about controls they can reference the control options and look at the picture, that's what it's there for. I'm quite certain most players would have been fine without Oblivion's tutorial, having neither to crack out any guides and certainly not be screwed - there wasn't a single lethal enemy in that first dungeon (compared to any of the others were the first dungeon had rats that could dominate you).
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Previous

Return to V - Skyrim