The Hotness
Games|People|Company
Diablo III
MotoHeroz
Loren The Amazon Princess
Nothing's Gonna Stop Me Now
Minecraft
Ascension: Chronicle of the Godslayer
Reiner Knizia's Ra
Disc Drivin'
The Elder Scrolls V: Skyrim
Torchlight 2
Grim Dawn
Hareraiser: Prelude
Delve: The Dice Game
Botanicula
Mass Effect 2
Professor Layton and the Diabolical Box
StarCraft II: Wings of Liberty
Diablo II
Demon's Souls
The Legend of Zelda: Twilight Princess
BioShock
Rome: Total War
Fantasy General
Portal 2
Battle Academy
Royal Envoy
ArmA II
Batman: Arkham City
Max Payne 3
Street Fighter X Tekken
Hareraiser: Finale
Civilization V: Gods & Kings
Fealty
Rinth Island
Centipede: Infestation
Halo: Combat Evolved
Portal
Fallout 3
Final Fantasy III
Final Fantasy VI
Super Smash Bros.
Super Mario 64
Age of Booty
Carcassonne
Scribblenauts
The Legend of Zelda: A Link to the Past
Advance Wars
Mario Kart Double Dash!!
NetHack
Half-Life 2

Video Game Thoughts

Reflections on video game design and implementation.
Recommend
6 
 Thumb up
 tip
 Thumb up

Stuff Skyim Better Get Right

Geoff Speare
United States
Bedford
Massachusetts
tee hee, that tickles!!!
Avatar
mbmbmbmbmb
So, Skyrim is going to be good, and almost certainly great. However, there are some things from previous Elder Scrolls games that it could do to improve on.

1) Level Scaling. Oblivion was really not good at this -- as you got more powerful, so did the bad guys. Depending on what skills you leveled, the bad guys might even get powerful faster!

Oblivion tried to make it so you can go anywhere at any time. Games like this shouldn't work that way. There should be more dangerous and less dangerous areas. Morrowind did this (with level scaling mixed in more subtly). Hopefully Skyrim goes back in this direction.

2) Leveling. In Oblivion, you only leveled up if your chosen skills improved. You could stay level 1 the whole game by playing "against class". This did not make a lot of sense. From what I've heard they have changed this so that you level based on whatever skills you improve.

3) Dungeon Architecture. Oblivion had a ton of dungeons, but they all followed a few patterns using a small number of pre-made pieces. It didn't take long to learn those pieces, and then the dungeons mostly looked the same.

4) Back up and Shoot. I saw a preview that pointed out that "run backward and shoot" was a key strategy in Elder Scrolls games. I certainly did a lot of it! The preview mentioned that they had done something to make that harder, but I don't know what it is.

5) Jump up and Down to Level. Your skills in Oblivion increased through use, which makes sense. However, since there was no context to how/when you used them, you could level by using them constantly in irrelevant ways (like jumping constantly while you ran). What bugged me in particular was that casting tiny little spells constantly counted more than casting big spells once in a while.

I'm guessing they can't totally fix this, but they should be able to do something to make it better.

6) Seamless Town/World Interface. I understand why Oblivion towns had to load and exist separately, but it was a sacrifice that made the world less fun. Hopefully this is not the case in Skyrim.

7) Bring Flight Back!. In Morrowind you could (if you tried hard enough) fly. I have fond memories of making aerial assaults on some of the buildings in the main plotline. Oblivion removed this (I think mainly because of how the towns were separate zones). Skyrim has flying dragons...I want to be up there too!

8) Better AI. Bethesda talked up their AI prior to Oblivion, but it really was nothing special. People did move around, and once or twice I met someone who had wandered really far from their town, but for the most part it had no effect on gameplay.

All this said...I'm ready to spend a LOT of time playing this game. One more week!
Twitter Facebook
1 Comment
Subscribe sub options Fri Nov 4, 2011 12:25 pm
Post Comment
Andrew Goenner
United States
Superior
Wisconsin
flag msg tools
Running 5 PbFs
badge
And still sane...mostly
Avatar
mbmbmbmbmb
What I've gathered from my research (and yes, I have this game pre-ordered and paid for):

1. Apparently they're going with Fallout 3's level scaling system, which I thought worked well. Some enemies still scaled, but there were also areas of tougher and easier monsters.

Regarding going anywhere at anytime, in Skyrim I believe they said you have to have visited anywhere to be able to fast travel there.

2. From what I understand you're right. Used skills are how you determine level-ups.

3. I understand that they had multiple people hand-designing each dungeon in the game so it appears we won't see the cookie-cutter dungeons of Oblivion.

4.I heard the same thing with a similar lack of results, so I can't really speak to this one.

The rest I haven't really come across as far as how they're being addressed.

And yes, I too am SUPER excited for this and can't wait to play it! Great points and blog!
1 
 Thumb up
 tip
 Thumb up
  • Posted Fri Nov 4, 2011 2:57 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote

Subscribe

Categories

Contributors

Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.