Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Preview The Elder Scrolls V: Skyrim - Previews

DragoFireheart

all caps, rainbow colors, SOMETHING.
Joined
Jun 16, 2007
Messages
23,731
DraQ said:
MetalCraze said:
Skyway is deteriorating.

- Either you're being sarcastic or your sarcasm meter is broken. Need some help calibrating it?
 

Morbus

Scholar
Joined
Nov 2, 2006
Messages
403
YourConscience said:
150 dungeons, more or less? Are they serious? Oh I'm weeping, alright. Especially when I compare it to the amount of dungeons in Daggerfall. How many were there? 150.000? And I'm sure I visited more than 150 in Daggerfall. And despite their randomness, they were much more immersive than those of Morrowwind or Oblivion. Oh those wraiths... :)
It's weird, isn't it? How a 15 or more year old game can be more immerse than a modern one with graphics and all that. You won't believe it until you try it.

The miracles of videogaming.

Then again, anything is more immersive than pretty much everything Bethesda makes nowadays...
 

Carrion

Arcane
Patron
Joined
Jun 30, 2011
Messages
3,648
Location
Lost in Necropolis
I really liked most of the dungeons in Morrowind, even though way too many quests sent you into one. Bandits were usually hiding in small caves wtih access to water and decent lighting, vampires were mostly in dark caves or tombs and so on. Even the smallest dungeons usually had some little detail that made them stand out from the others. Most importantly, it usually made sense and followed a certain logic. With all this Radiant assrape you can throw all of that out of the window. Expect to see a group of low-level bandits happily hiding in pitch-black caves full of bloodthirsty monsters and dozens of unopened chests of loot. Oh wait, we already had that in Oblivion.

What I don't get is this: If you've got a huge, open game world, why does every quest have to take place in a linear dungeon? I might actually be interested if the game had 15 large, unique dungeons and a bunch of smaller caves, with most quests taking place outdoors or inside cities. A simple "get item X to NPC Y" quest becomes much more interesting if you have to go to a well-guarded house in the center of a city instead of some random imp cave somewhere, because the former immediately offers more choice (stealth, violence, maybe even diplomacy) even if the quest itself was simple as shit. That's why some of the Thieves Guild and Dark Brotherhood quests in Oblivion were actually pretty fun compared to the shitfest that was the rest of the game.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Carrion said:
I really liked most of the dungeons in Morrowind, even though way too many quests sent you into one. Bandits were usually hiding in small caves wtih access to water and decent lighting, vampires were mostly in dark caves or tombs and so on. Even the smallest dungeons usually had some little detail that made them stand out from the others. Most importantly, it usually made sense and followed a certain logic.
Well, 'most' might be stretching it since 'most' dungeons were just tiny caves and tombs scattered around the world, and while some (usually quest related) were pretty awesome, they could use some scale and confusion of their Daggerfall predecessors (then again, many dungeons in Daggerfall were cemeteries with single two room tombs).

Still, I really liked stuff like Forge of Hilbongard or Urshilaku Burial Caverns and dungeons in general were given sense in gameworld context.

What I don't get is this: If you've got a huge, open game world, why does every quest have to take place in a linear dungeon? I might actually be interested if the game had 15 large, unique dungeons and a bunch of smaller caves, with most quests taking place outdoors or inside cities. A simple "get item X to NPC Y" quest becomes much more interesting if you have to go to a well-guarded house in the center of a city instead of some random imp cave somewhere, because the former immediately offers more choice (stealth, violence, maybe even diplomacy) even if the quest itself was simple as shit. That's why some of the Thieves Guild and Dark Brotherhood quests in Oblivion were actually pretty fun compared to the shitfest that was the rest of the game.
This. To add insult to injury even those potentially interesting quests were butchered in oblivious, by failure to include any reasonable security to be bypassed and failure to add alternative routes (which is lame, as merely making windows alternative entry points, adding balconies and allowing player to do some rooftop hopping would help immensely - oh right, walled-in cities in separate cells.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,933
Location
Swedish Empire
DraQ said:
This. To add insult to injury even those potentially interesting quests were butchered in oblivious, by failure to include any reasonable security to be bypassed and failure to add alternative routes (which is lame, as merely making windows alternative entry points, adding balconies and allowing player to do some rooftop hopping would help immensely - oh right, walled-in cities in separate cells.

but..but that would force people to think!!! think of the consollers!!
 

sgc_meltdown

Arcane
Joined
May 8, 2003
Messages
6,000
Luzur said:
DraQ said:
This. To add insult to injury even those potentially interesting quests were butchered in oblivious, by failure to include any reasonable security to be bypassed and failure to add alternative routes (which is lame, as merely making windows alternative entry points, adding balconies and allowing player to do some rooftop hopping would help immensely - oh right, walled-in cities in separate cells.

but..but that would force people to think!!! think of the consollers!!

bullshit there is a lot of thinking involved with hardcore oblivion roleplayers
 

Coyote

Arcane
Joined
Jan 15, 2009
Messages
1,149
20tjv3a.png


I haven't been following Skyrim news. Is this picture new? I'm no graphics whore, but it seems like it's of much lower quality than the screens I've seen.
 

DarkUnderlord

Professional Throne Sitter
Staff Member
Joined
Jun 18, 2002
Messages
28,547
Looks like. Besides, it's an Xbox game, what would you expect? Better graphics than Oblivion? Consoles can't do better graphics.
In fact I'd wager that screenshot was taken from that video. Seems it's exactly the same.
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
From all these previews, I get the feeling that dragons are somewhat like Skyrim's cliffracers, just even more annoying.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,933
Location
Swedish Empire
sgc_meltdown said:
Luzur said:
DraQ said:
This. To add insult to injury even those potentially interesting quests were butchered in oblivious, by failure to include any reasonable security to be bypassed and failure to add alternative routes (which is lame, as merely making windows alternative entry points, adding balconies and allowing player to do some rooftop hopping would help immensely - oh right, walled-in cities in separate cells.

but..but that would force people to think!!! think of the consollers!!

bullshit there is a lot of thinking involved with hardcore oblivion roleplayers

mind = blown
 

SuicideBunny

(ノ ゜Д゜)ノ ︵ ┻━┻
Joined
May 1, 2007
Messages
8,943
Serpent in the Staglands Dead State Torment: Tides of Numenera
FaChoi said:
"look at our unique dungeon corridor with an exit right at the objective that you can't use to enter because that would be like skipping content and that is bad."
that looked somewhat ok for a next-gen open world shooter with health regen.
 

Dogar

Novice
Joined
Feb 5, 2006
Messages
48
I actually think it looks kinda decent, combat aside. The music that played while the PC was on horseback was pretty good imo, and the world design looks almost as good as PB's stuff.
 
Joined
May 6, 2009
Messages
1,876,733
Location
Glass Fields, Ruins of Old Iran
SuicideBunny said:
look at our unique dungeon corridor with an exit right at the objective that you can't use to enter because that would be like skipping content and that is bad

tbh I'm not a big fan of trekking my way back through empty dungeons, and as FO3 demonstrated, being able to choose between skipping stuff and doing stuff doesn't do much for gameplay at all.
 

sgc_meltdown

Arcane
Joined
May 8, 2003
Messages
6,000
Clockwork Knight said:
tbh I'm not a big fan of trekking my way back through empty dungeons, and as FO3 demonstrated, being able to choose between skipping stuff and doing stuff doesn't do much for gameplay at all.

you sound like you're new to rpg games so here is protip: there are almost unlimited ways you can roleplay why you're skipping stuff or doing stuff so the story of the game is different every time

that is what professionals call emergent narrative
 

SuicideBunny

(ノ ゜Д゜)ノ ︵ ┻━┻
Joined
May 1, 2007
Messages
8,943
Serpent in the Staglands Dead State Torment: Tides of Numenera
Clockwork Knight said:
tbh I'm not a big fan of trekking my way back through empty dungeons, and as FO3 demonstrated, being able to choose between skipping stuff and doing stuff doesn't do much for gameplay at all.
there are ways to do it right, like the repairable elevator in vault 22, which also happened not to be one longass corridor. not to mention that more than half that corridor will have respawned and not be empty by the time you reach the end.
 

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
Coyote said:
20tjv3a.png


I haven't been following Skyrim news. Is this picture new? I'm no graphics whore, but it seems like it's of much lower quality than the screens I've seen.
Furries? I guess this is what Bethesda meant by giving console players the "mod experience".
 

Jim Cojones

Prophet
Joined
Nov 2, 2008
Messages
2,103
Location
Przenajswietsza Rzeczpospolita
Black said:
*There are at least 150 dungeons, Bethesda's Pete Hines has revealed.
They also revealed FO3 had over 200 endings. Bethesda cannot into maths.
There was about that many endings if you count "but there's a nigger guy instead of latino woman on the final art" or "Ron Perlman says you had a positive karma, not a negative one" as different endings. Following this logic, TES5 will have 150 dungeons, but only if you count any interior area, including houses in towns, as dungeons.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
That can't be an accurate screenshot -- that looks like it's only slightly more polished than Gothic 2.
 

sgc_meltdown

Arcane
Joined
May 8, 2003
Messages
6,000
how many times do I have to tell you jerks that the fine people at bethesda have made the game look and feel similar to oblivion so as to make players feel comfortable like they're entering a familiar epic world of unlimited possibilities just like the oblivion elder's scrolls

consistent commitment to quality from year to year like this is hard to find in today's entertainment industry
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom