» Fri Jun 08, 2012 5:48 pm
I agree with everything said. I'd also add that I am personally disappointed that Bethesda dropped the dynamic NPC conversations and the disposition system that Oblivion had. Don't get me wrong, those systems were not at all perfect. However, they had a lot of promise if worked on, improved, and if depth was added to them. Right now, I have to say that Skyrim really fails as far as interacting with NPCs goes. Granted this has never been a particular strength of Bethesda games, but Skyrim certainly isn't a step forward compared to Oblivion.
I just hope that Bethesda listens to criticism like this rather than just shrugs. I can't help but think that they are unlikely to really improve these elements dramatically until they make a game that sells poorly. Afterall, if the game sells well, then why bother with spending time and resources dramatically improving the systems? As a company, it is extremely tempting to look at the bottom line and go "well, the customers aren't really demanding that we change anything much, so we'll just stay the course". And, to be fair, they'd have a pretty good point if that's what the corporate thinking is.
Oddest to me, Bethesda seems a bit adverse to making complicated random content, which you think is exactly the sort of thing a large open world needs...it isn't like it is really feasible to craft it all by hand. However, they stepped back from random dungeon generation that was in Daggerfall, and they stepped back from dynamic NPC conversations in Oblivion, and they stepped back from dynamic/random quests that the Radiant Story promised (instead we have random quests that really amount to a joke, honestly). (Regarding the radiant story quests in the game, I don't see why they don't have a dozen random elements to each one -- grab any number of P&P RPG tables for random story generation...they wouldn't be that hard to adapt. For instance, a little VA work that quest out of Solitude where someone is being summoned back from the dead could be adapted to a large variety of possible entities with various phrases used during the ritual (and those phrases affecting the stats of what is summoned). Granted, the quest might not involve other dungeons, but that is already more interesting than what we have.
I will say I think they have the beginnings of a good combat system here. The "two-hands" thing is a really good basis to work off of. I think they could probably stand to adjust how they do power attacks though, as it feels clunky to me.
I think they could probably stand to split combat-levels and non-combat levels up. Certainly skills are really non-combat skills (speech, lock-picking), and definitely shouldn't have an effect on how good at combat the game judges you to be. Smithing is a little bit trickier, since it is so limited in its effect by the combat skills of the items it creates...it's in a middle ground here -- I think if it became non-combat, then its benefits should be purchasable from a master smith in the game (which just makes sense, honestly). Then it is just a money saver, largely.