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The game will look at the nearby dungeons you've explored, automatically set the mission in a place you've never visited, and designate opponents that are appropriately matched to your strengths and weaknesses.
just saw the scans..looks neato I also heard we get crafting skills this time around.
Uh oh... it sounds like there might be finishing moves in this game D:
Eh, not if it's done Fallout 3 style. I would rather there be no dismemberment (or maybe slash wounds) than have silly gore.
At first I was really worried when they said there would be perks, then Howard mentioned that these "perks" would basically be similar to the abilities you got at certain skill levels in Oblivion (the spin move and whatnot). I think I'm okay with that...
There was an Oblivion mod featuring dismemberment that looked really damn cool from what I saw (despite a couple of glitches), but it was just too quirky of an installation and control scheme for me to bother with.
Your idea of whats "cool" or not has been proven over and over again to be completely backwards. I will use this knowledge to assume the mod you're talking about looked, in fact, really stupid.
Prove me wrong. Give me a link.
Less schools of magic? Man, I hate this dumbing down shit. I was hoping they'd bring back some of my favorites from Morrowind: medium armor, unarmored, and spears - any or all. I guess that's out of the question.In the screenshot with that barmaid I can see that they've finally put environmental shadows in. What other developers had in years ago, Bethesda finally managed to code after eight long years.
Seriously though, the game does look far better than its retarded older brother. Guess they've finally learned how to model a human without him looking silly. I still can't shake the feeling of "rubber" in monster models, especially the undead. They look like rubber-suit skinny people, not undead.
Overall the graphics look decent however. Environment feels good and the shadows really make the difference.
I do not like the continued dumbing down. Less schools of magic? Gee, neat, now you have even less possible ways to develop your character. No crossbows. No classes (bye-bye character defining). Level scaling. Mentor character. One big name VA.
A separate mention goes out to "Radiant Storytelling". Didn't they lear after the abysmal failure called that "Radiant AI" that they can't code worth shit? Radiant AI is also coming back. I bet it will once again be castrated and bring amusement to the gaming folk. What's wrong with the game giving challenge and requiring the player to adapt?
I do like dual wielding and variable levelling however. The setting isn't as stupid as I expected it to be, plus I can assume that my beloved Khajiit will return.
I'm trying to be optimistic. But Todd Howard is not a good game designer, he's a twat.
GET RID OF LEVEL SCALING IT IS STUPID AND ROBS THE PLAYER OF PROGRESSION
Levelling gives a false sense of progression and is used by devs to heard you through a game - which, in most rpgs, results in you fighting creatures of a similar level anyway - and to cheaply extend play time. In the case of mmos and other free roaming rpgs levelling results in a game world that becomes more and more redundant as you pass through it. WoW is a great example - 90% of all content becoming meaningless at end game. And why? Why should an end game bear be able to kill 20 bears from a starting area? What gives you a sense of progression - being able to take down a creature simply because the game has rewarded you for time spent, or becuase you've worked something out and are a better player? I've no problem with being able to gain new abilities and items and get better at using them, or improving stats and tailoring a charatcer or build, but why should progress be measured and the games challenged be governed by how long you've spent playing and how many hitpoints you have?
It's called "challenge". A game that scales to your character automatically reduces challenge. What's the point of becoming strong if the game automatically adjusts, so that it's just as hard at level 50 as it is at level 1? Games shouldn't be entirely scaled to your character
there should be high-risk areas exclusively for high level characters, so that you can feel a sense of accomplishment when beating them. I know I felt that way after Dead Wind cavern and the Promontory in New Vegas.
What I'm saying is that the game should start at something manageable - a mummy or something, and move up to wicked serpent like dragon creatures or whatever. The example is that the enemies are always getting tougher and have good reason to be tougher - they are different creatures.
Since people are asking, wanted to briefly touch on level scaling. All our games have had some amount of randomness/levelling based on player level. Skyrim's is similar to Fallout 3's, not Oblivion's.
Hope that addresses some concerns, and we hope you're enjoying the GI cover story.
Have a great night
A potion should be the most precious ****ing thing in a character inventory, a total game changer, like a staff to a mage, or a sword to a fighter. You should be able to reuse the flask, so choose what you put in it wisely for what you expect to need it for. And you should get experience for casting a successful (or unsuccessful) magic spell/potion. You should be able to carry more than one flask - maybe 30 by 'end game', but not 99999 potions. If you decide to fill the flask with an offensive fire or poison bomb, well you won't get that flask back - but it should be worth it.
I didn't feel accomplishment in New Vegas when areas became easier. I was no better at the game - foes that once seemed unbeatable became as scary as scorpions. This is not how challenge should be handled. What's wrong with an area being difficult because the mobs are tough, or real fast, or because you're not familair with them? Take Bayonetta (I know, different genre), it presents you with seemingly impossible tasks that are overcome by becoming a better player. You increase in strength a tiny amount and earn new skills/weapons/items etc as you progress through the game (so it could be argued that you 'level' to some degree), but any challenge can be overcome regardless of what stage your character is at. It'll take 100s of hours of practise, but it's doable - the defining factor is whether you're good enough. I'm not saying rpgs should mirror this, but they can learn a great deal about empowering the player in a real way and giving a proper sense of achievment.
https://twitter.com/search?q=skyrim+screensSo these screens people seem to have seen, where whould one find'em?
You're missing the point of an RPG. In an RPG, you create a character and that character, your avatar, is what matters. Unlike action games, RPGs put emphasis on character skill, rather than player skill. This is the defining element of an RPG. I have no problem with leveling, as it simply rewarding to achieve another level, particularly in older RPGs, when level 8 was a real achievement.
I also don't understand your point about not getting "better" at New Vegas. I certainly felt that I was getting better as I learned about my enemies' tactics and how to fight, not to mention finally being able to fight a deathclaw and win. I don't know about you, but I feel that some enemies simply should be nigh invincible at lower levels, regardless of player skill. If they aren't, then why bother making an RPG at all?
RPGs and action games are blurring into one, and with that the distinction between your personal skill and that of your avatar's. You can't have perception skill dictating whether you can detect a trap or not when you're staring at it in first person. The same is true with real time combat - it's your reaction time and accuracy that matters. If we stick too rigidly to RPG mechanics we'll continue to end with clunky hybrids that feel shoehorned.
That reads like we're agreeing. Learning enemy tactics and how to fight is what I feel action rpg combat should be all about. My experience of fighting deathclaws was this, however. Shoot one in the head 20 times at a low level for next to no damage. Come back 20 hours later, albeit with a slightly bigger gun and fancier bullets, and one shot them.
On Conversations: Conversations aren’t done in a zoomed in static shot anymore.Start a conversation with some and they will act like someone would in real life, looking at you occasionally and walking around a bit and also continue doing a task if they were doing one while talking.
“Radiant storytelling” or Level Scaling 2.0: “The game eventually logs a huge storehouse of knowledge about how you’ve played, and subsequently tailors content to your capabilities and experiences. Entering a city, a young woman might approach you and beg you to save her daughter from kidnappers. The game will look at the nearby dungeons you’ve explored, automatically set the mission in a place you’ve never visited, and designate opponents that are appropriately matched to your strengths and weaknesses.”
Walking around wouldn't make much sense unless you were locked to a certain radius. And console users wouldn't be able to walk and make dialogue choices with just the left analog stick. They'd have to make the dpad for choosing dialogue options, but I don't see them doing that. It wouldn't even work on the PC - you'd end up looking at the floor when clicking "Bye".... but I really wonder if it will be free, or if you'll still be locked in place and the characters will just move around with the same 5 preset animations, as in Mass Effect 1. What I've been after is a system where you're still free to move anywhere you want and initiate conversation as you please, without being trapped staring at someone until the game decides the conversation is over. Basically Half-Life 2, except you can talk back.
In general, systems should be adapted, but not discarded wholesale, which is what you are suggesting. Going with perception: make it highlight well hidden traps. Make it give a bonus to accuracy. Hell, maxed out perception should allow the player to activate a focus mode, which slows the world down (eg. Turbo in NV).
I want to elaborate on this a little more.Fighting should only be a fraction of the game - maybe 33%. There should be exploration 33% and figuring out puzzles/traps/riddles 33%
Unfortunately, I can't relate. I've missed out on this so far but plan on picking it up.I look to the Witcher for an alchemy system that I actually like. Potions in that game actually meant something. They werent whimpy effects that lasted for 30-60 seconds, they lasted for a LONG time. As a result they were generally more difficult to craft.
You're missing the point of an RPG. In an RPG, you create a character and that character, your avatar, is what matters. Unlike action games, RPGs put emphasis on character skill, rather than player skill. This is the defining element of an RPG. I have no problem with leveling, as it simply rewarding to achieve another level, particularly in older RPGs, when level 8 was a real achievement.
To me, this kind of gameplay you describe should be suited to a turn-based or strategy RPG. The gameplay I describe (and crave) is real-time RPG - or action/adventure RPG.That's why I believe that we shouldn't allow them to blur into one. Variety is the spice of life and in RPGs, the character is what matters, the player is second.
Levelling gives a false sense of progression and is used by devs to heard you through a game - which, in most rpgs, results in you fighting creatures of a similar level anyway - and to cheaply extend play time. In the case of mmos and other free roaming rpgs levelling results in a game world that becomes more and more redundant as you pass through it. WoW is a great example - 90% of all content becoming meaningless at end game. And why? Why should an end game bear be able to kill 20 bears from a starting area? What gives you a sense of progression - being able to take down a creature simply because the game has rewarded you for time spent, or becuase you've worked something out and are a better player? I've no problem with being able to gain new abilities and items and get better at using them, or improving stats and tailoring a charatcer or build, but why should progress be measured and the games challenged be governed by how long you've spent playing and how many hitpoints you have?
Let's draw a line in the sand here. To me, this kind of gameplay you describe should be suited to a turn-based or strategy RPG