Three things that would make Skyrim an even better RP experi

Post » Tue Jun 05, 2012 10:22 am

1. Racial Quest Line
One of the weaknesses with Skyrims writing is that your race hardly plays any factor at all in it, and you learn about your race only by observing other members of it or reading some books. Especially with races that are not heavily represented in the game this presents a problem. As an Altmer the only major interaction you have with Altmer is the Thalmore trying to kill you, a Kajiit can buy some items from the trade caravan but not see much else of his people. Its understandable that the play experience of a huge game like this can't be tailored to each individual race, but it would be interesting to create a setup for why your character is so well accepted in his surroundings despite whatever race they belong to, and at the same time teach the player something about what makes their race a compelling choice. Let the Breton earn his place through some intrigue of noble houses, let the Altmer know the side of his people that wants to teach and enlighten, let the Orc understand that his quest for power is about the right to reproduce. These aren't things that you should learn about your character in some book, but fundamentals you should confront early in the game as they apply to you. Early on every race should have to go through a quest line that defines what makes them interesting and unique, and shows them in the best light. Make people like the race they picked for other reasons than just the bonuses.

2. More choices of how to do quests
In terms of storytelling this is really where Skyrim has the biggest problem. The game doesn't allow you to deal with quests in the game from different ethical standpoints. If you're a Nord who values honor above all else and the Companions ask you to beat up an old lady you should be able to say no. Let me beat up the quest giver instead and tell him only cowards beat up old ladies, let him see my point on account that I just whooped his behind and advance the story. If someone sends me to extort money out of a shop owner who is horribly poor, but the ammount of money required is a pittance for me, let me pay it. Maybe being friends with the vendor is more important to me than 100 gold. Maybe I'm the kind of thief that takes from the rich and gives to the poor, not the kind of thief that kicks people when they're down. The game should recognize that peoples ideas of who their character is extends beyond just what skills they have, into how their character would confront a situation, and should give you options to play your character that way. Options, freedom, that's what Skyrim is supposed to be about, so give us more of that when it comes to doing quests.

3. When someone shouts for mercy, let me give it to them
One of the things that really irks me in Skyrim is that enemies keep yielding in fights and beg for mercy, but if you actually let them live they just come charging back at you with a hand full of hitpoints, and really give you no choice but to kill them. This really breaks my immersion, and I think it cheapens the roleplay experience of the game. I actually really like the idea of an opponent surrendering when he realizes that he can't win a fight, because that gives even your enemies a human element. Bandits shouldn't be equally indifferent to their own doom as Draugr. In fact, this would have made the speech skill actually useful, if it would allow you to deal with a defeated opponent in some way. Maybe once an opponent is defeated you could try to talk them into giving up their life of crime, maybe you could interrogate them, in the process you could gain valuable information, like the location of valuables they have hidden which you would have never found if you had simply killed them. Once again, who a character is should not just be defined by the skills they have, but also by how they conduct themselves. Giving the players an option to spare the lives of defeated enemies allows you to define your characters ethics, not just his fighting style.
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Taylor Tifany
 
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Post » Tue Jun 05, 2012 2:03 am

I agree with 2 and 3. First one would be a cool addition. :thumbsup:
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Alex [AK]
 
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Post » Tue Jun 05, 2012 1:06 am

Aw crap, people agree with me, how is this going to turn into an attention grabbing 100 page flame war now? :confused:
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Austin Suggs
 
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Post » Tue Jun 05, 2012 1:06 am

I disagree. I think the formulation of thoughts in the cerebral cortex should be only in the cerebral cortex not represented on screen. That is just the influence of materialistic propaganda that states "we need we want we need need want". How about we just nurture an atmosphere of thinking, role playing all in your head. The characters in your head interacting in anyway you wish. That's what I want everyone to experience.
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Monika Fiolek
 
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Post » Tue Jun 05, 2012 6:32 am

Aw crap, people agree with me, how is this going to turn into an attention grabbing 100 page flame war now? :confused:
I agree with you. More option is better and it better flesh out the world.

Why would you want a flame war? :bonk:

(I know you are joking.)
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DAVId Bryant
 
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Post » Tue Jun 05, 2012 2:35 am

I agree with everything.But the things you suggested could make the game quests even more buggy(like Fallout new vegas).
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Spooky Angel
 
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Post » Tue Jun 05, 2012 1:16 pm

All of these would probably be welcome additions. Races hardly play any part in the game sadly, except for a few minor things like having all the bandits say I make a fine rug.
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Ebou Suso
 
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Post » Tue Jun 05, 2012 7:03 am

1. Yes.

2. Yes.

3. Yes.

On a tangent from 2 ... I was disappointed that all cities didn't have a lot of quests. Whiterun has something like 15 or 20 to give you, some serious and some light; while a place like Morthal has, what, 2 or 3? I would have liked more consistency on this aspect. I LIKE discovering the lore of each hold. Naturally, I'd also have liked the mage and fighter guild quests to be as involving as the thief and assassin guilds.
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Paul Rice
 
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Post » Tue Jun 05, 2012 8:43 am

excellent suggestions
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Laura Tempel
 
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Post » Tue Jun 05, 2012 10:24 am

For the precise reason you stated in point 2, I think Skyrim is a shallow RP experience.

I was doing the House of Horrors quest a few days ago, I was given no choice in this quest. So I have to abandon that quest in a state I wasn't OK with, just like that... But before that "freedom of walk away", I had to do something I didn't want to anyhow.

I was doing the The Taste Of Death quest the other day which went a very similar route with House of Horrors but this time I was able to do it my way(which wasn't any complicated, I just killed people that *I* should kill but wasn't told to(and lucky for me, none were essential)), and hear this: The game prompted that I "failed the quest" and "http://youtu.be/M2lfZg-apSA" in my face...

I think the game/devs/writers want me to do it their way and they are not amused that I roleplayed and did it my way.

There is also the Forsworn Conspiracy. So there were choices in that quest but the consequences... So I expected to make new friends and enemies with a quest like this but the global relationship between parties, which was once a big part of this game series, is gone.

I think they see such things as bugs so they try to eliminate them. My experience is very bitter.

PS. I am just one person. :tongue:
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JR Cash
 
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Post » Tue Jun 05, 2012 2:33 am

PS. I am just one person. :tongue:

I think we'd all be a little worried if that wasn't the case. :biggrin:
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Julie Serebrekoff
 
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Post » Tue Jun 05, 2012 2:03 pm

I support these ideas.
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LuCY sCoTT
 
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Post » Tue Jun 05, 2012 11:46 am

I want to express my wholehearted agreement with point two.

Something I have talked about is the fact that what you do in the game seems to have little meaning. If I climb high through the Dark Brotherhood, whom has ties with the Thieves' Guild, why do I have to start at the very bottom in the Thieves' Guild, and why I am looked down upon as an amateur at best? I killed the [not naming high rank person], why I am shaking down a shop to get money by breaking their pot?
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Hayley Bristow
 
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Post » Tue Jun 05, 2012 12:29 pm

[...] the things you suggested could make the game quests even more buggy(like Fallout new vegas).

Adding more complexity to the quests definitely would create room for more bugs, but it's not like with some serious game testing those can't be ironed out. I mean I'm not asking for a branching storyline where what I do can affect the whole universe like in Mass Effect, just that when a Deadric Prince orders me to torture someone to death I can say "No" and walk away and the quest will delete from my log instead of being there for all eternity.
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Natasha Biss
 
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Post » Tue Jun 05, 2012 11:00 am

Agree op . I want to have a different experience with new characters/races . But it's not different enough. I'm not suggesting that i havn't got my money's worth because i have. All the points you make would make it a better game.
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Krista Belle Davis
 
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Post » Tue Jun 05, 2012 2:00 pm

More option doesn't always make things better. The DB quest line was pure free form in how we could tackle quests and IMO, it svcked. Personally, Oblivion was better saying you could do the job however you wanted, but if you managed to do it a specific way, you got a bonus.
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Gwen
 
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Post » Tue Jun 05, 2012 7:32 am

More option doesn't always make things better. The DB quest line was pure free form in how we could tackle quests and IMO, it svcked. Personally, Oblivion was better saying you could do the job however you wanted, but if you managed to do it a specific way, you got a bonus.

The Dark Brotherhood was pure free form? Not really...
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Madeleine Rose Walsh
 
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Post » Tue Jun 05, 2012 2:18 am

The third one is the easiest and best one. How hard would it be to just win a battle without killing? Doesn't seem to hard to program in. Just change these people to neutral instead of enemies once they submit. They flee and if you see them again, they are NPC neutral.
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Lizzie
 
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Post » Tue Jun 05, 2012 6:53 am

When people beg for mercy, they should run away, not continue to attack.
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Laura-Jayne Lee
 
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Post » Tue Jun 05, 2012 4:31 am

I agree wholeheartedly.

It really annoys me that they bothered to include opponents begging for mercy, yet they never just sheath their weapon and run. It really wouldn't be that hard.
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OTTO
 
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Post » Tue Jun 05, 2012 11:26 am

Well, I think the main reason why they didn't make enemies run away was because they didn't want people to feel like they were cheated out of the loot for not hunting down every single enemy. If you can let people live there has to be some mechanic that gives rewards for doing so. Maybe you can use intimidate to get them to relinquish their gear, or persuade to get them to abandon their life of crime, and every time you do that you have a chance of getting a larger reward in the form of a hidden treasure or something like that.
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kirsty williams
 
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Post » Tue Jun 05, 2012 2:47 am

/signed, don't know why it isn't there already, it's 2011
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David Chambers
 
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Post » Tue Jun 05, 2012 8:11 am

I want to express my wholehearted agreement with point two.

Something I have talked about is the fact that what you do in the game seems to have little meaning. If I climb high through the Dark Brotherhood, whom has ties with the Thieves' Guild, why do I have to start at the very bottom in the Thieves' Guild, and why I am looked down upon as an amateur at best? I killed the [not naming high rank person], why I am shaking down a shop to get money by breaking their pot?
And not to mention why does the empire want anything other than your head on a stake after all you did for the brotherhood?
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lauraa
 
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Post » Tue Jun 05, 2012 10:03 am

Point 2 is essential for future TES titles, in my opinion. Practically non-existing quest options were a huge let down, after Dragon Age: Origins has shown us how it's done.
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oliver klosoff
 
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Post » Tue Jun 05, 2012 1:25 pm

Yea, I agree there, the lazy storytelling is the biggest flaw of Skyrim. Everything else you can overcome through mods, even if the devs neglect to fix it, but that simply has to be made a priority in development.
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Victor Oropeza
 
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