SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Sub/Naval & General Games Discussion (https://www.subsim.com/radioroom/forumdisplay.php?f=177)
-   -   Elder Scrolls V in the works - direct sequel to Oblivion (https://www.subsim.com/radioroom/showthread.php?t=177327)

mookiemookie 11-23-10 10:36 AM

Elder Scrolls V in the works - direct sequel to Oblivion
 
Quote:

"The same source confirmed, with official game documents in hand, that this will be the chronological sequel to what happened in The Elder Scrolls IV: Oblivion, which is the latest game in the now 16-years-old Elder Scrolls saga and by itself one of the better RPGs for PC and consoles.
http://kotaku.com/5697047/report-eld...el-to-oblivion

Schroeder 11-23-10 10:51 AM

Good, I loved TES IV.:yeah:
Though I wouldn't really call it an RPG. It's more like a medieval shooter/slayer.

ReFaN 11-23-10 11:24 AM

Hell, its about time.

Dowly 11-23-10 11:29 AM

Quote:

Originally Posted by Schroeder (Post 1540335)
Good, I loved TES IV.:yeah:
Though I wouldn't really call it an RPG. It's more like a medieval shooter/slayer.

Out of curiosity, what you'd call an RPG then? :hmmm:

Raptor1 11-23-10 11:31 AM

Good, Morrowind and Oblivion were great (And I suppose the earlier ones too), about time they make another one.

Wolfehunter 11-23-10 11:37 AM

Shame there just going to ruin it more... Its no RPG. Anyhow I care not for beth and there crap games.. Last great game was morrowind... Oblivion was a joke and FO3 don't even get me started.. :O:

Schroeder 11-23-10 05:10 PM

Quote:

Originally Posted by Dowly (Post 1540353)
Out of curiosity, what you'd call an RPG then? :hmmm:

Neverwinter Nights, Dragon Age for example. In Oblivion you hardly had any choices to make. You hardly could be "good" or "evil" you could just be there and do the job or don't. The only relevant choices were whether you take a mission or not. Apart from that it was all pretty much straight forward. Comparable to almost any shooter.

Oh, and this of course:
http://foto.arcor-online.net/palb/al...3731643538.jpg
:D

Arclight 11-23-10 08:47 PM

Just a different way of doing things. Beth games, with that grand open world, are more focused on letting the player create his own story, providing the plot more as a backdrop.

With NWN and DA your forced down certain paths, allowing a lot more focus on telling the story.


Maybe call Beth games adventure-RPG? All I know is they have a lot more lasting apeal to me. :hmmm:

Takeda Shingen 11-24-10 03:01 AM

I had a feeling that New Vegas had been, essentially, 'outsourced' because something big was going on at Bethesda proper, and assumed that it was likely TES V. This is good news indeed. I confess to loving the company's games. TES is a magnificent RPG series and Bethesda was, in my opinion, the greatest thing to ever happen to Fallout. Looking forward to this one.

Dowly 11-24-10 07:40 AM

Quote:

Originally Posted by Arclight (Post 1540655)
Maybe call Beth games adventure-RPG? All I know is they have a lot more lasting apeal to me. :hmmm:

Open-RPG? :hmmm: Anywho, it definitely goes under RPG. Granted, like Schroeder said, eventho the world is open there isn't all that much to do in stock except exploring and doing sidequests.

But add mods and you have plenty of professions you can start "living out" from, thief, hunter etc. etc.

kiwi_2005 11-25-10 04:49 AM

closest thing to Role playing would be games like WoW that have RP servers or any MMORPG with RP servers WoW is a good example. Go in there and see the addicts role play right down to speaking their own language in chat, dont use run keys either you must walk everywhere, go see your Guild leader who is always standing in the chosen city giving orders to his guildies where they obey without question. I would log in to just watch these retards play out their fantasy. :haha:

Skybird 12-03-10 04:26 PM

Ja! Ja...! Jaaaaa...!!!

I love Oblivion, I still stroll around in the forests and landscapes, and occasionally I still stumble over new places in the woods. I hope they do not choose some too exotic landscape, but something like in Oblivion again.

It always reminded me of a park with an open air museum with medieval castles and villages.

I just need to assume that I will need to update my specs for TES-V. I hope my old rig breaks down until then, then I would have a valid excuse.

Oh, and Bethesda, do not worry over the story's plot: leave it out, just give players a huge beautiful place to let players stroll around, that is all what most players want anyway!

Wolfehunter 12-03-10 05:00 PM

Quote:

Originally Posted by Skybird (Post 1546385)
JOh, and Bethesda, do not worry over the story's plot: leave it out, just give players a huge beautiful place to let players stroll around, that is all what most players want anyway!

I disagree with you Sky. Every new sequel game has a smaller world to explore. Your wrong there.

Safe-Keeper 12-04-10 08:01 AM

Quote:

Though I wouldn't really call it an RPG. It's more like a medieval shooter/slayer.
Agreed -- 99% of the depth was in the combat mechanics, and it seemed practically every single quest involved fighting, even those that on the surface seemed peaceful. There's no deep dynamics for swimming, climbing (oh, wait, that's right, you can't climb), acrobatics, survival skills, eating, sickness, romance, friendships, house ownership, climate, or other immersing features that actually do make the world come alive in a way graphics and music simply never can. It's an Action RPG from head to tail. Games don't have to be Dwarf Fortress, depth-wise, but it doesn't take too much to make the world ten times more immersive and, as a result, enjoyable. If people truly want just a run-and-gun experience, the devs could implement realism settings like in flight sims.

My other gripe was that Bethesda had made the world too big -- there were many stunningly creative quests, but the landscape and dungeons pretty much all looked the same, and many of the quests just revolved around going somewhere to kill something. Oh, and don't get me started on the main quest (close this gate, close that gate, close this gate, close that gate.... uuuurgh!).

Another gripe I had was how everything revolved around you, and how the world was so incredibly static. Fail to interact with someone mid-quest and they'll obediently stand around waiting for you for years until you feel the need to come back to them (this was especially troublesome when it came to the main quest -- I would have loved to just ignore it and watch things fall apart around me :D ). Kill someone and their body stays where it fell forever. If I was Bethesda I would focus not on making a huge world, but on making it as deep, dynamic and lifelike as possible.

mookiemookie 12-04-10 10:20 AM

Quote:

Originally Posted by Safe-Keeper (Post 1546808)
Agreed -- 99% of the depth was in the combat mechanics, and it seemed practically every single quest involved fighting, even those that on the surface seemed peaceful. There's no deep dynamics for swimming, climbing (oh, wait, that's right, you can't climb), acrobatics, survival skills, eating, sickness, romance, friendships, house ownership, climate, or other immersing features that actually do make the world come alive in a way graphics and music simply never can. It's an Action RPG from head to tail. Games don't have to be Dwarf Fortress, depth-wise, but it doesn't take too much to make the world ten times more immersive and, as a result, enjoyable. If people truly want just a run-and-gun experience, the devs could implement realism settings like in flight sims.

My other gripe was that Bethesda had made the world too big -- there were many stunningly creative quests, but the landscape and dungeons pretty much all looked the same, and many of the quests just revolved around going somewhere to kill something. Oh, and don't get me started on the main quest (close this gate, close that gate, close this gate, close that gate.... uuuurgh!).

Another gripe I had was how everything revolved around you, and how the world was so incredibly static. Fail to interact with someone mid-quest and they'll obediently stand around waiting for you for years until you feel the need to come back to them (this was especially troublesome when it came to the main quest -- I would have loved to just ignore it and watch things fall apart around me :D ). Kill someone and their body stays where it fell forever. If I was Bethesda I would focus not on making a huge world, but on making it as deep, dynamic and lifelike as possible.

This is where they got it right with Morrowind. The storyline was a great mystery that slowly unveiled itself as the game went on. Not to mention the world around you felt like a living world....factions hated each other and you got swept up in their conflicts. The Hlaalu and the Thieve's Guild were at odds with each other, Thieve's Guild and the Fighter's Guild hated each other and the Telvanni were at odds with everyone...you felt like a small pawn in a larger world and the quests reflected that for the most part.

Oblivion on the other hand didn't give me that feeling...the quests were generic and felt like they existed just to give the player something to do. Go to this cave and kill these monsters. Go escort this NPC to or from this place. Repeat ad infinitum.

Not to mention the world of Morrowind felt huge....it's been said a million times before by a million people. The multitude of environments....swamps, mountains, lava flows, coastlines...it felt huge. Oblivion felt like someone just hit a "create grassy field and forest terrain" button. It was very very boring. I think that's why I liked Shivering Isles as much as I did...it brought in a completely new environment to break up the monotony of "grassy forest".


All times are GMT -5. The time now is 02:45 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.