How marriage can be improved

Post » Sun Jun 10, 2012 10:02 pm

In my opinion removing it is improving game overall and that is the bottom line, isn't it?

Removing it is not improving the game for people who like the feature though, is it? I know this is a clichéd response but it is true: if you don't like the marriage feature then don't use it. No need to make other people suffer just because you are not a fan of this feature yourself.
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Jessica Lloyd
 
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Post » Mon Jun 11, 2012 5:01 am

I am begining to think that with Marriage,eating,sleeping, and drinking hardcoe fans people arent looking for TES with roleplay options they are looking for the Sims with Dragons.
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GPMG
 
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Post » Sun Jun 10, 2012 9:14 pm

Remove it....total waste of programmers time.

No, no, don't remove it.

Bethesda has already "removed" enough from this series (Athletics, H2H, weapon/armor degradation, etc). Instead of cutting another feature they've implemented in one of their titles, I'd rather for them to keep it and improve on it.

During the development of TES: VI, they just need to keep the knuckleheads that was responsible for this poorly created and implemented concept out of the "think tank".
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Mr. Allen
 
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Post » Mon Jun 11, 2012 1:36 am

I personally love marriage in Skyrim, but I would like to see the option for more of a relationship with your spouse. For example, asking your spouse out to the local tavern for a drink or something like that. Also children would be awesome, like in the Game Jam video.

And as an avid Sims player, I can tell you that Skyrim is at NO risk of becoming anything like the Sims ;)
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Ebou Suso
 
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Post » Sun Jun 10, 2012 7:54 pm

The Game Jam showed an adoption quest. I wouldn't mind that.
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Javaun Thompson
 
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Post » Sun Jun 10, 2012 7:44 pm

As one who does utilize it, it seems to me that when they developed it, they could/should have seen where it was employed in the modded games and done quite successfully. Such as the works of Emma and Grumpy.

Two things that made it extremely successful with the modding of the late Grumpy, who gave us "Companion Share" in Morrowind and Emma, who gave us an indepth mod that featured Morrowind's first marriage and an indepth character in choices for the spousein The White Wolf of Lokken Mountain( Laurenna for male PC's, her brother Wulfren for female PC's). These should have been the model for what we did get.

Companion share for the companion and marrying characters should have been just a bit more free. Remove the limitations of them being hard wired for non/light armor/heavy armor and I feel many would be happy. If for no other reason than the aesthetics of how their spouses would look for certain situations. Companion Share mod in our older games made this great, because I could effortlessly give the character fine clothing for meeting the King, armor for battle, or swim clothes or not for dips in grottoes or sea swimming.

As it is in Skyrim, where rings snap to fingers and necklaces, this was a step in the right direction. That we cannot change the clothing but for a few is another. That some when you tell them to sit can actually pull out tankards, bread, and other realistic things was done well. That we cannot really add to that inventory successfully would be an improvement. Fix the companions and spouses to a full Companion Share, and much of the disappointment would be less.

Increase the diversity of who can be married. That so many of the ethnicities were overlooked is just poor, given how many really enjoy their Mer and beast peoples.

In Morrowind, Emma the modder made a full mod where you earned the right to marry your spouse by freeing her peoples from tyranny and her brother from magical enslavement. Her dispostion grew or faltered depending on your choices and your actions, and she also made it so that you just couldn't "bribe" your way into good graces with gold or gift. If you tried, her dispostion would immediately drop and she would chide you for the action. This was realistic and very good modding.
There were also unlocked aspects of a life with her character, that were only unlocked once you wed her or him. This could also be employed for Skyrim. While you couldn't have children in her mod, you did indeed "adopt" two children who were distant relatives from her late father. These were also handled excellently as they possessed the same scheduling and companion share. Feed them, play with them, take them adventuring, and even tell them to go to bed, and they did.

I noticed watching Skyrim spouses carefully that when you marry your spouse in Skyrim, they develop a pattern and schedule.
They will go to different chairs...stir the cook pot. Fiddle with the Alchemy lab and at approximately 11:57 PM, they come upstairs or down and after a "Hello my love." if you are in proximity, they will go to bed on their own. This could be expanded to include their former jobs or even new ones. For those that took fighting wives and husbands, at least they thought to make them quasi-unkillable since they do walk home after the ceremony and after following the spouse fresh from Riften, I noticed that they immediately are at the mercy of the fauna and denizens. They just don't "Fast Travel" home to your new environment. They walk it. Perhaps they could make it so that they utilize the same cart and horse system that is there? Limit the risks, if one will.

The child generator is a good idea, even if the child options are limited at the moment given their almost unilateral look. Perhaps after a Skyrim year, you get the option to instigate the child menu, where a scrolling image of all the available children in the game are there, and you just pick the one that matches what you'd settle for, and get an option bar to give them a name. SInce all the children have varying dialogue, you could for marrying PC's, be given full dialogue to the children of choice. Since they also seem to enjoy their own path of action, aside from assignable tasks, let them do what they already do. Watch them run the streets or have fun. We don't have to have it super detailed to have them grow and such, since we ourselves in the game do not age. But the option to have one or more would fill those rather large and empty manors with more life.

Employ facets of the mod from the past, "The Holiday Mod" where every so many days and weeks, the towns would celebrate an Elder Scrolls lore friendly holiday and the towns changed according to the type of holiday. This would help also with the spouses since birthdays and remembrances will extend the role playing.

I noticed already that certain people in the game will ask you about items you discard. I dropped a chunk of silver ore in Windhelm to prepare to transmute another, and the gal working the forge ran to snatch it until I snatched it first. She then said "Ha, that was close...guess you wanted it afterall." Add more of this to all NPC's. If I drop a gem on a table for the tavern folk, let them snatch it and say thanks. Leave something for your spouse or child, the same could be done with the existing dialogue alone. The Sarethi farm woman already has a grasping animation movement, so this could be given to all for that purpose.

As for it being in the game altogether, at least is serves a minute purpose for those of us that enjoy that sort of thing. Not like the orphanage that doesn't allow adopting. Or an entire land of thieves that aside from killers on the roads, you never see a thief pinching anything. Only when you join them and do it. Even that could be added occasionally. You get a message to come home and your spouse informs you that your home has been robbed. More quests, and could even include tie-ins to others.
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Rebecca Dosch
 
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Post » Mon Jun 11, 2012 4:15 am

As one who does utilize it, it seems to me that when they developed it, they could/should have seen where it was employed in the modded games and done quite successfully. Such as the works of Emma and Grumpy.

Two things that made it extremely successful with the modding of the late Grumpy, who gave us "Companion Share" in Morrowind and Emma, who gave us an indepth mod that featured Morrowind's first marriage and an indepth character in choices for the spousein The White Wolf of Lokken Mountain( Laurenna for male PC's, her brother Wulfren for female PC's). These should have been the model for what we did get.

Companion share for the companion and marrying characters should have been just a bit more free. Remove the limitations of them being hard wired for non/light armor/heavy armor and I feel many would be happy. If for no other reason than the aesthetics of how their spouses would look for certain situations. Companion Share mod in our older games made this great, because I could effortlessly give the character fine clothing for meeting the King, armor for battle, or swim clothes or not for dips in grottoes or sea swimming.

As it is in Skyrim, where rings snap to fingers and necklaces, this was a step in the right direction. That we cannot change the clothing but for a few is another. That some when you tell them to sit can actually pull out tankards, bread, and other realistic things was done well. That we cannot really add to that inventory successfully would be an improvement. Fix the companions and spouses to a full Companion Share, and much of the disappointment would be less.

Increase the diversity of who can be married. That so many of the ethnicities were overlooked is just poor, given how many really enjoy their Mer and beast peoples.

In Morrowind, Emma the modder made a full mod where you earned the right to marry your spouse by freeing her peoples from tyranny and her brother from magical enslavement. Her dispostion grew or faltered depending on your choices and your actions, and she also made it so that you just couldn't "bribe" your way into good graces with gold or gift. If you tried, her dispostion would immediately drop and she would chide you for the action. This was realistic and very good modding.
There were also unlocked aspects of a life with her character, that were only unlocked once you wed her or him. This could also be employed for Skyrim. While you couldn't have children in her mod, you did indeed "adopt" two children who were distant relatives from her late father. These were also handled excellently as they possessed the same scheduling and companion share. Feed them, play with them, take them adventuring, and even tell them to go to bed, and they did.

I noticed watching Skyrim spouses carefully that when you marry your spouse in Skyrim, they develop a pattern and schedule.
They will go to different chairs...stir the cook pot. Fiddle with the Alchemy lab and at approximately 11:57 PM, they come upstairs or down and after a "Hello my love." if you are in proximity, they will go to bed on their own. This could be expanded to include their former jobs or even new ones. For those that took fighting wives and husbands, at least they thought to make them quasi-unkillable since they do walk home after the ceremony and after following the spouse fresh from Riften, I noticed that they immediately are at the mercy of the fauna and denizens. They just don't "Fast Travel" home to your new environment. They walk it. Perhaps they could make it so that they utilize the same cart and horse system that is there? Limit the risks, if one will.

The child generator is a good idea, even if the child options are limited at the moment given their almost unilateral look. Perhaps after a Skyrim year, you get the option to instigate the child menu, where a scrolling image of all the available children in the game are there, and you just pick the one that matches what you'd settle for, and get an option bar to give them a name. SInce all the children have varying dialogue, you could for marrying PC's, be given full dialogue to the children of choice. Since they also seem to enjoy their own path of action, aside from assignable tasks, let them do what they already do. Watch them run the streets or have fun. We don't have to have it super detailed to have them grow and such, since we ourselves in the game do not age. But the option to have one or more would fill those rather large and empty manors with more life.

Employ facets of the mod from the past, "The Holiday Mod" where every so many days and weeks, the towns would celebrate an Elder Scrolls lore friendly holiday and the towns changed according to the type of holiday. This would help also with the spouses since birthdays and remembrances will extend the role playing.

I noticed already that certain people in the game will ask you about items you discard. I dropped a chunk of silver ore in Windhelm to prepare to transmute another, and the gal working the forge ran to snatch it until I snatched it first. She then said "Ha, that was close...guess you wanted it afterall." Add more of this to all NPC's. If I drop a gem on a table for the tavern folk, let them snatch it and say thanks. Leave something for your spouse or child, the same could be done with the existing dialogue alone. The Sarethi farm woman already has a grasping animation movement, so this could be given to all for that purpose.

As for it being in the game altogether, at least is serves a minute purpose for those of us that enjoy that sort of thing. Not like the orphanage that doesn't allow adopting. Or an entire land of thieves that aside from killers on the roads, you never see a thief pinching anything. Only when you join them and do it. Even that could be added occasionally. You get a message to come home and your spouse informs you that your home has been robbed. More quests, and could even include tie-ins to others.

You have very good ideas. I like them.
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Steeeph
 
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Post » Sun Jun 10, 2012 9:21 pm

I say scrap it.

From the moment they first revealed marriage would be possible in Skyrim, I knew it would turn out to be a shallow, gimmicky feature. In fact, i've yet to see romance / relationships done right in a video game without being shallow and gimmicky - and other devs have given it a lot more time and thought than Bethesda.

Trying to make something more of it in the next game would be a complete waste of dev time; and heaven forbid it should lead to garbage idea like having a baby...
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Wayland Neace
 
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Post » Mon Jun 11, 2012 1:45 am

They're not going to scrap it, not now not ever. Not only would it make no sense, but it's being developed further. The'yre most likely aware and implementing marriage of all races, personally, I hope they can put pre-requisites in place, for example; For a Khajiit to marry an Argonian, they'd have to have a special type of relationship. I would personally like to see more ramifications regarding your behaviour and kindness or lack thereof towards NPCS and potential spouses.
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CxvIII
 
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Post » Sun Jun 10, 2012 9:07 pm

I don't understand the hostility towards marriage in games. I think it could be expanded upon a great deal. Who decided that rpg:s should only be about different ways of killing people? I would have liked to been at that meeting.

Make a dlc of it. You could decide if you wanted it or not.
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Laura
 
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Post » Mon Jun 11, 2012 12:39 am

Removing it is not improving the game for people who like the feature though, is it? I know this is a clichéd response but it is true: if you don't like the marriage feature then don't use it. No need to make other people suffer just because you are not a fan of this feature yourself.

No, by removing it you can take that time and improve other more important areas of the game that are severly lacking in Skyrim.

It would take way too much time to make marriage right and I'll say it again THIS IS NOT A MARRIAGE SIM. It's an RPG that is severly lacking in the Role Playing area. Fix THOSE THINGS before wasting time on something as trivial as marriage.
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Louise Andrew
 
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Post » Sun Jun 10, 2012 9:56 pm

No, by removing it you can take that time and improve other more important areas of the game that are severly lacking in Skyrim.

Again, it's already implemented. Removing it does not free up time for devs unless we are in Superman's Bizarro world. Leaving it as is and calling it a day (rather than improving or removing it) might be the best option, time-wise.
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Sami Blackburn
 
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Post » Sun Jun 10, 2012 7:38 pm

Again, it's already implemented. Removing it does not free up time for devs unless we are in Superman's Bizarro world. Leaving it as is and calling it a day (rather than improving or removing it) might be the best option, time-wise.
That's pretty sensible, but time's not really in that short of a supply. For the sake of the greater gameplay this is worthy of a good debate.
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Jordan Moreno
 
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Post » Mon Jun 11, 2012 5:50 am

I get married for the free gold
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des lynam
 
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Post » Mon Jun 11, 2012 3:13 am

Again, it's already implemented. Removing it does not free up time for devs unless we are in Superman's Bizarro world. Leaving it as is and calling it a day (rather than improving or removing it) might be the best option, time-wise.

Are we talking about Skyrim or are we talking about the next TES game? If you are talking about Skyrim, than yes leave it and don't mess with it anymore. If you are talking about the next TES game than I'm going to assume that they just can't code from Skyrim and plop it in the next TES game and go from there. In the next TES game I would think they would again have to redo the code to make it work. They might not have to recode the whole thing but they would have to do SOME work on it.

I guess what I'm saying is that for the next TES game it would be more beneficial to just leave it out and use that time to work on other things than waste time implementing marriage again and they trying to make it better.
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Wayne W
 
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Post » Sun Jun 10, 2012 6:02 pm

Are we talking about Skyrim or are we talking about the next TES game? If you are talking about Skyrim, than yes leave it and don't mess with it anymore. If you are talking about the next TES game than I'm going to assume that they just can't code from Skyrim and plop it in the next TES game and go from there. In the next TES game I would think they would again have to redo the code to make it work. They might not have to recode the whole thing but they would have to do SOME work on it.

I guess what I'm saying is that for the next TES game it would be more beneficial to just leave it out and use that time to work on other things than waste time implementing marriage again and they trying to make it better.

No, no more taking things out never I don't care how crappy a new feature is. They need to keep everything they have now and bring back everything they took out.
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Ian White
 
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Post » Mon Jun 11, 2012 3:37 am

I am glad they added this thing, I do use it and, like many other parts of the game, yes it could've been better but it's better to at least have the option. Contrary to what others may like (a lot of options) I am of the opinion the marriage would be more consistent and rewarding if there were less available npcs (say one per race per gender) but with much more dialogue and interaction options before and after. The ones who played story-driven companion mods know what I'm talking about. Every npc should have a story, a questline so you could know them better and create the bond in time, not just wearing an amulet and bang! "my love".
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Rob Davidson
 
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Post » Mon Jun 11, 2012 12:08 am

No, no more taking things out never I don't care how crappy a new feature is. They need to keep everything they have now and bring back everything they took out.

I see the sarcasm in your post. :rolleyes:
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Rich O'Brien
 
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Post » Mon Jun 11, 2012 4:02 am

I see the sarcasm in your post. :rolleyes:
that is not sarcasm.
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Jake Easom
 
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Post » Sun Jun 10, 2012 3:23 pm

Quest: Until Death Do Us Part...

Should your spouse perish, you may accept a quest at the Temple of Mara to venture into the Tomb in which your spouse is buried to dispatch of their shade and retrieving a Band of Annulment. Presenting the Band of Annulment to the Priestess of Mara will free you of your bonds allowing you to take on another partner.

In addition you will now be able to:

1-Send your spouse to gather certain materials.
2-Task your spouse with Selling items.
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Blackdrak
 
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Post » Sun Jun 10, 2012 9:31 pm

that is not sarcasm.

My appologies if it's not.

There are many things in Skyrim that need removing all together, the GPS Compass, the 3D revolving map, the Lock Picking minigame, marriage, perks.... I'm sure there are more. The thing is that there are things added that don't belong in the TES series and there are things taken out that should have stayed.
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Deon Knight
 
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Post » Sun Jun 10, 2012 10:11 pm

My appologies if it's not.

There are many things in Skyrim that need removing all together, the GPS Compass, the 3D revolving map, the Lock Picking minigame, marriage, perks.... I'm sure there are more. The thing is that there are things added that don't belong in the TES series and there are things taken out that should have stayed.

You are right, i guess I should say in some cases put some of the old back in place of the new where applicable
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Marie Maillos
 
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Post » Sun Jun 10, 2012 3:55 pm

I feel marriage is essential in an RPG world.

Everyone is after Love, it is the strongest emotion a character can use to be driven.

Look at "Braveheart," William Wallace became great all in the name of love.

All the ideas in here are great. From more dialogue, to spouse quests, to having children.

I'd want to add lover's comfort for Werewolves, we can't get any loving or what?

I also notice she doesn't wear our wedding ring, she doesn't offer me home cooked meals anymore.

Also approve of the softcoe pr0n scene.

Assign them a bodyguard.

Add everyday drama couples go through, make them fight over stupid things like leaving troll skulls on the floor or snorting all the vampire dust.

Comedy & Romance = Win
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Danii Brown
 
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Post » Mon Jun 11, 2012 4:24 am

The best way to improve marriage in the game is to REMOVE IT.

This isn't the SIM's, go play that if you want ingame marriage.

There is nothing that could be done with it to make it half way worth putting in the game.

This, nothing can be done to improve marriage, it's still going to be shallow and crap no matter what you do to it.
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Leah
 
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Post » Sun Jun 10, 2012 11:15 pm

Also I hate people who complain all the time. Please continue, my good sir. already it's optional.
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Gemma Flanagan
 
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