If you were the the lead director during the development of

Post » Wed Jun 13, 2012 12:04 pm

Include a journal which really can be called one (like in Morrowind)

Longer, intertwining guild questlines with skill requirements (like in Morrowind)

More spell effects + spell making (like in Morrowind)

Since I played a bit of Morrowind today, I can honestly say, those are the things I miss the most.

@msa

Yay at your avatar. Van is the man.
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Chris Ellis
 
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Post » Wed Jun 13, 2012 11:53 am

I would have realised that Radient Story was NOT an alternative to written, scripted quests. And I would have also been aware of the fact that all gamers are different, so offering them the ability to toggle certain gameplay elements in the game preferences would be better than having the attitude of "well this is our game, and we think you should play with such n such on whether you like it or not... and that's that."
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Captian Caveman
 
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Post » Wed Jun 13, 2012 2:04 pm

I would have done the real radiant a.i. as it was shown in Oblivion's E3 demo.
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Ezekiel Macallister
 
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Post » Wed Jun 13, 2012 12:36 am

i would have made spears one of the available weapon types as well as a few hand placed dwemer crossbows in a few of the dwemer ruins but they would be hard to reach without being above level 20. but provided you can stay loaded up on the rare bolts that it uses for ammunition and can figure out how to cope with the slightly long reload (about 5 seconds per bolt) it would be among the most powerful ranged weapons besides a superior daedric bow but they unfortunatly wouldnt be able to be reinforced. in addition i would have kept underwater combat and added mounted combat and first person view on horses and arrows would be able to be crafted and i would not have simplified weapon skills into simply one handed and two handed as there is a big difference in the balance function and swing of a sword when compared to an axe or a mace same goes for battle axes warhammers and claymores. and lastly i would have found a better actor for hadvar one that can actually keep a consistent accent.
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carrie roche
 
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Post » Wed Jun 13, 2012 12:44 am

I would make a more complex RPG that follows in the line of Daggerfall and Morrowind. I would promote it and educate people on how fun RPG's are. It WOULD make money, just as much as Skyrim.

The game doesn't have to be "Dumbed Down" to make money.
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Tamara Dost
 
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Post » Wed Jun 13, 2012 10:25 am

Have consistant patches that implement an improved version of the best mods - Sky UI, Deadly Dragons, Better Blood, Midas Magic, etc.

That along with re-writing a lot of the quests, making them more in-depth and especially expanding on the scarce amount of Guilds in the game.
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Andy durkan
 
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Post » Wed Jun 13, 2012 2:28 am

2D map, equipment interface more like modded Oblivion's (see character in interface; grid & sorted list). Longer guild questlines. Armor separated into tops & pants.

That's about it. Rest is fine.

(oh, yeah.... ability to hotkey left & right hand combinations, like two specific weapons or spells.)
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Shelby Huffman
 
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Post » Wed Jun 13, 2012 1:09 pm

I would make a more complex RPG that follows in the line of Daggerfall and Morrowind. I would promote it and educate people on how fun RPG's are. It WOULD make money, just as much as Skyrim.

The game doesn't have to be "Dumbed Down" to make money.
Agree, Skyrim could've still had the stuff that made the series great while fixing the flaws that the features had from say Oblivion. Instead we get a system that works better but is dumbed down severely.

Have consistant patches that implement an improved version of the best mods - Sky UI, Deadly Dragons, Better Blood, Midas Magic, etc.

If it doesn't take up a lot of memory and can be fitted on a patch, I agree it should be done.
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tiffany Royal
 
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Post » Wed Jun 13, 2012 1:42 pm

Hire more writers to work with the world artists and quest designers.

Actually use the remaining 3GB on the disc. Request more unique looking items.

Redo certain elements in the guilds (Except Dark Brotherhood) almost entirely. Lift the Thieves Guild structure (Story and rank quests separate) with some cohesive, but not overly "Intense" storylines. (IE, no Mages' Guild stopping the world from ending, save that for MQ)

-> Companions: Allow you to reject the beast Blood. Remain a "Low Member" of the Companions and continue doing random quests for them. Radiant Story fills in a new "Circle" member (Njada Stonearm for example) and the "Story events" of the standard Silver Hand quests proceed on the side to prepare for the convergence at Vilkas' Retaliation quest. At any time during the Story quests, you can ignore them, and continue to take Radiant quests (Trouble in Skyrim, Rescue Mission, etc). Story Progression Triggered by taking missions from Skjor, and then Aela. Vilkas and Farkas offer unlimited "repeatable". New Rewards for the radiant quests: Random Armor and weapons. Enchanted with "Combat" enchantments, including unique items not available anywhere else.

-> Thieves Guild: Total Rewrite. What would be required to make the Thieves Guild make sense, would take up several pages.

-> College of Winterhold: Lead into "Under Sarthaal" Better(Narrative urgency introduced too early). More instances of quests like "First Lessons". Unique enemy encounters to reinforce "Mage" playstyle in the College. Many Enemies have very high AR, but weakness to magic (Including Enchanted weapons effects). Radiant Mage-related quests. Examples include "Enlightenment" (like the Radiant encounter with the college hopeful learning about wards), "Expedition"(Clear a location of interest to the College) and "Acceptance"(Improve the image of the college in Skyrim by using the arts of Healing magic or Enchanting to aid the populace) Rewards are important. Random magic apparel and/or spells, including unique items unavailable anywhere else (Including double enchanted items and unique spells). Rare chance at premium loot (47+) regardless of level.
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Matthew Warren
 
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Post » Wed Jun 13, 2012 5:27 am

More types of dragons. The one thing that caught my attention first, was the fact that all of the dragons were Wyvrens. Not that it's a bad thing, but it would be nice to fight a giant, flightless and poisonous lizard-dragon type dragon.

And more Archery stuff. There really isn't a variety in the kinds of weapons Archers get to use. There are 7 types of melee weapons, 5 schools of magic and there's still one type of bow. At least put in crossbows, they should be able to have the same physics...
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Nicola
 
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Post » Wed Jun 13, 2012 1:29 am

Rewrite a loooooooot of quests, overhaul the journal to make it more journal-like, keep perks but also keep the original eight attributes, make a better UI, and add more spells and spell making.
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stevie critchley
 
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Post » Wed Jun 13, 2012 3:32 pm

Better menus, front page and loadscreens. All these were better made in Morrowind and Oblivion than in Skyrim.
Spoiler
Another thing is that I would like to keep companions and werewolves in separated quest lines.
Third thing is to make puzzles more difficult and hide clues for their solution in different items so player would need to use more the ability to look items closely in the inventory.
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Kelvin Diaz
 
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Post » Wed Jun 13, 2012 10:31 am

70% Morrowind, 20% Daggerfall, 9% Oblivion, 1% Skyrim.
'Twill be the greatest elder scrolls game ever.
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Bambi
 
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Post » Wed Jun 13, 2012 12:40 pm

70% Morrowind, 20% Daggerfall, 9% Oblivion, 1% Skyrim.
'Twill be the greatest elder scrolls game ever.
QFT. :bunny:
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Angela Woods
 
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Post » Wed Jun 13, 2012 4:54 am

Don't think it would hurt to share my opinion now...

- Use low budget actors to save money. Use ingame sound changers to keep everyone different.
- Use a little money on a writer (like everybody has said). Force these guys to read Lots of tes lore.
- Get people to perfect game mechanics (rather than scrap them) . Get people to playtest individual parts of the game extensively. This is the most important thing.
- Improve engine. Increase saturation and contrast. Give places unique fog settings. Use shaders cleverly.
- Keep attributes, Morrowind enchanting. Add throwing weapons and crossbows and shortswords and spears and Pauldrons, shirts, greaves/pants and skirts/tassets.
- use My armour/cloting idea. Basicaly using shaders to represent different materials.
- No obviously sixually dimorphic clothing.
- Keep Tes lore Unique. (metal dwemer ruins rather than stone, sophisticated orcish armour, Chitin armours)
- Rather than spend money/time on lot's of world clutter monkeys- Improve procedural generation techniques for a larger land (about 4 times bigger). Use people for dungeons, towns and important places.


70% Morrowind, 20% Daggerfall, 9% Oblivion, 1% Skyrim.
'Twill be the greatest elder scrolls game ever.
Yes, Percentages sound about right

I can't see that one being the greatest TES. If Morrowinds percent is that high it forces one of these following bad sides of it to return:
Unplayable combat system,
Disgusting lore,
Unattractive main quest.

Best way to balance these percents is 2% Arena, 10% Daggerfall, 14% Morrowind, 25% Oblivion, 30% Skyrim and 19% something new.

Disgusting lore? Why does skyrim get a better percentage when you bring that up? . However, i will agree with the something new part.

Let's try
35% morrowind, 25% daggerfall, 5% other and the rest is something new? If we simply built upon morrowind, rather than took away, we would get an excelent game
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Catherine Harte
 
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Post » Wed Jun 13, 2012 1:10 am

70% Morrowind, 20% Daggerfall, 9% Oblivion, 1% Skyrim.
'Twill be the greatest elder scrolls game ever.
I can't see that one being the greatest TES. If Morrowinds percent is that high it forces one of these following bad sides of it to return:
Unplayable combat system,
Disgusting lore,
Unattractive main quest.

Best way to balance these percents is 2% Arena, 10% Daggerfall, 14% Morrowind, 25% Oblivion, 30% Skyrim and 19% something new.
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Brandi Norton
 
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Post » Wed Jun 13, 2012 12:31 am

I would make it 4x larger with 4x larger cities. But I would keep the content as the same. I could even make it less, since I would go for quality>quantity. DLCs are for quantity.
I would work on the social aspects. Faction relationships, reputation, disposition, hyperlinks would make a come back. I would improve them with filters to be more context sensitive and easy to use.
A working journal and UI that is a bit more nice to work with.
I would also make combat better. Damage thresholds, locational damage, physical combat; parrying. Think Dark Messiah and Mount and Blade.
I would use RS to create many quest templates which can be roleplayed. Formulas which won't violate player agency but let the authors to tell their stories. This should be doable.
I would shift the emphasis to outdoors from dungeons.
I would fix the loot. Unique but circulating loot. Sounds fun.
I would completely remove level scaling of any kind and I also wouldn't make it static. No, I would make it dynamic and challenging. Model real world, it is pretty dynamic.
I wouldn't add attributes back but I would make sure perks are covering everything they did, plus more skills and skill trees. More and more perks that affect gameplay.
I would unleash RAI, work some way to embrace its chaos.
I would make the game nonlinear in every way. The real author is the player. No essentials, no level scaling, no linear dungeons, no linear loot progression, no linearity in any way. "Laissez faire et laissez passer, le monde va de lui même!"

Skyrim isn't half bad after all, my job would be easy. :smile:
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Ria dell
 
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Post » Wed Jun 13, 2012 7:28 am

I can't see that one being the greatest TES. If Morrowinds percent is that high it forces one of these following bad sides of it to return:
Unplayable combat system,
Disgusting lore,
Unattractive main quest.


Best way to balance these percents is 2% Arena, 10% Daggerfall, 14% Morrowind, 25% Oblivion, 30% Skyrim and 19% something new.

:ooo:

20% Daggerfall, 50% Morrowind, 20% Oblivion, 10% Skyrim
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Mackenzie
 
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Post » Wed Jun 13, 2012 6:39 am

Disgusting lore? Why does skyrim get a better percentage when you bring that up? . However, i will agree with the something new part.

Let's try
35% morrowind, 25% daggerfall, 5% other and the rest is something new? If we simply built upon morrowind, rather than took away, we would get an excelent game
Think about the differences between Morrowinds and Skyrims lore. Ashland filled with Nix Hounds and other alien creatures and very pretty region with mountains and snow filled with bears, wolves, trolls, deers, dragons and other nice and likeable creatures. And the look of dwemer ruins. It's needless to say but Skyrim did them about 1000 times better than Morrowind.

Your percent aren't either pleasing me but I won't say any percents now. It's better to just list which I want to bring from each of the games.
Arena the special feeling that this is new kind of game.
Daggerfall the size of the game world.
Morrowind the amount of factions, quests, armor-parts, clothing and weapon types. Also the whole system how enchanted items worked and the trading system.
Oblivion menus and other stuff like that, horse raiding system, magic system, Ayliid ruins and the look of the lore, Arena quests and the look of city guards. Look of items.
Skyrim Dragons, Lore, Combat system and finishers, Smithing, leveling system/perks (except I still like to be forced to sleep for leveling up), Mining and wood cutting, NPC small talk and the way you talk with them. Look of items. Followers, Draugr, eternal misc quests and civil war(=questline where you aren't forced to play in one way).
Something new is something new and of course a better bounty system would be nice to have. And it would be awesome to own a boat which you can row on water just like you ride a horse on land.
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Sanctum
 
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Post » Wed Jun 13, 2012 8:49 am

  • I would make all the cities bigger and better the way a real city should be, with NPCs everywhere.
  • I would have kept attributes, and the skills like acrobatics and athletics
  • I would have spent a little more time on vampires and made both the Volkihar and the Order vampires that way you could choose between the two.
  • Same as vampires, I would have spent more time on werewolves and made them have forced transformations, and be a little more durable because they are weak as hell.
  • Finally, the guilds, I would have made the guild quests a lot less rushed feeling.
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vicki kitterman
 
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Post » Wed Jun 13, 2012 2:08 pm

Think about the differences between Morrowinds and Skyrims lore. Ashland filled with Nix Hounds and other alien creatures and very pretty region with mountains and snow filled with bears, wolves, trolls, deers, dragons and other nice and likeable creatures. And the look of dwemer ruins. It's needless to say but Skyrim did them about 1000 times better than Morrowind.

Your percent aren't either pleasing me but I won't say any percents now. It's better to just list which I want to bring from each of the games.
Arena the special feeling that this is new kind of game.
Daggerfall the size of the game world.
Morrowind the amount of factions, quests, armor-parts, clothing and weapon types. Also the whole system how enchanted items worked and the trading system.
Oblivion menus and other stuff like that, horse raiding system, magic system, Ayliid ruins and the look of the lore, Arena quests and the look of city guards. Look of items.
Skyrim Dragons, Lore, Combat system and finishers, Smithing, leveling system/perks (except I still like to be forced to sleep for leveling up), Mining and wood cutting, NPC small talk and the way you talk with them. Look of items. Followers, Draugr, eternal misc quests and civil war(=questline where you aren't forced to play in one way).
Something new is something new and of course a better bounty system would be nice to have. And it would be awesome to own a boat which you can row on water just like you ride a horse on land.

Maybe you're just into typical high fantasy stuff more than we are. I love Morrowind's world and lore, I found the alien setting to be totally unique to itself, which sets it apart from other TES games in a positive way. I for one have never been a big dragon buff and typical creatures like bears and wolves just don't pique my interest.
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Timara White
 
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Post » Wed Jun 13, 2012 7:58 am

In morrowind's defence... Nix hounds, alit, Kalghouite and kwama were severely limmited by graphical capability. Most art assets in morrowind had a better design but were crippled by it's poor graphics. Skyrim is incredibly unimaginative and toned down where it shouldn't be.
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Shae Munro
 
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Post » Wed Jun 13, 2012 3:51 pm


  • I would make all the cities bigger and better the way a real city should be, with NPCs everywhere.
  • I would have kept attributes, and the skills like acrobatics and athletics
  • I would have spent a little more time on vampires and made both the Volkihar and the Order vampires that way you could choose between the two.
  • Same as vampires, I would have spent more time on werewolves and made them have forced transformations, and be a little more durable because they are weak as hell.
  • Finally, the guilds, I would have made the guild quests a lot less rushed feeling.

Definitely agree with this post. I loved Morrowind's vampire clans and all the questlines that were unique to vampires. Although sun damage and NPCs refusing to deal with you made it pretty difficult to get around.
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Matt Gammond
 
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Post » Wed Jun 13, 2012 7:19 am


Definitely agree with this post. I loved Morrowind's vampire clans and all the questlines that were unique to vampires. Although sun damage and NPCs refusing to deal with you made it pretty difficult to get around.
I think to deal with the problem of people not talking to you we should be able to hide our face with a hood, helmet, or mask that way they cannot tell you are a vampire. I think we should still have the penalties to our health, stamina, and magicka as we do in Skyrim.
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Kit Marsden
 
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Post » Wed Jun 13, 2012 10:54 am

- Keep attributes
- Take out smithing and enchanting as a skill
- Made the perk sytem feel more like a "perk system" ( without the 1/5 perks that increase damage and so on)
- 2d map
- Option to take off the compass and other HUD features without getting rid of all of them
- Option to toggle off kill cams
- Make dragons more of a boss fight
- More boss fights
- More dungeons like black reach
- More unique weapons and getting rid of the option to improve weapons
- an Arena
- Taking out the companions story line and creating it more of a "fighters guild"
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Wayland Neace
 
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