In this thread, I don't want to talk about those things. In this thread, I don't think we should concern ourselves with ways we could make Skyrim a mile deep. For now, I think One Inch Deeper could be helpful.
So what am I talking about? Small things. Little improvements that could be made here or there for little effort, but that would make the game more interesting and enjoyable. Since Skyrim has almost unlimited content, I'm not going to be able to come up with much more than a fraction of all the great ideas out there, but I would love to see as many as possible. I'll begin:
Books
Skill books give you +1 skill point for free, instantly. I think it would be more interesting, and more akin to reading a book and learning from it, if you had to do something or practice something in order to get that point. Just something minor, so that the skill point is no longer free and instant. Some basic ideas might be:
- Swing a sword a few times to get a one-handed point
- Cast a few spells, perhaps a small variety of them, to get a spell point
- Mix a couple potions using a new ingredient (or a basic one like salt or fly aminata) to get an alchemy point
- Hit a target with some arrows
- Solve a puzzle or a maze
- Craft an item or two
- Spar with a follower
- etc.
Spell Tomes give you a single spell, sometimes very powerful ones, instantly and for free. Similar to the skill books, I think there should be some task associated with obtaining the spell. Remember good ole "Fingers of the Mountain?" Something like that, but not quite so involved, would be cool. Some ideas:
- Go to [place] at [time] to do something (I'm thinking of creating black soul gems in Oblivion - cast soul trap on an alter on a certain night. Simple and effective.)
- Cast spells of a certain element in a certain way
- Solve puzzles, mazes, or even some sort of bizarre "arcane" mini-game (not every time, mind you, but occasionally)
- Trace a rune in the air (once, just to learn the spell)
Combat Orders would make followers considerably more useful. For instance, instructing them to use a bow only (or a sword or spells or whatever).
Simple Instructions such as "Stay Behind Me" or "Stay in Front of Me" or even "Follow My Path Exactly" would be great. Could help with followers charging in and breaking stealth, or with followers triggering traps that you just took the time to step around.
Sparring to increase skills, similar to the trainers in Oblivion, would be fun.
Spouses should all be followers. For the sake of enjoyment or role-playing, it can be nice to go on a peaceful walk with your spouse. Even if they aren't much of an adventurer, they wouldn't need to be.
Skill Trainers, instead of simply paying money for them to instantly raise your skill, you pay them and they become your follower for a period of time. Similar to Resting or the Standing Stones, this follower/trainer would now boost the rate at which gain a skill. Alternatively, your level in their skill could simply rise steadily the longer they are your follower, up to the normal five point maximum. The cost in gold would remain the same, but the skill gain would no longer be instantaneous.
Classes
Skills need not all be associated with classes anymore. One problem I hear about a lot is "My Mage/Warrior shouldn't be forced to pick locks!"
Well, adding in a mage lock opening skill and a warrior lock opening skill, and then repeating that for every thing that you might want do do as a mage or a warrior, or a thief... ends up getting into this huge mess of skills. Too many magic, too few thief skills, etc. To create balance, simply have 3 or 5 or some number of skills that are particular to the class and define it, such as destruction, or block, or sneak, and put all other skills into a basic, non-specific category. I bet you money that fewer people would object to the need to pick locks if it wasn't specifically a stealth/thief skill.
Besides, in this category you could have some new skills that everybody wants, such as Athletics or Fitness, Climbing or Acrobatics, things that characters should be able to improve but that don't fit nicely into a particular character schema.
That's all for now, but I eventually intend for this thread and post to be much larger. I'm just not very good at thinking up ideas on the spot, even though I've had quite a bit more than just this in the last few days of playing Skyrim. As I think of more, I'll add them. Also, as people reply in this thread with their ideas, I will add those as well.
And remember, we aren't talking about re-writing the game. Baby steps.


