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Starfield - "space epic" from Bethesda Game Studios

Caim

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Todd mentions that you can do "an activity or quest" to permanently remove your traits to get rid of the negative aspect of said trait.

One of the traits is having living parents.

Fallout 3 has you going after your missing father, Fallout 4 has you going after your missing son, but in Starfield you can be good enough with guns that you do not miss.
 

KateMicucci

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The dialog system does seem like an improvement over the RPG standard. Higher dialog skill gives you more options, instead of a binary pass/fail.
 
Unwanted
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Codex Year of the Donut


Dialogue interactions are supported by an actual game system instead of simple option/check->response templates that plague the genre. Todd, you’ve done it again.

Todd Howard: The game is inspired by Sundog and Traveller.
Codex: Wahhhh we demand more visual novels!!!
 

racofer

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Your ignore list.


Dialogue interactions are supported by an actual game system instead of simple option/check->response templates that plague the genre. Todd, you’ve done it again.

Man, Bethesda at least seems like one of the last studios still trying to make games. They could achieve so much by just putting some little effort into their games.
 

DJOGamer PT

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Man, Bethesda at least seems like one of the last studios still trying to make games. They could achieve so much by just putting some little effort into their games.
They know exactly who their audience is and what they want

Honestly I am not angry for what they did to TES anymore, I am just saddened and disapointed...
But I understand, why they did it. Morrowind was the product of a desperate situation. They were going down, so might as well go down doing something that first and foremost appealed to their creative "needs", rather than their finacial ones
Can't blame then for going commercial, as not wanting to stare down those prospects again
Best we can hope for is Todd deciding to take major risks with his final game project, when once again he'll have nothing to lose...

Jess is better looking than any of the women we've seen in the game.
A comely lass, that's for sure
 

DJOGamer PT

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Here's a list of Traits shown so far :

traits.png
 

Sunsetspawn

Arcane
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MajorMace

Cipher
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Souffrance, Franka
Let's rehabilitate Todd.
Isn't he one of the most long-lasting designers in his field anyway ? Many have already quit this industry, but the Todd is still here. He's still pushing the genre forward. He just can't help himself, he has to bring new mechanics, innovative ways to handle the specificity of this medium and ahahahah nvm I just can't.
 

Tihskael

Learned
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The Todd with his 6'3" intimidating frame and bulging biceps. Gosh what a specimen. Not to mention the fucking hair.
 

Caim

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Let's rehabilitate Todd.
Isn't he one of the most long-lasting designers in his field anyway ? Many have already quit this industry, but the Todd is still here. He's still pushing the genre forward. He just can't help himself, he has to bring new mechanics, innovative ways to handle the specificity of this medium and ahahahah nvm I just can't.
Todd was in his late 20s when he directed Daggerfall, and that was 24 years ago. He's still young enough to be full of optimism and hope and Skyrim rereleases.
 

Child of Malkav

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So I'm curious: how will the new dialogue system work? From what I'm getting, you have 3 chances to persuade someone by gaining between 1-4 points (per turn) with choices being color coded (green - 1, yellow - 2 and 3, red - 4) and color possibly being affected by a speech skill (kinda like how it was in FO4 with the green, yellow, red options showing difficulty of the check based on how much charisma you had) until you equal or pass the target number of points required to convince the NPC. Did I miss something? Anyway, it seems interesting. Funny thing though: when he spoke of the persuasion system, about how not wanting players to enter a special mode during dialogue when they initiate the persuasion system, well, that was exactly what happened in the in-game footage: you select the persuasion option and the it opens up a menu that shows all the choices from 1 to 4 for you to make.
 
Unwanted
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Codex Year of the Donut
Funny thing though: when he spoke of the persuasion system, about how not wanting players to enter a special mode during dialogue when they initiate the persuasion system, well, that was exactly what happened in the in-game footage: you select the persuasion option and the it opens up a menu that shows all the choices from 1 to 4 for you to make.
It's still part of the dialogue system though.
Contrast to Oblivion's awful persuasion minigame. Laudable for attempting to shake up one of the worst features of RPGs, but it was terrible.
 

DJOGamer PT

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Let's rehabilitate Todd.

Honestly his game design philosphy is pretty solid :

Todd Howard - 2009 D.I.C.E. Summit said:
  • Great games are played not made - "You can have the biggest design document ever made, and you will change 90% of it once you play the game. You have to be ready to throw out your ideas that you think are the greatest."
  • Keep it simple - "Doing something really well takes time, more time than you think. Simple systems acting together create complexity players can appreciate."
  • Define the experience - "Don't define your game by a list of bullet points... define it by the experience you want people to have."
Four levels of player experience:
  1. Learn. The first thing a player is doing is learning the game.
  2. Play. They just want to have fun.
  3. Challenge. People want to win, so a game should have challenge but always give the player a way out.
  4. Surprise. Show players something new. And then repeat this four-point cycle.
He said developers should ignore demographics and installed base, and follow their passions, saying that "if install base really mattered, we'd all make board games, because there are a lot of tables".
 
Unwanted
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Codex Year of the Donut

Zed Duke of Banville

Dungeon Master
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Let's rehabilitate Todd.

Honestly his game design philosphy is pretty solid :

Todd Howard - 2009 D.I.C.E. Summit said:
  • Great games are played not made - "You can have the biggest design document ever made, and you will change 90% of it once you play the game. You have to be ready to throw out your ideas that you think are the greatest."
  • Keep it simple - "Doing something really well takes time, more time than you think. Simple systems acting together create complexity players can appreciate."
  • Define the experience - "Don't define your game by a list of bullet points... define it by the experience you want people to have."
Four levels of player experience:
  1. Learn. The first thing a player is doing is learning the game.
  2. Play. They just want to have fun.
  3. Challenge. People want to win, so a game should have challenge but always give the player a way out.
  4. Surprise. Show players something new. And then repeat this four-point cycle.
He said developers should ignore demographics and installed base, and follow their passions, saying that "if install base really mattered, we'd all make board games, because there are a lot of tables".
Todd Howard has better taste in RPGs than the large majority of Codexers.

Todd-Howard-Napoleon.jpg
 

Talby

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Codex USB, 2014
The main quest will focus on the search for progenitors, an ancient alien civilization that created life on Earth. So you'll be searching for mankind's dad.
 

kain30

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spain
The main quest will focus on the search for progenitors, an ancient alien civilization that created life on Earth. So you'll be searching for mankind's dad.
I´m sure you are right, bethesda is not original with their main quests plots.
 

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