Yesss now you silly mages will have to learn how to use a lock pick! Until a mod is made. <_<
Give it a day
But no, I always felt the same way about that. While it's cool being able to zap a lock, it makes being a stealthy character almost pointless since if you can open high-quality locks with magic, you likely have other good spells, too. Know what I mean?
So, for role-playing purposes and stated above, I'm fine with it.
...But I'll probably get a mod for it at some point, anyway. Just because
I have a small question. Do we know if Skyrim uses something like Steam or something similar to the Origin shit that EA is pulling right now? The old Elder Scroll Games and other Bethesda Games didnt... but I cant find anything on that matter <_<
I do remember it being said at some point that it will be available on Steam. The older Bethesda games came out when these technologies hadn't really taken off yet, which is why I'd guess they weren't featured.
I love in this video how it shows a chicken resurrection. Also the towns look amazing. Huge huge improvement from Oblivion on that.
[video]
Wow, thank you for posting that! Dragons killing dragons, awesome-looking resurrection magic, a lot of unique areas towards the end, and there was like a wind enchantment on the one item... Wow. That freeze effect is awesome. I'll probably just go around freezing everything with my mage just because I can.
But the one guy was a complete idiot, focusing on all kinds of things which have been revealed to the mainstream audience since announcement, basically, and skipping everything that really mattered >.>
Sorry. I should have said "hence the desire to kill them"*.
Vampirism, and several other things in the game, were (kinda) ruined because of bugginess. I thought it was a great idea. I liked the way it worked with some of the characters, like the Count of Skingrad*, and I thought having to work at finding a cure was fun*, or realistic or something. I think they could have played more on the oppression of the Mage Guild on vampires, though, and done a little more to make them seem less black-and-white evil.
*I detested how he was continually referred to as a powerful wizard, but you never saw him so much as lift a finger to cast a spell. Lame. I had hoped when I started playing that the player could somehow enter into an apprenticeship with him or something.
*It was, however, ridiculous that you couldn't make the cure if you already closed all the Oblivion Gates. It was logical that Blood Grass would be an ingredient, and interesting that you had to go into Oblivion to get it, but come on--vampirism is an "extra" sort of "end-game" thing, anyways, you should be able to find a cure post-invasion. Again, modding fixed this (and the purchasable DLC, the bastards), but that shouldn't always be the case or we're just making excuses over and over.
Everyone single one of them was headstrong and spunky. We don't need any of that.
Hence the killing
@Gore:
I know they didn't confirm vampires or werewolves yet, but I loved this mod that fired when you killed a vampire in Oblivion: It made their body incinerate into gritty particles in this flash of really bright, small white-yellow flames that washed over the body. When it was gone, all that was left was black-charred bones. That was so awesome. I went killing vampires just for that effect.
For Oblivion, I don't mind if it's not excessively gory, because in some circumstances it makes sense. It's actually very difficult to hack off limbs with a sword, especially if there's clothing and armor. To do so requires just the right angle. Otherwise, you'd have to keep hacking at the same spot to dismember someone. There are some cases where I wish they would think more. For instances, when you use a blunt weapon, a skull should cave in a bit. I think they might have done this next bit in FO3 (I forget, it's been a while), but crippling the enemy should make sense in respect to where you hit him. If you shoot an arrow in his right thigh, his right leg should be all shitty and hardly mobile.
With duel-wielding and spell-allotment, this could be part of good strategy. If your enemy has a sword in the left hand but uses magic in the right, disable the right hand and you're golden. If you have high magic resistance but shitty armor (AKA, mage), then do the reverse: disable the left hand with the sword, then throw on some magic shields.
I just can't think of The Elder Scrolls world as one for multiplayer. I feel i got to be THE hero there. Not A hero.
You don't become THE hero until you've beaten all the quests (if you haven't, how can you be THE hero for every NPC in the game?), and everyone looks on supposed heroes differently. I'm sure the Necromancers didn't look on the hero of the Mages Guild the same way as the Mages Guild did.
I was hoping for a really simple multiplayer LAN or limited online option for TES5. No friend lists or GUI or anything like that, just trade, speech, and a turn-off-friendly-fire option. Four or so people in each game. The real appeal is knowing that there's real people out there, somewhere, amid the hundreds of NPC's. That person is infinitely more capable than an NPC, has seen different things, developed his or her character differently, and could make either a powerful ally or a terrifying enemy.
I can't say how happy I am for seventy voice actors. I wanted to vomit after a while of hearing the same (four?) in Oblivion.
edit--
AHA! Children! I hope I can murder them. I hated how they were invincible in Fallout 3 and New Vegas. If not, I'll just mod it, I guess.
We are getting tools; for the PC, they're shipping the game with the Creation Kit (or, at least, shipping it out very close to the actual release date).
They also want or wanted to include modding tools with console versions, but they couldn't get Sony and Microsoft to cooperate.
One thing that worries me, (besides the no visual damage) is weather the dragons will be a rare encounter in the wild, completely random and exciting, or if they will always be at the same spot on every playthrough.
The dragons literally just fly around the entire country. Where you meet them is entirely random. If you go to the official game website, they have a page with links to a ton of great interviews that answer a lot of questions like this. The trouble is sifting through everything you already know.
I love the whole idea of actually cooking your food this time. I wonder how that system will work out. I mean, if you were the real adventurer type and absolutely did not use fast travel, you could set up camps every night and cook all your stuff.
Precisely so! I did that when I played Oblivion. Well, in my head, anyway. That's what adds the realism. The problem I have with adding this level of depth to the game is that I also don't want to be bogged-down with all kinds of ridiculous GUI's and timers and status defects. All of that just gets annoying.
So... I would greatly enjoy them upping the visualization of crafting, cooking, and harvesting. (The latter we know they at least do so for the NPC's.) But I don't want it to really become a mechanic. Anything that is a game mechanic usually means you have more of the game interfering in the immersion, unless it's done well.
*shrug* I never used them, but they do add some variety to all the imbeciles I murder. Someone will add them with a mod within a month or two of release, anyway.
To be fair, when we saw the first screenshots of Oblivion, most of us would admit that they all looked really, really good. Besides the people. But of course at the time those weren't too bad compared to the other open-world sandbox games at the time. For that reason I don't see the point in throwing everything they show us through a pessimistic sieve.
the way you put it it's doable, but even so, the animations will be boring after a while. unless they have the limbs use a physics engine make sure it looks realistic as they come off.
Well, I think the problem is that the more realistic you try to make something, the less it is about the mechanics and the more it is about milieu, plot, and characters. I think that, for the most part, the worlds of Oblivion were engaging (although the Planes of Oblivion got redundant, they were still impressive in many ways, especially with a few texture replacements *cough lava cough*), especially the Shivering Isles and, of course Tamriel's realism made it highly immersive (at least as far as sounds, ambient music, the sky, the trees and bushes and grass, dungeon atmosphere, huge cities, villages/hamlets, wayward inns, etc.)*. The characters all suffered from only a handful of (decent) voice actors rehashed over and over again and very bland facial expressions and body movements. Similarly, many of the quests which defined the characters were effortless, too mechanical, not filled with any emotion or life, or had no significance (plot, relationships, results of choices -- very linear). The plot, while epic, was limited by all of the factors above.
* Seriously. Maybe it was just me, but sometimes when I was out in the woods or the fields and the wind blowed and the music came on just right I felt a stirring in my stomach that I only used to feel when reading good adventure books.
Give it a day
But no, I always felt the same way about that. While it's cool being able to zap a lock, it makes being a stealthy character almost pointless since if you can open high-quality locks with magic, you likely have other good spells, too. Know what I mean?
So, for role-playing purposes and stated above, I'm fine with it.
...But I'll probably get a mod for it at some point, anyway. Just because
Edit--
Ahh! That whole video is awesome!
I do remember it being said at some point that it will be available on Steam. The older Bethesda games came out when these technologies hadn't really taken off yet, which is why I'd guess they weren't featured.
Wow, thank you for posting that! Dragons killing dragons, awesome-looking resurrection magic, a lot of unique areas towards the end, and there was like a wind enchantment on the one item... Wow. That freeze effect is awesome. I'll probably just go around freezing everything with my mage just because I can.
But the one guy was a complete idiot, focusing on all kinds of things which have been revealed to the mainstream audience since announcement, basically, and skipping everything that really mattered >.>
Vampirism, and several other things in the game, were (kinda) ruined because of bugginess. I thought it was a great idea. I liked the way it worked with some of the characters, like the Count of Skingrad*, and I thought having to work at finding a cure was fun*, or realistic or something. I think they could have played more on the oppression of the Mage Guild on vampires, though, and done a little more to make them seem less black-and-white evil.
*I detested how he was continually referred to as a powerful wizard, but you never saw him so much as lift a finger to cast a spell. Lame. I had hoped when I started playing that the player could somehow enter into an apprenticeship with him or something.
*It was, however, ridiculous that you couldn't make the cure if you already closed all the Oblivion Gates. It was logical that Blood Grass would be an ingredient, and interesting that you had to go into Oblivion to get it, but come on--vampirism is an "extra" sort of "end-game" thing, anyways, you should be able to find a cure post-invasion. Again, modding fixed this (and the purchasable DLC, the bastards), but that shouldn't always be the case or we're just making excuses over and over.
Hence the killing
@Gore:
I know they didn't confirm vampires or werewolves yet, but I loved this mod that fired when you killed a vampire in Oblivion: It made their body incinerate into gritty particles in this flash of really bright, small white-yellow flames that washed over the body. When it was gone, all that was left was black-charred bones. That was so awesome. I went killing vampires just for that effect.
For Oblivion, I don't mind if it's not excessively gory, because in some circumstances it makes sense. It's actually very difficult to hack off limbs with a sword, especially if there's clothing and armor. To do so requires just the right angle. Otherwise, you'd have to keep hacking at the same spot to dismember someone. There are some cases where I wish they would think more. For instances, when you use a blunt weapon, a skull should cave in a bit. I think they might have done this next bit in FO3 (I forget, it's been a while), but crippling the enemy should make sense in respect to where you hit him. If you shoot an arrow in his right thigh, his right leg should be all shitty and hardly mobile.
With duel-wielding and spell-allotment, this could be part of good strategy. If your enemy has a sword in the left hand but uses magic in the right, disable the right hand and you're golden. If you have high magic resistance but shitty armor (AKA, mage), then do the reverse: disable the left hand with the sword, then throw on some magic shields.
You don't become THE hero until you've beaten all the quests (if you haven't, how can you be THE hero for every NPC in the game?), and everyone looks on supposed heroes differently. I'm sure the Necromancers didn't look on the hero of the Mages Guild the same way as the Mages Guild did.
I was hoping for a really simple multiplayer LAN or limited online option for TES5. No friend lists or GUI or anything like that, just trade, speech, and a turn-off-friendly-fire option. Four or so people in each game. The real appeal is knowing that there's real people out there, somewhere, amid the hundreds of NPC's. That person is infinitely more capable than an NPC, has seen different things, developed his or her character differently, and could make either a powerful ally or a terrifying enemy.
I can't say how happy I am for seventy voice actors. I wanted to vomit after a while of hearing the same (four?) in Oblivion.
edit--
AHA! Children! I hope I can murder them. I hated how they were invincible in Fallout 3 and New Vegas. If not, I'll just mod it, I guess.
They also want or wanted to include modding tools with console versions, but they couldn't get Sony and Microsoft to cooperate.
The dragons literally just fly around the entire country. Where you meet them is entirely random. If you go to the official game website, they have a page with links to a ton of great interviews that answer a lot of questions like this. The trouble is sifting through everything you already know.
Precisely so! I did that when I played Oblivion. Well, in my head, anyway. That's what adds the realism. The problem I have with adding this level of depth to the game is that I also don't want to be bogged-down with all kinds of ridiculous GUI's and timers and status defects. All of that just gets annoying.
So... I would greatly enjoy them upping the visualization of crafting, cooking, and harvesting. (The latter we know they at least do so for the NPC's.) But I don't want it to really become a mechanic. Anything that is a game mechanic usually means you have more of the game interfering in the immersion, unless it's done well.
"Hey, let's not put in crossbows!" "Hellz yeah!"
"Let's screw over loyal fans!" "Preach it!"
"Let's make a horrible game!" "Amen! AMEN!"
Well, I think the problem is that the more realistic you try to make something, the less it is about the mechanics and the more it is about milieu, plot, and characters. I think that, for the most part, the worlds of Oblivion were engaging (although the Planes of Oblivion got redundant, they were still impressive in many ways, especially with a few texture replacements *cough lava cough*), especially the Shivering Isles and, of course Tamriel's realism made it highly immersive (at least as far as sounds, ambient music, the sky, the trees and bushes and grass, dungeon atmosphere, huge cities, villages/hamlets, wayward inns, etc.)*. The characters all suffered from only a handful of (decent) voice actors rehashed over and over again and very bland facial expressions and body movements. Similarly, many of the quests which defined the characters were effortless, too mechanical, not filled with any emotion or life, or had no significance (plot, relationships, results of choices -- very linear). The plot, while epic, was limited by all of the factors above.
* Seriously. Maybe it was just me, but sometimes when I was out in the woods or the fields and the wind blowed and the music came on just right I felt a stirring in my stomach that I only used to feel when reading good adventure books.