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Elder Scrolls V: Skyrim


ravnaz
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I'd like to see the end of a fast travel system which involves just clicking on the map with no interaction or meaning in the world. If it must be in there make it a part of the world as others have said. A teleport spell which drops you close to your destination but has a randomised tolerance of how close you actually arrive would be great.

Ahh shit. Teleport left me in a goblin invested forest 10 miles from where I actually wanted to be... ADVENTURE.

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I still say the different methods in Morrowind were perfect. Boats, Mages Gild teleporters and Stilt Riders. Looking at your map you could often combine the different travelling methods to get somewhere the quickest or via some other location you needed to go to first. All three were worked perfectly into the world and story, and on top of that you could use your won mark and recall spells for looting out-of-the-way places. Obviously there wouldn't be any stilt riders in Skyrim, but they could easily come up with something else.

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Simple answer: the difficulty.

Better answer: the sense of being in a real, dangerous world, where you genuinely have to work hard and improve yourself in order to survive.

Full answer: it's a world which doesn't care what level you are. The enemies in certain areas will always be of a certain type and a certain level - so there are no-go areas for level 1 characters. However, the upshot to this is that the best items are kept in incredibly dangerous (at least at the start) places, so there is a major risk:reward system in place for those willing to dare the wilderness. It means you're always on edge, always ready to hightail it back to safety when exploring a new area, and means that there's a real /purpose/ to levelling up. It also means you can go back to low-level areas once you're tooled up and feel like a god as you swat bandits like flies.

Oh, and the art direction is much more interesting, even if the tech's far more primitive.

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I hope they make the combat more entertaining, although I'm not sure of what you can do with first person swordplay to make it compelling.

Are there any games that have done it well that the Oblivion crew can crib ideas from?

Some kind of decent timing based implimentation of blocks and parries would be nice, but I guess that might turn off the hardcore fantasy RPG crew.

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I hope they make the combat more entertaining, although I'm not sure of what you can do with first person swordplay to make it compelling.

Are there any games that have done it well that the Oblivion crew can crib ideas from?

Some kind of decent timing based implimentation of blocks and parries would be nice, but I guess that might turn off the hardcore fantasy RPG crew.

They could look to both Dark Messiah and Mount & Blade for ideas of how to handle combat like that.

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Sadly, I don't think that fast travel will go away... It's one of those things that'll make the game more broadly accessible, and thus increase sales numbers. I'll bet that for every Morrowind-loving player longing for the obscurity and immersion of TES3, there are several who just want a quick gaming-fix. With fast travel that will allow them to blaze through most questlines quickly, these people will be potential buyers. Without, and actually requiring, *gosh*, time - they'll just find something else to give them their instant satisfaction... So, I'm just hoping for the return of alternatives to fast-travel.

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Having never played Morrowind, what is it about it that so many prefer it to Oblivion?

What's already been said, but also that it was a much more engrossing game. It had many more factions to join, bizarre/hilarious/tough quests to keep you entertained and a huge world to explore that makes oblivion seem like a puny urine drenched sandbox. With Obli, it's pretty much just a a jaunt in quite a big forrest, with a bit of grass and a mountain or two, and with only one real faction that had any interest - the Brotherhood. The Legion was sorely missed, the mages guild has been reduced to slaughtering a few guys in black and the Fighter's guild's all about making a friend and annoying the competition.. Just seems they poured all their energy into making one single faction questline that would utterly win you over to the game and then cruelly laugh as you slowly realised it was the only part of the game they actually bothered to shine up.

I'll still maintain Obli was a decent game, and quite playable too with a few dozen plugins and mods, but there was always the feeling that making it look good was far more important to the devs than making it an engaging and briliant game. That they seemingly removed half the features of Morrowind was a bitter pill to swallow too.

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Daggerfall was indeed a revelation, none of the subsequent games have ever captured the amazement I felt playing that.

I agree with the fast travel comments as well, it just makes the game into an exercise in loading screens. Load, talk to 2 dimensional NPC, map, load, perform mundane chore, map load, talk to .....

The best bits were def when you had to find somewhere new and explore the landscape a bit for it. They could at least add in random encounters that pull you out of fast travel now and again to give the illusion that you were actually travelling through the world.

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I am really interested to see how this one is handled. I can understand people who completed both games having a higher regard overall for Morrowind but I can't see Bethesda reverting to dice rolls for combat or not having a fast travel / teleport option and not having at least toggleable quest markers and a well organised quest journal. I assume that this time around they will pay more than 3 folk to voice minor NPCs so leaving that issue aside, the two main things I am interested in are 1) how will the challenge of a truly open area be met given the fan backlash over levelling(if this is the case - most recent WRPGs have limited the areas for exploration in one way or another) 2) how will exp be gained and character development handled generally.

At any road it seems there will be at least one more year of AAA WRPGs to look forward to.

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One thing does worry about slightly about Bethesda (the dev), While waiting for the Fallout NV patch for the 360, I went back to Fallout 3 to finish a couple of quests I had left in the DLC. I played mothership zeta as I had left that. That was fucking horrible. Lots of linear boring combat and great lengths of running around and not doing much else but shooting and picking up some repeating loot. I then finished off Point Lookout- which was completely the opposite in comparison. Amazing well realised location, completely open to exploration and some decent quests and NPC's. Summed up Bethesda's quest design perfectly. They're either tedious or enjoyable.

I know it was just DLC, but it was the same in the main game. Some excellent quests with multi layered actions and resolutions and some incredibly dull clear-out-a-location fests with some pressing buttons or delivering stuff. And before that was Oblivion. Incredibly fun dark brotherhood missions and some excellent side quests, but an incredibly boring and linear main quest (and some side ones were dull too) designed to feel all epic and fit the story, but for a RPG, really lacking imagination and just grinding through locations over and over (the oblivion gates for example).

Going back to Fallout 3 after some considerable time in New Vegas really made it apparent how much more interesting and fun that game is simply due to the quest and gameplay designs coming from Obsidian (with the ex black isle guys I'm guessing helping make that difference). There isn't really such a clear line between bad and good quests in NV- they're all good- some are particularly excellent, and I'm sure a handful are dull, but not so much that I can go between the feeling of sheer boredom and excitement I've had with Bethesda sometimes.

Usually I forgive it on a first playthrough as I'm enjoying building my character and exploring the world so much, but in a hearbeat if I had a replay a game between FO3 and NV it would definately be the latter. Less forced combat and linear one dimensional quests. I really hope the guys there step it up, or look to the New Vegas approach and adopt that. Morrowind's quests weren't exceptional from memory either, but that didn't matter as the amount of freedom and stuff you had to do in the world made it incredibly fun anyway. I hope they expand their usual stuff either through the quest design or the freedom you have. Going back to the bethesda version of fallout after someone else had a stab at writing the quests wasn't easy. I expect more and hopefully they'll bring it.

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Whilst it's nice to have ES5 announced, I think with ME3 and Project Dark in 2011, it's going to have to be really special to get my attention. Oblivion was really fun while it lasted but ultimately disappointing, and Fallout never clicked with me despite my greatest efforts, it felt too stiff and wooden. I hope this isn't seen as 'trolling', but I'm definitely going to be very cautious about this one, although the inclusion of a Morrowindesque hardcore mode would be fantastic.

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I hope they don't fix it too much. The slight brokenness of Oblivion/Morrowind/Fallout add to their charm. Not so much with New Vegas, though it was mercifully unbuggy for me.

Yep, wouldn't feel right if you actually need to use the Quit button to exit the game :P
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Whilst it's nice to have ES5 announced, I think with ME3 and Project Dark in 2011, it's going to have to be really special to get my attention. Oblivion was really fun while it lasted but ultimately disappointing, and Fallout never clicked with me despite my greatest efforts, it felt too stiff and wooden. I hope this isn't seen as 'trolling', but I'm definitely going to be very cautious about this one, although the inclusion of a Morrowindesque hardcore mode would be fantastic.

I get where you're coming from. I'm looking forward to PD and ME3 even more than ESV (though I'm still looking forward to that almost as much). If Fallout 3 didn't click with you I really would reccomend giving a chance to New Vegas. The start is a lot more immediate and lets you get into the meat of the game soonish whereas Fallout 3 sends you off into the captial early on for major WTF. Also like I said the writing and quests are a lot more interesting and have you utilising way more skills and options, the levelling up is less broken (getting past lv15 or so in Fallout 3 is GOD mode) and the loot is more evenly spread out so that you're not burdened down with a billion weapon options a few hours in. Basically feels more like a well rounded RPG.

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Daggerfall was indeed a revelation, none of the subsequent games have ever captured the amazement I felt playing that.

I agree with the fast travel comments as well, it just makes the game into an exercise in loading screens. Load, talk to 2 dimensional NPC, map, load, perform mundane chore, map load, talk to .....

The best bits were def when you had to find somewhere new and explore the landscape a bit for it. They could at least add in random encounters that pull you out of fast travel now and again to give the illusion that you were actually travelling through the world.

I loved Daggerfall. I liked the quests where you had to hunt down a certain monster in a cave, you just kept 'resting' at the top of the cave killing anything that disturbed the rest period until eventually that monster turned up :D

I also loved the manic epic caves, always got myself lost in those, much better than the tiny excavations in Oblivion / Morrowind.

The sound and feel to the game was so pretty amazing, the whole thing felt epic, I felt part of a huge world.

edit: I'm having a weird one today, "so pretty amazing"..I give up..

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