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The Elder Scrolls 5: Could it be good?

Relayer71

Liturgist
Joined
Dec 23, 2006
Messages
538
Location
NYC
Stereotypical Villain said:
Now with stat checks in the dialogue.

[Strength] I'll slay the beast! I am big and strong, see?

[Willpower] I INSIST THAT YOU ALLOW ME TO SLAY THE BEAST!

[Intelligence] So the beast needs to be killed, huh?

[Speed] A beast? Screw you guys! -runs away-

HA!
 
Joined
Jan 11, 2009
Messages
735
AndhairaX said:
Oblvion purchases were based off of Morrowind purchases. (i.e. ppl liked morrowind so they bought oblivion)
So then where exactly did the FO3 purchases come from?
 

TisATrap

Educated
Joined
Mar 16, 2009
Messages
390
Braindead zombies. This is a zombie conspiracy, they are everywhere you just don't know it. That's why shitgames can sell. Wait until they eat *your* brain. Then you'll get to eat other people brains too.
 

bhlaab

Erudite
Joined
Nov 19, 2008
Messages
1,787
It could be but probably won't?

I really enjoyed Morrowind, but Oblivion and Fallout were too much of a success to switch up the formula

The only hope of their games ever improving is that sooner or later everyone gets sick of Bethesda doing the same thing over and over and begin to call them out on it more. But their games come out so far apart that it's unlikely.
 

bhlaab

Erudite
Joined
Nov 19, 2008
Messages
1,787
AndhairaX said:
Oblvion purchases were based off of Morrowind purchases. (i.e. ppl liked morrowind so they bought oblivion)

No, oblivion purchases were based off of:

-Everyone just got a brand new Xbox 360 for Christmas a couple months before
-It has pretty grass
-Its size and scope is immediately impressive if you've never played the earlier ones.
 

Andhaira

Arcane
Joined
Nov 25, 2007
Messages
1,869,100
The Ninth Circle said:
AndhairaX said:
Oblvion purchases were based off of Morrowind purchases. (i.e. ppl liked morrowind so they bought oblivion)
So then where exactly did the FO3 purchases come from?

The fallout brand.
 

bhlaab

Erudite
Joined
Nov 19, 2008
Messages
1,787
AndhairaX said:
The Ninth Circle said:
AndhairaX said:
Oblvion purchases were based off of Morrowind purchases. (i.e. ppl liked morrowind so they bought oblivion)
So then where exactly did the FO3 purchases come from?

The fallout brand.

Nope, the Oblivion brand.

The Fallout brand meant very little to most people until 3 came along.
 

Phelot

Arcane
Joined
Mar 28, 2009
Messages
17,908
I remember in some interview about Oblivion (I forgot who was being itnerviewed) they said that they eliminated or combined a lot of the skills since "no one ever used them" like unarmed and medium armor. Dammit I used them!

Morrowind was fun and I thought it was a great rpg too. Yeah I know it seems goofy that you can swing right into an enemy and still miss him if your stats are too low, but it's an RPG, something Oblivion fans don't understand I guess. The exploration is great. The silt Striders (or whatever they were called) were reasonable, and it was satisfying hauling a bunch of loot back to town and selling it. In Oblivion, you just fast traveled back and forth... and no matter your speed stat, you always seem to move fast, so what was the point of the stat? Morrowind had challenges... there's nothing like finding a dungeon you can't tackle yet, only to return and defeat later on. I don't know what's so bad about a challenge...

So, yeah I'd have to say that TES5 will be bad. BUT IT WILL LOOK PRETTY SO WHO CARES!
 

Crispy

I feel... young!
Patron
Staff Member
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Feb 16, 2008
Messages
1,877,270
Location
Future Wasteland
Strap Yourselves In
I have no doubt that TES V is going to sell very well, and I have no doubt that it's going to surpass Oblivion in its scope and in its execution. Bethesda proved they are capable of being learning animals with Fallout 3.

Whether TES V will appeal to the majority of Codexers depends on two things:

- Will Todd Howard still be running the show?

- Will Bethesda hire better writers and aspire to some sort of intellectual stimulation among its fans, like it used to?

Todd's job is to create games that make the guys in Maryland rich. He's very good at doing that, so likely he'll remain. All we can hope is that somehow he is influenced by the past successes that Bethesda had when lore was more central to their games, and that Pete stops whispering promises of lengthy vacations in Cancun and hot red Lambo's in his ear.

When guys like Ted Peterson and Julian LeFay worked there, the standards for storyline, writing and dialog were much higher. They were inspired by the works of fiction they loved, and consequently their work reflected a deeper, more mysterious and unique flavor. Now everything is focused around graphics, ease of play and the dreaded immershun (although true suspension of disbelief is a staple among good, hardcore RPG's, IMO). Also, the explosion of popularity of the Sex Bawx largely contributed to the change in design philosophy the "new" BSW took. Fallout 3 is only a single step forward in the fight against brain-dead roleplaying games.

What are the chances Bethesda will 'see the light'? (insert heavy bloom pic here) Are they financially successful enough now to allow them to reach out a little more to their older (ex-)audience and dare to take some chances again?

It's all up to Todd.

toddhoward.jpg.w300h174.jpg
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
Daggerfall was fun for a few hours before you end up badly breaking the game.

Too bad for you. After the last official patch, crash rate was down to rare, but even before the patches my game wasn't ever broken. I did have corrupted saves, though and yes, it was terrible.

It may be me, but I could never understand the "respect" The Elder Scrolls series (I'm speaking pre-Oblivion, of course) got from RPG-fans, to the point where Daggerfall was considered by some to be one of the greatest.

I for one found that each and every one of these games, even "for their time", was very poor in just about every aspect

Oh boy, another ignorant illiterate who doesn't know what he's talking about yet pretends to like play RPGs. Here we go again:

simplistic combat

As far as RP of G goes, combat in Daggerfall was nothing but simplistic. I could even easily say that it beats near everything first person that's been done so far to this day at CRPG front. It might "play" as simplistic, as a perk of it being a first person game, but underlying mechanics, how your skills affected the outcome and how your equipment compliments it is such deep that most people could never grasp it at all.

Maybe you didn't like melee combat, you didn't like having to drag the mouse around to fight, and that's ok, but to call it simplistic is stupid by any means. Try picking no combat skills and you're ratfood pretty fast, even with a daedric weapon.

poor character creation/progression (some might say that the Daggerfall system was good, I'd beg to differ: a "lot" of skills offered during creation does not equal to deep character customization -it was clearly quantity before quality)

Character creation in Daggerfall doesn't equate to being offered a lot of skills.

The whole advantages/disadvantages and advancement multiplier were such good ideas that effect the game a lot, likes of which have rarely been done at all in CRPGs. How many examples can anyone give that have some sort of similar feature? Fallouts, Arcanum and Bloodlines comes close, but other than Fallout, the perks/traits/backgrounds in games with a similar feature are all almost exclusively mere statistic adjustments, while Daggerfall gave you choices that affected gameplay which were exclusively available in advantages/disadvantages, things that you couldn't change in anyway whatsoever once you're done creating your character.

Skills. Daggerfall having a lot of skills being a bad thing is only as bad as Fallout or any other RPG that had underused/unjustified skills. Main idea in Daggerfall is just right: For starters, you have these linguistic skills for creatures and since easily 3/4 of the game takes place in dungeons and since any given language skill saves you the trouble of fighting creatures of that type, this was a huge improvement over anything that's ever been out there to this day. Execution wasn't not exactly as articulate or interesting as it could have been, but it's still a vital option no other game gives you, and having one language devoted to several creature types weren't exactly practical. If I remember correctly, these alone make up 10 skills. A real clutter. 2 or 3 skills to cover most to all creature types would have been perfect in my opinion.

On the other hand, you have Ethiquette and streetwise, which don't affect the game in any meaningful way at all. They affect whether you can get a random NPC to give you hints during wiki-talk or mark your map for places you're looking for and that's it, but since you will eventually find a NPC to get either in a few minutes with enough tries, these two skills are meaningless. So, ok.

You can add Running, Jumping and Swimming to the list, however, these are kind of tricky. As absurd as may sound, the games is literally 3/4 playable with these as major skills and marginally easier, because you can practically run past all creatures, make insane jumps over long pits, bridges or platforms in dungeons where you'd have to find a walking path otherwise, and you level up ultrafast. Still, from a logical standpoint, it comes forward as just ludicrous to have separate skills for these, but practically, it's not. So I'm ambivalent about these particular skills.

I have nothing to argue on skills for 6 schools of magic, it worked pretty good in my opinion, and helped with diversity a lot. Likewise the combat skills.

Once you know all of these, there really isn't a problem. Rest of the skills are useful (and let's not forget how useful skills Medical and Climbing were) and work perfectly. No cluttering.

Now, I can't object to character progression being stupid, because it really is. That's been one of the most retarded thing about TES games from day one.

laughable storyline

Perhaps this is subjective, but apart from the questionable absurdity of being assigned royal/imperial matters at the beginning of the game, I didn't find anything laughable at all. Perhaps you will share why you did?

ludicrous writing

As far as I could observe, writing style in Daggerfall was, for the mostpart, perfectly ordinary and simple. Nothing bad, nothing good. Some of the books had good writing and good stories, and some others didn't. Game characters on the other hand, their motives, were definitely interesting, despite the plain writing.

uninteresting "quests"

I'd have to agree as far as most non-main quests are concerned. Especially the official guild (mages guild, fighters guild, knightly orders and religious orders) quests are atrocious in their repetation and simplicity. Not with with main quest and the other guild quests.


Translation = not really anything else?

and oh so incredibly bland, shallow and boring.

That's so very non-descriptively subjective, I can neither agree or disagree.

Thing is, what surprised me the most about Oblivion when it came out -was the fact that it shocked so many fans, who perceived it as a "dumbing down". But seriously, looking back at Arena/Daggerfall/Morrowind, how much dumber could it get anyways? I may be the only one here, but I don't believe Oblivion was inferior to Arena or Daggerfall as an "RPG", because it simply couldn't get any worse than those two in the first place. So, it's even more simplistic than those who came before it -it doesn't change much, if at all, the essence of the series was intact: a huge, seamless LARP simulator with no substance, no challenge and no soul from start to finish.

Between Oblivion and Daggerfall: boring as shit main quest. Utter lack of challenge. Lack of character diversity. No political intrigue whatsoever. Uninteresting character design. Lack of gameworld options and strategies. There's more I can't think of atm.

<edit> More than enough places with hundreds of random NPCs to make a continuous income as a thief, robber or fraud (remember the banks), which is a problem literally in any other game. Thief/rogue archetype in any other game means a substitute for breaking into places and making a quick buck for a few times, because if you keep thieving around all the time, you run out of things to steal and places to rob eventually and pretty quickly. Likewise, randomization makes it possible to make a living as a generic fighter/mage, that's if you can stomach the same quests with different names and places all the time, but the option is there. Travel options (which sadly only lacked encounters). Timed quests where failing affected a small number of things. More examples to the things TES3+ lacked. MQ with some choices.</edit>

Daggerfall is one of those examplary games in RPG design for the things that were accomplished at its time. TES3+, on the other hand, did absolutely nothing noteworthy. They only managed to go with a good artistic vision for Morrowind, and that's it.
 

bhlaab

Erudite
Joined
Nov 19, 2008
Messages
1,787
phelot said:
I remember in some interview about Oblivion (I forgot who was being itnerviewed) they said that they eliminated or combined a lot of the skills since "no one ever used them" like unarmed and medium armor. Dammit I used them!

What modern RPG devs (especially bethesda) don't seem to understand is that negative reinforcement is just as important as positive reinforcement.

Not being able to use a really good piece of equipment holds a lot more meaning than having the pick of the litter. Same with quests-- it's not about picking which option you want to take, it's about your earlier choices affecting what options you can take.
 

Triskaedek

Novice
Joined
Mar 4, 2009
Messages
6
denizsi said:
Oh boy, another ignorant illiterate who doesn't know what he's talking about yet pretends to like play RPGs.

It may be so, but I did specify it was simply my opinion I was stating. And I stand by it; you think that

denizsi said:
Daggerfall is one of those examplary games in RPG design for the things that were accomplished at its time.

, whereas I think it barely qualifies as an RPG at all.

It probably has to do with my personal conception of what an RPG should be; a game that doesn't once challenge you in any way/ doesn't even attempt to make you think once/ doesn't give any meaningful (as in: not only what may affect a two-minutes ending sequence) choices/ fails at leaving any lasting memories, being a memorable character, nice town, quotable dialogue, plot-twist or whatever/ - well, it's just not what I define as a "true" RPG.

BUT if people like a TES game, and consider Daggerfall a good RPG, so be it: it must correspond to what they are looking for in the genre -good for them.

As irrevocably anticodexian as such a statement is going to sound: to each his/her own.
 

Syraxith

Novice
Joined
Feb 26, 2009
Messages
31
AndhairaX said:
Oblvion purchases were based off of Morrowind purchases. (i.e. ppl liked morrowind so they bought oblivion)

I happen to be one of those people, wished I researched the game before hand. Leasson learned at the price of $50 USD shovelware. :cry:

Edit: My expectations of TESV are low, remember who's leading the project: Mister Oblivious himself.
 

Turok

Erudite
Joined
Dec 11, 2008
Messages
1,056
Location
Venezuela
Someone invent something to put working those 4 core and 6 core PC for god sake, add TONS npc on town!!!! and give some fucking work to the cores.

This msg is for general RPG gaming.

You like my english?? send me a pm and tell me how you like it.
 

Wyrmlord

Arcane
Joined
Feb 3, 2008
Messages
28,904
deniszi said:
Too bad for you. After the last official patch, crash rate was down to rare, but even before the patches my game wasn't ever broken. I did have corrupted saves, though and yes, it was terrible.
Deniszi, when I said 'broken' I was not talking about bugs, but about the difficulty.

When I got to level 7 and also ended up becoming a werewolf because of The Fortress Of Fhojun main quest level, the game became so easy, it was not fun anymore. You become so powerful, you no longer have that feeling of when you started out - a man trying to survive on a few rusty equipment in a large dungeon with enemies that can crush you as badly as you to them.

You are probably the biggest Daggerfall expert here; and you should know that a simple Nord Warrior with Dwarven Armor and a Dwarven Daikatana and a high Strength and Agility, is strong enough to massacre enemies, provided he has the necessary scrolls for certain spells.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
Crispy said:
Bethesda proved they are capable of being learning animals with Fallout 3.
Stupidity of some Codex members amazes me.

Stereotypical Villain said:
Now with stat checks in the dialogue.

[Strength] I'll slay the beast! I am big and strong, see?

[Willpower] I INSIST THAT YOU ALLOW ME TO SLAY THE BEAST!

[Intelligence] So the beast needs to be killed, huh?

[Speed] A beast? Screw you guys! -runs away-

And also that Fallout3 had the good ol' level scaling too, where on the very early levels you were blowing mutants' heads off. Learning animals haha
Add very shitty dialogues to a dump that is your game without changing anything else and get a guaranteed praise from the Codex, because RPGs are all about dialogues.
 

oldmanpaco

Master of Siestas
Joined
Nov 8, 2008
Messages
13,624
Location
Fall
When did Skyway become MetalCraze? Damn you blink around here and everything changes.
 

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