One Inch Deeper - Improving Skyrim Bit by Bit

Post » Wed Jun 13, 2012 4:27 am

Wow, worst choice of title ever!

Anyway, none of what you listed adds any real depth to the game, it only makes things more convenient. Examples of things which add depth would be: quests can be completed in multiple ways, you can dual-cast spells of different schools to produce an original effect, sabotaging a hold's economy by destroying mills and farms will increase prices in that hold but decrease prices in the competing holds, archery's power shot slows enemies if they are struck in the legs and staggers them if struck anywhere else, shouts are redesigned to be weaker but have much shorter cooldowns so they can be weaved between your main attacks, etc., etc..

Beat me to it. The shallowness of Skyrim has less to do with game mechanics than it has to do with choices and consequences. Quest lines absolutely railroad you to a single conclusion. No choices.

From a game mechanics PoV it is the constant reduction n character development options that is raising cries of "shallow". The mechanics listed in the OP might be nice to have, kind of the same way that kill cams or some of the immersion mods are nice to have, but they really do not address any of the core issues. If they were implemented tomorrow Skyrim really would not be any deeper.
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OJY
 
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Post » Wed Jun 13, 2012 4:36 am

The issue is with game design in general today, You basically get to choose between a game like Skyrim that is a vast ocean but essentally only about 10' deep. Or a pond that is 100' deep. Now in fairness to Bethesda they have a great deal more depth they can add and I hope we see it with the DLC. Personally I think they have a solid enough game that I would like to see expansions roll out over the course of 4 or 5 years total with the depth being piled on.
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Joanne
 
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Post » Wed Jun 13, 2012 2:35 am

Wow, worst choice of title ever!

Anyway, none of what you listed adds any real depth to the game, it only makes things more convenient. Examples of things which add depth would be: quests can be completed in multiple ways, you can dual-cast spells of different schools to produce an original effect, sabotaging a hold's economy by destroying mills and farms will increase prices in that hold but decrease prices in the competing holds, archery's power shot slows enemies if they are struck in the legs and staggers them if struck anywhere else, shouts are redesigned to be weaker but have much shorter cooldowns so they can be weaved between your main attacks, etc., etc..
Beat me to it. The shallowness of Skyrim has less to do with game mechanics than it has to do with choices and consequences. Quest lines absolutely railroad you to a single conclusion. No choices.

From a game mechanics PoV it is the constant reduction n character development options that is raising cries of "shallow". The mechanics listed in the OP might be nice to have, kind of the same way that kill cams or some of the immersion mods are nice to have, but they really do not address any of the core issues. If they were implemented tomorrow Skyrim really would not be any deeper.

I agree with the above and with the OP. I think there needed to be clarification between gameplay depth, which the OP touched on and narritive and character depth, which the two posts above demonstrated. Either way, implemening both OP's ideas and better choice/consequence mechanics would both be beneficial to this game. Of course, you can't get absolutely everything in there when working on a game of Skyrim's magnitude. I think Beth did a fantastic job and all you folks are providing great ideas for making the game even better.

To get back on topic, off the top of my head, my idea would be to be able to cast a temporary enchantment on a weapon. I play on xbox, so for example, I equip the Flames spell and an Iron Sword. I pull both triggers at once and it applies a temporary fire damage boost to my sword. The power of the enchantment could be based on the character's level in that particular school of magic, combined with their level in Enchanting. This should also work with certain staves. I'd go even further and say to hold the Shout bumper with the equipped weapon, giving the ability to apply certain shout effects to the weapon, thus taking the concept of the Elemental Fury shout even further. Of course this would probably be limited to one-handed weapons or shields (if you apply defensive magic) but it would give the opportunity to enchant your weapon on the fly so long as you are not wielding an already enchanted weapon or shield. It could also advance your Enchantment skill and the school of magic skill, albeit much, much slower. There could even be a perk that you have to aquire in Enchanting in order to be able to do this.

Anyway, just brainstorming, but I'm really enjoying this read. Nice post OP!
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Amy Siebenhaar
 
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Post » Wed Jun 13, 2012 9:41 am

Give me an Acrobatics skill and a climbing skill.

I'd argue that Acrobatics and Climbing could function as one skill. Skilled acrobats seldom cannot climb, right?

Still, the difficulty of making actual "Climbing" in Skyrim is really... insurmountable. The AI, Pathing and potential clipping issues that arise complicate the world-building by a factor of at least five, not to mention the visual representation of it. Sure, Daggerfall had it, but it's easy to "BS" your way through a game who's most amazing visual set piece is a series of boxes.
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Trevor Bostwick
 
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Post » Tue Jun 12, 2012 8:07 pm

Wow really great ideas in there, as far as trainers I like to see either a fade to black and a couple hours later, ur either in a sparring area, around a alch or enchanting table or well cant think of anything for magic users. Or maybe just you actually doimg the thing ur training for ezcept the learning is sped up to were u train to block, u block a couple of nonthreatening blows, or cast a spell a few times with the npc saying advice. Like put ur body into it, dont be scared milkdrinker! Or concentrate, have some were its funny and some where the person is giving complements or encouragement.
I would love spell tomes to be like the mountain book where u had to go do stuff to learn, and since alot of the tomes are popular u could see other npcs trying to learn the spell as well.
Throw in automatically scripta for eating and drinking and fishing.
Have vampires and werewolves out in the wild in areas away from major Towns but near smaller ones or out in the boonies at night time.
God theres alot other ones but eh they were changed for a reason and I wont go into that.
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Clea Jamerson
 
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Post » Wed Jun 13, 2012 2:00 am

Anyone else wish there was a Bound Pickaxe spell?
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Scott
 
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Post » Wed Jun 13, 2012 7:30 am

Anyone else wish there was a Bound Pickaxe spell?
I did, until someone made a mod for it!
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priscillaaa
 
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