#elder-scrolls-general-chat
1 messages · Page 31 of 1
I don't have an Nvidia GPU so I can't fiddle around with it in RTX Remix.
I read the steam beta update announcement and wanted to join beta. But when I click properties for oblivion remastered & then betas it only shows “None”
Oh it doesn’t start until tomorrow lol
says it wont be in til tomorrow
Don't think you'd be able to anyway, I don't think Remix would support 3DFX's Glide API or the game's software renderer.
Hope it doesn’t break upscaling & AA like the game pass patch did that time 😂
You know what, I'll make it my first project.
I've been taking the time to learn C++ the past 6 months.
...look at the video. It's using a fork of an open-source engine recreation called OpenLara.
However a forum post here says you can use nGlide to convert 3DFX's API to DX9, then use Remix to convert it to Vulkan - so if that unholy mess chain works it'd be legendary for Redguard
I keep telling myself this is going to fun. It's probably going to be a year before I finish.
We were robbed of the sequel that would take place in Elsweyr
Paradise Sugar would've been awesome
Wasn't it the Eye of Argonia?
Redguard is great in terms of story, but its controls suck.
There were two ideas, but I believe only Eye of Argonia ever made it further than a concept.
IIRC, Eye of Argonia gets referenced in Tribunal
Yeah, Trels Varis makes a reference to it.
Well, technically, the Nerevarine references it to him.
TRELS: "What are you doing here? And may I suggest you make your answer very clear, because this office and what we do here is a well-kept-secret. And we wish to keep it a secret, even if it means that you do not leave here alive."
Nerevarine: I'm looking for the Eye of Argonia.
a
Nightdive announcement official release date for SiN Reloaded ?
https://store.steampowered.com/app/632950/SiN_Reloaded/?curator_clanid=5644295
AUGUST 1ST UPDATE: Hey everyone! You may have noticed that there have not been any updates on SiN: Reloaded in quite some time and there’s a good reason for that. As we've been focusing on other projects that exceeded the expected period of development due to reasons that have been stated several times until now, this unfortunately had an imp…
To be announced
Idk how it would be done. But as a mod or even fan animation. I'd love to see TES characters vs. Fallout characters. Magic blasting off everywhere, mini-nukes dropping..
I'm surprised no enterprising modder has made a crossover mod based on this honestly
Disappointed that we still don’t have the follower bug fixed.
Look, it's 2025. You should be content that Dragons fly the right way round in Skyrim
Not talking about Skyrim
Not always, i got a clip where I was riding the dragon and it bugged through the map
I was making a joke about bug fixes, not really citing a particular game.
Nice joke, was hilarious
You were replying to me, who was talking about KON followers.
Backwards flying dragons were simply the most clearly obvious bug that I could think of over the last 30 years.
Aside from slipping through asset seams and falling through the world, that's been a problem since Morrowind.
Agreed
I can't for the life of me figure out WHY either. Even other games with the Netimerse Engine didn't have that problem, and it's migrated with Bethesda across 2 additional engines.
It was a permant April fools prank lol
Like the Giant Space Program, it was just so funny they left it in deliberately
Akatosh has a sense of humor ¯_(ツ)_/¯
Yup
I still remember my first time, then the following times were intentional cause it was hilarious
He also has a great sense of time
It's probably lag
Or rubber banding, same thing that happens in racing games
Could do it either way, Fallout platform you walk into a TES reality locked away in a vault (or virtual like how they did the Chinese invasion sim in F3) -OR- TES platform you walk into a Fallout reality in a realm.
Huh, flying dragon races?
Yeah. Rubberbanding happens if the game wants something in a specific area as quick as possible so it often appears like they're sliding back or forward off-sync with the animation. It happens outside of racing games too.
It's hard to explain, i wish i had some video example of it
If they won't bring back telekinesis, maybe portaling as a substitute? You know input item into portal, output over someone's head. And let gravity take care the rest. Maybe even teleport a bandit or yourself.
Though it would be even more fun to have both, telekinesis and teleporting.
I would basically like every spell effect we've ever had back + new ones
Telekinesis just needs better implementation
It's a crime you can't throw switches with it through a gate for example
Or 'catch' doors
Or throw things (and do damage)
Fr my friend, fr. There's so many inventive, fun things to do with it!
Got a group of enemies in front of you and a large object nearby? Time to go bowling!
This one might be a bit of a reach, but I'd love to be able to pull a star right out of the sky onto someone's head.
And ik I've seen it in mods, but beams spells would be cool, especially when you're testing yours against another mage
https://media.tenor.com/zzagSRf9HPIAAAAM/godzilla.gif
Telekinesis must have a purpose. It was almost useless in tes. They have to make it work in fights. For example throwing items must deal big damage, comparable to two handed weapon. Or player should be able to pull enemies like vampire lord
Ah yes, you said the same
That's a general problem across the franchise with utility magic. If it's not doing damage or healing, Magic Effects have been kinda useless.
Except for Feather, which basically becomes mandatory
But that's symptomatic of wider game design issues, and not so much with magic directly.
finally some announcement and a first part of the patch ❤️
I will hold off till the performance patch, but i am glad we are heard.
Just make it how telekinesis worked in Morrowind it's quite simple but effective in Morrowind. Allows you to dodge traps by lock picking from very far away
In oblivion I think its intended to have that purpose of throwing items at your enemy. Idk how well it worked in theory though
a
Hey i'd need help with teso's dlc can u help me
I think it would be cool if we could add the ability to stop arrows and/or turn them around to fire back using Telekinesis
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Ultimately, making utility spells more useful requires making the world more deadly and inconvenient and maybe more realistic by default. If drowning was the threat it represented in reality (particularly if you decide to swim across a lake in full ebony armor or something), then water breathing/walking would be critical, or else water would be about as lethal an obstacle as it is for a platformer character. Same for slowfall and the realistic likelihood of taking falling damage in dark caves, steep hills, and crumbling ruins. If fast travel didn't bypass all enemy encounters and/or time passing actually mattered for completing quests and just existing and surviving required some cost over time, then teleportation would be a major boon, even if you weren't just noping out of bad combat situations. If caves inhabited only by monsters were pitch black and didn't randomly have eternally burning torches and candles for convenience, then light spells or night eye would be very useful, especially for adventures who don't want to dedicate one hand to a torch. If residents of inhabited caves actually had keys for their chests, then Detect Key could save some lockpicks. There are lots of ways for telekinesis to made more useful. At any rate, a key is only useful if you add a lock for it, same for utility magic and environmental problems to overcome. I do wish that magic, in general, was more flexible and made to work well with freeform environmental puzzles and manipulation. Mages are supposed to be the "smart" characters, so using a smaller set of abilities very tactically and situationally seems more fitting for the archetype.
Oh, absolutely.
It's not exactly a Bethesda problem either. It's an industry wide thing. RPGs are simply not designed in such a way to make utility spells really useful. That problem is industry wide..
If you go back in time a bit, some quality of life was within the utility spells themselves. Mark and Recall, or Almsivi Intervention for example were teleportation spells in Morrowind where Fast Travel was very limited.
Then things like Levitation for example were not present in games like Skyrim or Oblivion because of the problems they presented with the technology and how we load into game cells.
However games like Baldur's Gate have shown us you can have a design space where utility spells do come in handy (Create Water, Silence, Detect Thoughts, Speak with Animal, Speak with Dead, Disguise Self, etc).
Utility spells can work in modern games but it's going to take a little of going against the grain in an industry that's become obsessed with comfort and accessibility.
That's a good point
Based
Well, the thing is most games don't even have utility magic so they are not trying to do it. While elder scrolls has these spells but they can't be used properly. They removed a lot of useless stuff from magic in skyrim though, but they forgot to add something interesting instead of it
Bioshock did it fairly well although yes it's not a full blown rpg
Yes, immersive games have very good use of magic because you can interact with the world using it. Baldur's gate is the best example in this case
BG isn't really an immersive sim tho
Only because it's in turn party game. But it has all the other immersive sim fearures
I'd say it's more of a normal rpg with immersive sim elements
Same way Bioshock was an immersive sim with some rpg elements
What does that have to do with the discussion though. The argument that it's very doable still applies. I cited Morrowind specifically for that purpose as well.
As for Bethesda. I think Starfield's powers were really well handled
Incredibly boring to acquire but the powers themselves were very cool.
Ye. They make use of the environment well.
If they can expand on that in ES6's magic that'll be cool
Isn't it Friday night?
This server was more busy during the usual working hours(9-5) here in the US.
Tbh that goes for all time zones here when they have those hours.
I'll get back to oblivion remastered in the the morning.
My only complaint is that there isn't really a way to build for it once you unlock them. There should have been an entirely new perk tree for it.
Other than that, it's lowkey the reason I liked Starfield
i wasnt expecting updates on the oblivion remastered tbh
Where’s my post that was on here last night
Falling AAAAA uugh overreacts and looks around
Where am I?
Did my post get deleted is that why I don’t see it anymore and why bots would you answer me
As per rules we do not allow rumours or misinformation, this includes posting about apparent insider leaks
Oh sorry I guess I didn’t know about the last part sorry
No problem, thanks for understanding 😁
I didn’t get into too much trouble did I and if I ever post something like that again just delete it I won’t care
Nope, not in any trouble! Just letting you know for the future
True enough.
But even then, a lot of utility spells even in Morrowind were basically rubbish. Drain spells had no real function except for on the player, because star scaling didn't work the same on NPCs.
Corrode had no value outside of combat, because it only worked on equipment. And even in combat it was basically useless because Durability in TES has always been handled like hot garbage.
Charm spells, across the board, have been rubbish, resorting to flat mind control which has no real value beyond creating disposable minions. (Though on the Tabletop, good GM/DMs can easily sidestep the stupidity of the spells).
You are right though, BG3 (and to an extent Bioshock, I didn't miss you @dim reef ) have shown that it definitely is possible.
But doing so requires a greater focus on the world and non-combat activities. Which have always been secondary concerns in Bethesda games.
You never know with them. They might focus on it.
I mean Starfield has some really decent parkour which i never expected to find in a bethesda game
That's actually something I'm hoping for in ES6.
More vertical level design that utilizes the parkour system more
Yeah. Starfield at least seems to have tried to go back to open cities, which is a major improvement over their design since Oblivion. So we may see a return of things like Levitation and Climbing.
Though, I'm a bit of a radical... I don't want traditional levitation. I want Starfield micrograv as levitation..
Same. I hope they keep building on what they have, adding more moves like rolling, swinging, vaulting, wall running, etc. I kinda feel like if I max out the game's equivalent of athletics and acrobatics, I should be navigating the map like I'm a character in Naruto. Hopefully climbing comes back too. Maybe add some rope arrows.
I want open cities to be back, sure, but please don't copy Starfield's method... Argh. I prefer my smaller, and cozier, cities that has only named NPCs with proper schedules.
You and I both. The blank drones taking up space make cities feel so artificial
Like a creepy 80s animatronic show, rather than a living city.
Plus, no schedules for the named NPCs.
I get that was a thing for older titles, like Daggerfall or Morrowind... But having those improvements in other titles from Oblivion to Fallout 4 is really nice for the immersion, and seeing them get canned in Starfield is just owch.
You're missing the point. Starfield had open cities but that wasn't a flaw. All the hundreds of world spaces(Planets rather) spread out the locations to visit which is very different to the Bethesda RPG experience.
TLDR: Lots of Planets.
The open cities weren't a flaw. The poor NPC integration was.
to any of the bethesda guys , can you make please Oblivion in VR? Or the new one Elder scroll 6 please also make it in VR the tech is there so you can use it
why is that not good?itwoud be super to have this also in vr
Some people just don't like VR. And people can be quite forceful when they don't like something.
The new elder scrolls probably will be ported to VR. It's not for me but some might play it
I know I'm guilty of that sometimes.
VR isn't my cup of tea. It's too much for me to handle due to autism
But some gamers may enjoy it tbf
Ready for TES VI?
Atleast 1-2 more years I'd wager
But we may get a cgi trailer today. Who knows
Maybe reveal the main theme, story ideas and map?
Hi everyone
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I'd be happy with just a title reveal so people can stop arguing if it takes place in Hammerfell or not
I'm an Elsweyr believer but I know it ain't happening
What if it's both 
no
🙏
Sooooo. We expecting anything today for elder scrolls 6 lmao.
What will happen on June 18? TESO was shown at Xbox Games Showcase 2025
I believe some add on to the main storyline is being released for ESO as a DLC
There's an outside chance
or a DLC release for consoles
Something like that yeah
It can be seen on the marketplace for consoles anyway. Idk much more than that about it
So no elder scrolls 6 I’m guessing
This showcase is already great so I wouldn't mind
Here we go, one more thing
This might be it
Nevermind, something else
I expected it, still would've been cool tho
Is their any other big gaming showcases or conventions this year where it could be announced
If I was them I'd have capitalised on the success of the OBR and showed another teaser, but I don't work in games marketing so who knows
For me it’s been kind of a tame week for game announcements.
Just the game awards, can't remember if Xbox historically have showed up there
The more I think about it the more I think they’ll pull a Fallout 4
They’re gonna announce it the same year the game releases I mean
wasted an hour of my life at this showcase to see games that already been released
🎣
I’m gonna be 30 by the time this game drops 😭
I waited for Cyberpunk since it's 2013 and I thought that wait was extreme
TESVI wait is easily the wildest in gaming history, hope it delivers
It’s not gonna deliver
I’ve lost a lot of faith in Bethesda after Starfield
I feel the more we wait the higher the expectations
It won’t be able to meet the game we have in our heads
To devs, have trouble with mission for thieves guild. Ahdarji’s Heirloom. The hand maid stuck on road and can’t see her.
Nothing at the Pc Games Showcase ?
Is there even an inkling on whenever it’ll release ?
Big companies don't reveal games at the PC Games Showcase anymore, just indie and AA devs
Damn
I think it’s it’s annoying is all. Every year we get our hopes up and every year their dashed
Bethesda on average take around 4 years between their games since Fallout 3, Starfield released in 2023 so earliest TESVI could come out is 2027
I got an XBox cos two years cos I wanted to play the new elder scrolls on it lmao 😭
Oh Joy
Lmao I'm sure a lot of people did, now TESVI will almost certainly release on PS5 day 1
Lmao. No mods tho. Cos Sony are dumbasses
Sorry about being miserable btw. It’s just annoying is all.
Yeah I get the frustration, games are simply taking way to long to make nowadays
Children who were born when Skyrim released will be darn-near old enough to vote by the time TESVI comes out
Skyrim was the first game I got with my own money I was 14
I’m 28 now
If ur estimation is right im gonna be 30 by the time it comes out.
They were feeding Fallout fans for the last decade.
Now they're turning to the ES side
Pfffft, that's young yet. I was older than that when Morrowind came out, lol.
I think it was a mistake honestly to announce it in 2018 cos now it just got me feeling like this
They're like that.
Remember Starfield saying "in work for 25 years" when it was in active dev for 5 years
I’m feeling old tho 😭
I’ll be almost 30 by then too 😭
I hope ur right man. I really hope so.
I'll be either 21 or 22 if the game comes out in 2026 or 27
Starfield took longer because of covid, the engine upgrade and the sheer scale of planets. I don't think ES will take that long
Man how old were you when Skyrim came out
Just born?
Was it 2011 when Skyrim came out or 13?
2011
Then i was 6
I was 10
Elder Scrolls 6 releasing in 2026 does feel right.
Wee babies indeed
If not 2026 then definitely 2027
Unless another pandemic starts or we all die horrifically
No fallout 5 until way after elder scrolls 6 too I feel 😪
If it’s not out by then I may actually go crazy
sometime from 2026-2030(30 would be the most cynical prediction).
It's actually wild we might get Half Life 3 before ES6
Matty Plays had this thing of a Guy with Xbox sources who said they’ve been hearing more and more about the game recently. Like inside Buzz that more details are being shared and jazz
Happy 7 year anniversary to the ES6 announcement trailer!!!
So that gives me some modicum of hope
If they wouldnt make starfield and f76 we could already have The Elder Scrolls VII
And fallout 5
They were trying different things
Look I applaud them for attempting a new IP.
No dev team wants to make the same kind of game just because the higher ups wants to make a quick profit. Imagine how the devs making Call of Duty every freaken year or two feel.
Is there any other event that Bethesda showcase es6
That first, bitter taste of that most terrible illusion; Hope.
I don't think they can go any lower than the catastrophe that was FO76's launch.
They somehow survived that and like nothing happened. SF still sold millions
Nah. Every single Bethesda game has been lambasted by 'Fans' for almost 30 years.
Even now.
Look how good the Oblivion remaster did when just last year everyone was mad at them for Starfield being mid
76's narrative about automation in particular is really relatable today
Just occured to me while mowing the grass, I hope they juice up horseback combat more. I'm talking riding full speed with a spear and impaling them like a sausage on a pitchfork, carrying them a distance before ejecting them off it.
Wouldn't mind flying combat as well. Like in Skyrim, duking it out with another dragonborn riding a dragon in mid-air.
Lets get back on topic please, if you would like to discuss other games use #off-topic - thanks!
Would be cool if we could use anything we can equip as a weapon too. Smashing someone in the face with a cup or a fish, even a 
Also, should we be able to get our own cart since we get horses? For transporting large quantities of goods (with or without you) and makeshift merchanting on the road (assuming we can open shops)?
if they cut the grindiness a bit by making raw materials easier to acquire, I would be into them bringing back some of the house building mechanics from hearthfire (and smithing of course) with aid of a card to help you lug your bajillion items across the map
if the sound design of the horse and cart is fire then i'd haul ass across the map all day
Yeah, i said it many times. They must bring some use to their physics. Like whats the point to be able to move every object if it doesnt do anything? They should do it like in Dark messiah, Prey or bg3. Every object is a weapon
Right, first off... Messages from Dyno remind me of how we used to joke about never seeing anyone from the Computer Sciences program in Formal Writing classes. Even the Hard Sciences had to learn how to format papers, but the coders and techies never did and it shows. Just a chunky wall of text that makes the eyes cry out in pain.
Second, per improvised weapons. That is more of an animation thing than a raw practicality thing, I think. Animating objects to be held and swung requires either a robust base system, or individual animations for every individual piece of clutter. Which can get difficult.
I DO think there is definitely some room for that though, but it would require a more well defined and mechanically solid Physics System to account for. Because as it is, physics in Bethesda games is less true Physics, and more Flat Earth Physics (down is down because down).
I think a wider issue with mounted combat stems from reaction times and speed.
Pole-based cavalry combat is basically a point and charge format. There's not a whole lot of reaction time needed, so long as you're in the right general direction.
But other weapons, like swords, maces, etc are far more complicated to use and mechanically orient on horseback. timing gets wonky and then you need to be really generous with hitboxes because you can't control the players posture like you can in real life, etc.
And then you have mounted combat, which is even weirder. Unless you give the horse Tank Controls, controling the independent facing of the horse and the rider is a difficult challenge to address.
In all honesty, I don't know any game that's really done mounted combat well. Competently, sure, but not well.
If I remember, it was possible to sort of do this in Oblivion by z-grabbing the swinging spike traps and raising them up to fall back down on enemies.
It's more of an exploit than an actual mechanic but it was pretty cool to try.
Yeah, but that was less to do with the actual physics, and more to do with damage triggers on contact.
Skyrim did some of the same, where you could swing some traps and even rocks at enemies, and they'd take damage in contact. But it was an activated interaction, and wasn't dependent on how fast they were moving, mass, etc.
In fact, you can sometimes cause it to trigger just walking through such obsticals.
One of the changes I didn't like going from Oblivion to Skyrim was that you could no longer grab non-item, non-interactable world objects like carts and rubble.
What.
I've dragged carts around in Skyrim, I'm pretty sure.
If there's a way to do it, please let me know.
You CAN, but they weight modifiers dr a lot higher in Skyrim, so everything is much harder to move. Even bodies.
If memory serves, you just hold the interaction-key (E by default, I think) and you can do it.
It's way harder in Skyrim than in Oblivion though.
Yeah, thats how you do it
Hiding bodies in skyrim is tough work
I hated how difficult it was to move bodies in Skyrim
They need to implement being able to pick up bodies like games with modern stealth systems have for TESVI
.
Reminder to please be appropriate.
I know you can move bodies, items, and certain containers like the corpses in Meridia's temple but I don't ever remember the "e" key being able to move non interactable stuff like rubble, logs, or carts.
If I recall that's to do with their weapons. if you pick up their weapons they're much easier to move.
As it's the loose stuff that makes them hard to move.
I've moved bodies before so I knew about that. Sometimes they are really hard to move. I like doing it...even if its a bit silly.
Usually I feel it's something the more "sneaky" characters would do. So I think it'd be cool if there was a power or ability you can get from the Thieves Guild that basically allows you to summon Death's shadows or just shadows, reaching up from the ground and pulling the body back down into the ground, disappearing the body for you.
Like in the film Ghost?
Part of the irrelevance of moving bodies is the superficial detection states in TES. NPCs don't generally react to dead bodies, only active events within their detection range.
So unlike, say, Thief, there's no point moving a body because the game doesn't actually recognise there's a corpse there and the AI doesn't adapt to it.
Or summon a plague of rats to eat the body Dishonored-style
They should adapt then
Bethesda ows arkane, who made one of the best stealth games ever. They can ask them how to do it
i kinda like that in TES, you can genuinely interpret installing mods and using the console as using CHIM
it all makes sense in universe, ||even the weird mods||
I really want to return to the clockwork city in a dlc at some point
You can also interpret yourself as the Godhead
Not the Micheal kirkbride schizophrenic writing
Lmao
I like the weird stuff and I kind of hope they lean into it more in the future. But it seems to me I once saw an interview with Todd da Godd where he said he didn't want the world to be too fantastical because above all Tamriel needed to feel like a place where people could live mundane lives in addition to having grand adventures, or something to that effect. So I doubt the series will ever go full MK.
I agree, but make the weird stuff kinda hard to find, so it feels like everything is normal but in the depths theres some weirdness lurking
Yeah, that's really the best way to do it. Helps retain a sense of mystery.
Fantastical is fine its a Fantasy world after all and I think MK stuff can be very convoluted and contradictory. Unless you mean the sci-fi stuff then yeah less of that
I liked some of his stuff till he introduced his Godhead bs. I personally hated that nonsense. The series will never go full Kirkbride and I'm glad.
Not all lore needs to be understood by everyone
I kinda like all the pseudo-gnostic metaphysics and dialectics of myth or whatever kirkbride put in
It's really REALLY cool and next to no other fantasy series even in literature really dedicate to these particular story notes
contradiction, confusion, and obscurity define metaphysics, spirituality, and myth of our real world
why does everything need to be neat, with a nice bow ontop?
and, the good thing is, you don't have to engage with this part of the lore to appreciate or enjoy any of the games
but for me, it brings my mind back to elder srolls wayyyyy more than it would otherwise
Yeah, Kirkbride's interest in and knowledge of comparative religion really enriches his world-building.
Not to mention esotericism
most world-building in fantasy unfortunately really is allegory or direct rips of real world cultures and religions with different names and aesthetics
mind you, elder scrolls has its examples of that as well
but i struggle to think of a fantasy series that bases its system metaphysics/gods around continental german philosophy and freaking gnostics lmao
like, i'm not gonna pretend i full understand it
i'm not some expert or insanely well read in philosphy and esotericism
but i can REALLY appreciate, that my interest in elder scrolls lore fundamentally forces me to tangle with these real uber-complicated concepts lol
for me, something I liked a lot about the presentation of a lot of the lore is that they are typically diagetic and thus follow the same pitfalls of real world historical writings - there is no omniscient narrator with universal truth and there's often no clear indication of which (if any) of the viewpoints presented about something are 100% correct. What I dislike about Kirkbride's stuff is he seems to step outside of that - or at least fans treat his writing as outside of that - i.e. his deep lore presents an objective truth about the world instead of the unreliable narrators found across the lore.
In an an rpg, emphasis on role play, context, I enjoy being able to discover and decide things myself - come to my own conclusions about which history books most accurately convey the history of the world
I've never found anything wrong with the Godhead stuff. It's pretty basic Gnostic stuff.
My problem is more with his later independent contributions, and his tendency to lean into 'There is no Canon'. Which is utter nonsense.
I do think that TES as a whole has fundamentally gotten worse since his departure though, and the lack of understanding or interest in philosophy, mythology and theology has actively hurt the setting. To the point where I think it's basically irreparable now.
Even when they try to do Philosophy now, it's not great .
But, my opinion of the setting has tanked sufficiently over the last few years, and I get in enough trouble talking about that, that I won't say any more.
More to practical matters... They really should.
The AI in the games is actually not great in this regard. That sort of behaviour isn't new. Thief literally did so in 1998. GTA has been using variable detection states since III.
Stealth, in Bethesda games in general, has always been kinda bad.
Now, in Bethesda's defense, their AI is doing a lot of OTHER things. These aren't specifically Stealth games, so there's always a prioritisation of time and resources to every activity.
You can't do everything well, when you're trying to do so many things.
Ever read C0DA? It's ridiculous.
I just rather it not be convoluted(MK levels of convoluted). I'm generally open minded when it comes to lore but if I find something I dislike, I will say something.
Esoteric knowledge is not something all people are ready for.
But the great thing is you can ignore it because it doesn't really affect the world in any way that the player engages with it. It only grants a deeper understanding to those who seek it.
But why do we always end up talking about lore topics in this chat?
Because lore is ultimately more approachable for people than mechanics and the nitty gritty of game design.
Storytelling is what humans do. It's natural to us. Even those of us that aren't good at it.
The finer points of game design and mechanical loops? Not so much
Since it's been seven years since the announcement, I hope es6 is good.
Imo, bethesda feels too safe, which gets boring
I've been trying to support new IPs for that reason.
Lots of different fantasy rpgs is good for everyone. Small devs can take bigger risks than Beth can
But the great thing about TES is the generous mod support
So you get this blend of a big budget RP yet with innovative elements introduced by individual modders or small modding teams
If you play PC, at least
My impression is exactly the opposite. I'm continually amazed at how almost recklessly willing Bethesda is to take serious risks with each new game, eliminating traditional attributes in Skyrim, traditional skills in Fallout 4, experimenting for the first time with online play in Fallout 76, abandoning hand-crafted landscapes for updated Daggerfall-style random generation in Starfield, ect. To me, none of this is "safe." Safe, to me, is pumping out the same game every years with improved graphics, as we have seen certain other studios do. We may not like Bethesda's willingness to experiment with each game, but I think it is incorrect to accuse them of playing it safe.
Accuse seems too strong a word, they were just stating their opinion.
I get watchu mean Bethesda games make too little changes for how much time spans between each one of them.
But at the same time they’re technically different from each one, just not to the extent you may expect with other game series
It's safe in terms of moral options
Technically they didn't really eliminate traditional skills in FO4. They just merged them with perks.
It still works by and large the same
Putting 14 points into small guns in FO3 is the same as putting one star in Gunslinger in 4
New for BGS maybe, but a lot of their innovations are just chasing fads in the gaming industry I think
That's what everyone does. Baldur's Gate 3 doesn't do anything revolutionary. It's simply a well made rpg comprising every good rpg element from before
I think at this point. There's nothing left to Innovate, we've already innovated everything.
All we can do now is expand and improve upon what exists
I was not a fan. I did not like the fighting style. I think divinity original sin was better
Fair but my point is it doesn't do anything brand new. It simply tries expanding on rpg mechanics that have existed before
As i said. We are at a point where there's not much left to innovate.
Hello guys
Feels to me like a lot of fantasy is moving towards a lighter tone in the last decade.
Unfortunately
I'll admit that I liked that Starfield's factions felt relatively morally "safe", largely because being grimdark to the point of comedic satire (Helldivers, Lethal Company, Warhammer 40k, every single cyberpunk-inspired piece of media) is such a big trend in sci-fi games nowadays.
50/50 would be better. Like skyrim, having guilds that are morally bad like thieves and dark brotherhood. And having options to kill many people. Best thing we got to starfield is crimson fleet, and even then, the fleet feels very tame. Don't want them all to be dark satire stuff, but the option is nice. Like fonv, you got the taxes faction, slavery faction, and the f you all faction
Idk if the crimson fleet is thaaat tame. I mean it definitely involves murder, murder for hire, smuggling, drugs, contraband including bioweapons/war crimes, it might not be super in your face about it but it’s there
Speaking of being able to end the bad guilds, I wish in SF we could turn in the contraband to the police or something
I don't really believe that(Every fantasy turning light that is). I think avoiding turning into Grim dark is good(Well the WH40k dark that is).
It's all so tame, it's just boring. Compare Fallout 3 & NV to Fallout 4 and you'll know the road we are taking.
Those aren't fantasys(They are post apocalypses)
When Bethesda tries to deliberately go not safe, morally, you get nonsense like The Dark Brotherhood.
No thanks..
Or worse, the Legion in New Vegas, which is just edgy evil to the point of not actually being able to function outside of of device.
I have a generally low opinion of narratives that TRY to push moral greyness though. Because they inevitably fail, in my opinion.
They either rely on not giving you enough information to make a decision so they can rugpull you with the cknsequences (The Witcher) downplay outright atrocious actions and piss poor justifications for the sake of drama (Warcraft) or go comically over the top to the point of tacky (Dark Brotherhood).
Maybe I'm just too solid in my moral principles to see the attempts at nuance.
#VaeVictusDidNothjnfWrong.
Well, at least not until he was in prison...
I'm just a bit tired of black and white bad guys. Moral greyness even with a technical good side is still better than nothing. GoT did this well for a while where even the good guys do bad things. Also it's just kind of fun to be bad sometimes and actually have both sides fleshed out.
I wasn't directly responding to you but more adding to the ongoing conversation. Yes they are different worlds but i was referring to the stories that are told in those worlds. They are much more kid friendly in newer titles.
I would not call Fallout 4 kid friendly, not to mention its gore.
Well... GoT did it well, until it ran out of source material.
Though the shock over Daenerys' transition always makes me laugh. Like, that was telegraphed from season ONE...
I'd also disagree in general though. Bethesda's stories have gotten MORE mature over the last decade.
Oblivion was hands down the low point, as it was for basically everything, but we've gotten a lot more at least attempts at being thought provoking and dealing with deeper topics from them since.
Does anyone even drop the F bomb in Fallout 4?
Kids are pretty use to gore and i wouldn't really call that adult unless it for horrors sake or gratuitous. Super mutants with their gore sacks are probably the closest to teetering on adult gore.
I think so? Though, and I say this as a former sailor who swears like one in real life...
I find games leaning on F-bombs to sound nature just sound tacky..
I could comment on social issues there, but this isn't the place.
But yeah, like... Wild Hunt and all its swearing, nudity, and attempts at being over the top?
That wasn't maturity. That was an angsty teenager trying to sound grown up, but just showing how immature they actually were.
You either see it or you don't I suppose. I would expect people in a wasteland to speak like a sailor or close to. Etiquette has gone out the window and they probably face death almost everyday. In older games i also found they speak like the player thinks in there head. No one gives a stuff about each other and they aren't afraid to say it.
Let's keep this chat focused on the Elder Scrolls games please
And I'd expect people in a fantasy setting to speak a diverse range of languages and dialects, and you'd barely be able to understand people from a few towns over.
Would anyone actually play TES of they spoke realistically? No. Because you'd have no idea what was going on.
They still usually find a common tongue such as English in this case.
And English didn't work the way people think in the past.
For MOST speakers, regional dialects and heavy accents made communication between distant communities very difficult.
Leaders, nobles and traders typically learned and spoke more standardized dialects with more consistency, because they had to interact with people from further afield.
But the standardized communication we recognise today was a later, largely post-enlightenment phenomenon. The Medieval world was far, far different.
Well it gets a bit tricky when we directly compare a fantasy world with magic to our own and how it developed.
Even when it directly translates, idioms, profanity and slang changed dramatically.
Reading Shakespeare in modern English, compared to period English, is a fundamentally different experience.
For one we only have one species that can communicate with words.
My point is, I wouldn't expect people in a fantasy setting to speak like us. And expecting them to is, in my opinion, just leaning on the immaturity that you're opposed to.
You're literally relying on the same thing your complaining about.
I'm also talking about a fact in the game that they speak English.
I wouldn't expect the Dwemer and Aylied to speak English as their native tongue even though one learned it.
The way of speech is secondary to the subject matter being spoken about.
And in this regard, TES in particular has improved, at least a little.
Skyrim for instance included subject matter that we literally are not aloud to talk about here, because of the rules on subject matter. And ESO has been even better in that regard.
Oblivion had nothing of the sort.
Skyrim also at least TRIED to make you ask questions about right and wrong, and your role as a hero.
Oblivion was just a one dimensional, Divine Right Am Good Guise! story.
ikr i'm trying to end it.
Let's move on
Whatever. It's midnight, it's too late for this.
You have some good points no doubt.
Could things be better? Always.
But you can't let perfection get in the way of progress. Encourage MORE progress, but don't ignore what's already been made.
I like it when fantasy settings use fantasy slang and slurs, like Taffer or N'wah, rather than relying on f-bombs.
I could share some examples, but it'd quickly veer off-topic.
Ah right. I can't say that.
Eitherway.
I like that but i personally prefer when fantasy settings use modern slangs.
There's just something so hilarious about some knight dressed in full medieval armor saying something modern
There was an instance of some game recently (I don’t remember which) using the word “clout” and it really irked me
Well, in their defense... Clout has been around since the 1400s. And it's meant basically the same thing we mean by it, since the mid 1800s.
It's weirdest transition was going from cloth, to hitting something hard. From the latter, going to authority of credibility wasn't a big jump
We sorta run into a problem with pop culture and reality conflicting in our depictions of history and 'period' fantasy.
Because most people don't actually understand the past, and can't accurately relate to it. For instance, we think of a particular style when we think 'Egyptian'. But Egypt went through a LOT of phases over 3000 years.
Similarly, I remember a Making Of doc for God of War, where the art team talked about having to scrap all their early work because it didn't 'look' Greek. It was all based on historically accurate material, drawn from modern archaeology, but to the average person it didn't read as Greek. So where did they look for inspiration? It wasn't actually Greece, but the Golden Age movies ABOUT Greek Myths.
Yapaholic
A similar problem that crops up a lot, and has cropped up specifically to TES, is Gender. I remember, probably 2 or 3 years ago, there was a big stink in ESO about non-binary characters. There were a few vague ones, but I remember a Argonian being the main focus.
The primary argument was that, in a medieval world, that wouldn't be accepted. And they were forcing modern politics into the game.
However, even in English, there WERE three genders up until the mid-late 1700s. The Neuter Gender was a thing, used to describe masculine presenting females, and feminine presenting males.
Overall point being, unless you've got a degree in the period in question, chances are you're wrong about what it looks like, what they thought, and how they acted.
So basing your suspension of disbelief on that already wrong foundation, isn't a good start.
Especially in a setting where magic is real, and not just the ravings of madmen who have drunk too much arsenic trying to meet God. (Looking at you, Aquinas)
It's worth noting, though, the F-bomb is at least 1st century BCE Roman. And it's always been vulgarity for intercourse, up until WWI. So it WOULD technically be period accurate to a medieval fantasy.
Though I do vastly prefer Battlestar Galactica, Warhammer and Morrowind's approach.
Make up new words that are setting specific, if you really want to swear.
Oh, I'm sorry. Maybe this is more your speed;
TES6 NeWs WeN!?
I have no problem with non-binary characters in a fantasy medieval setting (such as the TES universe). However, if the developers had an NPC use the term "non-binary" in dialogue it would take me out of the game.
You must be a History or English teacher. Nothing against it you just seem very knowledgeable on the subject.
I used to think this way until Veilguard used the terms and realized it still fits more than I thought it did in a fantasy world. My personal feelings here of course.
Anthropology degree.
Despite going more for Archaeology, I ended up going down a Linguistic Anthro rabbit hole for a semester. Ultimately, credits are credits, but didn't really help with the broader focus I was aiming for.
Learned a lot though.
And this is one of those things where good worldbuilding stands out from bad. Or even passable.
Take Gender as an example. Despite the modern fury over it, MOST cultures have trinary gender systems. These are usually Masculine, Feminine, and Other, they don't go into more detail than that.
However, exceptions do exist. The most I'm aware of was 8, though I can't for the life of me remember the name of the people group.
And these systems all have their own words for their genders.
Good worldbuilding can blend these things in seamlessly by using bespoke vocabularies to fill in the holes, without having to lean on modern hot topic language.
I can’t think of 8, but Jewish culture historically had 7 genders listed in the Talmud.
Let's get back on topic please. We all know this conversation tends to get out of hand.
Of course, my couch-sitting tuber friend.
I don't think it's a problem if the lore of the franchise is entirely fictional with zero semblance of irl medieval times.
Dragon Age does it and it fits well
DA also has spiderman, superman and portal references since DAO.
So it fits that universe
Right, my point was to emphasize that, when worldbuilding, there are lots of influences one can draw on, since real world cultures have basically already solved all the worldbuilding problems that a writer could encounter.
Except one. The User.
And that end of things is just as complicated, because MOST users have no idea what they're talking about. They don't know what is period accurate, they don't know what history really was, and they don't really know how people thought or acted.
They know what their particular frame of reference is, and what revolves around that.
For instance, there's a reason Skyrim despite its window dressing, is nothing like early medieval nordic.
Because the actual Danish culture, from which Vikings were derived, is so far removed from what people THINK when they hear the word Viking, that it might as well be an entirely different influence.
So, when worldbuilding, you're always trying to juggle influences from real-world sources, and the inherent anachronistic perspective of the user.
And to be entirely honest, almost no one does this well. Not Bethesda, not BioWare, not Blizzard, not CDPR.
Be nice, dude.
It's fine, I just ignore them.
References are kinda different then actual talk about well yeah... I'm not gonna go deep in it to avoid Mod Wrath.
Yeah, it was probably not the best example to use. That one's on me.
Though, to their credit, I will give Bethesda this. They're one of the few that have gotten Egalitarian societies right
I think there's nothing wrong with deriving fictional settings from pop culture derived depictions of ancient cultures instead of more historically accurate ones.
The less a game prides itself on historical authenticity, the less they'll get raked over the coals for getting stuff "wrong".
For example, one of my favorite medieval movies is A Knight's Tale because it doesn't ever pretend to be even remotely historically accurate and revels in silly anachronisms.
Updated the game and now I'm stuttering every 30 sec lol (on PS5)
Oh absolutely. Which why, generally, I prefer just doing what you want to do.
How people talk, how they act, how they view things in detail doesn't need to fit into some narrow historical box. At least not in my mind.
Another great example is Prince of Egypt. Not getting into the biblical thing, but how the characters speak in that film bears absolutely no resemblance to Egypt during ANY period. It's pretty solidly 1990s speech. Still a fantastic movie.
So whether we're talking about the Thines and Thous of Daggerfall, or the more standard modern vernacular of Skyrim, it's never been a deal breaker for me.
Because I'm already disassociating the speech anyway, since there's no way any of these people would even be speaking English.
I mean…. If you watched it in Hebrew I’m not sure you’d think the same thing. And in English I still don’t think it’s “very 1990’s” sounding. It’s just English. The emotion and way they speak in the film is kind of universal, I don’t think it’s particularly out of place or anything
Well... Hebrew didn't exist when it's supposed to have taken place, so that'd be anachronistic anyway
The earliest forms of Hebrew did exist at that time
Though it's heavily anachronistic anyway, because the Exodus never actually occured.
I also wouldn't say it's universal. Because again, English 200 years ago was very different than English today, and even moreso 500 or 1000 years ago.
That difference in language was sorta my whole point.
Nah. Hebrew emerged in its earliest forms around 1000bce. It emerged out of the Semitic Canaan, with some Phoenician influences.
The Exodus is claimed to have happened between 1500 and 1200bce. At that time, there was no Hebrew as a structured language. It MAY have been a small regional dialect, but there's no actual evidence for that.
You can tell even in the English version they used language and a way of speaking to make it sound older, even biblical. I think calling the Prince of Egypt a good example of out of place language is crazy. Also you didn’t need to call the Bible a lie to make your point.
Earliest forms of Hebrew go back to 1250BC in some estimates, and the Exodus by some historians was at the exact same time.
It was right around the same time, by most accounts
Look, if you want me to dismantle the biblical narrative, I'm more than happy to take it to DMs. But I imagine you won't like that.
It's besides the point anyway, because you're still wrong.
You shouldn’t have said that, brought it up, etc
The English version was in modern formal English. This differs from formal English even 200 years ago. And it's radically different from Egyptian.
They used MODERN speech to convey the intended emotion and situation, which is perfectly fine.
Okay so now media has to be the exact language, dialect, wording, etc of the exact same time period and place otherwise it’s a “good example” of out of place language in a film. That’s crazy brother
Hell, we can even read Shakespeare in multiple different periods of English to convey different subtext.
Reading Shakespeare in the original English, compared to modern English, just based on how words are pronounced, has very different connotations.
In fact, if you read the complete Romeo and Juliet in the original English, it's actually more of a scathing criticism of young love, but that's a whole other topic.
My point, was that you can't lean on ACTUAL historical accuracy, because modern audiences don't live in that context. You need to adapt it to fit with the perspective and bias of the user.
So what you think is period accurate, or even actually is, is basically useless for conveying the actual intent you're going for.
Because languages, perspectives, and priorities change.
Your point, was entirely hypocritical of your multiple days long rant of this subject then. Very cool bro, thanks
I reiterated my point multiple times. If you didn't get it, that's on you.
But I'll make it very simple.
How characters speak, in game, is irrelevant to the maturity of the subject matter. Needing to cram it into a particular box to cater to a particular suspension of disbelief is, it's self, an immature way of looking at it. Because, 9 times out of 10, how you think it should sound is going to be wrong anyway.
It makes how something is said more important than what is being said. And that entirely misses the content.
No one in these games talks like you'd actually expect them to anyway. Because they're speaking English, for our sakes.
Friendly reminder to be respectful. If you do not get along with another user, you may block them.
in skyrim's thieves guild, there's this guy called rune
he was found as an orphan on a shipwreck by a fisherman, with the only notable object in his possession being a smooth stone with unknown writing on it
he spent his entire life trying to search for leads on this stone to figure out who the hell his parents were, going to the college of winterhold, hiring private investigators, etc., and always ended up empty handed
we can't actually see the stone at any point and this is all the information that is available to the player, though notably rune's race is imperial
this makes me think about the funniest possible option that's also plausible
he's a descendant of Uriel V whose parents tried to come back from akavir and died in the shipwreck
so he's a legitimate heir to the dragon throne but has no possible way of knowing it, and him being an imperial fits
Oooo that’s pretty interesting 
It wouldn't be a legitimate claim, given the change in dynasties since then and the end of the Covenant.
But I certainly like that idea better than the Grey Fox one from years back.
the grey fox one doesn't make a lot of sense imo as the curse of the cowl is explicitly broken in oblivion
Yeah, I always found it pretty sketchy to begin with. In order for the effects to work as required, Rune would have to be 200 years old.
And he ain't no Elf.
Not that anyone at Bethesda can even decide how long Elves are supposed to live anyway.
i think i'll adopt him being a descendant of uriel v as my headcanon
My favourite headcanon from back when I cared about such things, was that the Medes were descendants of Cuhlecain.
Tsaesci mother
I've been on the internet too long. Because my first thought was unmentionable slang.
If I recall, the cowl still works, just doesn't erase your real identity anymore.
yes
and it erasing your identity through the curse was the crux of that theory
which makes the theory not work as the curse was broken
Yeah, Rune's lack of identity, or record of anything to indicate a possible identity, would require the curse to still be in effect
Why are these scrolls so old
I be feeling like an elder scroll today 🥱
Old? stores information that could or could not be vital.... Or just paper that is laying down somewhere?
Right, probably should have expected that. I'll clean it up.
Silly Aedra, all Daedra know that the best way to record reality-engineering information is on clay tablets.
By the time the next one comes out, it'll be called "The Eldest Scrolls"... 🥁
The Senior Scrolls. The Ancient Scrolls. The Geriatric Scrolls
History is often written by the victors. To say anything is 100% historically accurate even from only a few hundred years ago is probably incorrect. A lot of it uses small amounts information and passed down knowledge/stories which is like a game of Chinese whispers.
That adage used to be largely true, yes. But reality is a lot more complicated, and you'd be surprised just how much history is written by the losers.
A major example i can't even go into, given the topic is sensitive to some people.
Morrowind, and the Dunmer, are probably a better example of it specific to TES.
The Empire was the victor. But the Dunmeri perspective from Morrowind was very clearly written by the vanquished. And spitefully so.
I was going to say that Elder Scrolls captures that unclear history quite well. It turns to us to decide what the truth is.
More often, it turns to us to cobble together some semblance of a history that makes sense, because it's not written with with any degree of planning or integration in mind.
The unreliable narrator is IMO used just a tad too much in ES. Not removed entirely just not to the point it usually is. I have no specifics but I want to make it clear not to overuse said trope.
My beef has always been using Scholarly Work to try and drive the Unreliable Narrator idea.
Which A: not what scholars do, and B: almost antagonistic towards academia
It does feel like a lot of the more epic moments in ES have no conclusion which can feel anticlimactic.
That's more a fundamental flaw with the 'Your Choices Matter' approach to storytelling. Especially when combined with Bethesda's characteristic refusal to force anything on your characters story.
I just wanna cast a spell and make it rain septims
if I ever dies of diabetes I need a snows elf addesed
Now they definitely won't be added
@nimble pond why did you ping all them lol
Annoying GIF deleted. Please use <@&842429330478071858> and link to a message so all moderators can see it more easily. :).
Oops! 😁
The family. Not the coins.
Is it possible for es6 to be at June 2026 and release Xbox showcase and coincide with next gen Xbox as a flagship game too
It's possible
I don't have an opinion on that.
they arent making a new console. they want to bring all games to all systems they arent gonna fund a new box when they can just focus all that time and money into perfecting the future of cloud structure and ease of use. i do think they saved any es6 updates for the 25th xbox anniversary show though. seems fitting to do it then where there's a massive spotlight on the show. would love if they just gave us the title though so we can spending the next 2 years discussing possibility of era and stories
im mainly just curious about how and if they are gonna include eso lore into the next game if it does take place after eso era. surely they could include books and stuff about it which is almost like free content they can borrow from zenimax but i know eso players would love to be playing es6 and come across something they were a part of in eso. of course they could always drop us before the eso era but something tells me that's not gonna happen
They'll probably wait to release Fable first before hyping up Tes6 again
I don't think we're getting anything this year
If it wasn't at Xbox's showcase it likely won't be anywhere else, even the game awards
That's what they indicated awhile back, but we're almost a year without a peep on it. May be cut loose after the middling response to shattered space.
Not that it's really relevant, as we're incredibly unlikely that we'll see any news of TES6 this year at least. And, and I think anything in 2026 is being incredibly optimistic.
Does anyone else get revisited by Bleak Mine Guards? I'm stuck in an endless loop right now with them telling me I'm living on borrowed time and .. something about breaking all over.
I have to be optimistic for 2026
Maybe July
Possible? Yes. Likely? Wouldn’t count on it
My favorite Bethesda people! When are you going to let me link my Elder Scrolls PC account with my XBOX account and use Play Anywhere on that?!?!?
Far more possible then this year.
I’m not counting on ES6 to be released nevertheless revealed in 3 years minimum
So imma have to bank on Oblivion remaster and Elder Scrolls Online to satisfy my ES cravings in the meanwhile
Creation engine 2 has made it easier to build a world in less time now that they are getting used to it I mean 3 years for starfield and it had over 1000 planets so building a world for es6 is probably way easier
It would be a pleasant surprise to be able to play ES6 in less than 3 years but I’m not hoping for it.
But hey, if Oblivion remaster can happen, I guess it’s not too far fetched to expect the aforementioned
Also they didn’t handle oblivion remastered another company did
yes yes but it happening at all seemed far fetched before.
Well it did so I'm not gonna rule out 2026...until well time passes. No expectations.
Both of them did. It was a joint effort
Indeed. It’s bonkers how many people think BGS was completely uninvolved in the remaster. I don’t know where this idea came from.
As for ES6. I think they should have enough to show something for 2026 even if it's a cgi trailer or just the title/main music reveal
Bethesda games usually take 3-4 years to develop. Starfield took longer because of covid + engine upgrade + 1000 planets.
I don't assume ES6 will take that long
Most good games with a large scale take 4+ years to develop these days. Hoping it takes less time than that would mostly involve cutting corners and rushing it out.
Not entirely. It depends on how well the development in managed, you can make large scale games in under 3-4 years.
Obsidian managed to push 3 AAA games this year alone. Two of them being quite big and one being somwhat smaller in scale
I wouldnt call Avowed a AAA game, maybe a AA+ at best and it wasn't on a large scale with many cut corners imo. Everyone's opinion of what is good enough will be different. I base my opinions on the best in the business and anything below that is most likely not worth my time.
Will it be as good as Witcher 3 & 4, Elden Ring or Kingdom Come Deliverance 2. That is where my bar is set.
If ES6 comes out and it's only as good as Avowed I would consider it a failure and worse than Skyrim.
This is a chat for single-player Elder Scrolls games developed by Bethesda Game Studios. Questions or comments concerning Elder Scrolls Online should be posted on the ZeniMax Online Studios forums. You can find their forums here: https://forums.elderscrollsonline.com/en
Avowed isn't a failure to be clear, I know its off topic mods but I had to say it.
It wasn't very good either though. We'd like ES6 to be significantly better than that
My only complaint with Avowed personally would be the writing. Normally I don't pay attention to dialogue but it was just so painfully mid I noticed. Everything else was pretty solid.
Yknow what I think TES games could benefit from? A NG+ that functions like Ratchet & Clank games where you can do a challenge mode & unlock more stuff. Better AI, not so crazy modifiers, etc
No need for NG+ I rather they just keep the openness they usually do. I did not care for SF's take on NG+(The alternate universes loop)
Starfield has a great NG+
True, I just think there should be a bit more incentive outside of doing the same 24 location marathon & seeing small changes
I would off the basis that every TES game feels like I hit the peak and then there's only a little bit of game left.
Sure, it's their first NG+ as far as I know? I could be wrong and usually am 🙂
Not sure myself but I do agree it was overall handled well. Hope to see at least something like it in every Bethesda game tbh
It isn't needed
I doubt TES VI will have NG+. There’s not a great way to work it into the fold like they could with Starfield.
*isn't needed for you
For me, that would add even more replayability & let me experience an endgame build for more of the game without needing console commands
Unfortunately so, kinda why I was thinking of Ratchet & Clank where NG+ is basically just a copied save slot with modifiers
Doesn't have to be immersive (even though that would be cool)
No its not needed. Past Bethesda games haven't needed NG+ to add to the game. Mods do that already to extend the game's lifespan. Some games just don't fit with NG+ either.
I know it's hard to grasp but some people play on consoles and don't own a pc, so they don't have access to mods.
Crazy huh?
Mods are great but they're not a valid argument for or against a feature lmao
Plus too, just because other games didn't have it, doesn't mean that it shouldn't exist.
If a feature makes a game overall better for some people while not impacting anybody else, then what exactly is the issue with having it?
But they do extend the lifespan of a game much like NG+ does for others. And your claim it makes the game better is hardly mattering considering the example you use is Starfield which basically makes you go to a complete different universe and once you go you can't go to your previous universe or continue to free roam in said game.
Also my argument is completely unrelated to Consoles(And besides Xbox can use mods, Playstation unfortunately but thats a Sony thing).
1] NG+ is an optional thing you can do in Starfield, and you can always save before engaging with the mechanic if that's not something you want.
2] Mods may extend the game, but not everybody wants to rely on content made by people who aren't the developers.
*3] Consoles matter, they account for a significant chunk of the player base. If anything, that just weakens the argument against it since console players are missing out on what PC can just add in.
Going back to what I was saying earlier, not everything has to be about immersion or finding a lore reason for NG+. It's neat but at the end of the day it's a video game. You're going through menus, loading screens, and fetch quests with big markers telling you exactly where it is.
The thing with NG+ in Starfield is the game doesn't really "end" if you refuse it.
It just stays in your questlog like "i can come back later"
I feel it should've been a hard choice if i refuse it
That's pretty much just Starfield in general. Plays it extremely safe when it comes to not missing out on content.
That's kinda what I've noticed about Oblivion that I liked. You can legit fail and bar yourself from half the content depending on how you go about things.
Not always. The rest of the quests have definitive choices. It's some areas like this that are really awkward
Bethesda does it a lot. You can't exactly get locked out of some content due to choices but thats entirely another design flaw unrelated to NG+
I think there are only two exceptions I can think of off hand, and one of them is related to the Crimson Fleet.
Side quests are a bit different but the faction quests are kinda where it matters
Nah. Faction quests are where most of the hard choices are. CF vs UC, Vanguard questline, Ryujin questline etc.
I didn't like how Skyrim had no ending either. There should've been a proper ending with credits and cutscenes like before and you can simply play post end like FO3's broken steel dlc.
The plot is ultimately the same regardless of your choice outside of Crimson Fleet. You had access to everywhere the factions had to offer with little to no consequence outside of specific NPCs taking over or staying in power.
It's not a dealbreaker but it just feels like you accomplished something big once the credits roll and the end cutscene plays
That's more what I'm referring to. You're not really feature/reward locked in most cases.
I've seen people complain about locking features. Most seem to want story consequences rather than gameplay locks
Personally for Starfield specifically I would've liked more dramatic gameplay differences since NG+ would be perfect for exploring them outside of fresh playthroughs
but it doesn't bother me much overall. I'll just not engage with certain questlines depending on the playthrough for the sake of character immersion
I personally hope they bring back proper endings and refusing quests
My main reason for suggesting NG+ for more Bethesda games is because I don't like that there's little game to enjoy once you build up to your end goal.
I'm practically the strongest Arch Mage ever but every single questline except for one completely unrelated to my playstyle is done. It would be nice to go back and do it all over but stronger.
Plus too I could get better items since I'd be an appropriate level.
Me when I sell out the Dark Brotherhood and killing specific members of the Companions, but nothing really happens at the end
Pfft, TES hasn't had proper endings since Daggerfall.
And I'm not sure you can say doing something that only appeared in a single game, is 'bringing' anything back
I think that was more in reference to Bethesda games as a whole rather than just TES
Because they did site Fallout 3 as a game that had a 'real ending' to it with Broken Steel
I don't mind NG+, but I think it's worth investing more into things like jobs, family, farming, real estate, businesses. A lot of this stuff you can really dive into in that same world after your questing is thru. After-activities where you can truly carve out a life of your own
Yeah, if they had a NG+ I doubt I'll use it
NG+ for Oblivion remaster would be neat.
Needing to make a new character to start over is tedious
Fallout 4 had multiple endings but i don't think it really made it better. It just made it shorter and you'd just end up reloading saves to play out the other sides.
obviously it’ll be optional so ppl who don’t like it don’t have to play it
Fallout 4 is a terrible game in general
This chat is for the discussion of the Elder Scrolls series. Feel free to discuss Fallout 4 in #fallout-4-chat
Man I ain't got time for all that that's what real life is for 💀
I'm here to sling spells, retrieve cool loot, and have a hand in saving the world from something crazy
Thank the divines for the freedom of optional content, you can play the game however you want
True
He was just being humorous, he wouldn't be suggesting NG+ if he didn't have time, I'd hope lol
Also true
They need to introduce a bandit guild. You got your ordinary bandits (non-guild) and then your organized crime ones (guild). No not like the Thieves Guild and just stealing or DB and murder. More like all-around complete lawless savages upon everyone else in the province, sometimes even each other. Main HQ out in the wild, not in any town and several outposts spread out.
Could be filled/led by ex-Empire soldiers who left because they were fed up with how the Empire was running things. Maybe some angry vets of the wars and battles they've seen and poor treatment. Or this could be completely separate from that and instead be like a vigilante group fed up with the incompetence of the Empire and taking matters into their own hands. (No, not like the stormcloaks where they were directly at war with the Empire itself). These are ex-military looking to do some good against crime around their province.
Me personally I want to join a Necromancer's Cult and become a lich
Necromancer's totally. Love any Necromancy in TES.
Pretty sure Oblivion had a final ending cutscene too.
Man, that'd be cool if our player character could be undead. Imagine, the hero of (province), an undead. He/she also has a wife and a newborn on the way, lol.
TES can finally have some proper romances with TES6 ig. Instead of the joke that was the marriage system in Skyrim
I do hope the companions are more varied. Don't know why all the companions in Starfield are constellation members.
It's like if all of FO4's companions were BoS members
thanks for doing a task for me, wanna get married under a tradition neither of us follow?
well tbf mara is actually in many faiths
Well, you can be a vampire wich is a type of undead
I actually like what they did with Andreja in Starfield. Since she doesn't follow our tradition, you just go out on a pseudo date and consider it marriage
I assume they'll expand on that in ES6 as well based on faiths
hopefully
Oh yea, true! I guess I was thinking about being more daugr-looking? I forget about the vampires cause they look almost like everyone else, when not in their vampire lord form?
Yk, vampire fangs would make good arrowheads.
It was sort of a final conversation, same as Morrowind.
And i use final very lightly, as right after you just go about your day as normal.
This was sorta played with back in Morrowind too. Dunmeri marriage traditions, at least during that period, seem to have been more of 'We live together? Ok, we're married now'.
It didn't even seem to always be intimate, it was more just a reflection of non-familial cohabitation.
Which is a level of worldbuilding that has been sorely lacking in not just Bethesda settings, but MOST settings, over the years.
Whether or not everything is just a reskinned western tradition, of western oversimplified interpretation of another culture, is a major indicator of the amount of effort put into worldbuilding for me.
That's what i want. I don't care about ending slides much but just have something substantial like a final convo or cutscene to make the main quest feel like an accomplishment.
The irony, at least for me, being that most people entirely dismiss everything Azura says in Morrowind, and you don't really accomplish squat in Oblivion, you're just kinda there at the end (though you do the lion's share of the lifting up to that last point).
Starfield tried that though, to its credit.
And IMO, it was atrocious. So much so that the 'final' conversation with yourself in the Unity has the gall to mock you for asking where the artifacts came from.
What Starfield did with the final convo and quest references was cool.
I just wish choosing to refuse it wasn't brushed aside as a non choice
It was however actually really cool seeing some pseudo ending slides in a Bethesda game again
They figured out how to implement that again, now all they need to figure out is how to end games again.
I presume you mean end the main quest, not end the game. I don't want Elder Scrolls games to come to an end (as New Vegas did, for instance). I always want to be able to play past the ending of the main quest. I also hate ending slides with a purple passion. It is lazy (or perhaps just inept) storytelling. The old adage should apply to video games as well as literature: show, don't tell. Two Bethesda games that did this well, in my opinion are Morrowind (where we see the Ghostgate come down and the skies over Red Mountain clear) and Oblivion (where we had a statue of ourselves, where the landscape was littered forever with the ruined reminders of past gates, as with the solidified form of Akatosh in the Imperial City). If it weren't for the Shout gimmick I'm sure dragons would have disappeared at the end of Skyrim's main quest, which would have been nice. But the civil war ends with many changes all over the map, including important NPCs in prison. These are how you show a protagonist's effect on the world, not slides.
That can simply be remedied by letting you play post game though like Fallout 3's Broken Steel dlc.
I don't see why the main quest can't have it's own grand end cutscene
NV was also originally intended to have a post game but it was cut
I'm on the opposite side of that coin. I thought it was god awful, and utterly destroyed any good will I had with the main quest up to that point.
It then dove deeper into the 'We didn't think this through' jello swimming pool with your second universe, but that's not a topic for here.
If only they had cut the rest of the game...
Yes, that is what I just said.
Oh. I thought you meant you hate the idea of an end cutscene at all.
My bad
But I digress, I'm pretty anti-Alternate Endings in general. I think they're the lowest form of storytelling, and after 3 decades of developers trying to make them work, I have yet to find a single game ever made that was made better BY them.
And since they're all that make those end scenes relevant, I'm not particularly keen on those either.
Endings aside. I do hope the next game has more wackier drugs
Something like the mutation serums from Fallout 76 that add some wacky buffs and debuffs
My beef with drugs in games has been the terrible drawbacks.
Not, like, the drawbacks being bad. But their pathetically insignificant drawbacks being terrible.
They should be a risk, not an automatic buff you take.
Rimworld is the best for this, I think. Use Go-Juice? Get a dependence, and your movement and manipulation drops to half if you're not high. Yayo? Pain tolerance goes up, but if you run out you go berserk. Liciferium? Sure, you regrow limbs, but if you go 2 days without you straight up die.
We're at a point where we can do all kinds of more interesting stuff with drugs in games. But we always just skirt around the realities of drugs and make them too fun.
I'd like to see more interesting things with them. Like slowing time (or speeding up your perception) or making you see sounds. With overdose or withdrawal effects in line with hallucinations, debilitating screen shake or drunkenness, or Resource Depletion.
Make it so the uses are powerful, but if you over do it, you're legitimately going to pay for it instead of being mildly inconvenienced for a few minutes.
why is it that everyone else in the game talks with a voice that you can hear, but,, the you the main player cant talk to be heard? we need to have voices to be heard. and have a way better diolog to use. just my opinion tho
They tried that with Fallout 4 and a lot of people disliked that
I loved it but it was divisive to say the least
That's a no from me
I didn't have an issue with it but making dialogue with a silent protaganist is easier(No voice over work) And in SF I wasn't too bothered by the lack of a voice.
I miss it and prefer voices but I've accepted the fate that Bethesda will never try them again
There's too many dialogue options for the player for that to be feasible. Fallout 4 tried it and suffered enormously
FO4 suffered because of the writing more than voice.
SWTOR for example has WAY more player voicelines than FO, it's possible. Bethesda just didn't do it well
They did do it well in Far Harbor atleast
I mean isn't Swotor an MMO that's been going on for like 15 years? Live service games can afford that since they constantly update the game with new content
No. Even at launch it had like 8 player characters with 2 separate voices that had hours of content.
It's definitely possible if a company wants
If there's definitive numbers to that then fair enough
Yeah. It actually held the guiness record for most dialogues in any game ever
Voiced protagonists work well with pre-made characters (such as Geralt in the Witcher series). But in games such as the Elder Scrolls series, in which we create our own characters, a voiced protagonist severely limits roleplaying. I don't want my Alter mages to speak with the same voice as my barbarian warriors. I don't want my young, idealistic characters to speak with the same voice as my older, world-weary characters. When I play Fallout 4 I am playing Courteney Taylor's interpretation of Nora, not my own.
See this is why you have multiple VAs like Bioware
If you choose to do a voiced protagonist that is
I am actually interested to see how that new InXile game handles a voiced protagonist since InXile usually makes blank slate characters
My stance is basically the same as Pseron's.
As soon as you voice a PC, you are restricting my character options. Because how a character says something is as much a part of their identity as what's being said.
To use FO4s example... What if I want a Bostonian PC? A Cockney British refugee? A Hispanic accent? What if I want them well spoken, or barely literate?
Even BioWare's use of multiple VAs isn't sufficient. It's BETTER, but it's still not enough.
Of course, I also don't like clear prose on my dialogue options for nonVA games.
Make the options clear of intent, but the prose is mine.
It's definitely a personal preference thing. Better to avoid being divisive.
It's unfortunately one of those situations where you can't avoid it. You have to pick a side.
Either VA, or nonVA. There's no middle ground.
Yeah.
I personally prefer voiced protagonists and don't think they limit roleplaying.
but i also accept not everyone likes them.
I think Bethesda gets pulled every which way. For some people it can be a turn off to have to read the whole game like say in Morrowind.
I do think Bethesda has enough money to make it optional
Just have a silent protaganist(Player) and everything voiced. Safe route.
Just have a switch to either keep the character voiced or unvoiced.
That should please both sides right?
It does seem like a fairly easy mod or option to do.
Realistically though i don't see Bethesda ever attempting that again
Oh. I do hope they keep the reactions to drugs atleast.
It was really funny having your character just roar or shout when taking drugs in FO4
That shouldn't affect much right? Since the player does have normal grunts and pain noises
True enough there.
maybe someday they will work it out, to give the character a voice, even more diolog to use, would be alot better than what we have now but thankyou for the info
"...give the character an optional voice...." I fixed that for you. 🙂
MC should never have a voice. It always ruins the immersion and self-definition of the character
I wouldn't go so far as to say that it ruins it, but it does compromise it in many ways. For me, anyway.
Some day, maybe, with really good AI generation, it may be doable. But the generation that would take would also solve 99% of the shortcomings of the medium, while at the same time being an ethical quagmire that I don't think anyone wants to deal with.
I would completely disown the Elder Scrolls and Bethesda if they start using generative AI
Aye same here
Idk about all that. But we need more parties in Tamriel! Sanguine be lacking. Hoping for a spell that can turn the entire waters of the Starfall Bay into Honningbrew mead
I'm sure something like that would require a massive amount of magicka to cast and maintain.
Just slap on 4 enchants with 25% cost reduction and boom instant seas of mead
We need acid too, no not the kind of acid.. I mean the kind that dissolves armor. And some phosgene or freon too. So we can be proper alchemists to attack our foes. Let us cook!
And things like skooma, it'd be nice to actually see hallucinogenic things and let the screen and color go all topsy-turvy-bendy when we take it. Maybe even a quest and the quest giver (some creature/thing thought to be imaginary or of legend, but actually exists. Which i'd be surprised if there isn't already some freak realm where all imaginary things dwell) only viewable in that state.
Need a proper item degradation system for that
76 has it
they can put a version of that in future games
It's pretty poor in 76 as well. Not AS bad as in previous games (and most of the industry for that matter) but still pretty terrible.
There's a good concept in there, Item Degradation, but no one has really nailed the execution yet.
No not the armor, I meant just damage to their health. Burn their face off 😄
Onh straight acid damage is totally doable, yeah
Gear yes but organic stuff use it pretty well imo. Like how alcoholic stuff ala Moonshine eventually ferments into the proper thing
Or how radioactive flux eventually goes inert
Oh, yeah, I meant more in line of Durability, not Decay.
Ah. I see
I do think certain materials and ingredients should decay, at least on Survival-type game settings, though.
But then how will I eat tomatoes that have been sitting in an ancient tomb for about a thousand years?
With great revulsion
I guess I go the other direction -- if they put it on a tight enough leash, and give it enough access to data about player activity, there's a lot of good it could do. Some really reactive radiant quests that make sure your choices lead to meaningful consequences, though maybe not always the expected ones. Random map creation that feels reasonable without being copy/paste. No more "I've seen this same stupid POI 30 times now" Starfield syndrome. Or add more individuality to equipment, to suggest they were crafted by hand and not in a factory. Beyond that, it can be used to help add more flavor to "random" NPCs, at least to the extent you care to look. Some little bits of personality to suggest they have a whole life. There's no reason even a random bandit shouldn't have a name and some relationships or life goals, even if you won't find out about it if you head in spells blazing (overhearing things while ghosting is a different matter). With voice gen, it would be great if it were easier to dramatically expand the amount of spoken dialog without the need to get a VA for everything, especially for functional dialog like giving directions or bartering or something, that could itself be generative. Or more context-aware combat barks. Just write the line and let the AI handle it; save the VA budget for the really important lines in the big quests. Also, once the tech is there to run generation client-side, you can theoretically give every NPC a unique voiceprint, which will go a long way toward making them more distinct and memorable. Oh, one last perk -- no need to make up some random title for the PC to sidestep the issue that VAs can't actually say their name, an issue that never existed before people expected full VA in games. If your character is Bob the Orc, NPC can just call you Bob (or "stupid orc", or whatever they prefer).
There is no need for Gen AI in game dev. AI to make some of the tedious aspects of game dev(Or in this case Elder Scrolls) thats fine. Like for instance making Npcs smarter in terms of their daily schedules and such.
I don't support theft of the work of artists and voice actors just to cut the development budget of games for multi-billion dollar companies. They can pay their VAs and artists, or they can burn any good will with the community. We're not talking about oldschool tools like procedural generation which don't rely on the scraping of audio lines and created works of independent artists.
Yeah, then you're only looking at the tech in a very limited context.
But this topic very quickly pushes the boundaries of what's allowed by the rules here, so best to just leave it be
One thing i hope they carry over from Fallout into ES is giving the random bandits some lore and personality. I liked how the different raider locations had different bosses and lore and the more you clear out, the other raiders would have radiant dialogues about it
Well that was fun. in Arena
Or at least some NPC and equipment variety for enemies you'll be fighting in like 50% of combat encounters
I just picked up an item that has a value of almost 11,000.. where can i even sell that to get ... even CLOSE to that value?
I wonder how they will implement the character system in TES6. Each game has been pretty different, likewise the non-TES RPGs. I actually like Starfield’s system well enough and it would be ok, but I would rather have a hybrid of Skyrim’s constellation-based perk organization and theming, and Starfield’s use of a mixture of XP and limited learn by use. First, Skryim’s way allows for a lot more flexibility in connecting abilities and prereqs and number of ability tiers, rather than being forced into a rigid pattern that doesn’t work well for some abilities or sets of abilities. It also allows preserving the constellation motif, and the traditional TES birthsigns track pretty well with the various gameplay areas they are likely have (though magic is a little arbitrary).
The constellation theme is really cool aesthetically but limits the # of skills they can implement for no reason. We lost some great skills in the transition from Oblivion to Skyrim that didn’t need to happen.
I want TES6 to retain the series' traditional skill-use character leveling system. The skill-use system has been one of the defining features of the Elder Scrolls series since 1996. It sets the series apart from other roleplaying games. Let the Fallout franchise and Starfield have their EXP systems. Bethesda should keep the skill-use system pure and intact in TES6.
I still prefer the Skyrim handling of skills, pick up what you want and go for it. Only thing I'd change is maybe not rely on the constellation Aesthetic.
What is the best way to manage obtaining discrete abilities like perks? A single point per level-up, like Skyrim, FO, and Starfield? Automatically unlocked like Oblivion? Buy them from trainers like spells? Some kind of point-buy system? Just make everything a leveled skill and skip them?
I agree, keep the skill-use leveling system. One change I might make though is eliminate the passive leveling that certain skills get (like Athletics). Make it so that you actually have to perform certain actions to enhance them. I would also like it if training skills via NPCs in the world was a bit more involved... like a minigame for each skill? Or a mini quest (like a sparring match or a race)? Anything more than an exchange of gold.
I've spoken in the past I would like some sort of skill degredation system that would prevent you from maxing out a bunch of skills all at once, but I really doubt that would ever happen
Attributes are probably gone forever too but I have a glimmer of hope given how popular they've proven in the Oblivion remaster
How's it going gamers
I'll take almost anything over Oblivion's automatically-granted perks. Forcing every character who levels a skill to take the same perks as every other character who levels that skill is not a good roleplaying game mechanic. A good roleplaying game mechanic supports diversity, not enforces conformity. I love perks though. I thought Skyrim gave us a good template to work with. Now they just need to improve on it with a wider variety of perks, particularly perks that substantially change gameplay.
Agreed. Though I hate pretty much everything Oblivion did, so that's probably a given.
Beyond that, I think Skyrim's is the best foundation to build off.
Leveling Skills grants you exp. Exp gives you Level Ups. Leveling Up gives you a point (or points) to invest in Perks.
There's no reason, however, to strictly limit Perks to Skills the way Skyrim did.
Perks made accessable by Faction membership. Quest completion. Discovery of books or trainers. Or even combinations of OTHER perks.
That's all doable within the system Skyrim presents. You just need to expand the sources of Perks, without having to change the leveling process.
Hiya guys!! I write backstory for characters on ESO, Skyrim, Oblivion, etc. Just throwing it out here and wondering if people would be interested in reading some of my stuff! I do take requests and write stories for other people’s characters as well!
Love to see writers. Good, bad, new, old. Writing is the highest form of art.
Just let me know! Right now, I’m working on my main Stamina Warden, Orvara Syth. Got some juicy stuff going on with her 🙂
I 100% agree. I’ve been writing stories since I was little, probably since the 4th grade maybe? It gives me the freedom to do whatever I want with the characters that I come up with! It’s super fun and it allows me to express myself too (which can help when I’m feeling down, or even angry). This statement just made my day!
What are the chances of es6 coming to Xbox showcase 2026 and release in the same year it would seem that they would want to get Todd Howard out the door
I hope we get a blend of physics in the new game. I did miss being able to jump and shoot my bow. Even in the remaster you can jump while running. Skyrim feels very limiting now.
You can jump and shoot in Starfield so i assume they'll have it in ES6 too
I also hope in es6 that we get a lot more of area to explore I could care less if DLC doesn’t come as long as more exploring to be done
I'm sure they will push the limit further in terms of explorable area. Skyrim was bigger than Oblivion which was bigger than Morrowind
If the next game is indeed in Hammerfell, there will be a bit of a challenge in depicting the Alik'r desert unless they increase the size of the province. Open, relatively flat areas have a tendency to seem small since they can't rely on the typical tricks that give off the illusion of being bigger than they actually are
I'd argue the Alik'r needs to be considerably bigger than Whiterun Hold in order to look/seem impressive. And if you look at a map of Tamriel right now they look comparable in size.
I think using sandstorms and dunes to help block distant views might help, but there is no real replacement for just making it bigger since there will be very little slowing player movement
I’m going to go a little off topic but I think Bethesda needs to stop live service dlc for online games and focus on its real money makers like elder scrolls rpg and fallout rpg
I mean die hard fans do the online thing but it makes you pay for almost everything you do in the game
Against regular rpg Bethesda games
Just type already
While Skyrim's core concept (not necessarily execution) is probably the best in the series, at least since DF, I think there are some advantages to SF's approach, i.e. basically merging perks and skills, and using standard XP, while still locking skill advancement based on use. One, it seems to make it easier to add lots of skills, including multiple skills governing some actions, and more fine grained learn-by-use for some things that were lumped together into one skill. Using XP means that characters can advance from things that couldn't be rewarded from pure skill use, like completing quests or discovering locations. It helps ensure that different characters with different skillsets can still advance in level at similar rates if they are completing the same tasks; otherwise, it could be heavily dependent on the tuning of the learn-by-use XP formulas. Depending on the conditions attached to unlocking skillperks, it could also move the emphasis from grinding easy tasks to the point of tedium, to accomplishing engaging tasks a smaller number of times, though they didn't really take advantage of that much for SF. Of course, it also has some drawbacks. Most significant is that once you master a skill, skill use doesn't directly help character advancement, and that hurts some skills worse than others -- skills that help get kill XP, or complete actions that reward XP, like lockpicking, are fine. Skills that are mostly about utility, like managing encumbrance, not so much -- you can run a thousand miles with your overloaded loot, but you aren't going to level up. Also, their rigid way of forcing skillperks into tiers and groups, while better than FO4's 7x10 paradigm, was too inflexible, but that's also more a question of execution. Plus, most of the advantage of SF's way relies on the assumption that vertical advancement with levels, and gating skillperks with skill points, is actually a good thing.
While you're probably right about skill degradation being a nonstarter, it could be useful as a way to put a cost on expending time on time-consuming tasks, sort of like the skill loss you get for sitting in prison. So, if you decide to research a new spell, and their spell creation system determines that it takes a few months of time on nonstop study and research to create it, then you get the spell, and maybe some improvement in related magical skills, but your other skills atrophy in that time. If you don't want that, I guess you pay an NPC for their time, and come back later when they finish it. It bugs me that time is almost completely meaningless in TES games (since Daggerfall, anyway), when in reality it's probably the most precious resource anyone has.
I don’t know if they’re planning to release es6 on Xbox series X and s or go up a generation later on which would put a hole in my pocket to get that new system before anyone says play pc I was never taught or wanted to type so pc is not the way to go for me but I’m just wondering if it’ll come out in 2026
Honestly, it should be as big as Skyrim. Especially given the nature of that particular environment, far less detail work would be needed so they can really push the size. Then have the peripheral of it be where you focus the majority of the hand design work, resulting in a much bigger game.
That sort of scale would also incentivise players to use fast travel locations around the edge of the desert. You know, like Ports and Shipping lanes. How people ACTUALLY deal with deserts in reality.
Not taking a morning jog across them to get to their destination as the bird flies.
You. I like you.
I disagree, at least in broad strokes, but your detail focus shows you've put a lot of thought into the topic, and the minutae. And that's my jam.
We're told that West Virginia is four times larger than Skyrim. So if TES6 is at least the size of West Virginia, which I think likely, then we could easily see a Skyrim-sized desert in TES6. And we would still have plenty of room for other biomes.
That would be extremely cool if it happens (it would also give plenty of room for ocean exploration if the predictions of making sailing a big thing come true)
I have a bad feeling that ES6 is going to be like 80% ocean with barely any land in comparison. Like Wind Waker.
And it will end up being the smallest walkable area of all games.
Based on what
The voices inside my head.
Too much of a drastic change. I don't see it happening in that amont.
If sailing will be at the same level as flying in starfield then its better to not have it
I sincerely doubt they would shrink the landmass just because they have sailing and open water...
Assassins Creed already did boat mechanics to death. I would raise an eyebrow if they did boats in ES but not sure it would be a major selling point. Cool but usually hard to make interesting.
Starships were selling point of starfield even tho its trash
Starfield was misleading advertising at it's finest. I think the ship building was a better selling point than the actual flying itself.
Probably
Anyway they should make the most effort to creating interesting for exploration and full of content world
I'm not against them trying new things and in fact i embrace it.
The ships are good. The way they were utilized was bad. The couple of large scale ship battles Starfield has are really fun
Ships are okay, same as in most space games. But flying them is boring, pointless and has too many loading screens
Starfield was an entirely NEW IP, always about exploring "the universe," it wasn't just about a spaceship, lol. Of course it's gonna have a ship, the platform was space itself, not a single planet. Just as TES, is focused on Tamriel. Even the separate game, ESO, is focused on Tamriel. Having a ship isn't going to change that or suddenly turn it into a game exploring the entire planet of Nirn on a ship. Get that nonsense out of your head. If anything it would extend the content even more surrounding the focus of whatever province(s) they do next!
They were very up front about the way the game space was handled.
It's not Bethesda's fault players didn't pay attention to what they were told.
That said, I do agree with Dracula. If they approach sailing the same way as Starfield approached flying, you might as well not have it at all.
Because it was bad in Starfield, it would be even worse on the sea.
At best, you'd be recreating an inferior version of Pirates! Gold.
And when you're just recreating a 30 year old Sid Meier's game mechanic, but worse, you know you've got problems you're just not addressing.
That said, I WOULD buy a new version for Pirates! in this, the year 12025 HE.
Maybe go watch the gameplay trailer again. I just did and it's very difficult to judge what the game is. Blaming the players for having an idea in their head with very little saying otherwise is a cop-out imo.
I watched the trailer, and followed the press releases. Bethesda was VERY up front about not having seamless transition from planets or systems, and that planets would be specific areas of the available planets and not full sized worlds.
Well that makes one person.
One person actually paying attention while everyone else isn't, doesn't't mean there was false advertising.
This is a chronic problem with Bethesda's fanbase in particular. Has been since Morrowind.
Not my job to pay attention to every detail. Most people had no idea what Starfield really was till after release and hours in.
And it leads to every game being dubbed the 'Death of X' and 'An insult to fans' and 'False advertising'.
It's such a predictable reaction you can set your clocks by it
exaggeration, misleading and dramatic commentary is Social Media's greatest weapon. But we're getting off topic.
Indeed.
Overall point is, how ships work in Starfield would have no real practical value in sailing ships in TES6.
The basic movement mechanics, fire controls, helm interaction and ship assembly have absolutely nothing in common with sailing..
You weren't taught how to use a keyboard?
I was but my hands were too big and I shake
Well maybe don't tag me if you are responding to someone else about sailing.
That is unfortunate. I'm sorry about your issues, and I will refrain from PC master racing in response to your console comments in the future.
I corrected a false statement, then transitioned to a more relevant topic.
People complained about 76 not having a bunch of stuff that was explicitly stated would not be in the game at launch
Honestly I think being able to buy a boat, and to fast travel with it (make it a moveable home basically) could be enough for TES. Especially if they put in "travel" encounters, like shipwrecks, pirate attacks, sea serpent attacks, etc. Stuff that might randomly happen to break up the fast travel mechanic.
Don't get me wrong - a pilotable ship would be extremely cool. You could potentially even role play as a pirate with that sort of feature. But I don't think it's all that necessary.
I recall the claim well after the fact, but no one has ever been able to cite examples.
I actually used to be hard against the idea of ships. Largely because i had no examples of it being doable within the format.
Then we had games like Blackwake, and Sea of Thieves. So I'm more on board with it now
People making up things they expect to be in a game and then being mad that the game doesn't have those things is stupid unless the devs actually lie about it
And 99% of the time, it's always the players making stuff up, not understanding what's being said, or taking rumours as fact.
Now, I COULD list examples of studios outright lying. CDPR, BioWare, Rockstar...
But I've never seen a single example of Bethesda doing it.
Sure bud.
I think Starfield was their worst advertising job but they didn't lie
I think it was their worst of a lot of jobs.
Well... True
Yet it was all truthful
But back on topic, I agree. I'm just not sure how much sailing would actually ADD in the grand scheme of things.
Unless Yokuda or Akavir is a significant part of the game
Some people like the smell of their own farts a little too much.
Sailing without anything to do with it would be pointless travel time
I don't think its a good idea to do the whole sailing thing. At least not RIGHT after how the community feels about Starfield(Despite how ridiculous it is)
That's not possible eitherway. What did people expect? A space game with no loading? Do people have Nasa super computers
Now. I will say this. They did a poor job of hiding the loading screens. Games usually hide loading with cutscenes or animations so it's not that apparent.
But people saying there should be no loading at all is just silly
elder scrolls everyone! We have a #starfield-chat for this discussion
Some people blame Bethesda, but their blame is misled. It's the game itself, they don't realize they don't like that type of game and therefore think it must be bad and Bethesda's fault. You can't make a game with 100s of planets expecting it to be filled to the brim in detail on all of it. You chop it down to just 2 planets and suddenly it's not about exploring the universe anymore as it was aimed to be. Furthermore, the setting itself.. this is taking place in a world in the not to distant future with a more realistic base to our own world. Expecting all those planets out there to not be barren in such a early setting in space travel is about as ridiculous as you can get. Taking everything I just said into equation and I boldly say no other studio could have done it any better. TES is High Fantasy and even Fallout is really not that realistic either. Between the three, Starfield is probably the least fantasy and Bethesda fans aren't used to that.
Ok sorry
Back to ES, I don't assume ES6 will be set in a 1000 different places so i don't think there will be much loading in transitions now
In fact if you look at Fallout 76, it has a REALLY big map and it's entirely traversable with zero loading screens
Well, not entirely. Interior zones are still behind loading screens. But that's been a standard for Bethesda since Arena.
Agreed. The map of Tamriel simply is not conducive to meaningful sea travel, at least from a game perspective.
It lacks any real archipelagos which would make sea travel interesting (there's a reason most sailing games are set in the Carribean).
It's technologically not advanced enough to make ship combat anything distinct from normal gameplay.
It's game space is not big enough to make ships and absolutely necessary (bear in mind, RUNNING from one side of Fallout 76 to the other is about 20 minutes. And it's their biggest actual functional map this millennium).
It's already loaded with storage options, making a ship just superfluous chaff (especially when we look at Starfield and the nonsense of Ships Holds, which doesn't bode well).
The only reason to have sailing in TES6, would be for their own sake. And that's never a good reason to do anything.
That's unavoidable because interiors are loaded separately. But the overall map can be traversed seamlessly. I expect ES6 to be no different
You COULD address the first two problems, by making the focus and generally unmapped area such as Yokuda or Akavir (both of which would come with their own problems) and changing the technology between games, however.
So it's doable. It's just going to take some serious work.
I think the main purpose of the ship mechanic would be to slowly introduce and incorporate new areas around Tamriel cause I often see gripe about it always being in Tamriel for all these years since Arena, which it's setting was all of Tamriel (in less detail in an earlier age of limited technology) and then, yet again with ESO. Say it's Hammerfall for example or HF & HR, you're probably not going to be sailing around randomly on the other side around Argonia. It would be more oriented around the lore of the game's provinces themselves and the water surrounding those borders. Secondary, it is consideration they may be looking to add more water-based detail and content to explore to add to the already well-detailed landmass. It has been a lil bland all these years, but has slowly gained more attention over the years.
Damn
So next TES gonna have an Oblivion gate I can make a player home in right? Of course it will, yall love me right Bethesda?
I'll remember this moment when TES6 comes out in 2036 and doesn't have an Oblivion Gate playerhome
And all this talk about necessity. Frankly, there are alot of things (details) already in the game that aren't necessity that could be removed (and it's in constant debate between players what parts are good and which are bad or like how some people hate Oblivion while other people absolutely adore it). But then you have a bare bones game. And that's not the point. You want a liveable, breathable world, that continues to EXPAND and grow with each new title, new details. So it's shocking to hear complaint about something that could only add more content and detail to the game instead of pretending water just doesn't exist. Way too much Starfield trauma unreasonably altering people's opinions here.
See, that's the thing.
I don't think it WOULD add more content or detail. Not with the way the world is currently laid out anyway. The landmass simply isn't conducive to it.
There are ways around that of course.
There have been hundreds of interesting ideas for water-based content/detail I've seen offered here, and elsewhere, from player's imaginations over all these years. You may not see the potential in something, but others do. And that's just the way it is, not everyone sees things in the same light.
Well, of course not. Everyone's eyes are registering different photons..
Interestingly enough, you've sparked me with yet another idea. We've already seen the land being altered by things such as the volcano in Morrowind. Perhaps something may happen that splits in half or cracks the continent of Tamriel itself with new waterways running right thru it. Could be the result of what's happening to the towers, natural events, or anything else really
Furthermore, who says all the water has to be the same (or that the water itself can only be one way)? It is a high fantasy game afterall with a world that is full of magic.
Just as the founding daedras intended
Hello fellow kinsmen
You've got balls of steel 
Multi-shot anchor (3 separate links) harpoon.
Army Single action Revolvers >>>
Agreed. Spaceships are high-tech enough that we can sort of imagine one person running the whole thing with some computer assistance. I don’t think you can really suspend disbelief in that way with large sailing ships. If a game is focused on sailing as a major mechanic, then it sort of has to be focused on crew, and not just in a “this person is hanging out on the ship, so you get a passive bonus” like SF. They need to actually engage with the ship in the expected way, managing rigging, hoisting anchors, cooking meals, firing cannons, singing sea shanties etc. To really staff it, you need swordsmen, navigators, artillery experts, cooks, medics, shipwrights, archaeologists, musicians, etc. (Maybe? All my nautical knowledge is from watching One Piece). If there is boarding combat, then they need to work together effectively as a team, and right now even follower AI is barely passable. I just don’t see it happening. On the other hand, if ships are just a combination floating house/fast travel mechanic like DF, well, it’s workable but not the kind of feature you want to overhype.
Maybe not guns, but I think it would be cool if alchemy got a boost with more types of items. Aside from bombs, it seems seems sort of plausible to have alchemical shot cartridges (composed of a powder and a payload?) loaded into a flintlock style contraption, for Cast On Target alchemy effects. Maybe even a revolver, if you want to get crazy.
Pc has controller support, so you don't have to play with a K&M if you don't want to.
It's not a bad idea, but I've seen similar ideas called redundant, because well, you can do the same thing with arrowheads and cross bolts, like they started doing in Dawnguard. If you really want to add guns, the key would be giving guns a distinction in their use compared to bows, and crossbows since they essentially do the same thing, firing a projectile.
I just like it simple pc games of what heard about with all games there a lot of problems players have with playing pc bugs,glitches,crashes, and all sorts of things and to fix them it’s just bothersome but then again I could get a console that would last about 10 years or 7 years and less problems without buying a bunch of equipment just to run one game then upgrade it again for another for about 200$ in upgrades just to play but like I said I shaking hands and big hands just don’t match for what you’re saying but yeah I know they have controllers for pc but I’m not that technical I’m autistic so I just don’t like changes
It will most likely work in the way Hearthfire started the whole "Sims builder" thing. Well, kicked it off anyway. Years ago, before much was known about Starfield, this Discord was heavily laced with people swearing that Bethesda would never introduce pilotable player vehicles to their games, even though it made absolutely no sense at all to not have one in a game about exploring "space," the universe, and then boom, it happened.
Also makes no sense to assume they would design a sailing ship in the same way as a spaceship unless you're going be doing alot of flying in it. Now that we got a barebones spaceship in the last game they released, it's plausible to see vehicle mechanics expanded on and better designed/detailed. Like in the way I brought up Hearthfire.. when they introduce new things, like the sim-building, they start small and it gradually grows into something more impressive. If sailing ships do get officially confirmed in TES, then I would wager it being all but certain that Fallout would get some sort of land vehicle, like a scrappy, makeshift-styled tank. It would certainly move slow enough by default, unless you were using a rechargeable boost on it, maybe even a jetpack. Dog can be in the machine gun seat ofc.
Anyway, yes larger ships would probably have a crew, while the smaller ones you can probably navigate by yourself.
So no, I don't think it would be like total sailing ship simulator, but probably not something bare bones either, more in the middle.
Certainly not something like the explorable map is all or only water. It was already "officially stated" many years ago that TES6 would once again take place on Tamriel. So there's no reason to freak out about it otherwise. If there are ships, it would probably be a side-thing incorporated into the main line at most.
It's quite the other way around..
But it sounds like you're hellbent on console regardless..
I give you other reasonable options, but there's not much else can do for you if you don't want to take them.
The closest thing to that I would get would be the next Xbox gen 2027 hybrid pc
For your interest, a console is like a mini-pc (so you're already halfway there), just a bit more limited in what you can do with it and you're getting more bang for your buck in a pc, plus consoles typically try to push you into ditching your old console every couple years for the new one, whereas a pc can last longer without needing a upgrade or much cheaper upgrade costs as opposed to a whole new console to play next-gen games.
I think it would have more in common with spells than bows/crossbows, at least the way I was envisioning it. The gun's just something you equip to be able to use it, the ammo would be indiviual heavy hitting charges of alchemical effects, created like you would a poison or potion. The powder component would affect the range, speed, and AoE, while the payload would determine the alchemy effects inflicted. I guess it would be similar to using a bow with poisoned arrows, except you just fire the poison directly (and get greater control over delivery characteristics), with no arrows or bolts needed. Plus, different feel, and (with a revolver) the ability to have multiple shots prepped before reloading.
That's another good point and comparison too that I forgot to include. Some of the spells are very projectile-like.
I just want playable Maormer and more failing human empires
that and I want more snow elves and Falmer lore
If they do end up making sailing a major component, then I have to hope they would bring Maormer into it, at least as NPCs, or it would be a major missed opportunity.
they best not have them as antagonistic as many of the younger fans see elves as bad for no good reason
And the sim-building mechanic introduced into Bethesda games over the years isn't even top of the line or necessary, there are certainly more sim-focused games out there, but nonetheless, that doesn't stop some people from enjoying this mechanic, among others, in Bethesda's games. One part of it, the building a family, I don't particularly hold much interest in, but there are a lot of Bethesda players out there who do, so I am open to it being included.
Cluster bomb airstrikes
Yes, we have folks who do almost nothing but build settlements in Fallout 4. It's their favorite part of the game and is what has kept them playing for years.
me frfr I love building towns
I would like more diverse homes than just current zones culture tbf
⚔️ Morrowind, Oblivion and Skyrim – We've made 23 lofi beats from Bethesda RPG classic The Elder Scrolls' soundtrack – and you can stream them in our playlist on Spotify: https://ffm.to/tes-playlist ❤️
May you walk on warm sands, traveller.
🎹 https://youtu.be/MaxGdH-1OeA - check out our piano covers by Fantasy Keys.
✅ Strea...
Guilty.
Settlement building has become THE reason I go back to Fallout 4 at least once a year.
Similarly, Shipbuilding is all that keeps me going back to Starfield.
So, I am very much in favour of such in TES. I just think it needs to be properly integrated and thoughtful.
I loved the settlement building ngl
It just needed more freedom. Too many things you couldn't scrap and clipped through builds. The 'spring cleaning' mod is a necessity.
I liked the settlement building to but mods really made it even better. That said I am actually gonna go with not wanting settlement building in TES6(Or beyond).
Whatever sim-management, I figure it can only grow and expand from what they've done with it previously. And what new features we experience with it.
I think building up one location (as we did with House Strongholds in Morrowind) combined with the creative freedom offered by improved settlement building mechanics, would be perfect. I would love to have the opportunity to design a castle and expand that into a small town. I can picture a quest chain eventually leading to becoming mayor (or choosing someone else to be mayor) and dealing with the consequences of political alliances with other towns/warlords/factions, ect. I picture all of this being completely optional, of course.
Sweetroll tax. Every citizen must bring me 1 sweetroll daily
About to throw mine into the harbor now
And here we have our first flogging victim 😄
Just leave my face alone.
For my motha 😅
Alright wen
Wat
Yeah. me to. Wat
It's a really, really sad meme, people think it's funny.
Oh. Right.
I am unsure if I should check the link as I'm confused
Have no fear citizen, the situation is under control.
No finer law enforcement in all of Tamriel than the Whiterun guard!
thank you john whiterun
Counterargument:
Wes Johnson as the Imperial Guard is and always will be a treat.
Quick friendly reminder to make sure you watch a GIF all the way through before posting it 😅
As someone who was once issued a warning by the American Government (can't remember what agency)...
You'll never take me alive!
Really, both Empire AND Stormcloaks when you think about it.
Let's not bring real life government into the conversation please.
Just whatever you do, dont shoot the chicken 😂
Fair. I was trying to be facetious, but I can see the problem. My bad.
Anyway, back on to productive topics.
This is basically where I would go as well. Though I'd take that clearer, focus, combine it with the resource trade and supply mechanics from Starfield, to create a sort of actual community leader and management dynamic in the game. Limited to a single community in a single location (like a Raven Rock 2.0).
And then use a Light version of it for other factions, letting you actually engage with and control the Fighters Guild and so forth. Instead of just being a useless figurehead collecting a paycheque.
Do we have any YouTube mod reviewers in the chat?
This is a vanilla Elder Scrolls chat. If you have questions or comments pertaining to mods feel free to post them in #skyrim-se-mods or #1067467528353370152
How would a Starfield-style trading system work with a single settlement limit? Assuming you mean the cargo link system. To be honest, I was a little disappointed in Starfield's trading system in general. I don't know why I'm trading with the offices of an interstellar trade corporation, on an advanced space colony, like I'm haggling with a medieval fantasy general store merchant. You're saying the main office can't fork over a few hundred thousand more credits if they see that the merch is worth it? Not that the economy ever makes that much sense in BGS games, but I was also disappointed at being unable to scratch my Privateer/Freespace itch and just arbitrage for cash. As far as settlements, I guess I always liked DQB more than Minecraft; that is, I like it more when NPC settler needs give me some actual purpose to my building beyond, "here's a nice warehouse for my excessive amounts of space loot", especially when they have enough personality that you attach some concern to them as people.
Oh, Starfield's merchant system was absolutely terrible. They've used the same thing for the last 20 years, and it's never been good. At least they stopped calling it Barter.
But the settlement system and the setting up of supply routes and the trade network between them has more merit. It's still not great, of course, but it's at least useful. It's effectively a Lite verdion of the Supply Network systems in any factory game.
Take that, and apply it to 'unit' production of larger scale resources. Instead of, say, just having a mine generate 100 iron every hour, make it generate 4 Units of Iron. This gives your settlement the ability to sustain 4 things that require Iron.
You then use the trade linking system already in place with Starfield to develop that supply network.
Sorry. ^^;
Es6 do you think it’ll appear at gamescon because maybe being made in development in August 2023 after finishing up starfield it could happen be because them letting you know the progress they’ve made
It'll come out whenever comes out, dont get your hopes so high and set expectations, just have patience
I’ve literally been waiting since I was in college for it to come out
Congrats
Me too. Back in 2012... those were halcyon days...
It literally announced when I was at college 2018 and I was only 16
Are you new to this channel
Let's be nice
Did you change your username I don’t see your name a lot
But seriously do you think we’ll get at least a update from elder scrolls 6 at gamescom because they started to seriously work on it in August 2023 and no I’m not talking about a release it just seems too weird for them not to and bye the time August comes around that’ll be two years in full swing I’ll be fine with a update only
It depends how much development time they're getting. If they're getting a good amount, then it might be too soon still.
I guess that's what was throwing me -- the SF system is mostly about linking player outposts together, other than for supply quests. If you are limited to one player settlement, then the trade network would be connecting with, I guess, the built-in NPC towns and cities? Or would it be connecting to some kind of remote resource locations that can be captured, like mines/sawmills/hunting camps?
I wonder how the merchant system will the last two games tes regular games were a little bit annoying how it worked just hope they reworked it so that we can sell more of items than previous games for gold
Have they announced anytbing at all yet
No
Lol we iz neva gettin it
Just forget about it, don't wait and play other games
Highly unlikely I'd say. I doubt we'll get anything this year anymore.
At most we may get some interview from Todd where he just says "dw guys, work is underway"
Much doubt
I wonder if they'll have dragons in ES6 as well. I don't suppose all of them were killed off by the dragonborn
Anyone know why maintenance on ESO is so long today?
They have to get the skooma cat out of the code
That would be a question for ESO forums, but no, there is no official response on this at this time. When/if there is there will be an announcement on the Forums as well.
In thinking about how trade works, it would basically be both.
Trade networks typically rely on establishing supply contracts with either producers, or suppliers.
So you'd either buy goods directly from, say, a Lumber mill, or from a warehouse in a major city that in turn byes from the lumber mill.
Even in the ancient world, there was a surprisingly robust accounting infrastructure to that handled tracking of expected supply and demand, and tried to predict and deal with shortfalls..
You could build a pretty robust trade system with minimal work that could allow for a lot of variability.
I think its very unnecessary in action adventure game, why do you guys want to turn Elder scrolls into Stronghold
Let's be honest, we should ask the Souls people that very same question. lol
I want at least an attempt at a living world.
TES, or any Bethesda game for that matter, is very much NOT a living world. It's an animatronic theme park.
Now, if Bethesda wants to stop claiming they make living worlds, and just double down on Action RPG, then I'll stop talking about systems that actually contribute to living worlds.
I wouldn't take advise from them personally.
I think there are other ways to make a world feel living without essentially recreating the entire silk road trade that most people don't even want.
There's plenty of other smaller things Bethesda's games can improve that's more noticeable than a dynamic trade system
A trade system has overflow that facilitates more directly meaningful interactions though.
Hmmm... Ok, what did I type that caused that...
Let's try this again, more carefully.
A basic trade system allows you to integrate and explore other aspects that directly contribute to a living world.
It allows you to have a mechanism for price fluctuations.
It allows you to have a mechanism to generate encounters that can drive those fluctuations.
It allows you to present players with new opportunities to interact with both those encounters, and the fluctuations.
It give you a tracking mechanism to allow NPCs to interact with those encounters and fluctuations.
And this is all before you even LOOK at its potential for more meaningful Settlement options.
Without these sorts of basic, grounding systems, you just get nonsense like Skyrim randomly having Companions members wandering the roads of Skyrim (not actually doing anything) or the wandering purposeless drones of Starfield's cities, or the abomination that was Radiant AI.
You need these sorts of foundational mechanics to actually give interactions in the world purpose. Otherwise you're just creating a superficial veneer of life that doesn't hold up to even the most cursory of examination.
Throwing NPCs around without them doing something isn't creating a living world.
And having them do something that has no effect on anything isn't creating a living world either.
So you need to first create the underlying systems for them to interact with, that create meaningful outcomes, before you can even bother putting work into the activities themselves
Would anyone know the best and cheapest spot to buy ESO Gold Road Collection for the official launcher?
Ok there, Meowsenburg.
Inflation.
We're going to be part of a community group designing a character for The Elder Scrolls VI.
You may have heard us previously mention that there was an auction to create a character for The Elder Scrolls VI, and that while we were in the running for a while we were a bit short of the $85,300 dollar winning bid. You may have also seen our explana...
437
Loranna's RP was a forum-based roleplay campaign series propagated by forum user Loranna Pyrel that lasted from 2004 to late 2006. It unofficially began with The Trial of Vivec and semi-officially ended with the From the Ashes campaign. A Two-Year Anniversary thread was posted in September 2006, with some epilogues posted in November 2009 and Ja...
Rockstar has the most living worlds but they dont have anything like what you want to implement
No one will even notice it, for most players interaction with such system will be like "ah so price changes sometimes, cool"
and thats all
So there is no point in making "a system" it can be just price randomizer that will randomly change prices between +-30% every ingame week
Steam summer sales starts today
Agree, but unfortunately bethesda don't care about it anymore. As far as i know a lot of npc's in starfield don't even move, so i doubt they will make complicated behaviour in tes vi
Starfield was handicapped by being too over ambitious. ES6 should not suffer the same fate as i doubt it's scale would be anything like the former
But if you buy it in steam you will launch it from steam, not from zenimax site, idk if its important for you.
I bought it in steam
I'm still wondering if ES6 will have dragons. If not then what other big non human threat will they introduce? Starfield had terrormorphs, F76 had scorchbeasts (or scorched in general)
Gabe is referring to psychologist B.F. Skinner's ideas on behaviorism in this clip. Specifically operant conditioning-- behavior is strengthened or weakened based on its Reinforcers or Punishments consequences.
https://x.com/PlayerIGN/status/1726468373670920346?s=20
Gabe Newel, CEO at Valve re: what is "fun."
It's not realism, but behavior re...
Oh man, I hard disagree. Rockstars worlds are just as lifeless as Bethesda's.
Probably even worse.
If rdr2 is lifeless, then there is no living worlds in games
No game has a living world, they're just meant to appear alive. Having dynamic systems doesn't necessarily make a world feel living. There's plenty of other details at play
The closest you get are sim and management games like Rimworld and Dwarf Fortress, though that's far too much for a game like TES.
None of them are close to a living world either. They just like most other games try to imitate a live world. Different games do it differently and they're all unique that way
I had it on Zenimax but my misses has got me the Premium 2025 content collection as a wedding anniversary present on steam. She didn't realise there was a difference so just going to switch over to Steam and link the Zeni account
Any news on the performance update?
Oh absolutely not. But they're orders of magnitudes closer than anything Bethesda, or Rockstar, have done..
Or BioWare, or Obsidian, or Ubisoft, or anyone else.
Do they?
I find a Bethesda or Rockstar game much more alive than Rimworld
In theory it'd just come down to perspective, like one may see a game more alive then others depending on preference and all that :p
And that's the thing.
What you think is important to make a world feel living, other's don't.
I don't.
It's just different strokes as to who finds what more alive
I don't need a dynamic trade system to make a world feel alive. I want more npc interactions, radiant dialogues and reactions to story events, day and night routines.
That's what i think is important to make a world feel alive
So it really comes down to preference. Bethesda obviously can't do all of these things, so they try to do what most consider important.
(Not that they always succeed but they try)
What is living in dwarf fortress? Its just randomly moving animated sprites
True
Based
Yes, and those interactions are facilitated BY these sorts of baseline systems.
That couldn't be further from the truth. I can give you but a single story from my 2000+ hours in the game.
This feels like a "I like books more/I like movies more" sort of difference, as one is able to inspire the imagination better, but visually doesn't have much "life" to offer. I like Rimworld for the stories and the complexity of interactions, but I also like Skyrim and Oblivion because I'm actually in the world seeing people do things
I believe the former is far easier to achieve, and that's why the latter is seen as less important by some, but I honestly feel like a visually reactive 3D world has the greatest potential. A movie that you can play, giving you the options to do many things people to were limited to just picturing in their minds. That's a far way off just yet, but it has a higher potential for greatness
That's probably more accurate.
Visuals mean nothing to me. I've been gaming since the days of Zork. Books have, and always will be, superior to film in basically every way. And game will surpass film eventually, of they can get decent writers (my sweet vehk, writing in video games is bad).
But a chronic issue with even attempting to create a facsimile of life in video games is the utter lack of integration into the world it's self.
Radiant AI and Radiant Quests are interesting ideas, with abysmal execution.
Why? Because the games have no way to actually integrate them I to the world. They fundamentally lack the background systems to do so.
This results in them being superficial, randomised interactions that are just thrown in as a detached interaction for the player with no actual grounding.
There are 2 ways to address this issue.
You either put the time into actually building out those baseline systems that facilitate interaction.
Or you deliberately write and program every interaction at the end, layering superficial window dressing on superficial window dressing.
And the latter has been Bethesda's approach for a long time. And it shows.
A prime example being EM weapons in Starfield.
Whether or not players even notice these sorts of foundational systems is irrelevant.
What matters is whether or not the interactions they rely on are engaging, and whether or not they facilitate integration in the world.
And you will always end up investing more time doing that from the finish line and working backwards, than you will from just building the system from the start.
Now you've got me thinking about brave Ibram, the valiant Human Spearman and one of my favourite personal stories in Dwarf Fortress...
There are a lot of games with writing much better than in most movies
Most movies are schlock. The sheer overwhelming mass of low budget films easily skews that statistic, and even if you eliminate them (since the same failing applies to games) most films are spectacle over writing.
The best written games are still far behind decently written movies though.
Video game writing is just universally pretty poor. There are some outstanding examples, but on the whole, mediocrity is the bar that people struggle to reach for.
But when you've got people praising things like The Last of Us, and the Dark Brotherhood, you can't really blame the writers for setting their sights where they do.
Now, will Video games have a stronger bell curve by the time they've had as long a run as cinema? Maybe.
But as of right now, they're behind.
Nope. Npc reactions to story events isn't facilitated by dynamic trade systems.
It's been there since time immemorial and has gotten better with each game.
They're simply scripted reactions that trigger at different stages.
That is plain untrue. Video game writing has come a long way and can easily compete with some of the best written movies out there
Nah, and it's not even close.
Well, except for a few outliers.
Nope. Gotta plain disagree there.
There's plenty of games with amazing writing rivaling the best movies out there
And I also disagree. Aside from a few outliers (such as Legacy of Kain) the best written video games only really hit Matrix levels.
And the Matrix was just repainting Descartes' and hiding him behind the fear of AI that's persisted since Terminator.
More to the relevant point, I also disagree with this.
More and more, I think we see that this sort of approach is insufficient.
Skyrim, Fallout 4 and Starfield are glaring examples of it, but this issue also persists in other open world games. The Just Cause series, the Farcry series, Kingdom Come, etc.
When we look at, for instance, Radiant AI... Well, it's basically worthless. It's just generated encounters to distract your kitten brain for 10 minutes and give you something to kill.
It has zero integration into the world, zero interaction with other dynamics, and zero relevance to anything outside its own existence.
I personally don't. Fallout 4 and Skyrim feel plenty alive to me. They can be expanded even more but what they have never felt bad to me.
Starfield is the outlier and that's because of the way it's cities are designed.
And this is indicative of the bigger issue.
Relying on top-down scripted interactions is effectively just creating self contained bubbles of interactions that occasionally butt up against eachother.
What we need, is a system built from the ground up that isn't just bubbles, but is venn diagrams that bleed into eachother and facilitate interaction.
And we're not getting that.
But even Starfield does some things right that makes the world feel alive.
Most notably, more companion banter.
4 introduced this and now we have plenty of conversations between them and also FAR more quest/story reactions.
That's what i consider make a world feel alive. Not trade systems
You're focusing on the trade systems. That's not the point.
The point is the natural interactions that arise out of it. It's a foundation you build off of, like any system..
I don't. All the examples you listed i don't consider any of them as a foundational system
Which is fine. The point I'm making is different people like different things.
What you see as alive, i don't.
So, having a systemic process that integrates mission generation into the world, has indicators and cues, and actually has effects that inform player decisions and create new opportunities, has no value to you?
I mean, hell, the literal animatronics at the game zone I used to go to as a kid could talk to eachother. No one would actually call them even a parody of life.
The best world integration we get in these games is 'Do it because I said so'.
That's the depth of things.
Why am I killing this giant? Because the quest giver said so. Why is X item cheaper at Y location? Because it's scripted that way. Why is Farkas wandering this random road? Because he is.
And that's perfectly fine.
What i am saying is what you see as in-depth. Not everyone does.
and Bethesda obviously can't please everyone so they simply do what most seem to care about
Look at some of the most successful rpgs in the market.
How many have the systems you mentioned.
People, especially the market Bethesda appeals to just doesn't seem to be interested in what you're asking for
Well, a lot of people also think New Vegas is well written, so sorry if I dismiss their opinions..
Look at the most successful RPG in recent memory.
Baldur's Gate 3. It's a CLOSED World, narrative game, that was succesfull specifically because it went into depth ON foundational systems.
And that allowed players to problem solve, engage in creative ways, and explore complex options.
The RPG genre as a whole has stagnated over the last 20 years, and honestly offers nothing new compared to the mid 2000s.
And game after game, the exact same complaints come up, exactly because of that problem.
Worlds are too static. Enemies are too much of a HP sponge. Activities are too repetitive. Progression is too streamlined. Etc.
Also look at Cyberpunk and Kingdom Come Deliverance 2 which were the opposite of closed worlds.
Their foundational systems are pretty identical to Bethesda's. They're simply well executed.
Cyberpunk was heavily panned on release, and Kingdome Come is still niche.
At release.
Not anymore.
Also KCD2 sold 2 million copies in 2 weeks. It's very much not "niche"
And both are thoroughly mediocre anyway.
Which is part of a bigger, systemic issue.
If you're going to dismiss others for not agreeing to what you say.
They probably won't consider your opinions either
I, personally, don't give a rats ass what people like.
Why? Because the arch of history is a long line of people opposing change because they like something, only to then turn around and like the new thing better once they're exposed to it.
TES it's self is a living microcosm of this. Every single release has been heralded as the death of TES, because it's different from the previous. Only to become beloved after, and become the new standard on which the subsequent game is condemned.
Well. You do you then
All I care about is progress. Because what people like now, is the antiquated relic of tomorrow.
Bethesda wants to make living worlds? They want to create emergent opportunities and interactions? They need to stop relying on approaches that simply, demonstrably are not up to that task.
They need to do what they've done in the past. Innovate. Whether people want it or not.
Though, actually polishing that innovation up a bit instead of just saying 'It JUST works' and shoving it out the door, would help too.
You want living worlds? You need to build systems which allow for them. Which allow for NPCs to interact in more dynamic ways. Which allow for a wider range of predictable and novel activities. Which allow for unexpected outcomes and problem solving.
Scripting is just saying the man behind the curtain is the best you're going to get.
And that's already running face first into the wall of diminishing returns.
Hell, a basic economic model would have FIXED Oblivion's Radiant AI.
It wouldn't have fixed the choices in directing, but that was a whole decision in its own right.
Gaming is such a subjective hobby. If we say a world feels alive that doesn't literally mean it is. It has enough mechanics and details to make it feel immersive in the eyes of the viewer. To me immersion makes the world feel alive but that's not a living world. We use to look at 8-bit games and say this is the best thing ever and it looks so realistic. Now we look at space age graphics in comparison to 8-bit and say it's still not good enough. It seems like if you want true realism you'll have to wait for a proper brain link or VR to improve dramatically. If you want life sim then sim games are going to be the closest to living for you. There is no one thing that all gamers will say that this is the most living world because we are all different and have different tastes. I find some space games realistic, not because they are but because they simulate that experience well enough for me. In the future all of this will look like 8-bit and the cycle starts again.
Well, immersion is subjective too.
Bethesda games are NOT immersive to me.
In fact, again, no RPG is, ever had been, or likely ever will be.
You know what is immersive? Civilisation.
Well i'll start by saying that is your opinion. I find Kingdom Come Deliverance to be one of the most realitic and immersive takes on a medieval world. So many details you wouldn't think of but they seem so believable and obvious once observed. I was never a fan of Civilsation games.
And that's part of the whole difference of approach.
The deeper into abstraction of experience you get, the less immersive something becomes for me.
Like, slap a health bar on a game, and I instantly detach from it. Because there not how I experience sensation or pain.
4x games, at least, are numbers and administration and maps. The nature of what they are engaging with is ALREADY that level of abstraction in the real world. So there's less of a cognitive disconnect from the start.
And that's sort of the problem.
In the years of discussing these topics, I've realised that there are as many definitions of Immersion, as there are people to ask.
Because of this, something like Immersion isn't something you can really design for. Because it's different for everyone.
Well it's part of the reason why i like games with minimal huds. I also like immersive games such as Stalker. Sound plays a big part in immersion for me.
I find them experientially limited and lacking in the range of sensory feedback you need for good decision making.
So I'm the total opposite. Which only reinforces the point.
Yes we are all different.
I think one point remains the same between many gamers and that is that we don't want games to feel like a job. Many realistic mechanics end up making games feel like a job.
Absolutely. Which is why realism isn't necessarily the goal.
But because of the inherent subjectivity of things like Immersion, I long since abandoned trying to design for a particular 'experience'.
Instead, identify problems and shortcomings. Workshop solutions to them. Then consider whether or not those solutions have their own problems or shortcomings.
KCD has a funny realistic mechanic if you start the game on hardcore. You have a 90% chance of dying the first time you start the game up. Utterly pointless because at the end of the day it just wastes your time but it does set up the time period pretty well.
There are so many mechanics that sound great on paper but are terrible for players to actually use. I see many suggestions and they all go along the lines of wanting a completely different game to what ES is.
If there are any YouTube Mod Reviewers on here, please DM me <3. Keep up the good work all!
Well, ultimately, TES is a sandbox Action RPG.
It's not a deep narrative RPG. Its not a philosophical RPG. It's not a thriller or a tactical RPG, or anything else.
KCD gameplay doesn't hit me. It just annoys me and well I miss out on whatever story it has. Its not Dark Souls exactly but its still frustrating.(To clarify I was just contributing after SHizzkizz mentioned KCD)
And a Sandbox, ultimately, relies on emergent experiences and making your own activities.
That's what Video Game movies are for.
I even watched RDR2, despite my fiery contempt for RAGE. Not liking the gameplay doesn't necessarily mean you have to miss out on the story.
Didn't enjoy it either, but I still did it.
As I told you the last time you asked this question, you will have better succes if you ask in one of the mod chats. Since you've neglected to specify which game you are interested in, here is a selection of links. Please use them. #modding-general #skyrim-se-mods #1067467528353370152 #fallout-4-mods #1067505929534320700 #classic-mods
One area where I hope they make progress in the next game is in improving the fast travel system, which seems to have gone backwards in every game. I think they would be best off building some of the details and sim elements of TES2 into a base that is more like the map travel system used in the Interplay Fallouts.
That’s particularly true if they make use of Starfield’s massive theoretical landmass (where actual playable portions of the map are just randomly generated as needed). The fact is, in any reasonably sized world, there are probably decently large areas that are filled with very little of interest. Map travel gives you a way to pass those areas without too much player time. If you want to drop down to travel on foot, you can, but you probably won’t find much other than a few farms, some reagents, maybe some dangerous wildlife or a ghost in the town cemetery. And that’s fine, no one made you explore Nowheresville, so if you’re bored it’s on you.
Ideally travel would be a fully-fledged gameplay system with one or more skills (for surviving climate and disease, finding food and clean water, locating POIs, avoiding enemy encounters) and different types of equipment and upgrades (mounts, carts, caravans and wagons, boats and ships, tag along with groups like merchant caravans or parties of pilgrims, etc), and strategic choices (option to only travel in day or at night, camp outdoors or find town lodgings, travel recklessly or cautiously, etc.)
Elder scrolls 6 needs graphics higher then oblivion remastered yo
Night everyone peace
Idk, i agree with kcd, but cyberpunk has nothing in common with bethesda games, its closer to gta or assassins creed
I feel like you came from year 2100 where all the games have realistic simulative worlds and all npc's are full functional AI's making new story on every playthrough. So you get in the past somehow and hate the old games
It's core quest design works just like any other rpg.
Talk to people.
Pass speech checks.
Make a choice that either leads to combat or diplomacy
So you want a large map filled with nothing and a new fast travel system to skip it? Whats the point of this?
What you described sounds like minecraft but with mods on POIs and encounters
Or the Long dark but with randomised world
And this is really far from what elder scrolls is
Well, its not an rpg core is just how most open world games work in general. I mean the world desing in kcd is similar to bethesda but cyberpunk is not
But it actually has a lot of similarities
Feels different though
No. It doesn't. Gta for example doesn't work like that whatsoever, it's very linear and has no stats or skills to play around with. You have to do missions exactly how the game wants

