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Bethesda Softworks - Next Game Revealed Thursday
May 28th, 2009, 05:58
According to Kotaku, Bethsoft will reveal their next title via Thursday's episode of Gametrailers TV on Spike. Of course, we have no idea what they game might be, with possibilities from TES V to a third party title.
That same episode will also have Mass Effect 2 footage, for those interested.
More information.
That same episode will also have Mass Effect 2 footage, for those interested.
More information.
SasqWatch
May 28th, 2009, 07:46
I've actually spoken to Todd Howard… it's going to be TES V. 
The title is - The Elder Scrolls V: No Level Scaling.

The title is - The Elder Scrolls V: No Level Scaling.
May 28th, 2009, 07:55
Yeah, I just want Elder Scrolls with a detailed and balanced stat system with no level scaling. Oh and larger dungeons, I mean huge, exit-3-hours-later dungeons.
Traveler
May 28th, 2009, 09:54
I actually don't agree with no level scalling since level scalling in a limited form can add a lot to the game like it was done in OOO.
I really hope they keep VATS as an option in the engine but make it much more balanced then it was in Fallout 3. I am getting tired of having a difficult time in these games because of combat being in realtime.
I really hope they keep VATS as an option in the engine but make it much more balanced then it was in Fallout 3. I am getting tired of having a difficult time in these games because of combat being in realtime.
Keeper of the Watch
May 28th, 2009, 09:56
Originally Posted by NoriymWith puzzles, wordy riddles, and rich background stories for every dungeon!
Yeah, I just want Elder Scrolls with a detailed and balanced stat system with no level scaling. Oh and larger dungeons, I mean huge, exit-3-hours-later dungeons.
Instead of having 300 dungeons - just make 30 good ones. I promise, it will be a better use of resources.
May 28th, 2009, 09:57
Originally Posted by guentharLevel scaling is for the weak. The weak deserve NO MERCY!
I actually don't agree with no level scalling since level scalling in a limited form can add a lot to the game like it was done in OOO.
I really hope they keep VATS as an option in the engine but make it much more balanced then it was in Fallout 3. I am getting tired of having a difficult time in these games because of combat being in realtime.
May 28th, 2009, 10:01
Originally Posted by DArtagnanId like to see real detailed "lively" dungeons. Say like somthing on the scale of the dungeons of ultima underworld. Only a handful of these would be needed. Id rather have a mini-moria or two than hundreds of smugglers nests.
With puzzles, wordy riddles, and rich background stories for every dungeon!
Instead of having 300 dungeons - just make 30 good ones. I promise, it will be a better use of resources.
I dont think any game beyond pure dungeon crawler has ever done that though so Im pretty sure it wont happen. If the game is a "surface rpg" the dungeons must be B/C class piperuns. Its like an unwritten rule.
—
"99.9% of all internet arguments are due to people not understanding someone else's point. The other 0.1% is arguing over made up statistics."-unknown poster
"Those who dont read history are destined to repeat it."– Edmund Burke
"99.9% of all internet arguments are due to people not understanding someone else's point. The other 0.1% is arguing over made up statistics."-unknown poster
"Those who dont read history are destined to repeat it."– Edmund Burke
May 28th, 2009, 10:13
Originally Posted by zakhalWell, I think you're right - such dungeons are for dungeon crawlers.
Id like to see real detailed "lively" dungeons. Say like somthing on the scale of the dungeons of ultima underworld. Only a handful of these would be needed. Id rather have a mini-moria or two than hundreds of smugglers nests.
I dont think any game beyond pure dungeon crawler has ever done that though so Im pretty sure it wont happen. If the game is a "surface rpg" the dungeons must be B/C class piperuns. Its like an unwritten rule.
But there is no good reason, if you ask me, why they couldn't introduce deep and complex dungeons in TES:V - but of course, nothing like UU which is an entire game.
I simply can't fathom why they would make the EXACT same mistake they made in Morrowind AND Daggerfall. Daggerfall had auto-generated dungeons, true enough, but both Morrowind and Oblivion have hundreds of hand-made dungeons. What's odd, is that these hand-made dungeons FEEL auto-generated, at least in part.
For the love of all that's good and holy, take ADVANTAGE of doing them by hand. Just don't make so many of them as no one needs hundreds of samey dungeons.
Fallout 3, incidentally, was actually much better in this regard - but of course suffered from that world, and as such had limited variety in terms of visual aesthetics.
May 28th, 2009, 10:43
Originally Posted by DArtagnanNot whole UU naturally but like few levels. Orc, lizards and dwarwen communities that were on the 1-3 levels were totally amazing. Even one of them would suffice.
But there is no good reason, if you ask me, why they couldn't introduce deep and complex dungeons in TES:V - but of course, nothing like UU which is an entire game.
Out of the first three I feel that the first game had the best dungeons (well atleast for its time - morrowind had som ok ones too). It had like 8? of them but they were all handmade and unique.
The whole "huge autogenerated world" has always been major part of TES. Hopefully they have seen by now that it doesnt work. The world doesnt have any depth. Bad thing is the series have sold well so they might not change this.
—
"99.9% of all internet arguments are due to people not understanding someone else's point. The other 0.1% is arguing over made up statistics."-unknown poster
"Those who dont read history are destined to repeat it."– Edmund Burke
"99.9% of all internet arguments are due to people not understanding someone else's point. The other 0.1% is arguing over made up statistics."-unknown poster
"Those who dont read history are destined to repeat it."– Edmund Burke
Last edited by zakhal; May 28th, 2009 at 11:10.
May 28th, 2009, 10:55
Out of the first three I feel that the first game had the best dungeons. It had like 8? of them but they were all handmade and unique.Daggerfall had a handful of story-related dungeons, but I don't really remember much about them. I think I gave up before getting into the story in a big way.
But it had countless auto-generated dungeons, which were put together by pre-made "pieces" in a highly primitive and clumsy fashion. It resulted in certain dungeons not even being finishable - at least before the patches. It really was a mess - but ok, the game was absurdly ambitious overall.
May 28th, 2009, 10:55
Originally Posted by turianIf you play the original arena you notice it plays like doom with ligth rpg elements. The series has always been more about fighting than indepth rpg. I dunno where these people come who complain about the lack of rpg because thats not really what the series is about.
"Fallblivion!"- More fighting, less *errpeegee*
Perhaps the game wasnt advertised accurately enough. RPG is too wide as a genre. It has too many divisions.
Originally Posted by DArtagnanI thought the daggerfall dungeons were totally insane. Atleast I felt loosing my sanity when spending hours in those mazes. I didnt have the spell so I often wasnt able to find the exit even until after hours of search.
Daggerfall had a handful of story-related dungeons, but I don't really remember much about them. I think I gave up before getting into the story in a big way.
But it had countless auto-generated dungeons, which were put together by pre-made "pieces" in a highly primitive and clumsy fashion. It resulted in certain dungeons not even being finishable - at least before the patches. It really was a mess - but ok, the game was absurdly ambitious overall.
I didnt finish the game until two years ago (with walkthrough of course). It has som hand crafted dungeons but at best they are worse than the ones in arena even.
—
"99.9% of all internet arguments are due to people not understanding someone else's point. The other 0.1% is arguing over made up statistics."-unknown poster
"Those who dont read history are destined to repeat it."– Edmund Burke
"99.9% of all internet arguments are due to people not understanding someone else's point. The other 0.1% is arguing over made up statistics."-unknown poster
"Those who dont read history are destined to repeat it."– Edmund Burke
May 28th, 2009, 11:06
Originally Posted by zakhalSo many things were wrong with Daggerfall, and I've never gotten why it's so popular. But there were a number of things about it that were great for its time.
I thought the daggerfall dungeons were totally insane. Atleast I felt loosing my sanity when spending hours in those mazes. I didnt have the spell so I often wasnt able to find the exit even until after hours of search.
I didnt finish the game until two years ago (with walkthrough of course). It has som hand crafted dungeons but at best they are worse than the ones in arena even.
The character system was a bit more interesting, because you had more freedom with perks/traits and stuff like that.
But they promised so much and delivered so little of that. I remember dreaming about owning ships and sailing around the world - but all they did was make a tiny "ship area" and all you could do with it was store some loot.
Beth never really made a thoroughly consistent experience - except perhaps for Redguard, which incidentally is probably the least ambitious of their games.
If only they'd hire some decent game designers and writers - and I think the games could be truly great, and not just sell a huge amount of copies.
May 28th, 2009, 12:02
Originally Posted by zakhalAmen to your last sentence. I'm pretty sure that they just look at their sales figures and conclude that "what we've done so far works".
The whole "huge autogenerated world" has always been major part of TES. Hopefully they have seen by now that it doesnt work. The world doesnt have any depth. Bad thing is the series have sold well so they might not change this.
May 28th, 2009, 12:04
Originally Posted by ZaleukosYeah, and from their perspective that IS total success. Obviously, sales figures translate to that directly.
Amen to your last sentence. I'm pretty sure that they just look at their sales figures and conclude that "what we've done so far works".![]()
Sad for the minority, but otherwise I guess it works as intended.
May 28th, 2009, 12:28
Originally Posted by DArtagnanThat reminds me that I really need to finish putting together that retrospective/review I started on Battlespire… last year? Good grief. I hate crunch mode.
Battlespire 2: This time, it might actually run on current hardware
—
Hammer, anvil, forge and fire,
chase away the hoofed liar.
Roof and doorway, block and beam,
chase the Trickster from our dream.
Hammer, anvil, forge and fire,
chase away the hoofed liar.
Roof and doorway, block and beam,
chase the Trickster from our dream.
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