» Wed May 16, 2012 7:14 pm
I read this whole thread last night and it's an interesting idea. I like how you rationalize your concern for the immersion, M'Aiq.
Sorry for the long post, but reading gave me a lot of thoughts. Here's some:
I haven't played Morrowind extensively, but I know Fallout 2 well. In that game all the "dungeons" had enemies with common names like Raider or Bandit, sometimes added with a boss with unique name (and the dungeons also were static, I believe - at least they were not entirely dynamic). I feel that this is the best course to take, because naming every bandit uniquely may be going too far: in that case, I really feel that all guards and other generic NPCs in the game should be named as well. Only naming bandits and leaving out town guards etc feels like inconsistency to me. THAT breaks immersion, because when I exit the town and go into a dungeon and see "Relgor", "Targas" and "Corrinus" the bandits, I instantly remember "Oh yeah, this is the part of the game that someone put a huge amount of work into" - it's like you suddenly become aware of things that you normally wouldn't know (names of common thugs); whereas boss names you just might well know because they're the worst and most notorious of the lot.
This slight but sudden change in information available to you would be immersion-breaking to me. In fact, I don't feel that having bandits named just "Bandit" is immersion-breaking. Like someone already said, it's not like you're able to get to know the background stories of all of them, even if you wanted. But this is just my view and I can understand how someone can see commonly named NPCs as unimmersive, it's another "school of thought."
Regarding the items, I'm largely on the same lines. Maybe leaving in SOME of the leveled stuff makes sense? Very small amount, like turning around the ratio of how things are now?
-- Another (rather tangential) thing about items/random loot: many people feel that static loot is predictable - logically this is true. But others feel that instead, randomized loot is predictable. If you study the game system, you can look at your own level and know approximately what kind of gear you're going to find. But if there is static loot, chances are you'll find something that you totally didn't expect - even if it's just that one time. Still, it's all a matter of how you see things.
One thing is sure: this is not a mod for everyone. It'll be a blessing for people who instinctively play the game in an immersion-seeking way, not in an optimal stat-max way. In glorious Fallout 2, you could walk straight to Navarro from the starting village and get the second-best armor in the whole game, if you knew about it and wanted to. And then walk to NCR and get the best Big Gun in the game, too. The same applies to this mod, but how things happen is entirely up to the player.
And M'Aiq is right about something that is common for basically every game out there: all the ancient, legendary and world-devouring powerful artifacts and weapons of immense power that sages and elders always froth about, are lame and seriously underpowered when you get your hands on them. Fixing this isn't possible for every game for many reasons, but at least most of it would be possible to fix in an Elder Scrolls game. It changes the game radically, but to me it would still be fantastic to see, at least try out and see how it feels.