» Wed Jun 06, 2012 7:27 pm
You're making the same mistake that far too many are prone to. You are taking a single gameplay situation and tossing it out there like some make or break issue. Would an occasional sniper be cool? Yes; it helps the illusion that you are in a world where others think and live and maybe even outsmart you. Every dungeon? Oh hell, no. That would be bad, lazy design. But in a couple of places, forcing you to actually stop and come up with some tactic to avoid or evade, sure. Because then you are actually interacting with the worldspace. Or an AI driven assassin after you from the Thalmor, let's say. Not one of the wilderness guidepost killers, but one who tracks you. One who can follow you just about anywhere. One you can learn about. And one you can try and take or escape from.
People rarely get the point across, but the issue is simple cause and effect. Linear game or sandbox, if you have no effect on the world, you can not role play in that world. The world doesn't know you exist. Ultimately, nothing you do matters or changes one bloody thing. Sitting back and making up a thousand page docudrama between your ears is not roleplaying. It's playing pretend. As I've pointed out, you beat Alduin at Throat of the World, and you don't have to worry about anything. You could play for 500 game years, and that bloody dragon would still be chowing down in Sovvengarde. He never comes back. As a world ending threat, he's like a sunday morning local wrestler: lots of noise, lots of strut, no substance whatsoever.
So yes, I want that occasional sniper. Pickpocket (can you imagine the kinds of story potential if the schmuck picks a quest item you need?). A world eater who is a genuine threat (simple timer and he comes back after X months......and say 10% stronger. Smack him down, reset and again, with a limited number of times before he is unbeatable, and you get to watch him chew the place up. Make it matter. Make it real). Dragons that attack the source of food and resistance; ie cities. Use geometry switching to have burning buildings, cold shattered stone structures, places that collapse under a dragon's weight. None of this is particularly high tech now. What it does take is CPU/GPU power, and a robust memory footprint.