Vampires In Skyrim and The Bethesda Crew.

Post » Tue Nov 20, 2012 5:17 am

Spoiler

Deep in the age-old office of the Bethesda studios, within the lowest bowels of the headquarters in Rockville Maryland, was a congregation of developers. A large rectangular table was spread out before them and each were equipped with men and paper. Their task was already finished, and with a solemn silence, they awaited Todd Howard's response after they had passed down their ideas to the master. The theme of the new DLC was vampires. And with Skyrim's fame rising, they could flesh out a darker and more sinister side to Tamriel by adding a download based on the infamous blood-svckers.

Todd Howard stood at the helm in the far end of the grand table, with his blue eyes, tousled hair and trademark http://images.wikia.com/fallout/images/a/a0/Todd_howard.jpg. His hands pressed together, fingers locked and his face hiding behind his hands. No one spoke, for this was a moment for Todd Howard to contemplate on what they had written. Few members began to sweat amidst the cold air conditioning, and other simply sunk in their seats, for no one knew what Todd was going to say.

He moved his hands, checking each and every paper, his grim azure eyes scanning the pages from top to bottom. And with a swift motion of his fingers, he tossed them aside with disdain. "Crap. Crap. Crap. Megacrap."

"Sir," one of them spoke. "What seems to be the problem."

Todd scoffed and looked at the other developers, adopting a mocking tone as he responded to the man with a venemous tone. "What seems to be the problem, he asks me. You know what the problem is? Volkihar reaching out of the ice! New ice-breaking mechanics? A freezing forst breath for vampires that acts like a subtle version of a shout to freeze victims? Under-the-ice vampiric lair where players can dwell? This is bogus!"

"But Sir, we want to adhere to our earlier concepts on what the vampires of Skyrim are. So many fans have been speculating on the Volkihar ever since Oblivion and when Skyrim was announced. We just want to appease the fans and create a wonderful gameplay that can tie in to lore."

"What else do the damn fans desire?" Howard inquired vehemently.

"Some want lunar transformations for werewolves, wild Lycanthropes, werebears, spears, crossbows."

"We already showed some of those in game-jam." Todd reminded him while sitting back in his chair.

"Well...I"

"Wait," Todd interrupted. "Why lunar transformations and wild werewolves? We already have werewolves in the Companions. Fans have been torturing me with whether or not damn werewolves would be in and now they want forced tranformations? And what about those werewolves in the cages?"


"Well, I feel we can add additional Lycanthropy for players who loved our earlier games and are not forced to play as a modified werewolf. Lore says...."

"No one cares about lore anymore. The kids want good gameplay with no drawbacks. They want it easy and less irritating. Werewolves can transform at will by some witch magic, add that for lore. And, erm, vampires do not burn in the sun because kids hated that so just make them weaker. But what more can we fix?"

"Add two different strains for vamp--" A woman said before being cut off by Todd.

"I have a solution! Why not add wild werewolves!"

One of the developers nearly face-palmed, but composed himself and swallowed hard to better acknowledge the leader's decree. "That would be great, sir. And we can add Sanies Lupinus as a disease!"

"No alternate ways of getting Lycanthropy. It would mean lunar transformations, perks in human form and many other things. It would not make sense at all. Just keep random werewolves."

"Yes, sir. And what about werebears?"

"No, werebears would not make sense in a province of Skyrim. They never were too great in numbers. Keep the werewolves."

"Anything else?"

"Add crossbows like the movie Van Helsing. By the way, has anyone here watched Underworld?"

"I have," Vsions, one of the influential developers said. "Good movie."

"Yes, great movie. Make Vampire Lords look like Marcus from the second movie. Eh, add a man named Harkon who wants to blot out the sun using Elder Scrolls(I think they need to be added more than they already are). And add a female vampire companion for the player that looks identical like the protagonist of the films. Name the NPC Selene with a wonderful character development and make it so that players cannot marry her."

"But Todd, we already have some interesting lore on vampires of Skyrim that we can expand upon. And besides, fans would catch up on the similarities as well. Might I suggest changing the NPC's name and making her a bride for the player?"

"No vampire marriage with that NPC. Just make it so that she doesn't like chapels to justify this removal. Name the female NPC Serene."

"Well, if she doesn't like chapels, maybe a dark wedding based off a Molag Bal ritual? And the name still sounds the same."

Todd Howard glanced over at Pete Hines with a fiery look on his face, he turned back to the others in his presence and slammed his fist on the table out of anger. "Name her Serana. There will be no marriage and that is final. I don't care if fans will note the similarities between our franchise and the others. Kids adore flying vampire lords and overpowered crimson balls of drain life. I say add mist forms and make them turn into a swarm bats! Oh and add blood bottles and new feeding animations to faciliate feedings for players."

One of the developers nodded and began to write on a fresh sheet of paper. "The blood potions and the new feeding animations is a great idea, Mr. Todd. Now players won't have to worry about reaching stage 4 vampirism and can feed on bandits and NPC's before reaching towns or cities."

"You know, why don't you just remove the stage 4 attacks from the NPC's?"

"It would render the blood bottles and the feeding mechanics useless."

"Whatever, just add it. We have too many people whining about becoming a vampire. We have to make it super easy for them otherwise our forums will be flooded by virtual tears."

"Whatever you say, http://i.qkme.me/36j8ou.jpg."

The group began to share ideas back and forth, with Todd overpowering their ideas and twisting them to favor the fans of lesser ages. In the end, it came down to new features.

"I think it would be wise to also restrict vampiric players from changing their face. After all, in a vampire-centric DLC based on vampires, it would make perfect sense to not allow vampire players to have their faces changed."

"And vampire lords, what can we do about them? How do they tie in the lore?"

"Daedric Pact!"

"You mean how werewolves already made a pact with the Witches of Glenmoril? Or how Cyrodiilic vampires made a pact with Clavicus Vile? Or how the Thieves Guild's Nightingale's made a pact with Nocturnal?"

"No. Have them make a pact with Molag Bal! We never had anyone make a pact with him before." Todd Howard rejoiced with glee with his ground-breaking, innovative idea. And in the end, he shared his absolute mindset and his ideas on what the changes in the gameplay should be. Todd Howard's word was absolute.

"So, my great ideas are in the game. What do you guys? Repeat them for me."

"We have wild werewolves, but no alternate werewolf disease. We have a complete overhaul on vampires, giving them glowing eyes that makes their condition obvious and also no more Stage 4 vampire attacks which makes sense that ingame characters would not attack them. We have Vampire Lords based off Underworld, Man-Bat powers and more Underworld influences such as Serana's coffin in the Awakening quest and name and father issues. We also have new 'upgradeable' fortresses for players based on quest progression which still retains the messy enviorment. There is also the addition of a vampire frenzy where vampire NPC's raid town and villagers and kills the NPC's without warning. There is a face sculptor who can change the appearance of the player, but not vampiric players in this vampire-based expansion."

"Good! Amazing ideas. See guys, was that so hard? The game is to be for casual players. No one Rps anymore. No one likes irritating gameplay. Lycanthropy and Vampirism should be amazing hulking power-ups with little to no drawbacks at all! On a side note, I think werewolves should keep their armor on after they transform and wield weapons too! Because that would make perfect sense according to the fans. Maybe next DLC with can patch that in."

All jokes and teasing aside, I would like to say that I do enjoy some of what Dawnguard has showed. I have almost no problems with vampire lords and some of the gameplay elements. But what do you, as fans, felt could of been handled differently? It appears many fans enjoy easier gameplay while others like the drawbacks in the gameplay of afflicted characters, whether they are werewolves or vampires.

Though I personally feel(not everyone will share my sentiment in this regard) that some of the things did not make sense. Expecially the wild werewolves, blood potions and feeding animations and zero stage 4 attacks. I think some of the complaints could of been avoided with seperate strains of both diseases and a vampiric face sculptor.

But what does everyone feel? Did you guys expect more out of Dawnguard and did the new changes meet your expectations? No flaming, please. Just constructive criticism.
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Sarah Evason
 
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Post » Mon Nov 19, 2012 9:41 pm

[/spoiler]

All jokes and teasing aside, I would like to say that I do enjoy some of what Dawnguard has showed. I have almost no problems with vampire lords and some of the gameplay elements. But what do you, as fans, felt could of been handled differently? It appears many fans enjoy easier gameplay while others like the drawbacks in the gameplay of afflicted characters, whether they are werewolves or vampires.

Though I personally feel(not everyone will share my sentiment in this regard) that some of the things did not make sense. Expecially the wild werewolves, blood potions and feeding animations and zero stage 4 attacks. I think some of the complaints could of been avoided with seperate strains of both diseases and a vampiric face sculptor.

But what does everyone feel? Did you guys expect more out of Dawnguard and did the new changes meet your expectations? No flaming, please. Just constructive criticism.

Why don't wild werewolves make sense, blood potions, and feeding animations not make sense? Not flaming, just would like to hear your point of view.

I think beast races should have had glowing eyes as well, and that you should have gotten the opportunity to be Harkon's heir and side with him by sacrificing Serana. I desperately wanted that.
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George PUluse
 
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Post » Tue Nov 20, 2012 10:30 am

I hate my new eyes...
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Marcus Jordan
 
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Post » Mon Nov 19, 2012 10:30 pm

Why don't wild werewolves make sense, blood potions, and feeding animations not make sense? Not flaming, just would like to hear your point of view.

I think beast races should have had glowing eyes as well, and that you should have gotten the opportunity to be Harkon's heir and side with him by sacrificing Serana. I desperately wanted that.
As a DG member you can give Harkon the Bow...i havnt done it yet though...so idk what happens
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+++CAZZY
 
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Post » Tue Nov 20, 2012 12:31 am

Why don't wild werewolves make sense, blood potions, and feeding animations not make sense? Not flaming, just would like to hear your point of view.

I think beast races should have had glowing eyes as well, and that you should have gotten the opportunity to be Harkon's heir and side with him by sacrificing Serana. I desperately wanted that.
I hear you, man. Wild werewolves do make sense. But not allowing them to transfer the original disease to the player doesn't. It would seem that all werewolves in Skyrim are based off the Companions. Many people wanted wild werewolves for the sole reason to fight them and become a different, regular werewolf type.

Blood potions make perfect sense and is a welcome relief from Oblivion's useless bottles of human blood. New feeding animations is a great idea as well. But why add those when their usefulness is diminished with the removal of stage 4 attacks? It seems they serve no purpose but to serve as a gateway for RPing. And honestly, the major drawback to vampires in vanilla was indeed the stage 4 attacks.
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Verity Hurding
 
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Post » Tue Nov 20, 2012 9:10 am

I hear you, man. Wild werewolves do make sense. But not allowing them to transfer the original disease to the player doesn't. It would seem that all werewolves in Skyrim are based off the Companions. Many people wanted wild werewolves for the sole reason to fight them and become a different, regular werewolf type.

Blood potions make perfect sense and is a welcome relief from Oblivion's useless bottles of human blood. New feeding animations is a great idea as well. But why add those when their usefulness is diminished with the removal of stage 4 attacks? It seems they serve no purpose but to serve as a gateway for RPing. And honestly, the major drawback to vampires in vanilla was indeed the stage 4 attacks.
But i preferred the Wine Bottle look of OB's blood bottles over Skyrim's...i cant even call them bottles, they are...whatever
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Robert DeLarosa
 
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Post » Tue Nov 20, 2012 9:22 am

But i preferred the Wine Bottle look of OB's blood bottles over Skyrim's...i cant even call them bottles, they are...whatever
Blood jugs.
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Josh Dagreat
 
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Post » Mon Nov 19, 2012 10:58 pm

Blood jugs.
Why are they so..."fancy" looking though? Why cant it just be a bottle...it makes my house look like an LSD den
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Jessie Butterfield
 
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Post » Mon Nov 19, 2012 10:49 pm

I hear you, man. Wild werewolves do make sense. But not allowing them to transfer the original disease to the player doesn't. It would seem that all werewolves in Skyrim are based off the Companions. Many people wanted wild werewolves for the sole reason to fight them and become a different, regular werewolf type.

Blood potions make perfect sense and is a welcome relief from Oblivion's useless bottles of human blood. New feeding animations is a great idea as well. But why add those when their usefulness is diminished with the removal of stage 4 attacks? It seems they serve no purpose but to serve as a gateway for RPing. And honestly, the major drawback to vampires in vanilla was indeed the stage 4 attacks.

I thought the major drawbacks were vampire stage 4 attacks+npc's knowing to fireball you repeatedly :/.


As a DG member you can give Harkon the Bow...i havnt done it yet though...so idk what happens

Whattttt?! What happens when you do that? Wouldn't make any sense to let you side with Harkon as a DG member and not as a Vampire >.>.
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Taylor Bakos
 
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Post » Tue Nov 20, 2012 5:24 am

They also cut alot of content in the story. look at this:

Harkon has a cage in his room next to the chairs. Never gets used.

Harkons 2 advisors who want to steal the throne from him do nothing when you become leader and treat you as if your no one.

Molag bal alter has no use at all.

Unable to side with harkon. Serena is also a vampire lady could of just made her te final boss if you sided with harkon.

Both strongholds svck. cant upgrade them. I think they did that on purpose to sell us house dlc later.
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Project
 
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Post » Mon Nov 19, 2012 10:06 pm

They also cut alot of content in the story. look at this:

Harkon has a cage in his room next to the chairs. Never gets used.

Harkons 2 advisors who want to steal the throne from him do nothing when you become leader and treat you as if your no one.

Molag bal alter has no use at all.

Unable to side with harkon. Serena is also a vampire lady could of just made her te final boss if you sided with harkon.

Both strongholds svck. cant upgrade them. I think they did that on purpose to sell us house dlc later.
Dont forget that Lycan Pelt... can anyone say Beast Hunting???
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katie TWAVA
 
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Post » Mon Nov 19, 2012 10:55 pm

Well, I always thought that being a werewolf needed to be a real curse like in the MW Bloodmoon expansion. The Companions version of werewolf is nothing more than a perk with little disadvantage and also (at higher levels) of little use.

I prefer TES games to be games were I hunt and kill creatures, not become them, or if I am cursed to be one of mankind's monsters it is something I want to cure right away. Just my opinion of course.

Not that I can't role-play a werewolf or vampire, but that is about all I could do. I just can't see a VL really doing all the other factions or MQ. Can a VL even join the Companions and finish that questline? Odd, that is.
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Matthew Warren
 
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Post » Tue Nov 20, 2012 10:49 am

Well, I always thought that being a werewolf needed to be a real curse like in the MW Bloodmoon expansion. The Companions version of werewolf is nothing more than a perk with little disadvantage and also (at higher levels) of little use.

I prefer TES games to be games were I hunt and kill creatures, not become them, or if I am cursed to be one of mankind's monsters it is something I want to cure right away. Just my opinion of course.

Not that I can't role-play a werewolf or vampire, but that is about all I could do. I just can't see a VL really doing all the other factions or MQ. Can a VL even join the Companions and finish that questline? Odd, that is.
You can if yu get Serana to turn yu back to VL after you get the WW disease
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Ben sutton
 
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Post » Mon Nov 19, 2012 10:16 pm

They also cut alot of content in the story. look at this:

Harkon has a cage in his room next to the chairs. Never gets used.

Harkons 2 advisors who want to steal the throne from him do nothing when you become leader and treat you as if your no one.

Molag bal alter has no use at all.

Unable to side with harkon. Serena is also a vampire lady could of just made her te final boss if you sided with harkon.

Both strongholds svck. cant upgrade them. I think they did that on purpose to sell us house dlc later.

I thought the cage was just for show. Harkon had his fetishes...
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Hot
 
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Post » Tue Nov 20, 2012 12:35 am

You can if yu get Serana to turn yu back to VL after you get the WW disease

So you can be WW and VL at the same time? How's that work exactly?
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Darlene DIllow
 
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Post » Mon Nov 19, 2012 9:40 pm

Holy crap, Rockville Maryland? I'm moving just down the street! Win.


As for Dawnguard, I love a lot of what was added, such as the Dawnguard Fort and the Soul Cairn. But my vampire now feels much less like she used to. Went from pure, deep, silent darkness of Sithis into the grim, bloody Molag Bal. (Very fitting to Molag, but I still don't like my new appearance.)


The random attacks are game-breaking for me.
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P PoLlo
 
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Post » Tue Nov 20, 2012 12:19 pm

So you can be WW and VL at the same time? How's that work exactly?
No, getting one cures the previous
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Guy Pearce
 
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Post » Mon Nov 19, 2012 8:31 pm

Make it so Dawnguard can't get Vampire Lord form.
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Milad Hajipour
 
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Post » Tue Nov 20, 2012 3:54 am

No, getting one cures the previous

LOL! Well isn't that ... convenient. They dumb this game down anymore and it will be about as interesting as playing with a bag of rocks (which, if you are a petrologist could be a good thing I suppose...).
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BRIANNA
 
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Post » Mon Nov 19, 2012 9:28 pm

:violin:
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Maya Maya
 
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Post » Mon Nov 19, 2012 11:05 pm

Blood jugs.

Super-size 'em! Blood Kegs!!!

lol
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Gavin boyce
 
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Post » Mon Nov 19, 2012 10:15 pm

Personally, I like the removal of stage 4 attacks. Makes being a vampire appealing. Feeding was a tedious chore to constantly make yourself weaker. If you weren't gaining any of the vampiric powers because you were feeding all the time, what's the point of even being a vampire? The weakness during daytime and general weakness to fire isn't worth it unless you have all of the stage 4 abilities, and if everyone hates you, you can't do most quests, so there was no point for me.
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Jesus Sanchez
 
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Post » Tue Nov 20, 2012 9:32 am

Non-re spawning frost giants...
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Horse gal smithe
 
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Post » Tue Nov 20, 2012 8:24 am

Personally, I like the removal of stage 4 attacks. Makes being a vampire appealing. Feeding was a tedious chore to constantly make yourself weaker. If you weren't gaining any of the vampiric powers because you were feeding all the time, what's the point of even being a vampire? The weakness during daytime and general weakness to fire isn't worth it unless you have all of the stage 4 abilities, and if everyone hates you, you can't do most quests, so there was no point for me.

This.

I agree completely.
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Sanctum
 
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Post » Tue Nov 20, 2012 7:43 am

This.

I agree completely.
I feel that the difficulty of being a Vamp previously weeded out those not committed and it was something of an accomplishment for those of us who could do entire quest lines as a S4 vamp...but now it is to easy
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Sasha Brown
 
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