Frau Bishop
Erudite
I´m looking forward to see Eitar stir things up - and some down, maybe her panties.
DarkUnderlord said:Did anybody else see how he didn't answer the question?
Question: So is the dialogue any good?
Answer: Well there's the AI which makes Wood Elves attack Dears and there's these scripted conversations you can overhear.
Given what I most enjoyed about Morrowind was wandering around looking at the pretty scenery and collecting pretty items and given that Oblivion has less pretty items than Morrowind and that the pretty scenery is going to look fugly on my machine, I'd have to say I'm most looking forward to the mods.
Desslock said:even aside from the dynamic AI behaviour, there's a lot of stuff semi-scripted in -- for instance, NPCs will run into each other and have very lengthy, meaningful conversations -- it's not just background noise stuff like they did (to decent effect) in the Gothic series -- for instance, in the assassin's guild, you could overhear one NPC telling another about his last job and the things that went wrong. I encountered a lot of those, and the best thing about them was, I didn't hear a lot (any?) redundancy -- I think there's essentially a pool of conversations for major characters that can pop up, as well as conversations that specifically relate to events that have occurred in the game, which seems really cool. There seems to be a LOT of this stuff.
He didn't though. He talked about a Ranger hunting Dear (nothing to do with the quality of the dialogue) and scripted conversations you can listen in to (but fails to mention anything about the actual quality of what they're saying or how memorable it was or if they had personality).Tintin said:When the question asks about dialogue but mostly memorable NPCs and lack of them in Morrowind, how dare he sidetrack and proceed to talk about what the NPCs and dialogue between them were like!
Yet more answers which have nothing to do with quality of dialogue, personality of characters or how memorable the characters are. Here we go though, from a ittle later in the thread:- all NPCs have full speech, so you don't have to read the text - I still tend to skip through dialogue as fast as I can read it, but it's obviously cool for ancillary conversations not involving your character.
- there's things like Newspapers which are also updated based upon events in the game (for instance "emperor assassinated", is a headline at the beginning of the game), and you see NPCs reading the paper and blabbing about stuff in it, etc.
It's always scary when you have to ask someone twice for an answer and they still miss half the question. They're unique, they have personalities but are they really memorable and is what they say coming from some quality writing? I'm a little suspicious about visiting relatives though and that bit about their motivations. I wonder if he's actually seen that happen (in which case, that's really, really cool) or is he just spewing developer lines he's heard?Desslock said:Other than some generic guards, they're all unique - I don't think it's random stuff from a database that they're saying (although some of the current event stuff may be). They also all look unique, and the character customization options put to shame even most MMOs to ensure that. Their motivations are also "unique", which gives them distinct personalities -- for instance, some may be less inclined to work and more inclined to hang out eating, or may be inclined to be lazy and read a lot, or may spend a lot of time practising -- and that stuff isn't scripted, so it'll vary depending upon the occasion you visit. So he might decide to go visit his relative in a completely different town, once a month, and you might see him there, for instance.Charles said:Yes, but when you talk to them, are they unique? Or are they database indexers? Walking around spewing random talk and lighting their dogs on fire is all well and good, but if I talk to these people, will they be people? Or will the be a frontend to the hivemind?Desslock said:stuff about NPCs
One of the greatest things about Ultima 7, IMO, is that every single person in the world is written. They are not filler NPCs. Hell, even guards in some towns have a story to tell. And even if they ARE filler NPCs, just the fact that they have a name, a job, and will tell you a little bit about themselves or the plot is very important for immersion, IMO.
I Agree on Ultima 7 - the only games that have topped Ultima 7 since, in terms of giving NPCs characters, have been the Gothic series - having recently played through the gold edition, I was amazed again how damn interesting the NPCs are. It's a high bar to top, and given how Bethesda has actually traditionally done such a terrible job with NPCs in the other Elder Scrolls games - can't get more cardboard than Daggerfall's, and Morrowind's may have looked unique, but they didn't have personality either - I think Oblivion looked very, very promising on this front.
For instance, I spent a lot of time doing the Dark Brotherhood quests (which were all great, and very involved - far from the old Daggerfall fed ex/kill stuff), and in the guildhouse I frequented the characters were very distinct - a psychopathic Orc, who bragged about past jobs (to other NPCs as well), particularly comes to mind.
Stargazey said:In an effort to counter out all the Oblivion loathing, I thought I'd start a topic about things people are actually looking foward to in the game ...
For me, it's going to a new province, and the new lore.
So, is there something, if anything, that you're looking foward to, about Oblivion?
!HyPeRbOy! said:It'll be just like in GTA:SA. I'll take my girlfriends with me on my horse to various restaurants, until they invites me in for hot coffee. Rollplaying is great!
So I've been looking through the previous posts, searching for any appropriate questions.
Valas, you asked if, in order to effectively assassinate someone, you'd need to learn their schedules, plan your attack, etc., or whether it would just be a matter of engaging them in one-on-one combat.
It's definitely a lot of both, with a lot of player choice available.
Because an assassin's job is to, well, assassinate someone, it's kind of hard to fail a particular mission. As long as the target is dead, you've succeeded. So, in a lot of instances, you could very well walk up to him, bash him in the face with your warhammer, and complete the job.
But, in Oblivion's Dark Brotherhood questline, for a lot of the contracts the player will gain bonuses (in the form of gold or stealth-based magic items) if they complete it in a particular way. So a player can Conan his way through the questline and still win. But a stealthy, patient player will definitely reap better benefits. Oh yeah, and if you want to tail a target, follow his schedule, see when he's vulnerable? You can totally do that, and it's pretty awesome.
Let me address the questions about the dog, arrow hitting the wall, etc. Basically, the detection formula only accounts for the player. So no, they wouldn't be alerted to the sound of an arrow hitting a wall, or a dog's barking. Sound is part of the overall detection formula which also considers things like your Sneak skill, light levels, and opponents' Sneak skills.
Question about poisoning. Can't go into any detail. But if you're asking -- "Can the player use poisoned food to kill an NPC in an emergent, non-scripted way" the answer is most definitely... yes.
Yeah, I obviously can't comment on the rating we're getting, or any other ESRB matter.
But I will say this. When we started designing Oblivion, we sat down and decided on the scenarios we wanted. The ones we thought would be appropriate for a next gen, realistic fantasy title. We're obviously not GTA, so there are things our game simply wasn't going to have from the get-go. You know, propositioning a hooker and taking her behind the woodshed to get hit points back isn't exactly our core gameplay.
So what is the core gameplay of Oblivion? Well, combat. Lots of combat. With bows, with swords, with spells. That in itself could be considered "objectionable." But there are plenty of other rather "non innocent" gameplay elements. Stealing. Assassination of innocent people. Gambling. Drinking mead in a run-down tavern. So it's not like there was a whole lot of artistic compromise. We knew what game we wanted to make, and we made it. The questlines have a lot of story and character variety, so you never know what you might encounter.
I really don't think you guys have anything to worry about. I mean, hell, you can join the Dark Brotherhood and be the essence of evil. Ain't no way to soften that up.
If you're successfully hidden and shoot a guard, no you're not auto-detected. And yeah, if you can manage to get away from someone who's chasing you, yeah, you can hide. Clothing does not play a role in the stealth dynamic as far as disguise goes.
Rather not answer any questions about the nature of game mechanics like the lockpick minigame, sorry.
I was one of two people who designed the Thief 3 lockpicking minigame, and designed the Oblivion lockpicking mingame, and no, I've never picked a lock in real life. Since in the two instances with the mingames we were going for "fun and believable" and not "hyper realistic" it didn't seem that relevant. I have played just about every lockpicking mingame in every game that had one, if that's any consolation. If not, where do you live? I could try to break in.
Hellwalker, are you talking about the "Life of the Party" mission in Thief 2? That was my mission -- my baby! That whole thing was my Looking Glass labor of love, so I hope it's the one you're taling about! hahaha smile.gif
So you guys are generally wondering about variety in quests, and secret passages.
Well, as for variety -- imagine every questline -- not just Dark Brotherhood -- as a unique story, with its own plot twists and turns. So there will certainly be surprises -- whether that means unique architecture, quests that change direction in mid-stream, secret passages. It really all depends on the quest.
For the Dark Brotherhood, I really tried to utilize the existing game systems and the strength of the Radiant AI. For example, in one of the quests you have to kill all the members of a family, and they're spread across Cyrodiil. So you can really approach that any way you want, using any tools or techniques you want -- follow their schedules and ambush them, talk to them and try to get a certain response, jump them while they sleep, whatever.
So I would say the questlines as a whole are a LOT richer than they were in Morrowind.
pantheon said:for instance, in the assassin's guild, you could overhear one NPC telling another about his last job and the things that went wrong.
Spacemoose said:I am looking forward to radiant AI shenannigans and exploring a huge world.
Seriously - would you rather have nothing from Bethesda? I say that Oblivion is better than nothing.
Human Shield said:Spacemoose said:I am looking forward to radiant AI shenannigans and exploring a huge world.
Seriously - would you rather have nothing from Bethesda? I say that Oblivion is better than nothing.
Not if it farther reduces the chances of getting a good RPG made.
Sabregirl said:I'm looking forward to . . . um primarily mods, the original game is still mildly interesting. I can't say I would mind *fun* combat. But the mods . . . Werewolves go to Oblivion . . . :twisted: The construction set in general so I and everyone else can fix/put stuff back. A pretty place to explore is nice. A new engine that I'm not tired of fighting. I really hope it won't present a bunch of new problems though, I'm already ticked off about having to mod levitation back in. Still there's that glimmer of hope that the function will be in the CS or it will be very easy to mod in. Then I can get to building stuff . . .
-S
yipsl said:<blah>Sometimes, I think you guys need to be a bit more welcoming, even if you're cynical about current trends in RPG development. There's a whole middle ground between being a clueless "OMFG, the game rocks and how can you diss the devs!" fanboy and being a "Fallout is the only good RPG ever made and it's the last one I've played, though I'll continue to bitch and moan about all the current ones" type of gamer. Both are retarded IMHO.
Twinfalls said:yipsl said:<blah>Sometimes, I think you guys need to be a bit more welcoming, even if you're cynical about current trends in RPG development. There's a whole middle ground between being a clueless "OMFG, the game rocks and how can you diss the devs!" fanboy and being a "Fallout is the only good RPG ever made and it's the last one I've played, though I'll continue to bitch and moan about all the current ones" type of gamer. Both are retarded IMHO.
What's retarded is using 'IMHO'. No shit it's your opinion, a redundant caveat isn't going to excuse you if you type up shit. Which is basically what you typed. You're saying 'the Codex is retarded, because everyone is saying Fallout is the only good RPG ever made'. Have you not read the numerous posts by regulars here talking about how good Daggerfall is, and how they wish the makers of Oblivion would aspire to the same ideals as the makers of that game? I somehow fail to see how you couldn't have.
yipsl said:The Codex goes to the opposite extreme of the official TES boards, as if it were a mirror universe out of classic Trek. Seriously, there's a whole middle ground. Learn to live in it.
Locue said:Well, the soiled erection effect looks interesting on paper, and I hope it'll be a kick-ass feature in Oblivion. Also, Patrick Stewart's name looks good on the casting paper. As do Lynda Carter's.
All in all to be serious: I'm looking forward to a good game, but with my expectations I'm lucky if I even get a soiled erection out of Oblivion.
Edit: I also trust some of the upcoming mods to be fairly nice.
Yay, a fellow swede laughed at the crappy joke! :wink:!HyPeRbOy! said:Locue said:Well, the soiled erection effect looks interesting on paper, and I hope it'll be a kick-ass feature in Oblivion. Also, Patrick Stewart's name looks good on the casting paper. As do Lynda Carter's.
All in all to be serious: I'm looking forward to a good game, but with my expectations I'm lucky if I even get a soiled erection out of Oblivion.
Edit: I also trust some of the upcoming mods to be fairly nice.
Soiled erection
Damn Twinfalls, are you really getting this upset about a GAME?
There are two different issues here though Twinfalls:Twinfalls said:And it's the use of euphemisms like 'balance' and 'middle ground'. That really irks me. You're not allowed to have passionate views on anything, especially if they are passionately critical, because you ought to get back in the 'middle ground'.
No, Twinfalls. People weren't upset that VD was saying something different. We really need something different in today's gaming press, where everyone is writing "OMG Oblivion is t3h good b3cause t3h devs said so!!!!" No preview I've seen so far has been objective and unbiased. The Codex article was no different. I wanted something different, but not like that. I would have preferred "Many things have been removed from Oblivion, but the devs claim that they improved other things. Whether this is true, or it will make up for the removed features, time will tell. Although we don't believe it, it's not completly impossible". Rather, the review was: "Bethesda removed things and they said that they added others but they were obviously lying because it couldn't be proven and it's therefore false, so Oblivion is Obvious Crap. DAGGERFALL!!!!!!!!!!!!!!!!!!!!"Twinfalls said:Look at the response to the 'year in review' Codex article. The major response, if people had any fucking brains left, should be a 21 gun salute, people ought to be standing up an cheering that at least someone is saying something different. Instead it's mainly 'Waaa, those Codex guys should shut up how dare they say bad things about the game industry', or 'um, yeah, it's a bit extreme, but um, like, please don't kill me, but a little bit of what they say is actually, you know, sort of like a bit right, ah, but don't get me wrong, they're still bad'.