Elder Scrolls V: Oblivion Part 2?

I loved oblivion for a while and really enjoyed exploring the world (particularly the countryside). But the leveling system and the scaling ended up killing the experience for me. The fact that my character seems to be getting weaker as I level up really bothers me

Yeah i agree with you, i have read on the forums that Skyrim will not be like that, they are going to use the perk system from fallout which i prefer, and dungeons will stay locked at the level difficulty that you first entered them, at least as far as i have heard.

I have to disagree a bit about richness and immersiveness of the Oblivion world. It's a good try but after all there are too many things that hint it just a video game after all. Cities are really lifeless and deserted and every NPC has pretty much the same short piece of dialog. NPCs are either scripted or as interesting as zombies. In wilderness there aren't much more happening than random encounters with beasts or robbers. If someone would make a game with a truly immersive and realistic open world, that might be more interesting than story based games in my book. Oblivion just wasn't that game.

Well i agree with you partly, i agree that the wilderness was somewhat empty, i don't agree on the characters or cities being lifeless, but then i suppose as someone who cares very little for script or story i can understand that what may be acceptable for me may not be acceptable for someone else story-wise.

I feel that people play RPG's for different reasons, some will value the story above all else while others value the free-roam aspect, the elder scrolls can cater to both styles because of it's size whereas games like dragon age are really only about a story and cater to just one taste, for people who like exploration from their rpg's the elder scrolls is pretty much the only series that allows that, wheras people who like story have many different rpg's to choose from, i am confident that Skyrim will still have the free-roam aspect as that is what has defined the series, fast travel just makes things more pleasant for those who want to follow the story first and foremost, and as i said before although i personally don't like it, i rather it is there so that everyone can get what they want from the game and no one has to miss out, so many people are waiting for elder scrolls that some compromise must be made.
 
You seriously miss the point, as Clement pointed out for you. Elder scrolls is not about the stupid storyline that Bioware focuses on so much. It's about diving into a new world and explore it and gameplay above all, not storyline.

I disagree. I think the root of roleplaying, even before video games existed, was centered on character development and story.

The Bioware comment is not wrong. The story is definitely something that Bioware focuses on.

BUT, The Elder Scrolls should revolve around epic storytelling, where the player is the storyteller. Bioware reminds me of those old "choose your own adventure" books. While choices were given, the player had little control over character development and choices were limited.

The Elder Scrolls (and Fallout) are in their own echelon of freedom and roleplay experience. Players have much more control over the character, the story, and the world.

This is what immersion means to me. Being forced to experience the same route through the forest time and time again is not my idea of fun, interesting, or immersive.

Because if you exclude FT for immersion, you are leaving a bunch of other gaping problems with immersion. FT is not the only component that you should be advocating against. Why not eating, sleeping, potty, character aging, time, sickness, injury, etc? Those are all things that have not been addressed in the context of immersion.

gameplay above all, not storyline and not immersion.

+1 :D
 
Lets hope this game has hi-res graphics
 
You think it will support 7680x1600 in 3D?

Why those numbers and why not?


Crysis 2 reportedly:

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test-3.jpg


If the video cards are out there, I'd think a developer would support them. And probably people would accept lower FPS, for a non-FPS, like 30 FPS.
 
7680x1600 is a triple monitor setup of the highest resolution monitors.
 
Which almost nobody has so I don't see why they'd support it.

Then what's the point of me crashing at my cousins house with his triple 30" monitors, triple SLI GTX 580s, 3D and 5GHz 2600K?
 
7680x1600 is a triple monitor setup of the highest resolution monitors.

My bad I only saw 768x1600. How could you enjoy such a view anyway, since the screens wouldn't be touching anyways? I could see it for some strategy games so you can see a 1st person and an overhead view at the same time.
 
Actually since the game will probably support it I hope it supports multi-GPU scaling well
 
Well, there’s an awful lot more than 20 reasons to be helplessly nerding out about the next Elder Scrolls game, but a nice round number is a good place to start, right? Let me be clear: I love Morrowind, quite like Oblivion and really didn’t get on with Fallout 3. I am what you might call a doubter. Nonetheless, I am impossibly excited about Skyrim, having recently been shown an hour of it (and listened to a bonus hour of lead dev Todd Howard answering questions about it). Here are just a few reasons why…

1. Killing a dragon involves knocking the enormous thing out of the sky, with a combination of arrows, magic and whatever else you can think of. When you do, it crashes to earth like a meteorite, its huge body skidding along the ground in front of you with a sense of weight and speed that would kill anyone caught in it. Even then, the beast rises to its feet and takes another pop at you – moving along by walking on the tips of its visibly damaged wings. When you do finally slay the thing, you absorb its soul. This involves the dragon essentially catching fire from within, reducing down to a scorched skeleton the size of shed.

2. A new questing system means randomly-generated stories. If you’re sent on a quest to rescue a kid from a dungeon, though the nuts and bolts of the plot might be pre-written, the game will pick and choose characters and locations from what’s nearby and relevant, rather than have every player retrieve the same kind from the same dungeon. More so than ever, no-one will play the same game.

3. While the game’s pretty much the same size of Oblivion in terms of land mass, the inclusion of huge mountains – all of which you can climb to the top of, as well as often venturing within – means Skyrim has significantly more world to explore than its predecessor. “They create more time because you can’t just cut across them,” says Todd Howard.

4. The menus are pure sex, basically. The crisp, floating text, tiered menus and full 3D renderings of every inventory item is light years ahead of the fugly boxes and fuzzy, endless lists of Oblivion and Fallout 3. Seriously: these may be the best-looking in-game menus in history.

5. While in Oblivion dungeons were primarily designed by art staff, this time around they’re built by a new raft of level designers, which promise a more engaging flow and diversity to each. There are over 120 dungeons in the game, plus many more smaller points of interest and encounters.

6. For a dragon, combat is debate. When it’s breathing fire at you, it’s talking at you in power-words, or Shouts. Your part in the discussion is to Shout back…

7. The world is so much more alive. You’ll see packs of wolves hunting mammoths, you’ll see fearsome beasts such as giants wander by without bothering you because they’re off on other business rather than being mindless killers, you’ll see friendly passers-by running up to you with a sword you dropped earlier and offering to return it – or taking a pop at you with it if they have some reason to despise you.

8. Conversations with NPCs no longer involves an awkward zoom-in to their strange faces, a fixed perspective and an ugly text box. Now, it’s clean, sharp text floating directly onto the screen, and you’re free to look around as you please. Much of the incidental conversation, such as back stories, can be had while going for a stroll with a character as they chat away ambiently, rather than standing there clicking through text from a static position because you’re worried about missing something.

9. The skill and attribute system has been rethought to make it more streamlined yet offer much more varied character builds. We’re down from 8 attributes and 21 skills to 3 attributes and 18 skills, which will probably cause gasps of horror in some camps, but actually the aim is to make character builds even more diverse while getting rid of redundant levelling. Acrobatics is gone, for instance – “who makes a character that is like ‘I am someone who doesn’t run?” Each skill unlocks a series of perks, which add multiple new abilities – such as a slow-time mode for arrow shooting. Each perk has certain requirements, not purely having unlocked the one below it. “You see a perk you like and say ‘I’m going to start using my sword more because I want that perk”, says Howard. The attributes, meanwhile, are distilled to Health, Magicka and Stamina. “What we found was those [old] attributes actually did something else. For instance, Intelligence just affected Magicka. They all trickled down to some other stat.” Again- this will cause gasps of horror. Maybe those will be justified, maybe they won’t – we won’t know until we play. Conceptually speaking, however, I dig the idea of your character build now being more about your actions than about strict segmenting into what were in some cases multiple attributes with similar effects. It does mean it’s more a game of actions than of numbers, and that’s always going to get backs up, but in this instance I’m fairly sure they’ve genuinely done it to increase engagement with your character and what he/she/it gets up to than to stoooopidise matters.

10. The Giant Frostbite Spider, in motion, may well be one of the most frightening things I’ve ever seen.

11. We won’t suffer the horrible voice repetition of Oblivion. “We’ve expanded it a lot. It’s a much bigger jump even from Fallout in terms of VO and the amount of people we have.” Max Von Sydow won’t be the only celebrity voice in the game, either… “I think you’ll all be very impressed, but it’s not just about getting the name on there.”

12. You can dual-wield weapons and spells. Or dual-wield spells. Or wield the same spell in each hand, and thus cast an ultra-spell. The combat system is about discovering combinations, stringing particular abilities together to create mighty tactics. Again, it’s all about creating a character unique to you, rather than being an archetype.

13. Character creation only involves choosing what you look like and which of 10 races you are. “After that it’s all about what you play. We want to minimise the initial decision point when you start the game.”

14. Modding is fully supported, in the form of the Creation Kit. “We’re really big into the mods on the PC. Hopefully day and date with the game, but there might be some slack there.” Bethesda have also been influenced by a few mods for earlier games – for instance, bows have been tweaked as a result of finding an Oblivion balance mod that did ‘em better.

15. The engine looks absolutely phenomenal in motion, with the draw distance, streaming and detail able to handle “massive changes in scale from plant to mountain.” There’s none of that awkward visual disparity between near and far away objects which we saw in Oblivion. Meanwhile, tree branches wobble delicately in the wind, mountain peaks have their own micro-climates (such as gorgeous snow and mist), and even your character’s hands are wonderfully animated – a far cry from the forever-clenched fists of so many games. “We like the downtime, the moments like watching the sunset, staring at the water.” Even pulling up the map involves seamlessly zooming up and above the world to look down at a full 3D rendering of it.

16. You get to fight magic zombie vikings. (Draugr, ancient undead Nord warriors). They look like muscle-bound, bearded skeletons, and they’re proper eerie.

17. There’s a real in-game economy. If, for any reason, you decide to destroy a local lumber mill, you’ll find it results in a shortage of wooden objects such as arrows in nearby shops. You probably shouldn’t destroy the lumber mill, then. Alternatively, you could chop some wood for the lumber mill, which will earn you a bit of cash.

18. There will be a few out-there quests, like entering the painting in Oblivion. “It’s good to remind people it’s a world of magic and fantasy.” There’ll also be a bunch of secret features, but it won’t be a unicorn again.

19. The skills/perks system is presented as a vast, twinkling star field populated by stellar patterns in the shape of this world’s various gods. The idea is your character looks to the very heavens for inspiration and power, rather than to some out of game list of stats. As you pick a perk the chart slowly lights up. “You’re creating this custom constellation just drawn for you.” It’s epic, strange and beautiful, and it makes character-tailoring visually part of the game rather than a bunch of statistics strewn across the menu screen.

20. All this, and we haven’t even been told about the guilds, the factions, crime, the major cities, the conversation system and so much more. It’s going to be an enormous game. It seems so much bigger, so much meatier, so much stranger than Oblivion. I can’t wait, I really can’t.
purrrfect
sky6.jpg
 
Yeah, all this new info has me nerding out lol.
I usually participate in Beth's official Skyrim forum, but it is just rampant with repeating thread topics, people that don't know anything about TES lore, and fanboys bemoaning the "dumbing down" of the series.
I seriously need to avoid them, I don't want negative feelings to associate with Skyrim :)
 
1. Killing a dragon involves knocking the enormous thing out of the sky, with a combination of arrows, magic and whatever else you can think of. When you do, it crashes to earth like a meteorite, its huge body skidding along the ground in front of you with a sense of weight and speed that would kill anyone caught in it. Even then, the beast rises to its feet and takes another pop at you – moving along by walking on the tips of its visibly damaged wings. When you do finally slay the thing, you absorb its soul. This involves the dragon essentially catching fire from within, reducing down to a scorched skeleton the size of shed.

This sounds good. One of the weaknesses of Oblivion was that monsters were too similar and mediocre in every way. There wasn't a single monster of a gigantic size (except maybe Mehrunes Dagon in the very end).

7. The world is so much more alive. You’ll see packs of wolves hunting mammoths, you’ll see fearsome beasts such as giants wander by without bothering you because they’re off on other business rather than being mindless killers, you’ll see friendly passers-by running up to you with a sword you dropped earlier and offering to return it – or taking a pop at you with it if they have some reason to despise you.

This sounds really good. In Oblivion those random encounters with beasts and robbers really didn't create much immersion, it was all too clear they were generated by a simple random algorithm. An open world game really needs a world that feels natural and lively.

Maybe this will be a good game after all.
 
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