An Idea of how Vampires and Werewolves Could Have Been Done.

Post » Tue Nov 20, 2012 11:05 am

Thanks the ending sounds like the black veil.
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Hearts
 
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Post » Tue Nov 20, 2012 12:44 pm

Thanks the ending sounds like the black veil.
You're welcome, and I don't know what the black veil is, but I will take your word for it.
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Sammykins
 
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Post » Tue Nov 20, 2012 5:25 am

Just thought I'd add my two cents :smile:

Backstory:
I was as disappointed as many of you. Honestly perhaps to a lesser degree only because I don't role play too much in game and I'm not up on all the nuances of lore, as is apparent many of you are. I still role play, sure. I build a story around my character and make decisions mostly based on how I think they would handle it. But my approach is usually mechanic based. What I can see and handle, how they dealt with issues and how it flows. The story, while important, is often secondary.
That begin said it was frustrating for me to play a vampire in Oblivion. Oblivion being my first venture within Tamriel. Vampires largely have a set lore base that we are all familiar with. We tend to have expectations on how they should react, relative to their game franchise.
Don't misunderstand me. I capped at 48 in Oblivion and spent several hours running around as a Vampire mage. I loved the Vile Lair, the Brotherhood quests, so on and so forth. Their play mechanic was rough to deal with and often frustrating only because I couldn't wield Level 4 power like a little kid who just found their father's pistol. BUT, in the end...in the grand scheme of things...that was fine. In fact it made the game all the more interesting. Frustration aside, their cost/reward system made sense. It worked well and I applaud them for it.

Skyrim:
I was hoping for something a little different, but the same was fine with me. I had my fill of Vampirism and was looking forward to galloping around the countryside as a wolf, slaughter deer and hapless bandits. While "super-neato" at first, there were some limitations that eventually annoyed me. They didn't detract from my overall game experience so I simply ignored them.
Then, some weeks after the DLC, I discovered these forums! So many kindred spirits, I finally had a place to gripe and complain, and read the harrowing tales of others. Then I was challenged by a few people in these forums.
I returned to my games and began exploring. I began reading and researching, recapping lore that I had by passed in quests and catching up on lore that I'd missed in previous games. After some time of considerable play application, I have totally turned around.

My current opinion is that Bethesda did a masterful job and in retrospect they shouldn't have done it any other way. Sure, there would be some things that would be nice to add or tweak...for whatever reason (lore continuity or game play). After reading through so many opinions, thoughts, suggestions, and lore debates, I have come to a conclusion. My conclusion isn't so much a certainty as it is just an interesting thought (interesting for me at least). Let me share it with you.
  • Is it possible that Bethesda is trying to expand the overall lore of TES by introducing these different "strains" of Vampirism and Lycanthropy?
  • Is it also possible that Bethesda was working to develop or maybe innovate possible play mechanics for future TES installments (DLC, Xpac, TES:VI)?
There is no way to verify this, short of asking them yourself, but I'm speculating at the moment that the answer to both is Yes.

Consider, if you will, that Skyrim takes place around 200 years after Oblivion, so it would make sense that these "strains" have split, mutated and adapted to their environment.
For example, the Nords are a notoriously hearty people, so it's possible that their vampires have developed a resistance to the deathly effects of the sun but still retain their weaknesses. After all, in game play, all of my vampire encounters during the day tend to go sideways in some form or another; while at night I typically dominate, hands down. So there is still enough of a draw back to being a vampire that if I have the choice I'll likely skulk back and wait till dusk before initiating combat...unless they are bandits. Then it's game on =D
Also consider the various meddling of the Deadric Gods. Add to that the natural propensity for humanity to seek more power and you have a recipe for eventual chaos, as is evident with the Glenmoril wolf strain.

In Short, I think that Bethesda is talented and crafty enough to tie every thing together. Imagine all of these different strains available as factions in TES: VI. Much like the Stormcloak:Empire civil war, your actions could influence which clan or coven faction will dominate that landscape. It would be an interesting direction at least.

*Note* These are just my insights, for whatever they are worth to you. =)
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Nicholas
 
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Post » Tue Nov 20, 2012 7:46 am

Hey guys

As impressive as it was getting the first thread the amount of traffic as we did, I've set up the third thread now that we're at the 200 post limit. Please direct further replies and comments http://www.gamesas.com/topic/1394274-an-idea-of-how-vampires-and-werewolves-could-have-been-done-thread-3/.

Hope to see you there
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matt white
 
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Post » Tue Nov 20, 2012 10:37 am

Post limit, new thread made.
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carly mcdonough
 
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