^Yeah in the past I think they managed to take advantage of you being a historyless prisononer to please those wanting to play an everyman. But while you were almost always some schmuck yanked out of the imperial prison - you were pre-ordained by prophecy and fate to be a very important schmuck. This is going to be the first time though that you are playing a semi devine being.
I'm also a little worried about how the describe the dragon-born powers. They called them dragon shouts - but then they described them as variations on different combinations of the 3 words of power spoken with power of god. Dragon shouts sound silly, the description and explanation sounded interesting. I'm hoping the abilities sound more like the fluff they created for them than bestial battle roars as the name makes me think.
LEVEL SCALING
Sorry - I was typing quickly and made a poor word choice. No- as in it won't send you half way across to world to kill 3 bandits and rescue a teenager begging the question how the two dragons to the left missed them when they came in. The idea of "level" was my mis-reading. Bethesda actually said nearby and unvisited. Sorry to confuse on that one.
Thanks for the infos jhwisner
. According to this Skyrim might be a pretty good game. Let's hope everything will work in the game as stated in the article.
So far I was not much interested in this game, but now, after reading your post, I am begining to think Skyrim could be a nice present for this year Christmas. I will definitely keep an eye on the next chapter of Elder Scrolls. Once again thanks for the details about it.
Hey some of the early articles on Oblivion had me really excited too though. At least it does sound they they are attempting to address many of the complaints about oblivion (and things that even persisted through the fallout games) as well as implement new mechanics into their open world. If they just fixed what was wrong with Oblivion and gave us a new story that would be fun and all - but I'd wonder where they spent the time.
I'm hopeful - the game looks much better and it sounds like they're trying to adress the wooden feel their worlds tend to have - even in my favorite game of the series, Morrowind (which was a great setting but the generic and bumbling NPCs and spaces lacked the sense of being alive that even Ultima VII managed before some of the console kiddies had learned how to read).
Wasn´t this game supposed to be open-ended?
Those are minor optional side quests. The example they gave was a "my daughter was just taken- please chase after the bandits" I think what they're going for is a small quest that presents a sense of urgency. These events are what Radiant Story is supposed to add in; the feeling that life is happening rather than static.
They didn't say they removed things like finding slavers and finding important things while exploring. They're adding things like - a woman running up and begging for help because something horrible just happend; a mage NPC approaching and offering a magically adept PC a magic related quest you would have otherwise had to ask about and possibly convince them to entrust to you; another possibility for dropping a relatively powerful weapon in the street being one of two people in the middle of an argument deciding they just found a better if perhaps messier means of discourse.
It sounds a lot like a system for being able to drop in events or trigger NPC behavior based on evaluation of the player and their actions. They stated the system could evaluate your actions and play style when triggering and placing these events. I have to admit though I'm intrigued at what sort of hilarious problems they've had fine tuning it. I know in their early testing of the Radiant AI they had an issue where a farmer killed a deer because it had food on it (heck some Fallout NV NPCs still presented odd behavior because of this Radiant AI feature - namely trying to kill and eat ED-E) and that guards would sometimes then kill the farmer because they wrongly saw killing the dear as hostility. Then the other guards would attack the farmer killer and then each other. Basically one deer and a hungry farmer had been the trigger for wiping out the guards in one of their early test builds (must have been a single city or something.)
I'm waiting to see if I can get a whole town to kill each other by dropping an extremely powerful weapon next to the right/wrong person. Although that might be something you could call a feature.