» Wed Jun 20, 2012 1:11 pm
Morrowind: The good here is that the game actually made you think. There also wasn't a fast travel. Now I know you don't have to use it but when it comes to me, if it's there, I will use it. Morrowind had good ways of getting around and it just seems like fast travel was just an easy way out. Instead of coming up with inventive ways to get around. The big creatures, mage guild teleporters, flying spell. There were more factions in Morrowind and more choices when it came to certain things like skills (only 18 in skyrim where morrowind had 27), weapons, armor, etc. There were also more factions, I think vampires had 3 factions, and how you were put to work made a bit more sense. Though I can't remember, but did you progress to become head person? It's been too long. Werewolves were done right in blood moon.
Skyrim: The world of Skyrim feels more alive. Again I can't remember Morrowind too much but, skyrim seems to have more that you can do. Speaking about variety. Even if some of the things are pretty useless, like grinding wheat, catching fish, chopping wood, working the mill, cooking, etc. It would've been nice to have an optional "hardcoe" mode like in FO NV. Although it wouldn't be as much of a struggle for survival. Fresh water and food is everywhere. As are beds. I also wasn't a fan of Morrowind's alien feel. Mushroom trees, weird unfamiliar creatures, etc. But that's just personal preference. I'm a bit indifferent with the perk tree system. I like the perk system but I feel that the need for them to make constellations with them sorta forced things in a bad way. I definitely like how you can make weapons and armor instead of just repairing. Upgrading is a nice touch too but smithing is something that should have had more thought. Making items from a material that is below your current skill level should have diminishing returns as far as skill advancement goes. That is crafting a steel dagger as soon as your skill is high enough to get the perk should yield the most advancement (which shouldn't be a lot since it's only a dagger, the return should also reflect the size/quantity of mats used) while a skill of 60 should mean little or no advancement to the skill when making steel items (being 40 points above the point you could craft it).
Oblivion: Umm, I can't think of anything good in Oblivion that doesn't exist in either of the other two or was done better in the other two.
All of them seemed to have a pretty bad economy. All of them could benefit from having the character get more involved with the virtual world. To be able to construct things, own shops, create your own faction, etc...
It's almost as if they need to think of a clever way to put a modding kit into the game itself. Being able use a shovel on a plot of land to generate a foundation there (x days pass in the progress), carrying over logs from the mill and building a house on the foundation (again x days pass by doing this).
Then this is where the economy comes in. You could hire help, stores will have house items for purchase. Item placement can then be made less clumsy.
Aside from famous/infamous, good/bad karma, and rankings. They need to implement social standing (beggar, peasant, commoner, nobleman, etc.).
Depending on the social situation, anywhere from just one to all of these will come into play when it comes to things like, npc disposition, dialog options, kind of radiant quests received, quest completion options, etc.