false Kalin
Arcane
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Am creating this thread to discuss how Bethesda could have made a much better game. Codexers tend to know much more about RPGs than I do, so you'll be able to tell me if there is any value in the following ideas.
Nominations:
- Non-linear quest lines with consequences. Would be fun to have more choice in quests than take-it-or-leave-it.
- Non-linear dungeons. This isn't just more realistic. It also increases the 'apparent size' of the setting far beyond the increased area.
- A superior combat system. This one doesn't even require creativity. There must be some good swordplay game whose mechanics could be easily stolen.
Please, discuss your ideas for the three most needed improvements.
- Magic overhaul. Mods do a fair job of this, so it's not a big priority.
- Followers with something to say, like the Inigo mod.
- Complex, adventure game style puzzles. (Not needed at all but I like the idea of an RPG/adventure game hybrid.)
Non-linear dungeons. This isn't just more realistic. It also increases the 'apparent size' of the setting far beyond the increased area.
1. Get rid of the start. Shoving the central conflicts of the game into your face at the beginning is a shit way to do an open world cRPG. Instead, why not just tell the PC that they're free to quest for glory/wealth/power and let them stumble kind of naturally into the real underlying conflict? That way you avoid the "the world is ending, but let me go fight random bandits for 20 hours" derpiness.
1. Get rid of the start. Shoving the central conflicts of the game into your face at the beginning is a shit way to do an open world cRPG. Instead, why not just tell the PC that they're free to quest for glory/wealth/power and let them stumble kind of naturally into the real underlying conflict? That way you avoid the "the world is ending, but let me go fight random bandits for 20 hours" derpiness.
But that would alienate the hordes of wankers who have never read a book but play video games "for the story".
Yeah, I could go with that, although Skyrim was rather inoffensive for its premise -1. Get rid of the start. Shoving the central conflicts of the game into your face at the beginning is a shit way to do an open world cRPG. Instead, why not just tell the PC that they're free to quest for glory/wealth/power and let them stumble kind of naturally into the real underlying conflict? That way you avoid the "the world is ending, but let me go fight random bandits for 20 hours" derpiness.
Like basically *any* character creation system. Other than cosmetics and race (which is also largely cosmetic in vanilla) Skyrim has precisely none.2. More interesting character creation system.
Other approach:3. A more interesting magic system. Like rather than generic spells, something themed like invoking particular divinities for specific effects? Or maybe an alchemy system that would let you craft weapons and things as well instead of just minor stat buffs? You could make learning alchemical recipes more interesting than just combining random ingredients ad hoc.
Yeah, well, no.4. Rather than improving companions, maybe party-based would be more interesting. You could go through the same party creation process for each of them. That keeps the devs from having to write characters and go down the Bioware derp route. Not that you should be banned from having pregenerated companions every now and then.
Fuck you. The setting is still one of the upsides of TES. Skyrim doesn't fully realize it (then again, not even Morrowind did) but that's no reason to ditch it, especially given how vastly superior its realization was to that in Oblivion.5. Chuck the setting. Something better than a generic "high fantasy" setting would be great. Like say Medieval Germany?
Fuck you.
It's TES, not Darklands reboot.
Am creating this thread to discuss how Bethesda could have made a much better game. Codexers tend to know much more about RPGs than I do, so you'll be able to tell me if there is any value in the following ideas.
- Non-linear quest lines with consequences. Would be fun to have more choice in quests than take-it-or-leave-it.
- Non-linear dungeons. This isn't just more realistic. It also increases the 'apparent size' of the setting far beyond the increased area.
- A superior combat system. This one doesn't even require creativity. There must be some good swordplay game whose mechanics could be easily stolen.
Daggerfall, that was the best thing about that game. It's a shame it had so few trap and enemy types that game could've of used more, skellies and tittymonsters where cool but they get boring after the 80th encounter, also the traps it did have just didn't cut in terms of dicking potential, fucking the player up by draining their magic or teleporting them into the bottom of a pool is nice but it isn't that reload creating rage inducing trite that players of old rpgs come to tolerate.The games have never had great ones really, but it's one area where a little effort could go a long way. The multi entrance big Dwemer cave