My Ideal DLC for Skyrim

Post » Fri Jun 29, 2012 7:58 pm

This came to my mind after finishing Dawnguard, which I loved btw. Though I really enjoyed Dawnguard, I thought there were way too many fetching quest. Fetching things at places that I have already located, or located a place close to it ,and then returning it calls for fast travel. And I don't really like fast traveling, but I'd rather fast travel then spend more time running back and forth.

I believe a very good dlc for Skyrim would one that has more of an epic journey theme to it. A whole new area where the main quest is starting at point A and getting to point B. And then point B may or may not lead you to an unexpected point C. There would be no need for fast traveling because there would be no back tracking.

In this dlc you will be traveling a long distance with various obstacles in the way. You might run into a small village that will send you on a side quest, and it might be a go fetch quest, but it is near the village to keep from needing to fast travel. Unlike a lot of quest in Skyrim where you have to go across the map just to find someones lost sword for them or kill a master vampire. Also these villages would contain inns for a place to stop and rest before you continue on your journey.

Also, to keep it lengthy, have a giant mountain blocking your path and the only way through is a vast dungeon that has means for exploring. And mountains that you have to climb up and down to get past. Also, maybe have a major conflict going on that needs to be settled so that you continue traveling to point B.


Hopefully you get the point, I may not be explaining it as well as I'm thinking it.

Putting around 20 hours into something like this, I think, would be a very fun and unique addition to Skyrim. No more running around all over the place. Just enjoying the scenery as you progress at a steady pace.

Oh and then after completing the main quest, locations open up for fast travel if you wanna see and do some things you may have missed. I don't know, just brainstorming. A lot of things can be added to this idea to keep it interesting though I don't expect to ever see something like this in a TES game. They seem to like having run all over the place fetching and killing things for people.
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Brian LeHury
 
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Post » Fri Jun 29, 2012 7:59 am

I honestly like this idea a lot. Also have varied enemies, climate, etc as well as small caves and forts along the way to explore. This idea has potential. If they provided a goal for the journey that is well justified such as investigating Mythic Dawn Activity that could lead to another oblivion crisis or something big. I dig it :)
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stevie trent
 
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Post » Fri Jun 29, 2012 11:35 pm

I don't think it would fit very well. First of all, fetch quests are a mainstay of Skyrim. Why on earth would they change that?

On a more serious note, what you're proposing sounds extremely linear. I play TES games for the open nature of it. I get annoyed enough with the linearity of the dungeons. I would not be happy with an entire DLC like that.
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Angela
 
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Post » Fri Jun 29, 2012 2:50 pm

Sounds a lot like Lonesome Road from Fallout New Vegas. I don't see a narrow path in an Elder Scrolls game. More like an open world I can explore.
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JERMAINE VIDAURRI
 
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Post » Fri Jun 29, 2012 11:48 am

I agree that for a full Elder Scrolls game, an open world to explore is the ideal choice and how it should be. But for a dlc, I think a linear path could work with obstacles and a decent amount of exploration. It would be an experience different than what we are used to.
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nath
 
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Post » Fri Jun 29, 2012 12:49 pm

I agree that for a full Elder Scrolls game, an open world to explore is the ideal choice and how it should be. But for a dlc, I think a linear path could work with obstacles and a decent amount of exploration. It would be an experience different than what we are used to.

I disagree. I think the spirit of the DLCs should be in keeping with the spirit of the main game. A linear experience doesn't provide for a lot of exploration because you're just moving forward the entire time. And no, it wouldn't be different from what we are use to. Almost every other game is exactly that, linear. TES games are special because they're not.
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casey macmillan
 
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Post » Fri Jun 29, 2012 7:50 pm

I disagree. I think the spirit of the DLCs should be in keeping with the spirit of the main game. A linear experience doesn't provide for a lot of exploration because you're just moving forward the entire time. And no, it wouldn't be different from what we are use to. Almost every other game is exactly that, linear. TES games are special because they're not.

Ok, I see where your coming from but its not much different than doing a quest in Skyrim. When your going to retrieve something you are on a linear path to that location. Once you have it, your on the same linear path back to where you started. Or you could not finish the quest immediately and go somewhere else. Its the same thing with this idea just on a grander scale.

Your main objective would be at the end of a path that requires you to keep moving forward in order to get there. There would still be places to explore and things to on and around that path, but you wouldn't obtain any side quests that would make travel a far distance from where the quest was given. There could be long dungeons on the path\ with places to explore with in them. You'd have to be limited in exploration but there would be some exploration none-the-less.

There's plenty of room for a progressive epic journey type dlc for Skyrim because there is plenty open space, go where ever you want whenever you want and however you want in the main game.
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Elle H
 
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Post » Fri Jun 29, 2012 8:52 pm

Lonesome Road in Fallout New Vegas was much like this.
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JUDY FIGHTS
 
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