Constant removal of features, Pt. 2

Post » Fri Jun 08, 2012 3:45 am

In all honesty, I don't think Bethesda is going to streamline the game any further. The more plausible reason why they've pulled out features since Morrowind is because of voice acting. To keep the game marketable to a wide audience, they did away with the text-based NPC conversations and replaced it with oral-based conversations. This limited the content greatly given that voice acting is extraordinarily expensive compared to writing scripts. This is what limited Oblivion and Skyrim in terms of RPGing because there are less options for the player and less avenues to go down. I wouldn't mind text-based conversations in a game even in 2012, but that's unlikely to happen, and unless Bethesda can dig deeper into their coffers and expand the NPC content (which is unlikely), a future game will be no more complex than Skyrim.

EDIT: That being said, I think Bethesda loves giving the player as many options possible, but because of market pressures and keeping the game competitive and profitable, they're restricted in what they used to be able to do in Morrowind.

Hey, at least they saved some money for Farangar's voice actor...I'm assuming they either grabbed the janitor, or he's supposed to sound like he's acting like he's acting. In other words, his performance sounds like someone portraying an actor.
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Sunny Under
 
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Post » Thu Jun 07, 2012 9:48 pm

Im sure pen and paper d&d players complained about video game rpgs when they first started becoming popular. The idea of progression is to move away from bland number laden menus once technology allows you to do so. I rather see a dragon attacking a large city randomly then swinging a sword at animated cardboard hoping my skill will cause said sword to hit.
You obviously haven't played a real rpg, like pokemon, or you would know what stats are actually for.
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jodie
 
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Post » Thu Jun 07, 2012 11:07 pm

Can you intimidate Bandits from not attacking you?

No but I can just walk away from thier forts and they wont attack, something not previous in other ES games.

Actually I cant think of a single instance in Oblivion or Morrowind when a bandit didnt attack on sight removing any possiblity of trying to talk him down or intemidate him.
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Dominic Vaughan
 
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Post » Fri Jun 08, 2012 12:53 am

What is this Talk of specializations and et cetera I keep reading? I'd love to play the game you're playing because I'm not getting those options. lets make one thing clear, I understand if you want to get something out of Skyrim in terms of "options" you'll need to RP it. News flash however

Those 7 million players? not all of them are RPing, RPing in what is talked about here is a PLAY STYLE not a "reccomendation" or "required to play" of the game, so what are players who don't "rp" going to the bathroom getting? less options, few choices and what choices are there are pretty much fleeting an inconsequential. like Birthstones or choosing race, it doesn't matter and the game couldn't care less.


now while this is good on paper for the "go where you want do what you want" that motto kinda gets stifled when you find that...there really isn't much to do game-wise. and if we're gonna continue with this "casuals" epidemic then I'm sure you are aware -If casuals supposedly don't have the time to sit and read a book ingame...why would they pick flowers? or Smith?- what options that are offered in the game are bare bones and don't really hold out in the long run for a series thats gain the rep for being played for years instead of 20 hours.


and in all that time that the series has progressed, its Mechanics have not changed effectively in of themselves, things have been removed and stuff gets rehashed (perks?) but in essense for a series made by a Dev company that beats the "we like to start fresh, do something new" the mechanics GAMEPLAY wise? are still reminiscent of Daggerfall. so please tell me why am I getting daggerfalls mechanics with stuff taken out?




Now let me make another thing clear, I did not brandish Morrowind in my statement. I don't need it brought up, I have Morrowind, AND Oblivion, their great games. I enjoy them. but I am currently doing Skyrim and from what could be gathered from word of Mouth apparently DLC's for Skyrim may be gameplay enhancements and additions
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Michael Russ
 
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Post » Fri Jun 08, 2012 3:01 am

expect "TES: Medieval Warfare 7" in the future.

I think a problem the series has is that we get a net loss in customization and role playing potential with each new game. Sure, we get shiny new graphics, but the meat of the game gets gutted. I found this especially true with Skyrim. The cutting has reached the point where I have trouble role playing, a problem I have never had before. For all the flak Oblivion gets, it was fundamentally a great RPG where role playing was very easy.
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Skivs
 
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Post » Thu Jun 07, 2012 6:40 pm

expect "TES: Medieval Warfare 7" in the future.

I think a problem the series has is that we get a net loss in customization and role playing potential with each new game. Sure, we get shiny new graphics, but the meat of the game gets gutted. I found this especially true with Skyrim. The cutting has reached the point where I have trouble role playing, a problem I have never had before. For all the flak Oblivion gets, it was fundamentally a great RPG where role playing was very easy.
LOL at Jek Porkins. Long live the fattest Red Squadron pilot ever.
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danni Marchant
 
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Post » Thu Jun 07, 2012 3:46 pm

Dude, play Skyrim. We have less variables, fact. Like I said before, half the perks are numerical variables, adding nothing new to what was already there, a fourth of the other perks were already represented through other means in previous ES, or they are magical prerequisite reductions. While I want perks AND attributes, the perks as is, in Sky don't add a whole lot of diversification. Very few are actually unique. Also, perks are perquisites, not inherent defining variables. they represent two different things. How hard is that to understand?


...MK, Merari school these fools. God knows where gpstr went. Maybe hes a Sherpa now, I don't [censored] know?
A perk is a variable because you can have it, or you don't so it isn't fixed. You didn't have it earlier but you have it now so it isn't constant. A perk is a variable that describes your char. Your tries to paint perks as not variables are plain misguided because they are.
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Laura Wilson
 
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Post » Thu Jun 07, 2012 7:03 pm



That's kind of the point.

It should have evolved by now.



Again, it should have evolved by now.

Evolved into what? Skyrim is already a huge game that sometimes has too much content to handle. Do we really need more rumors? Lol. 100s of hours of play is enough... I dont need 20 more quests in my que
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lisa nuttall
 
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Post » Fri Jun 08, 2012 2:41 am

Now let me make another thing clear, I did not brandish Morrowind in my statement. I don't need it brought up, I have Morrowind, AND Oblivion, their great games. I enjoy them. but I am currently doing Skyrim and from what could be gathered from word of Mouth apparently DLC's for Skyrim may be gameplay enhancements and additions

Bethesda has been vauge about the DLC.

They said there would be less of it, but it would be bigger, near expansion size, and it would not only focus on adding more things but also improving on whats currently in the game


Ohh and the first two are timed Xbox exclusive.
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Lory Da Costa
 
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Post » Thu Jun 07, 2012 3:09 pm

A perk is a variable because you can have it, or you don't so it isn't fixed. You didn't have it earlier but you have it now so it isn't constant. A perk is a variable that describes your char. Your tries to paint perks as not variables are plain misguided because they are.
And they don't add much variety. Actually look at the perks. Even the unique ones do little to add diversity. My ax does bleed damage that isn't even noticeable at higher levels, over my sword that gives a 10-30% chance of crit hit. Yea, we are so diversified, the later just being another numerical variable. Also, acknowledge that I do paint some perks as adding new mechanics and diversity that wasn't previously there. The majority though do not. Read more than just the first sentence.
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ijohnnny
 
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Post » Fri Jun 08, 2012 12:57 am

LOL at Jek Porkins. Long live the fattest Red Squadron pilot ever.

I grew tired of Palpatine, Porkins matches my username better anyways.

Long live Red 6! :starwars:
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Andres Lechuga
 
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Post » Fri Jun 08, 2012 1:10 am

Evolved into what? Skyrim is already a huge game that sometimes has too much content to handle. Do we really need more rumors? Lol. 100s of hours of play is enough... I dont need 20 more quests in my que

Too much content to handle?

Like the fact that not a single guild recognizes your progress through it or other guilds?

I'm a Nightengale, why the hell am I still being called a "whelp?"

Evolution doesn't just mean "hurr durr let's add more quests," it means solid content and polish. It means a shop keep having a funny feeling that you were the one who took their Steel Sword because it was there a second ago but was gone when you slowly walked behind their back.
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Amysaurusrex
 
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Post » Thu Jun 07, 2012 7:00 pm

So you honestly feel that all of the relevant perks in Oblivion made Manual, -only change- Oblivion had prequisits for perks, so the only change was making them manual and crippingly Skills by themselves and putting their boost effects into Perks is revolutionary, new, and innovative?

Whens TES gonna be like TES? you know I was watching Vid discussions of KOA, and I'm hearing the same exact promises made for Skyrim being touted for KOA, so many similarities. effectively stated at the same time last year, why is this? (aside note)
----------------------------------------------------------------------



I'm sorry to say I don't see evolution in TES aside from Story (GREAT) Graphics and world (excellent!) and inner workings of the game (epic) the -Gameplay- the -Options- the -Choices- have either remained minimal or dropped off completely imo
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Amy Melissa
 
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Post » Thu Jun 07, 2012 2:23 pm

expect "TES: Medieval Warfare 7" in the future.

I think a problem the series has is that we get a net loss in customization and role playing potential with each new game. Sure, we get shiny new graphics, but the meat of the game gets gutted. I found this especially true with Skyrim. The cutting has reached the point where I have trouble role playing, a problem I have never had before. For all the flak Oblivion gets, it was fundamentally a great RPG where role playing was very easy.

And expect more shiny new graphics in the future because the risk is too great for Bethesda to spend tens of millions of dollars on a game that will get hacked to pieces by IGN/G4/Gamespot reviewers who say, "grafics are crap, what were they thincking?" or "game is to complucated." I'm afraid I don't have much faith in Bethesda to deepen the narrative and the experience for the player because there's too much risk when you're making blockbuster games. They have to follow typical road of most big house game developers or the rug will get pulled out from under them.

EDIT: You can say all you want about how much money the game has made and how many sales there were, but that's exactly the bottom line. Sell the most games to the most people. They no longer work for a niche group anymore. They need to make games that appeal to everyone.
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Erika Ellsworth
 
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Post » Thu Jun 07, 2012 1:16 pm

And they don't add much variety. Actually look at the perks. Even the unique ones do little to add diversity. My ax does bleed damage that isn't even noticeable at higher levels, over my sword that gives a 10-30% chance of crit hit. Yea, we are so diversified, the later just being another numerical variable. Also, acknowledge that I do paint some perks as adding new mechanics and diversity that wasn't previously there. The majority though do not. Read more than just the first sentence.

So just like the attributes.
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Alexander Horton
 
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Post » Thu Jun 07, 2012 5:54 pm

They'll cut interiors, and have only an overworld with buildings you cant go inside.

After that, they will cut races, because it wouldn't make sense to be X race in their linear story.

Then, they will cut stealth and mage gameplay because they can never get them to work right, and are too lazy to make them balanced.
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Chantel Hopkin
 
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Post » Thu Jun 07, 2012 10:31 pm

So just like the attributes.
No, because the attributes offer MORE variables. Not to mention, since I already have, that I'm a fan of both perks and attributes. They both have their place, one inherent, one gained through trial and tribulation. As their definitions both describe. The only reason they got rid of attributes, which were initially in Skyrim, is because it forced choice at the beginning, and that isn't newb friendly enough for Beth's new prerogative.
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Brandon Bernardi
 
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Post » Thu Jun 07, 2012 11:13 pm

And they don't add much variety. Actually look at the perks. Even the unique ones do little to add diversity. My ax does bleed damage that isn't even noticeable at higher levels, over my sword that gives a 10-30% chance of crit hit. Yea, we are so diversified, the later just being another numerical variable.
And when your Nord had 10 less Intelligence than an Imperial, it just meant that he had 10 less Magicka total. Yeah, so much diversity.


Don't take me wrong. I like perks but I don't really like THOSE perks. Some of them are worthy, some of them are expected perk sinks like the +20% damage per perk rank things (nothing beats a good passive perk for high synergies) but they aren't good perks on average. And their dependencies are boringly linear. There ARE some that have profound effects on gameplay though. Impact, Extra Effect, Fists of Steel, Steady Hand, Light Foot or the powerful Assassin's Blade for example.

No, because the attributes offer MORE variables. Not to mention, since I already have, that I'm a fan of both perks and attributes. They both have their place, one inherent, one gained through trial and tribulation. As their definitions both describe. The only reason they got rid of attributes, which were initially in Skyrim, is because it forced choice at the beginning, and that isn't newb friendly enough for Beth's new prerogative.
It's already been said a lot of times you'll not have heavy inherent bonuses because the game tends to fall on the "training is more important than birth" side of things and that no matter how much of a fuss you throw, it's not an inherently bad proposition to make and it doesn't make a bad game at all. It's just different and you should learn to accept that.
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Ross
 
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Post » Thu Jun 07, 2012 1:12 pm

So just like the attributes.

I think what's clear is that both the attribute system and the perk system need to be reworked. Morrowind and Oblivion's attribute system were okay, but a little too linear, and the perk system in Skyrim is alright, but not immersive. In the future, they should come up with a system that incorporates the best of both these systems and make it work.

Bring back the attribute system that affects skills, but make perks so that you have to receive them through training with an NPC, like buying spells from a vendor: each NPC has unique perks to learn. For instance, go to Bjorn to get training in One-Handed and for extra gold he'll teach you how to use dual-wielding effectively.
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Angela
 
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Post » Thu Jun 07, 2012 6:21 pm

At least Bethesda is not pulling a CAPCOM on us.
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chinadoll
 
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Post » Thu Jun 07, 2012 2:56 pm

At least Bethesda is not pulling a CAPCOM on us.


TES Arcade edition


TES Deluxe edition

Super TES?

SUPER TES DELUXE ARCADE EDITION 10 YEAR ANNIVERSARY?


:lmao:

honestly until they do I don't care lol I only care at what TES is/has/will be doing ;p
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Silvia Gil
 
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Post » Thu Jun 07, 2012 5:55 pm

And when your Nord had 10 less Intelligence than an Imperial, it just meant that he had 10 less Magicka total. Yeah, so much diversity.


Don't take me wrong. I like perks but I don't really like THOSE perks. Some of them are worthy, some of them are expected perk sinks like the +20% damage per perk rank things (nothing beats a good passive perk for high synergies) but they aren't good perks on average. And their dependencies are boringly linear. There ARE some that have profound effects on gameplay though. Impact, Extra Effect, Fists of Steel, Steady Hand, Light Foot or the powerful Assassin's Blade for example.


It's already been said a lot of times you'll not have heavy inherent bonuses because the game tends to fall on the "training is more important than birth" side of things and that no matter how much of a fuss you throw, it's not an inherently bad proposition to make and it doesn't make a bad game at all. It's just different and you should learn to accept that.
Of course its more, "do it in the world", like its always been and attributes never really had restrain (afraid of change fallacious folk, eat your [censored] heart out), but you even acknowledge yourself, that most perks are just representations of previous things that were either skill level, or attribute represented. I say "whats so wrong with having both, and having them represent what they should"? Like I said, some do add diversity, but far fewer than the people that argue against my posts acknowledge. And I hold a particular beef with 'Fists of Steel', since that was an obvious compromise of not having a H2H skill.
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Cat
 
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Post » Thu Jun 07, 2012 7:01 pm

To the OP:

Morrowind had as much voice acting as did Oblivion and Skyrim, so I don't know where you are coming from on this, you said "This is what limited Oblivion and Skyrim in terms of RPGing because there are less options for the player and less avenues to go down." Skyrim has much more dialogue choices and seems to have more meaningful convos than did Oblivion. And, my main theme is that the protagonists be silent, which has been the norm in all TES games. So, I don't see less really. Now, I do see they removed complexity from character class building by making all skills easily leveled and the removal of spellmaking as one example. But voice acting has been a part of TES since Morrowind. Personally though, Skyrim has become boring because the side quests don't seem as meaningful/engaging as in earlier TES games and feel more tacked on, but that's just my opinion :smile:

I would, in turn, argue that because Fallout New Vegas and to a certain extent Bioware games are examples of good RPG voice acting while not skimping on choices, Bethesda has really run out of excuses here.

The best solution, to me, would be to stop trying to make every single character unique because by doing so you drag down the quality of dialogue for the characters who are actually supposed to be unique. Instead, decide on a select few characters who will receive good attention, spend a lot of time making them stand out from the crowd, and just keep the generic NPCs generic. This is what Obsidian did, generic NPCs would only give you a quick quip before moving on while the characters that mattered were fleshed out and well realized.

Bethesda just tries to make everyone well realized. And as a result, the dialogue gets hamstrung. Makes since too, considering how muddled Skyrim's stories were. In short, they were trying too hard.

I agree with the context on your post to a degree, but disagree with how you compare Bioware games. Firstly, Obsidian has some of the best character writers in the business, so you are going to get great quality there, they lack lack in game polish and typically put out some of the most bug infested games ever. Bioware does a great job of creating characters and telling a story, to me they are the best at this, but I don't get how you say they are somehow superior in dialogue, when over the past few years they removed tons of dialogue by going to voice acting for the player character, something I just cannot stand. Beth has kept the PC silent with text only choices and the dialogue in Skyrim is fairly large and more in-depth than was in Oblivion by far. Beth is just not very good at story telling, though Morrowind and especially Daggerfall were gems.

Bioware has removed so many choices since they were acquired by EA, that I don't feel like I am playing RPGs made by them anymore, rather more like action adventure type games. I'll give you an example.
Dragon Age: Origins had over 1m words of dialogue (written/spoken and may be the biggest ever) and the NPCs all had quality voice acting; the PC was silent. This is probably my favorite all time RPG right there with Planescape: Torment.

Mass Effect, though the PC was voiced, had lots of dialogue and the choices mattered.

Now, we get Dragon Age 2, using a VA for the PC, they only had 400K words for the whole game, and very little of what one does in the game makes any difference in the outcome, e.g. choices didn't matter. Add this same thing on a lesser scale to Mass Effect 2 which was seriously taken down in RPG elements from ME, though you had a few choices that mattered. Now, if you are talking Bioware games from DA:O going back (before EA bought them out), I would agree, but they always used the SP all the way back to Baldur's Gate, with the exception of Mass Effect.
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Julie Ann
 
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Post » Fri Jun 08, 2012 2:12 am

...And I hold a particular beef with 'Fists of Steel', since that was an obvious compromise of not having a H2H skill.

Imagine what they could have done if they kept the Hand to Hand skill? I would have liked to have seen a variety of different moves (Star Wars Galaxies did it) or at least let us train in the skill. I was sad to see it removed almost completely.
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Avril Churchill
 
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Post » Fri Jun 08, 2012 12:03 am

Of course its more, "do it in the world", like its always been and attributes never really had restrain, but you even acknowledge yourself, that most perks are just representations of previous things that wither skill level, or attribute represented. I say "whats so wrong with having both, and having them represent what they should"?
Well, because if some perks the same things skills do, and if attributes do the same things skills do, if you put all three at once, you are just giving the user a big wall of interdependent numbers that boil down to only a few real effects. In essence, you are making a big mess of things by putting everything and the kitchen sink in your rule book and call it a great idea because it got a lot of stuff in it. Hint : the best rules system are those that allow you to mostly simulate all you need to simulate with the bare minimal amount of rules.

It's one of the reasons the Star Wars prequels are bad : they tried to put a LOT of things in every single image and they just end up making a mess of things by overloading the scenes with meaningless details.

KIS, Keep It Simple.
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Kelsey Anna Farley
 
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