Those who enjoy panicking about hardcore games being "dumbed down" for the kids will not get what they're looking for with The Elder Scrolls V: Skyrim, as Bethesda says it can happily make the game as intricate as it likes without fear of failure.
"We want to remove confusion, that's what I'd say," lead designer Todd Howard told Gamasutra. "As opposed to making it more accessible, we'd like to remove confusion for anyone who's playing. What happens in Oblivion is you start the game, play for three hours, and then think 'I want to start over, I chose wrong.' So we'd like to sort of alleviate some of that. I also think the controls work better ... it's more elegant.
"You look at Call of Duty, the most popular game in the world, and that's actually pretty hardcore. At the end of the day, it's a hardcore game, has RPG elements in multiplayer, making classes, picking perks. I think the audiences are there, and we tend to make our game more for ourselves and other people who play a lot of games."
Can't say I disagree with a word Howard's said there. There are ways of making deeper, more complex games that everybody can enjoy without having them "dumbed down," and if Bethesda is making a system as engaging as Oblivion's without all the obfuscating bullshit, it has my full respect.
Interview: Todd Howard On The Scope, Vision Of Skyrim [Gamasutra]
And if they don't get rid of the compass mechanics from Oblivion it won't matter what else they do because it will still be quests on rails without having to even pay attention.
And there's always the trouble of difficulty being balanced well. If they make it that any sort of setup can win, then that suggests the game is too easy. Then again, I've never played the old games with the difficulty slider super high so I'm not inclined to believe that will be an issue yet.
I'll remain heavily skeptical until the game launches.
Accessible doesn't have to mean making a game easy, making a game shallow, or having any negative impact on the game.
At least that's my take on it.
All my RPG eggs are in the Skyrim basket for the year and I'm hoping this doesn't go the way of the Etch-O-Sketch like everything else has over the past 2 years.
Reminds me of my Sacred 2 experience.
I don't know about others, but in an RPG without respec I agonize over every little choice during the character building process. It just halts the overall flow of the game in a bad way.
And I stopped right there. Having "RPG elements" does not immediately mean hardcore. You can go up levels and collect items in Facebook games.
Not to say I don't trust what Bethesda are saying. I eagerly await Skyrim. The real test of their RPG making skills to me will be in the scope and variety of their quests, and the level of writing in the game. I want genuinely difficult choices, and moral ambiguity, that doesn't treat me like an idiot. Honestly, Bethesda aren't the best at that, and it really showed when Obsidian made New Vegas. The quests and writing were so much better than Fallout 3.
I personally love the compass mechanic, it was just sort of broken in Oblivion. I'm sorry, but I absolutely loathe looking at a map every two minutes because I'm trying to stay on the right path to get to a quest. That's all the compass really does... it gets you to where you need to go faster. You can still explore if you want, but you won't get lost on the way to your destination. Divinity II was a good game that lacked a feature like that, which made it difficult to play.
I'm surprised you didn't even mention Oblivion's fast travel system. Again, it's a feature I loved to have. I could travel all the way to where I wanted to go on horseback or on foot if I wanted, but if I felt lazy, it was there to use. I don't see a problem with it.
But you're missing a very important element to open world games, let alone, RPGs.
Where's the immersion? Having a magic compass point me exactly in the right direction is dwonright jarring to the experience. It is right about there that I think you'll discover the great divide between the old and new age RPG gamers. The new age want to just do stuff and don't want to hassle themselves into literally becoming the character.
What made Morrowind so amazing was that you stumbled on things naturally. Not just when you were all "I'm going to go in this direction and see what I can find!" but while in the midst of traveling to a quest you would stumble upon things because you didn't know exactly with pinpoint accuracy where you needed to go. You knew you need to head northwest of Gnarr Moc...er...however you spell that Bitter Coast town. And, even more importantly, actually finding what you were looking for was part of the joy of the quest.
That's part of why Oblivion was so dull besides the art and lore direction. Not only was the writing horrific in many cases (Thieves Guild and the Dark Bortherhood actually not sucking completely) because it was all voice acted horribly and usually devoid of information that could actually flesh a quest out from the humdrum fetch quest that it was at it's base. There was no added joy in actually finding locations because the game did it for you.
And as for Fast Travel, I'll admit that I've always hated it in Oblivion until I played RDR and realized why it was used. It wasn't used just because it was boring traveling across the entire map. It was used because the world just utterly boring and empty of any real life. Sure, it was filled with random dungeons, but they all looked the same and were filled with worthless crap 75% of the time.
Morrowind actually at least felt like it possessed character and the dungeons were crafted by hand and made them mysterious especially because a low level character could get slaughtered if they wandered into one without thinking.
Plus, Morrowind's travel system once again held onto immersion. You could only travel from settlements to other certain settlements. And by using various means you could get anywhere you needed to just as fast all while never feeling out of the actual game. You didn't just magically somehow get somewhere while avoiding encounters. You were on a Stilt Strider high above dangers or on the water in a vessel where nothing would likely attack you.
I agree that the writing in most cases was terrible, and yeah, the dungeons did look rather samey when you play the game for along period of time. I just feel like with Oblivion, Bethesda were trying to make a more accessible game, and a hardcore RPG at the same time, and they kinda bungled it.
The fast travel was there so you if you didn't want to waste time, you didn't have to. The compass was there for you so you wouldn't get lost.
I guess the point I was trying to make was that you didn't really have to use these things if you didn't want to. You could still get completely lost in the game's world, if you wanted to. I mean, the compass was broken anyways, and sometimes pointed you in the completely wrong direction. At the end of the day, it was something to make the game more accessible to people not really into searching for a certain person for hours.
I'll admit that with a compass it kinda took away the feeling of having found something you had been searching for, but it didn't really take away the immersion for me. I could still randomly find stuff on the way to do something, or encounter something I had never seen before. It just made it easier.
And don't even get me started about RDR... that game was fucking BORING, and without fast travel, I wouldn't have finished it.
Well, that is at least one thing we can agree upon. RDR was incredibly boring. How it ever got GotY is beyond me. Beyond the pretty presentation and a few great characters was a bleak empty landscape with a few great missions while the rest hovered barely above acceptable.
I have to agree completely. Morrowind was superior in many ways to oblivion. The traveling in Oblivion was convenient yes. But there was a disconnection when doing so. I hope that in Skyrim you have set up camp to actually sleep and eat or something. And hopefully the world has a more variety of creatures. Bears, Wolfs, Lions and deer are like the only actual wildlife you encounter.
The compass was useful for finding people. And other specific things. For locations I believe they should have taken more of a "Pale Pass" approach. And actually telling you USE the compass. (Ex. Go west when you get to Dragon Claw Rock) Talking to people was great to find locations. "Theres a Shrine North of Anvil Let me mark it on your map." Certain people you talked to only knew about these things. And it gave you a purpose to talk to everyone.
And they better take their fucking time with the Dungeons. Morrowind there was so many different kinds of Artifacts, Rare items, and enemies to find it was awesome. I remember when I stumbled upon the Frost Blade of the Monarch. (My favorite weapon ever btw.)
In Oblivion the loot was random. And although I'm a fan of Random loot. Every exploration of a Cave, Ayleid Ruin, Mine, Fort, and Oblivion gate was the same each time. Most of the time they looked the same as every other Dungeon respectively. (Morrowind had it's repetition also. But nothing near as bad as Mass Effect 1 and Oblivion.) I lost interest in Plundering Oblivion gates because they were EVERYWHERE and knowing that it was pointless to close them.
I started a game where I avoided going to the Priory because I didn't want the Oblivion gates to even show up.
Also not every random enemy should be wearing the Highest Quality Armor in the game. That is retarded. The Shivering Isle system of aquring the Amber/Madness armor was awesome. Running into a cave full of Daedric wearing bandits was just bad. Obtaining higher quality items should "Pay out" when you finally obtain them. Give you some sentimental meaning. I experienced that when I finally got the Grandmaster Set of Alchemy Equipment.
But Oblivion had it's moments of greatness. Like with the random quests you'd stumble upon after discovering a particular item. I remember going to this random Farm and finding a note on a table which started a quest. And even the Unmarked quests like the one at Fort Sutch, and the Hill of Suicides, was really awesome.
The bugs/glitching/freezing was horrid though. When you look at the overall bugs Oblivion had there were waaayyyyy to many. I understand it's a big game and their is a lot of ground to cover. But at least AT LEAST fix the glitches that prevent you from finishing the main quest line.
tl:dr
Fix the Loot, Make more unique areas/people/items/quests, And pound out them bugs.
I just hope they continue to evolve and fix things even after the games released.
"Beyond the pretty presentation and a few great characters was a bleak empty landscape with a few great missions while the rest hovered barely above acceptable."
While I agree that most of the missions were simply mediocre at best, I actually LIKED the bleak, empty landscape in RDR. While I agree that it doesn't work AT ALL in a game like Oblivion (Morrowind > Oblivion in almost every way), I really felt more immersed in RDR's empty frontier than I have in any game in a long time.
Not sure I can tell you exactly why, and maybe it was just the right game at the right time for me. But wandering around that place on my horse made me feel like a god damn cowboy, which was pretty special :)
Skyrim will be Call-of-duty-erized, I knew all FPSes were trying to copy cod, but RPGs too?
TRULY AMAZING.
Don't get me wrong. They got the western look and to an extent the feel. But Fallout was bleak and empty as well. And yet the game really made me love exploring places.
I guess my problem is that if you weren't doing the story there was literally almost nothing else to do in the game. And that's a problem when the game world is as big and beautiful as it is. You want more to do than hunt things - which caused me numerous deaths because of the auto-knife equipping the game does and me constantly forgetting to switch back...well...anything that would be useful with Dead Eye.
I'm curious, how many members of fraternities do you actually know? Of the stereotypical fratheads I know, their likelihood to pick up Mass Effect 2 over the first (or DA2 over the first) didn't change: still ~0%.
I'm just thankful, indeed, GRATEFUL that Bethesda are ensuring that the SHEER MENTAL CHALLENGE of an Elder Scroll game will be preserved to test the wits and aptitude of future generations! Making it accessible will derail our entire society! If they made it "accessible" to the unwashed, mentally FEEBLE masses of the peasants, how would we, the most illuminated minds of our generation, possibly distinguish ourselves from the rabble of the console players!?!
Excuse me while I find a glass of brandy to swirl betwixt my hands!
Ah, yes, now where was I? I do hope that Bethesda spend their entire time designing this STUPENDOUS piece of FIERY INTELLECTUAL ART to the EXACTING standards of us interactive video game aristocrats! As we all know, anything NEW is absolute shit, and it should be OBVIOUS that they must bow and scrape to the demands of a diminishing, nostalgic audience such as us. I mean, what ELSE are they there for!?! Making us, a select crowd of older fans, who, I needlessly remind you, are the GREATEST MINDS OF THIS GENERATION (and perhaps a few generations before!) happy IS THE ENTIRE PURPOSE OF BETHESDA, or so I would imagine!
I'm just glad that Bethesda are taking a stand! A righteous stand against the forces of stupidity! Because, as we ALL KNOW, the realm of video game twiddly-thumb playing and mouse clicky-kill-fun-time represents the very FINEST arena for which we humans can demonstrate our SUPERIOR MENTAL MINDS!
That and don't let me wander through the map for 3 hours looking at the same fields and then when I load the game a week later I don't recall where to even start moving to.