I should say first off that I am a big fan of the Elder Scrolls series and love playing Skyrim, but feel that it (or the next title in the series) could be significantly improved.
Quick note:
Come to think of it, quite a few lessons from Fallout New Vegas seem to have been forgotten. For example, the conversations there had many options that were influenced by either your standing with a particular faction, your reputation, morals, or skills. Where did that go? In Skyrim the choices (other than persuade) never affect the conversation, the person's opinion of you, or the outcome/direction of a quest. Honestly, I was expecting to see at the very least the same sorts of options present in FNV in Skyrim, if not more, and to see them left out entirely was rather disappointing.
As has been mentioned at least a few times, I wish that your actions affected the world more. The civil war has been harped on enough so I'll go to a few other examples of the surprisingly small impact your actions seem to have. *SPOILER WARNING* If you haven't finished the dark brotherhood quest line skip this and the next paragraph. You kill the frikin' Emperor, and all that happens is a few peasants ask if you've heard the news. The last time an emperor was assassinated it set of an entire game (oblivion) and you do it and all that changes are a few generic townspeople now ask "hey weren't you the one who killed the emperor?" (paraphrased). Actually, how the hell do they know it was me anyway? It happened on a ship, and killed every single person on it, so how did they identify the killer, call up CSI Miami for a consult? And if people do know, shouldn't all imperial soldiers I meet try to kill me, or at least yell some sort of epithet in my general direction?
I feel like the problem a lot of people have (that after having done many amazing things you are still treated as a newb or whatever when you first join a new organization) would be helped by recording a few different tiers of possible dialogues for early quests for any given organization. One for a player with a low reputation, one for a moderately reputable player, and one for those who have killed the death dragon, ended a rebellion and *SPOILER WARNING AGAIN* killed the frikin' emperor.
Anyway, attempting not to repeat anything that's already been said, here are a few minor suggestions for the next Elder Scrolls Game:
- Break down weapons and armor to recover some materials
- Improve the sneak indicator to reduce ambiguity over which stage of hidden you are in
- Improve facial expression in conversations
- Add more than one animation for jumping (the exact same motion makes jumping look silly)
- Add more spells to destruction, specifically spells for each element that are unique to that element
FINALLY, A QUESTION:
What would people think about your character having a voice? For the purposes of this question ignore the technical difficulties and assume it's a feasible possibility to implement several different voices (male and female) to choose between that would allow for fully voiced conversations throughout the game.
Quick note:
I totally thought that should have been an option, but specifically because they had the independent option in the latest fallout title (new vegas) which whether or not I wanted to take it (I did) made me feel like I wasn't just being forced to play along with everyone's game plan, but rather given the option.Garethp said:You know what I really want? I want to start my own damn rebellion. I want to introduce a third power to the war. I want to take over the world. I hate both factions, and it feels like which is the lesser of two evils. Interesting choice, morally, but I still just want to be able to make my own rebellion and kill them both. Heck, I could probably invade Whiterun MYSELF and take it over. ALONE. With some good use of tactics considering how many units there are when you attempt. But still!
Come to think of it, quite a few lessons from Fallout New Vegas seem to have been forgotten. For example, the conversations there had many options that were influenced by either your standing with a particular faction, your reputation, morals, or skills. Where did that go? In Skyrim the choices (other than persuade) never affect the conversation, the person's opinion of you, or the outcome/direction of a quest. Honestly, I was expecting to see at the very least the same sorts of options present in FNV in Skyrim, if not more, and to see them left out entirely was rather disappointing.
As has been mentioned at least a few times, I wish that your actions affected the world more. The civil war has been harped on enough so I'll go to a few other examples of the surprisingly small impact your actions seem to have. *SPOILER WARNING* If you haven't finished the dark brotherhood quest line skip this and the next paragraph. You kill the frikin' Emperor, and all that happens is a few peasants ask if you've heard the news. The last time an emperor was assassinated it set of an entire game (oblivion) and you do it and all that changes are a few generic townspeople now ask "hey weren't you the one who killed the emperor?" (paraphrased). Actually, how the hell do they know it was me anyway? It happened on a ship, and killed every single person on it, so how did they identify the killer, call up CSI Miami for a consult? And if people do know, shouldn't all imperial soldiers I meet try to kill me, or at least yell some sort of epithet in my general direction?
I feel like the problem a lot of people have (that after having done many amazing things you are still treated as a newb or whatever when you first join a new organization) would be helped by recording a few different tiers of possible dialogues for early quests for any given organization. One for a player with a low reputation, one for a moderately reputable player, and one for those who have killed the death dragon, ended a rebellion and *SPOILER WARNING AGAIN* killed the frikin' emperor.
Anyway, attempting not to repeat anything that's already been said, here are a few minor suggestions for the next Elder Scrolls Game:
- Break down weapons and armor to recover some materials
- Improve the sneak indicator to reduce ambiguity over which stage of hidden you are in
- Improve facial expression in conversations
- Add more than one animation for jumping (the exact same motion makes jumping look silly)
- Add more spells to destruction, specifically spells for each element that are unique to that element
FINALLY, A QUESTION:
What would people think about your character having a voice? For the purposes of this question ignore the technical difficulties and assume it's a feasible possibility to implement several different voices (male and female) to choose between that would allow for fully voiced conversations throughout the game.