Your perfect Skyrim

Post » Wed Mar 30, 2011 3:26 am

So, for those with an imagination, what would your perfect version of Skyrim be? Just a fun thought experiment.

I'd like to see, instead of no dynamic conversations, an attempt to create a fun way to deal with speechcraft and random NPC's. Make a puzzle out of it. First, what do you want to do?

Get an npc not to report a crime you committed. Rob an npc. Get an npc to follow you. Get an npc to fight on your side.

Like I said, make it a puzzle. Let's say you can "Boast, Intimidate, Bribe, Charm." them. We know your stats, the npc's stats, and what you're trying to get them to do. Let's say you're trying to boast to get an npc to follow you. This could take into account: How much they like you, speechcraft, fame, and how impressive you look (Daedric armor is far more impressive than a half health leather). Or let's say you want to bribe someone into not reporting you breaking in. Speechcraft (or mercantile?), liking you, how much money you offer, how much money they have, are you breaking into their house or someone elses? and how high their "responsibility" stat is.

To make it a puzzle you could have a stack of responses recorded + npc facial expressions. If your not offering enough of a bribe the npc might give and indirect hint about that, if they're too "responsible" to take a bribe they might say something different (or just run off to the guards). Try to much and fail, and they'll report you to the guards for bothering them or just attack you (also slowly grow to hate you.) Oblivion's "Game" wasn't a terrible idea, just a terrible implementation. L.A. Noire and Deus Ex 3 are trying to make conversations a fun part of gameplay, surely The Elderscrolls can.

Just a few other things
Throw stuff at your enemies, and do damage. I want to pick up a chair and fling it at a dragon! Why only have one companion when you can have two? (Depending on speecraft or whatever). Will my companions fight to death, or flee like cowards? (Depending on, whatever.) Will npc's react to what I'm wearing? Be impressed by a full daedric armor set, horrified at my nvde character, laugh at my broken leather armor?
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Antony Holdsworth
 
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Post » Wed Mar 30, 2011 11:47 am

For me? It will be perfect the way it is. Atleast until a few months after it comes out and I start critiquing it out of boredom. :biggrin:
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john page
 
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Post » Wed Mar 30, 2011 12:02 am

i am a big fan of ultima onlines crafting system, and housing system. i like a mix of diablo and world of warcrafts item generating. love the look and feel of combat and general visuals and skill system of skyrim so far.

so my perfect skyrim would have a very indepth gather and crafting system for mining, woodcutting, bow and arrow making, blacksmithy, alchemy, and the ability to place my house somewhere in the world after i bught it for a rather large amount of cash. i should be able to purchase a shop and sell my wares. the loot would be a mix of diablo and world of warcraft with skyrim visuals and graphgics, i would keep the combat and skill system they have and maybe add more varyations in the mobs!!! :intergalactic: :intergalactic:

i like skyrims magic system as well the only things i would want added are what i said above.
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Yung Prince
 
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Post » Wed Mar 30, 2011 5:12 am

I honestly don't know how to answer this question lol. I guess I want something that challenges my mind a little. I would like more complicated puzzles and a little more tactical combat gameplay.
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michael danso
 
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Post » Wed Mar 30, 2011 5:54 am

everything they are going to do, but i personally want something i disliked in oblivion which was exploring, improved. Most locations completely different, not cave,ayleid ruin,fort. I want unique landmarks, better environments and just a generally beautiful and immersive atmosphere and environment.
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Emmanuel Morales
 
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Post » Wed Mar 30, 2011 5:47 am

Hm....let's see:

  • Writing, voice-acting and gameplay elements from Planescape: Torment. (Oh! And the originality of story too.)
  • Interactivity and freedom of a TES game.
  • Quest variety of Baldur's Gate 2.
  • A choice-and-consequence system akin to Fallout 2.


After all, a man can dream, right?
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Saul C
 
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Post » Wed Mar 30, 2011 12:10 am

The overall focus on more storytelling and writing than exploring - but without neglecting exploration,
Complex RPG mechanics which emphasize character skill over player skill, but within reasonable bounds,
Character progression which retains both, the sense of getting better and challenge and encourages to get better (a non-linear levelscaling where it is used - most importantly in the MQ areas),
Genrally more limits and restrictions according to my choices and characterbuilds,
Economy that isn't completely trumped by endless loot from all over the place,
Difficult choices that actually matter and have consequences,
Complex ending according to my choices even if there would be post MQ gameplay (and the game asking if I actually want to continue, and thus break the impact of the ending, before it shoves me back to the game),
Diverse and comprehensive dialogtrees,
Decent balance between black, white and grey moralities,
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Latino HeaT
 
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Post » Wed Mar 30, 2011 9:21 am

Wall of text follows:

Spoiler
First - I want to pick a race and a gender.

I want that character, by dint of race and gender, to have particular attributes - particular amounts of strength, speed, endurance, intelligence, agility, personality and luck. Then I want the ability to reassign points from one attribute to another, but with a cap on each one, again depending on race and gender. So, if inclined, I can make an Orc, for instance, who's notably more intelligent but weaker than the norm for Orcs. He wouldn't be more intelligent than the most intelligent of Altmer, for instance, but he would be intelligent by Orcish standards. But he'd have to give up something for that. That is, to me, fundamental to roleplaying. I don't consider limitations placed on characters based on race to be some sort of onerous burden (and I'm sincerely baffled by the notion that they are) - I consider that a fundamental point of having different races. I didn't play an Orc mage in Oblivion because I wanted to play a green mage with fangs - I played an Orc mage in Oblivion because I was enticed by the challenge of playing the character in a way that was contrary to his racial tendency. That wasn't a problem - it was the very point. And to fully appreciate that challenge, that's the way the character has to be from the start. I don't want a formless blob of an Orc to simply end up a spellcaster because that's the choices I clicked on when the perk fairy visited in the middle of the night - I want him to end up a spellcaster because he was notably intelligent, but weak, by Orcish standards. Ditto my Bosmer tank or my Nordic thief.

Then I want to follow that character out into the world and just watch as s/he does things - sit back and push buttons and see what happens. If s/he gets in a fight, then the primary thing that should determine how well s/he does in that fight is his/her fighting skills, NOT my button-pressing skills.

And I want those fights to happen logically. I don't want to be walking down a well-traveled road, regularly passing patrolling soldiers, then come across an eight foot tall minotaur pacing up and down. What the hell are the soldiers doing? He's eight feet tall! Don't tell me they didn't see him. And, corollary to that, I don't want to leave the road and start striking out through the forest, only to see nothing but butterflies and trees and maybe the occasional bedraggled wolf. That's where all the minotaurs should be - not pacing up and down the road. And I want it to become increasingly dangerous the further afield I go, with absolutely no scaling for my character. I want to relive the terror I felt in Morrowind, when my low level character would top a hill and see a Daedric ruin in front of him and the hair would stand up on my neck as he dropped into a crouch and slowly backed back down the hill and then gave the ruin a very wide berth, terrified the whole time that something might see him.

I don't want to micromanage stats or perks or anything like that. That's the point of creating a character of a particular type in the first place. S/he just goes out into the world and does whatever it is that s/he does and becomes whatever it is that s/he becomes as a result. If the character runs a lot, I want him to become better at running. Not because I clicked on the running perk when the perk fairy visited, but just because a character who runs a lot gets better at running. If s/he fights with a sword a lot, s/he should get better at fighting with a sword, steadily, incrementally, in the background, simply as a result of using the skill.


Beyond all that - I want to walk into a town and talk to people and learn things. If I'm to be given a quest, I want someone to describe it. If it requires that I go somewhere, I want them to give me directions to get there, or at least tell me that someone else, who knows the land better, can give me directions, then I want that person to actually give me directions. I want to be able, if I'm skilled enough, to be able to find anything in the game without once looking at a map. If the way to get to the cave is to follow the road out of town, turn left at the first fork, follow the path up the hill until I get to the leaning rock, then turn to the south and follow the flank of the mountain, then I want to be told that that's the way to get to the cave, so that I can then go out and (try to, at least) follow those directions and find the damned thing on my own.

I want to have to make decisions that mean something. If somebody offers me a quest and I'm not interested in doing it, I want to be able to turn it down. And I want that decision to have consequences, all around. If that means that somebody dies - so be it. If that means that my character's reputation goes down amongst the townspeople - so be it. If that means that other things are closed off to the character - that s/he can no longer get another quest in town that depended on successfully completing the first one, or that depended upon a now-unattainable good reputation with the quest-giver - so be it. There should be choices and they should have consequences. If I want to do it a different way, I'm not only able but willing to create a new character, with a different viewpoint, who will do it a different way.


Ah... and even with that wall of text, I could go on, but I've lost steam for the moment.....

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chinadoll
 
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Post » Wed Mar 30, 2011 12:00 pm

My perfect Skyrim would entail virtual reality where I can smell everything, touch everything and even feel the wind, cold and also the heat of the sun. That's my perfect Skyrim.

Short of that, Skyrim already looks like my perfect Skyrim (As long as there isn't a marker on my compass leading me to my quest marker and if quest markers only mark the location of the dungeon on the map and not the goal of the quest inside.)
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Daniel Lozano
 
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Post » Wed Mar 30, 2011 11:46 am

Making the HUD optional would be a cool feature.

Other than that, just even more realistic graphics & gameplay.
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Sanctum
 
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Post » Wed Mar 30, 2011 3:56 am

None of you have imagination! As long as I can dream:

make it an actual real virtual world (as the matrix), except you will be able to become supernaturally powerful quickly, as in the game.

Or in general, make the combat more flexible, dynamic and challenging, and make every action more limitless and realistic. MORE ACTIONS, not just a space bar to press for everything.
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Stacey Mason
 
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Post » Wed Mar 30, 2011 8:50 am

  • most of the quests have multiple ways to complete
  • a lot of choices and consequences; consequences would come later in the game so save/load would not do the trick, I need more playthroughs to see all the content
  • very in depth character customization; some perks are related to skills, some are general
  • the main quest has multiple paths which may eventually lead to the same ending, but the journey will be substantially different
  • can't rule all the factions, once I advance too far in one, the others will either slow/stop my ascension or even ask me to choose; there would be mutually exclusive quests and tough choices with serious consequences
  • failure is an option in most of the quests, I must feel responsible about my tasks
  • the world is evolving in two directions at once: dependent on my actions (ruining one town's economy, etc...) and independent [the guilds have scheduled activities, ceremonials (that I may choose to attend or not) changes of leadership, etc in the background]
  • there is no speechcraft minigame, the speech options appear in the dialogue lines. The higher the skill, the more branches become available
  • guards are not telepathic; I can kill and get away with it if no one saw my face
  • there are handplaced treasures all over the land that can be found from level 1 if I am imaginative and like to explore and take risks; the loot is not leveled
  • the map is twice as big as Oblivion's
  • stealth is improved with Thief series mechanics: climbing with ropes, non-lethal knockdown, turning off the lights
  • lockpicking is in real time
  • politics play a major role

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Dezzeh
 
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Post » Wed Mar 30, 2011 5:06 am

My perfect Skyrim would include an opposite alternative to the main quest. What if you could assist the dragons in their take over and be the evil ruler of the land?

I feel like they need to incorporate evil and crime into the game in a more balanced manner. Everything is aimed at heros
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lillian luna
 
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Post » Wed Mar 30, 2011 1:03 pm

Spears etc. Werewolves

http://www.gamesas.com/index.php?/topic/1183702-feet-hygene-very-important-also-other-good-things/
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Queen
 
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Post » Wed Mar 30, 2011 11:21 am

Making the HUD optional would be a cool feature.

Other than that, just even more realistic graphics & gameplay.


you got your wish, HUD is hidden unless you need it to see your health or something
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Jynx Anthropic
 
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Post » Wed Mar 30, 2011 3:37 am

None of you have imagination! As long as I can dream:

make it an actual real virtual world (as the matrix), except you will be able to become supernaturally powerful quickly, as in the game.

Or in general, make the combat more flexible, dynamic and challenging, and make every action more limitless and realistic. MORE ACTIONS, not just a space bar to press for everything.


Pfft, look up, I already beat you to the punch :devil:

@Gpstr Well what you suggest for Skyrim isn't TES at all, it's more a SIMs meets action adventure or some kind of turn based flash or java game like Runescape. That's not how TES works or ever will work unfortunately. However, not saying it's not your perfect Skyrim, as your perfect Skyrim is your opinion, just pointing out that has never been what TES is like or ever will be like.
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sally coker
 
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Post » Wed Mar 30, 2011 1:50 am

More than one "fitting" faction per character would be nice. Combat = Fighter's Guild, Magic = Mage's Guild, Stealth = Thieve's Guild / Dark Brotherhood (Two whole choices!) is kinda pathetic. I suppose you could say that the DB is for everyone, but if you're trying to roleplay a decently moral character, it's not an option at all.

I'd like to know who the various leaders of Skyrim are... more importantly, I want to know their stories. Maybe watching Game of Thrones and Playing Morrowind back-to-back has spoiled me, but one of the most important and interesting aspects of a land is the motivations and conflicts between the political entities that hold the power over it. Having a bunch of quasi-nobles sitting in big chairs and serving absolutely no purpose other than to sell you a house, or possibly contract you to solve some personal matter is not a country, and neither is a council chamber with no councilors.

The key thing in that point I think, is that there needs to be some kind of conflict going on where both sides have valid points and you, as a character, can join either side. Oblivion was all Good Guys vs Bad Guys. The Mage's Guild was in conflict with the evil necromancers who ate babies. The Fighter's Guild was in conflict with an immoral bunch of drugged-up mercenaries. The Thieve's Guild and DB were somewhat interesting in that you were technically the bad guy, but because the Imperial Legion wasn't a joinable faction, you were still not given any reason to care about the other side. (setting aside the point that the thieve's guild had no reason to exist, since there was virtually nothing worth stealing in the entire game.) There's nothing inherently wrong with good vs evil, but that can't be the only kind of conflict in the world. Really, it should represent a small minority.

In my ideal Skyrim, the Imperial Legion is a joinable faction, and one of the quests in that faction's quest line is to challenge, and eventually kill, the leader of some local Nordic political entity.

That same local nordic political entity is also a joinable faction, but you can't do anything in it if you've done the aforementioned legion quest. You can't play both sides.
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Olga Xx
 
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Post » Wed Mar 30, 2011 9:40 am

My perfect Skyrim has all these in no particular order:

- Real transparent windows
- No loading times on anything
- Real time ladder climbing
- Mounted combat
- 30+ skills
- Disguise like in FONV
- Destructible environment
- Management options for guildmaster
- Disputed territory like in WoW or San Andreas
- Brothels, romance
- Rich dialogue lines
- Level scaling like in Morrowind
- Real time sailing boats
- Rivals in guilds/quests/main story
- Armor+clothes
- Seasons with radical changes in nature/peoples activities
- Rare artifacts not dependant on quests
- Companions with backstories and personal quest lines
- Dispose of corpse option
- Npc's get arrested not killed on sight
- Rich people houses have very valuable loot and are very hard to break in
- No "you should go back" messages on screen
- List based menus with windows that can be resized like Morrowind
- Being able to sabotage a guild interests by non-scripted actions
- 500+ quests
- No essential npc's
- Illegal arena for money
- Apply poison to many arrows at once
- Nobody knows an item is stolen unless it's theirs
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Oceavision
 
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Post » Wed Mar 30, 2011 5:44 am

I would like to have proper physics, unlike in Oblivion.
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Dagan Wilkin
 
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Post » Wed Mar 30, 2011 10:22 am

I would like to have proper physics, unlike in Oblivion.


Well Oblivion was one of the first games to have true physics. That was the first version of Havok Physics. Over the years Havok physics has been improved upon greatly, so it's pretty much a given that the physics are top of the line and not slow falling ragdolls.
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Stephanie Nieves
 
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Post » Wed Mar 30, 2011 2:13 am

My Perfect Skyrim is actually quite simple in concept, if we limit ourselves to already demonstrated, and technologically attainable goals:

?Captures the Statistical, character and Environmental Depth of Morrowind, as well as the unique, interwoven faction subplots.
?Builds upon the more approachable, and entertaining Cores of Oblivion. Stealth, Combat, that sort of deal.
?Uses the Art style that we're seeing in Skyrim, to date, my favorite in the series. I never actually cared for Oblivion's art style. It lacked contrast.


If we're thinking in impossibilities these are in addition to the perfectly attainable preceding criteria:

?The Scale of Daggerfall.
?The visceral, Kinetic feel of melee combat in Condemned. (Actually this may be what they've achieved in Skyrim, but we'll see)
?The individual NPC Characterization of Morrowind, delivered as current hardware standards demand (High-quality Voicework, ect)
?The overall feeling of Living Density in Grand Theft Auto IV/Red Dead Redemption.
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Nancy RIP
 
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Post » Wed Mar 30, 2011 1:35 am

?The Scale of Daggerfall.
?The visceral, Kinetic feel of melee combat in Condemned. (Actually this may be what they've achieved in Skyrim, but we'll see)
?The individual NPC Characterization of Morrowind, delivered as current hardware standards demand (High-quality Voicework, ect)
?The overall feeling of Living Density in Grand Theft Auto IV/Red Dead Redemption.

^^these
+
? The stealth mechanics from Thief Deadly Shadows
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benjamin corsini
 
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Post » Wed Mar 30, 2011 3:47 am

Ah yes of course, a ridiculously massive world, with variety everywhere. More factions, more quests, more everything! make the game last for years.
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Rebecca Dosch
 
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Post » Wed Mar 30, 2011 12:27 pm

The game that Bethesda makes with all the communities mods!, i'm sure it'll be enough for me
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Cheryl Rice
 
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Post » Wed Mar 30, 2011 6:15 am

A game with the complexity of Morrowind and graphics like this: http://www.youtube.com/watch?v=XgS67BwPfFY
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Rebekah Rebekah Nicole
 
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