#elder-scrolls-general-chat
1 messages · Page 38 of 1
And there was always that weird scraping site posing as a forum.
Gamefallout/Gameskyrim/Gamesas
One of the reason I liked the old convention of official game forums hosted by the dev or publisher was that they were usually more responsible about handing out moderator authority compared to fan forums or subreddits.
Yeah, Discord was designed to be like Ventrillo, or Skype, or Teamspeak.
It wasn't intended to be used for these sorts of large communities..
I've never understood why so many companies and studios switched to Discord for that very reason.
It also wont let me search for other forums on the mobile app so I had to login on chrome and switch to "desktop site" to search and add another game. Then, come back to mobile. Strange...
TES VI will be Bethesda's best game
I certainly hope so. I like Starfield, so I am very optimistic.
They should lean into handcrafted map. No loading screens, better gameplay and better written game. Also good worldbuilding and exploration feeling.
You can't have no loading screens with the type of games they make
What they need to do is hide them better with cutscenes, animations or something else
Nah, TES X will be
You just have to survive until 2094, the year it releases
It'll be set solely on the Imperial Isle, at a similar scale to TES: II, and will feature 80 million fully fledged-out NPCs
… an overly ambitious project that goes up in smoke.
It releases with many problems and bugs, gets critically panned, Bethesda Games goes belly up as a result. But the obscure game gets rediscovered fifty some years later and becomes a cult classic
It's legacy is that it's the greatest game Bethesda Game Studios ever developed
So techically you need to live to 2150 to truly appreciate it
Me: * throws the big bucket of ice water at @livid ingot * That’ll cool yer brain off.
But I'm on a roll here 💀
That’s what they all say before they roll off the cliff, land in the body of water, and earn a Darwin Award.
KCD2 doesn't keep track of multiple physics objects all across the map
What does physics do with loading screens
The type of games Bethesda and Valve make keeps track of a billion different objects all around the map across multiple cells.
If you leave a piece of armor on one edge of the map it'll remain there forever. Same way you keep objects in settlements and they'll stay exactly how you keep them forever.
To keep track of all these things, the game needs to load them all separately to avoid straining the hardware
Games like KCD2 or Cyberpunk don't do this which is why things simply despawn if you get far away from something. Which is also why they can get seamless loading across interiors and exteriors.
Now theoretically it is possible to keep everything loaded in one instance but unless you have a NASA super computer, have fun playing at like 2 fps
I play Rimworld with 50+ Colonists.
2fps is a dream.
It'd be cool if Bethesda were secretly working with an author like Fromsoft did with Elden Ring and George R. R. Martin.
Depends on the writer... And you have the added problem of the type of games being different.
TES games aren't a single, cohesive story. They're dozens of stories set against a common backdrop.
It's a very different sort of thing to write for, that most authors... Aren't really that suited to do.
We do have some info on who the design director is for the game but i can't talk about it here since it counts as an unofficial info.
I am not aware of such rumours, so cannot comment.
It's not quite a rumor per say, it's on the person's personal profile. But rules are rules
Having looked it up... Indifferent.
Though, I'm also not easily convinced by pedigree. Ken Rolston has a fantastic resume, and yet... My opinions on Oblivion are pretty well known.
What someone has done in the past is no guarantee about what they do in the future.
"if you see any stormcloacks, kill em"
the stormcloak camps are literally just there to ruin rp because characters are immortal. wtf
do you know who is the lead quest designer?
Essential NPCs are very much a problem, yeah...
Starfield handles them better, but in a lot of cases those issues persist.
And I think the persistence of those problems has heavily contributed to the Murder Hobo tendencies of players.
Does it? I think Starfield handled it worse. Some npcs are essential for literally no reason even after their quests are done.
FO4 let you kill pretty much everyone once their related quests were done
Maybe it was FO4 I was thinking of.
Admittedly, haven't tried to kill many people in either.
I tend to only do it to test the Essential status systems, not as something I actively do
Yeah FO4 is pretty generous with it. It's mostly the companions that are permanently essential and even then some of them can be killed depending on faction choices.
Beyond that most people are killable
Only if the punishment for murder is execution
Imagine players reactions, after 25 years of joke justice systems in Bethesda games.
They murder an NPC, and just surrender to the guards for the crime, expecting the usual 'Serve Sentence' option. Instead, the screen fades to black, and then suddenly, they're being hanged.
Even better if the game has a Hardcore character setting, where you only have a single save, and a death wipes it
Not gonna lie. I don't care about the rest of the game. I don't care how terrible the writing, how shallow the world building, how bad the mechanics...
If TES6 did that? I'd buy it on principle.
I also wonder if TES will have any celebrities as NPCs in likeness to Cyber Punks Johnny Silverhand. And what other famous voice actors they will pull. Personally, I'd like to see them have one of the youtubers that do dozens of near perfect impressions of other actors/characters voices.
Hot take...
Screen actors typically make for terrible voice actors. They're usually a waste of money for nothing but the marketing clout.
Only if they have some passion involved, no need to overpay celebs who just drain the budget.
Unrelated fun fact: Chris Farley was originally going to be the voice actor for Shrek. There's even recordings of Chris as Shrek on YouTube. Sadly, he passed away during production. R.I.P. Chris Farley.
Also R.I.P. to Gilbert Gottfried, Robin Williams, and many more who made incredible characters.
I need to ask Bethesda about snow elves so bad my hyperfixation has essentially become a special interest for them it is BAD
Only if it's possible to channel Elemer of the Briar from Elden Ring and break your bonds, kill the executioner, and use his weapon to kill anyone standing between you and the exit.
We had Emil cameoing with his own likeness in FO4. Maybe ES6 will have a Todd cameo
Actually what I really want for a crime system that goes past the usual attempts to arrest.
Like if you kill enough, they won't accept surrender at all and will attack you on sight. But if you pile up enough bodies, eventually they'll stop treating you as a threat to be eliminated and instead view you as a nigh-unstoppable walking disaster like Pelinal Whitestrake or Mehrunes Dagon for whom trying to arrest or kill is certain suicide.
Also if you slaughter every guard in a town, there needs to be an option to coerce the regional ruler to remove your bounty- and you wiping out an entire guard force should become the thing of legend among everyone.
Like with Markarth, imagine if resisting arrest actually advanced the plot, where killing enough Markarth Guards resulted in Madanach making the call and summoning the Forsworn to take the now defenseless city.
I want open world games like TES to embrace the choice to crash out. I want a TES game where flying off the rails and becoming a GOW 3 Kratos level walking apocalypse is treated as a viable playthrough.
He may not like the shenanigans lol
I'd like to see more tools that actually function and can be used for minigames, quests, or just for fun: winch, ice pick, axe, saw(one and two-man), hammer/mallet, chisel(can be used on almost any wood in game), shovel, augers(for ice or wood), magnets, lanterns, usable rope, shackles, nets for bugs, small critters, or fish, throw lines for fishing, musical instruments(Ability to actually play instruments like the guitar in The Last of Us), can attach wagons to mounts, animal traps, catapult, usable Dwemer artifacts/tools, nuts/bolts that can be loosened/tightened, magnifying glass, binoculars, telescopes, Microscope minigame (to improve alchemy), gardening tools, paint, medical supplies, flint, sand glass, fillable containers, etc.
I really hope Bethesda could take a lot of notes from BG3, an example of how a role playing game can really be. Elder Scrolls 6 should be a perfect opportunity to have those inspirations turned into a reality. Especially when it comes to story and compelling companions/followers.
I also hope it takes shades from Fallout in terms of followers. I would like less in number, but better indepth character. Serana from Dawnguard was definitely a good start.
Neither of those two would exist without Bioware. That's where they should look for inspiration for follower related content.
It's actually kinda funny because when Skyrim came out, Bioware took notes from it while making DAI then Bethesda took notes from their games while making FO4.
Full Circle.
if the characters end up like Serana I would do a genocide run
she is so annoying, hand of Auri-El
That's more how people find their talking.
But the character is fine. It's difference because you're around the character so much that they can do much then be quest giver who talks and you barely interact with them.
It's why ESOs returning characters can be fine because you're interacting with the character more. Just not how they did play in any order.
oh I meant like how she was annoying and uncaring mostly
I like that we can continuously engage with her in various topics
Huh? She was uncaring? Half her dialogues are about how she cares about you
yeah but I don't care about that she disrespects the environment and cool stuff
but she's like the worst thing about the dlc to me
Where? All she does is admire and be curious about everything
The only place she doesn't care much about is the soul cairn which is.. well.. understandable
she has some snarky comments during the snow elf area which irritates me
She makes a lot of sarcastic jokes but it's not because she doesn't care about anything
also this line is funny since it implies she's older than the end of the Ayleids
"Cyrodiil is the seat of an empire? I must have been gone longer than I thought. Definitely longer than we planned. Please, let's hurry. I need to get home so I can figure out what's happened."
That is a matter of debate whether she's a 1000 or 4000 years old
The devs have been inconsistent to say the least about when she was sent into sleep
which is kinda funny
4000 seems more likely I'd say. There's more contradictions to the 1000 year theory than the 4000 one
ok the issue was more about her constant sarcasm than snarky
That's understandable. Not everyone likes overt sarcasm
I do so i love her but i understand
I love Gelebor because I like his character
also the way he basically insults serana after her complaining is funny as heck to me
"it's symbolic. I wouldn't expect you to understand." not a whole insult but it can come off that way
Pretty sure that was sarcasm as well
begging on my hands and knees for more snow elf content that isn't just the end of their people
Both parties jabbing each other essentially
I enjoy the prelates
TBF that's a misreading of the line.
"I must have been gone longer than I thought. Definitely longer than we planned."
Implies that an Empire arising again must have been much longer then they ever planned.
The real issue of Serana is less when was she was locked away but how long she was around since she's a Vampire.
true
at the end of the day I would've preferred to kill her and take the scroll to isran
like strategically it's smarter to just kill her there and prevent the vampires from getting a clue
well on the other hand it could've lead to the volkihar attacking the dawnguard sooner
It's both. She acts like she didn't even know there's an empire on the rise to begin with.
With how popular Tiber Septim was no way she won't know about that
Also she talks about knowing how Dwemer looked which is unlikely if she wasn't present anywhere close to the first era
And she also says she's been watching her mom tend to the garden for hundreds of years so she's been living as a vampire for atleast a couple hundred years
All in all my estimate is she was put to sleep somewhere near the end of the first era
Yeah that's the issue though. She's a Vampire.
She was locked away between Empires from Cyrodiil but we don't know how long she was around before being locked away. And because she's a Vampire that could be a silly amount of time since they don't age.
Yeah so I'd say it's either just before the 2nd era or in the first era
But if it was just before the 2nd era i doubt she'd have any knowledge about how the dwemer looked like since by that point most people and books have started theorizing about it than having hard witnesses.
So 1st era seems likely
Second era is fine it's just TES is weird with a shut in character.
We know she wasn't allowed off the island and has been to Winterhold. Was it the college of Winterhold or Skyrims High-King we don't know.
We also don't know when any of those things happen for her.
Also when was the solitude windmill built again?
Looking right past the looming Emperor's tower, you can glimpse Solitude's natural bridge arcing gracefully over to the windmill. Built during High King Erling's day, the bridge was said to be used used [sic] to discretely [sic] allow Captain Jytte, the famous privateer, to enter Castle Dour.
Though doesn't give a date to the windmill just the bridge.
Hm. Not much to go on then.
Iirc another clue is Harkon was apparently some sort of big king with a lot of land so was that before they had high kings and jarls?
I honestly imagine he was a Jarl of Solitude. Jarl and Count have been used as renamed kings.
Whatever timeframe there was Serana has been to Winterhold.
The issue is well there's no other Kingdom or Jarldom nearby as the Human places of Farrun and Jehanna were moved to the late second era by ESO.
So it's more likely it all happened before all that. Which is why i think 1st era is more appropriate
Details are more hazy in that era so it's easier to fit all that in than the 2nd era which we have a lot of info about
That also depends on when the Castle was taken over. Because Volkihar Castle was made and owned by other people before Harkon took over and moved in.
Details are hazy in general tbh. Only the Reman and Septim Dynasty have any clear information.
True but the 2nd era comparatively is a lot more detailed than the first so less contradiction
Late 1st era would be my guess
According to Gstaff, the intention was that Serana was sealed up in the Second Era, however in one the ESO AMAs, she was mentioned as having been sealed up in the First Era.
That's probably for the best too seeing the amount of second era stuff ESO adds or explores it's better to move the Vokihar stuff to the first era
valerica does mention the All-Maker if that helps
this would also date the fall of the Chantry in the first era then
I don't think mentioning the All maker does much in this case because if I'm not wrong all maker worshipping was common enough during both 1st and 2nd era
As for the chantry. Didn't that particular war happen in the merethic era? The one that eventually led to the creation of the falmer
Even ignoring the 1008 year Dragon Break, the First Era spanned a very long time period compared to the subsequent eras.
the Chantry was built in the first era
the Falmer society as a whole ended during Harald's time
so around 1e 100-200, the war in the crag started around 1e 300 and ended when the dwemer dissapeared
The auri el chantry? That was 1st era?
let me find the quote from pookie gelebor
I swear it predated the 1st era. Maybe I'm misremembering
Yeah, like I said before, it seems Bethesda learned their lesson about companions since Serana, and decided that since players wanted romance like Serana, they start that with Fallout 4.
"This is, or was, the epicenter of our religion. Most of the snow elf people worshipped Auri-El. The Chantry was constructed near the beginning of the First Era to provide a retreat for those that wished to become enlightened."
Odd. The wiki says it was made in the merethic era for some reason yet the dialogue it links says first
which wiki
never use fandom always use UESP and Imperial Library instead (iirc UESP is older than Wikipedia and Google)
I know this is talked about before, but what if the next player character we're gonna play as in ES6 to be the Shezzarine? Kinda like how we become the Nerevarine in Morrowind?
UESP doesn't have a page dedicated to the chantry so i only remember reading about it on the fandom one
the Nerevarine was us fulfilling a prophecy
Yes. What if the Shezzarine has a prophecy of their own?
Also yeah we already were the nerevarine. We don't become one
yes it does
inner sanctum
that's possible but I think we'll be something closer to local cultures realistically
Ah. I searched up "Chantry of Auri El" that's why it didn't show up
Oh, whoops, I meant we play as the Nerevarine. Why not play as the Shezzarine in TES6?
Ok you got me. I thought of wanting to play as the Shezzarine because the name's similar to Nerevarine. Also, so much mentions and references of Shezzarine or Shezzar. I know people speculated Pelinal's the Shezzarine, but Pelinal does not seem to like that because he hates gods, and the guy who stated and thought Pelinal's the Shezzarine was smothered by moths.
go my moths
sorry I can't contribute more knowledge I literally specialize on the snow elves in particular for some reason
The notable references of the Shezzarine and Shezzar is of course from The Song of Pelinal. Imagine we play as the Shezzarine in TES6 and we have a role of the Illiac Bay and fighting the Thalmor for it.
nah
Ok. I have gathered some knowledge to fix what i thought. So the chantry was built in the first era and is it ever mentioned when it fell apart? Don't see it on the wiki
it likely falls at some point during the first or second era, any further lessens the loss of the Snow elves
I respect your opinion of not wanting that. But we have not heard the last of the Thalmor.
Hm. So i'd say keep that entire plotline contained during the first era
the Thalmor will definitely stay around until 6
I'll personally travel to Bethesda's hq if they just write the entire thalmor war out in ES6
So you're saying the Thalmor's appearance in TES6 would be their last?
By write out, as in "killed off screen" or something?
it depends on the story
if we go to Alinor then probably but if we say visit Hammerfell and Balfiera maybe not
Anything of the sort. The thing they typically do when they refuse to acknowledge choices made in prior games
the dawnguard and vampires killed each other at the end of the day and the stormcloaks and imperials conflict ultimately doesn't matter
Would the Dragonbreak affect those? I just want to know the canon ending to the Skyrim Civil War, and how those affect the story of TES6. Are just gonna be written off as all nine providences being their own independant countries instead of being ruled by any empire like the Dominion or the Imperial Empire?
I do not care what matters or not. I want a full scale war across all of tamriel. I'll start a war myself if they don't do it
I like the way you think. I would also want a full scale war. The Second Great War as well. If there's a war against the Thalmor, sign me up in TES6! If there's a war with an army of vampires similar to Netflix's Castlevania series where the vampire lord leads an army against the mortals of Tamriel, sign me up! The last time we kinda have a war like that was the Oblivion Crisis. The Skyrim Civil War don't count, because it's just a civil war in Skyrim and to the Imperials, a distraction on the real upcoming war against the Thalmor.
a db would just make the imperials win and also the stormcloaks gaining independence
Siege camps are bugged out. They appear to despawn straight away
Well the last Dragon Break that had something like that just had Sentinel, Wayrest and Daggerfall gain power but don't go independent.
So it would be like Ulfric High King but under the Empire.
I mean the Civil War is a full scale war. The problem is game scale and the state of the Civil War. Tullius has an unknown amount of Legions (armies) with him.
Game scale just makes things hard to tell like we know TES3 had 6 Legions (armies) in it.
that would be funny
I want to be able to catch bugs and put them in jars. Imagine having a room lit up by jars full of torchbugs.
Yeah, and to be entirely honest, I don't think it'll get better any time soon.
While the games can Run With hundreds of entities at a time, they don't run well.
And the AI certainly doesn't know what to do with it.
The best I think we can hope for, is war as a backdrop with a few cutscenes or cleverly framed sequences (not like Skyrim's battles, those were neither clever, nor framed).
Full scale war isn't really on the table.
"From Past To Present" aus The Elder Scrolls V: Skyrim von Jeremy Soule, gespielt vom WDR Funkhausorchester unter der Leitung von Enrico Delamboye. Live aufgenommen am 23.08.2025 im WDR Funkhaus Wallrafplatz.
From Past To Present, aus: The Elder Scrolls V: Skyrim - J. Soule / A. Skeet (Arr.)
WDR Funkhausorchester
Enrico Delamboye, Leitung
...
Still masterful and hard to top even to this day.
I mean... I'm pretty sure you could make a list of Uematsu pieces alien that top Skyrim, or TES...
There are a lot of good composers out there. But that man is brilliant.
Yeah FF stuff is alright. Doubt your average gamer would recognise them in a blind test.
Good music is heard and great music is felt.
I hope Bethesda does a live orchestra for FO4's music as well like they did with Skyrim's music back in it's 10 year anniversary
Depends entirely on what circle of gamers.
And what country you're doing it in, in fact.
I would actually put money on getting a higher hit-rate of FF music in the west, than TES music in the east.
We take our association with TES for granted, but we have to remember they the western market isn't all there is. And western games have a history of struggling in eastern markets.
Music is the closest thing we have to a universal language but cultural differences will make some music resonate more with the listener. I was more referring to the west than eastern gamers. I do like FF games but I've never liked them because of the music as much as I like TES for it's music. This might get a little pedantic if we go any deeper.
And subjectivity even more with Music. Sometimes they hit and sometimes it doesn't phase me but thats not a harsh criticism I'm not gonna throw coal at Bethesda for sometimes not hitting the mark with music.
Indeed.
I can conclusively say, however, objectively, that Country is the lowest form of music in the universe. Even including the alien musics we haven't discovered yet.
The cows love it tho, mooooo. Especially the cats and their fiddles.
While playing The Elder Scrolls Castles, I can't help but think of how cool it would be to have some of these scenarios in TES6. When the king was asked a question about art from a far away place, I was able to choose: no, it's too dangerous to travel there, or sure how about something rustic. I chose rustic, which is a risk because now they have to take on the dangerous travel. I like the risk. I like the thought of being able to make the choice and what if their ship wrecked along the way? Would I now get to investigate the shipwreck? Maybe they were shot down by other factions. Maybe it's weather related, sea monsters, or rocks/icebergs in the water that sank the ship. As a ruler, it would affect the local economy negatively, as a player, it gets me excited.
Castles was a fun little game. Not as good as Fallout Shelter, but pretty solid none the less.
https://www.youtube.com/watch?v=ZdljTiX4aNk
Topic for discussion today: What kind of creatures do you want to see in TES VI?
Long before modern horror imagined zombies or demons, ancient Arabic folklore spoke of the Ghoul (غول) — a terrifying shape-shifting creature haunting deserts, ruins, and graveyards. In this video, we uncover the true origins of the Ghoul: its roots in pre-Islamic Arabian mythology, its transformation through Islamic tradition, and its last...
I don't want to see direct analogies to real world mythologies.
Had enough of that with Oblivion and Skyrim, and honestly... It was pretty much all bad.
Give me more Bonewalkers, Guar, Frostwraiths, etc.
You can draw inspiration from real world mythologies, but actually try to ground them in the world and setting for a change.
This part I agree with. Using inspiration is one thing just paste copying historical stuff without any alteration is....well almost lazy.
I'd go so far as to say looking at Arabic mythology is the wrong place to get inspired
I've gone as far as to say TES should ditch real world animals completely, even horses.
There can be analogies of course but the creatures should be unique (ala After Man, Avatar the Last Airbender, etc etc)
The TES series has been back and forth on this honestly. Sometimes they've given stuff borrowed stuff their own spin (like trolls), but other times they've copy-pasted without much thought whatsoever (minotaurs), in addition to inventing their own.
It would obviously be nice to see more creativity in this regard. But BGS has shown they've delved into all three on a fairly regular basis.
Hundred percent. Though I think we're past the point of no return on that
Nah Horses are a typical Fantasy animal. I just think using more then one inspiration for whatever they're trying to do is better then just copy pasting Romans into a Fantasy world. But thats one specific issue and I don't wanna rant about it
As far as using Arabic influences in Hammerfell though...
Well, I was blindsided by how bad the Bosmer were, so I definitely was kinder in my reaction to Hammerfell than it deserved, but like... Why would it have arabic mythic fauna?
It's clearly established at this point that the Redguard culture stretches back to Yokuda. If there were arabic mythic creatures that shaped their culture, they'd be in YOKUDA, not Hammerfell.
The reasonable likelyhood of an Arabic inspired fantasy culture leaving an Arabic inspired fantasy land... And ending up in another Arabic inspired fantasy land, is frankly just silly.
Even less, of an Arabic inspired fantasy culture, leaving an entirely unrelated fantasy land and ending UP in an Arabic inspired fantasy land.
Kinda reminds me of the Warcraft retcon regarding the Dragonmaw Tribe.
Well, I think its a good opportunity to. TES is heavily reliant on European traditions. Seems unlikely that they'd include something like ghouls or djinn or rocs in another province.
Although that would be good of they did so
Better suited to Elsweyr, IMO.
Draw on other arid environment inspirations for hammerfell.
Old Egyptian and subsaharan mythologies, Andean cultures, Mongolian, etc.
There's already far too much big standard Turk in the Redguard. At this point they might as well just be renamed the Ottomans.
You don't need for Arabian desert, of even the Sahara. You can look to the Atacama, Gobi and Kalahari for ideas.
You could have Almas, as a reclusive relative to the Inga.
Pishtaco, as an undead monster haunting ruins near trade routes.
Garuda (which could also be known as Rocs by other cultures).
Aigamuxa, a humanoid predator that waits in the sands.
Muki, a local variation of goblins who more resemble the Hobbs of Fable.
There's all kinds of other mythical influences to draw on.
Though, again, I'd rather take inspiration from mythology, not just steal from it.
I actually think they fought a Pishtaco in Supernatural...
Though, on the whole, I think this issue plays into a major, chronic problem for TES.
It's too Western-Coded. It's influences for basically half the setting are very one dimensional, stereotypical, western fantasy.
The one place where we could see some of the massive breadth of influences explored a little (given that the Redguard are descendants from an entire CONTINENT's worth of people)?
Probably just gonna be Ottoman Turks, man. Another western fantasy trope.
The one time TES stepped out of these stereotypes and tropes, we got Morrowind. And it was brilliant.
And we just aren't likely to ever see that again.
Oh, so I'm guessing the Demons of Kamal in Akavir would be.. Russian? Lol
French
Was scrolling X and saw a video of Crimson Desert and the caption was "You can ride a bear, a dragon, or pilot a mecha." And more mount examples in the video.
It got me thinking about how there are dwemer ruins in Hammerfell. If the setting were in Hammerfell, it would be awesome if you could pilot a dwemer construct. Not that there aren't dwemer ruins in other regions too.
French in "snow hell?"
Yes
I would not be surprised
I'd still be disappointed, but kit surprised
Aaaand balls. Thanks @nimble pond . Now all I can picture for the Second Akaviri invasion are a bunch of Russian Orthodox crusaders trying to reclaim the Ordained Receptacle, and bungling around like Tzar Nicholas I during the Crimean War.
Ada'Soom was just Tamriel Rasputin, confirmed.
snow elves
I love making up a majority of snow elf mentions I will be a day one snow elf revival fan
I hope they have some cool magic traps and more barbaric physical traps, lava pits, spiked crusher, we can build to defend our homes in the game. Even using animals, like a mud crab pit full of many mud crabs, what a horrible way to die. Kinda like Horde. I know they had it somewhat in F4. Two home types I'd be interested in (well 3, actually), my own lil island, underwater (could make a cool entrance/exit with that), and a built-in mountain fortress.
This sounds cool.
I also want there to be at least a dozen different lockpicking minigames. Not every lock in the game should be the same.
Well, I'd be done for two types of locks. Physical locks & magic locks. Physical lock picks would be useless on magic locks. Some might have a combination of both for maximum security.
who will be the composer?
Most likely Inon Zur
Who is the lead quest designer
I'm not sure I'm allowed to say that here seeing as it's not official info but look up "ES6 design director", it'll show up on reddit
Someone found it listed on the person's linkedin profile
Worth noting, of course, that Design Director, and Lead Quest Designer, aren't necessarily the same role. So the info may not even be directly applicable to the question.
Hm. That is true.
You know, a more thorough crime investigative unit/guild could be fun. Mixed with fantasy and medieval theme. Especially for more unique and high-profile cases. Sherlock & Watson? Run by locals, not actual guards or anything, but sometimes involving them to collaborate on cases. Even weeding out some of the corruption in those official offices. And a good excuse to introduce some actually decent puzzles instead of the "connect the dots" puzzles.
Also. Why not allow players to serve as companions for NPCs. Working as a mercenary/hireling taking advertised jobs on a job board, newspaper, or whatever. I mean if they do add "jobs" in the next game, they could throw this into the mix.
And I don't know when, but maybe in the future an enemy that is threat not only to Tamriel, but also to the Daedra (capable of permanently destroying them, Princes & their realms included). Forcing them to temporarily ally and fight alongside the people of Tamriel, or face total annihilation alone.
I think an actual crime and Justice system to engage with could be great.
I actually was hesitantly optimistic about the Freestar Rangers, despite the Yee-Haw coybow nonsense, for that reason.
It was the biggest disappointment since Valenwood
"crime investigative unit/guild"
You know it's odd they never really explore that despite the player being part of the Legion in two games. As Guards are soldiers they just don't do much for it. At least TES5 is distracted by a war.
I agree, they could do more detail on the whole structure and ranking of enforcement. For example, as your bounty rises, tougher ranked guards begin coming at you with better armor and such. Maybe having more guards that actually use magic? It seems like they were melee majority with the occasional bow.
Magic and Law Enforcement is one area where the worldbuilding of TES so radically fails, it's staggering.
Like, why do Guards come at you with swords and bows, when per Oblivion you can literally just buy Paralyze Spells?
I hope TES VI will be great
So do I. I'm very excited to see what they come up with this time.
Didn't Kematu cast Paralyze in Skyrim on Saadia? Lol
But "magic cuffs" (binding spell) would be cool instead of just paralyze.
He did indeed
Probably more skilled at it then the average person who tries to pick up the spell. At least thats the only for it to make sense otherwise..... yikes....
I love redoran
The problem is, you have books like Breathing Water, and the Mages Guild Charter, which clearly establish that simply purchasing spells, as distinct from scrolls or potions, is a thing.
So it's not a matter of skill, or access.
I think that's more just a gameplay thing. Purchasing spells likely means they teach it to you on the spot
Which means it's a reliable, quick to pick up, out of the box practice.
Is it tho? There's dialogue in skyrim suggests you can only use it if you're well versed in that particular school of magic
And information in Oblivion and Morrowind indicates otherwise.
Ah. The classic ES contradiction
Are y'all talking about purchasing spell tomes?
No. Directly purchasing spells
Ohh
Tomes are the Skyrim variation of it, but purchasing spells is directly referenced on multiple occasions as well.
Yeah. Faralda says she can give us a spell IF we know how to use said school of magic
Ofcourse gameplay wise it doesn't matter. You can use it no matter your skill
It's all reconcilable of course. It just takes a lot of work to do so
Is it tied to skill like Farengar's main quest can?
TES5 can be odd with skill checks because they simply won't appear if you don't have high enough skill
No. The dialogue suggests it is but you can just use it even with no skill
It's the entry dialogue when you first enter the college
Sometimes Gameplay>Lore. It makes sense gameplay wise for some stores to offer spells despite the lore implications of handing out certain spells out like that.
Yeah it's definitely a small gameplay lore disparity
Ok so wild thought. But so, alduin stopped in skyrim, he's like death or the ending, that helps bring about the new beginning. Cycle, kapla.
Now that ldb stopped him. What is the consequence of that? Is time now broken? Will we be subject to a fate worse than death in tesvi. Like having to die over and over and over again with no end in sight, like groundhog day.
Basically you start the game during well, actually the end. The entire planet is collapsing, natural disasters everywhere and you witness the actual death of the current Nirn, as well as yourself and everything.
Than after the introduction, you wake up and everything is back. And time is short to figure out how to stop the endless loop of death before it becomes permanent loop?
And perhaps there will be "echoes" of time and past enemies and catastrophes popping up all over the map, threatening the current time.
There's also the option of buying a scroll that anyone can use.
god the creation club stuff is such ghetto trash, why did they even make these
its cheap slop that takes you out of the game every time it pops up, I mean at least have someone get in a booth and voice the terrible storylines you use to excuse the repulsive freemium gear they all come with
dang the dog ownership in this game is busted too?
What Alduins defeat means has been a matter of discussion for many years. And we don't have any more answers now than we did on 2011
I'm personally on the side of 'We broke the world'. Alduin had a job to do, and we interfered in it. Now we see what happens when Mundus is left to run without a reset timer.
🎵 If Alduin's eternal,
then eternity's done 🎵
Hewo

I don't think anything was really changed since tbf Alduin wasn't doing his job.
Dude was being the Dragon Emperor of Skyrim and then got yeeted thousands of years into the future. We don't actually know what Alduin is going to do because as much as people are going "Alduin's going to eat the world!" the prophecy says nothing of the sort and Alduin doesn't really add anything to it.
I think Alduin's vegetarian and he's maintaining a facade about eating people to look cool
Perhaps it merely broke the cycle and there will not be another new world, this one will go on without end?
I was just playing with what Partysnax & Badabing were saying at the end of the main quest. The currents of time and world never being same was just interesting dialogue to me.
I always thought it'd be cool if time got messed up and they used that to pay some homage to the past titles, like shades of past bosses appearing to battle. Just a lil' nostalgia included.
And while I don't think would anyone would do this, but in some instances you travel back so far into the past, the graphics temporarily revert to Daggerfall-style. 😄
Could be cool. Starfield i think has a quest where you can meet historical figures
well not the real ones but still
My problem with the 'Nothings changed, Alduin was out of line' has always been that it makes Alduin a terrible antagonist.
Just another in a long line of big bad guys who are mean for the sake of it.
There's enough scraps there to make a moderately interesting antagonist out of him though. And it only requires a single out of game source
And even that's not really needed, it's just contextualizing the wider picture...
Another concept is similar to Dragon Breaks, but just bc Alduin was stopped, does that mean a new world will not try to emerge anyway, even without Alduin ending the current one. Then you have this competition between two worlds competing to exist as the current one. Can two versions of the world coexist for eternity? Would even more worlds be created over time to the point where you have thousands of versions of the world all coexisting without any end?
Could do a Tiamut, or Abier-Toril thing with it, yeah
Tamriel v13.0 is coming whether we want it or not. And now no one wiped the hard drive first.
Maybe, but I don't know if I really like it.
I'm just currently fascinated by the concept of time echoes and how that could be incorporated into gameplay and things to fight.
Ultimately, I just want a decent antagonist.
Dagoth Ur was the only one we've gotten, and with him it was only if you look at his history as Voryn Dagoth, NOT as Dagoth Ur
Because Ur was just 6 barrels of nuts.
The concept of a world ending and starting new is a very cruel concept, do the people of Tamriel not have the right to live their lives?
Is time considered "sentient" in the TES world?
If the world was designed by immortal spirits, with the express purpose of periods of self reflection followed by a reset so they could go again, it wouldn't feel cruel by THEIR standards.
To the Et'ada, Mortals are just personas they take on for the run of a game.
I just wondered if "time" itself would now "feel" under threat and activate a defensive mechanism?
Akatosh is a dragon, and therefore a raging, self important egotist.
I doubt he's capable of feeling threatened.
That's what I was wondering about. Is time literally just Akatosh, or does it have any sense of it's own independence in anyway? And does that mean the Elder Scrolls themselves would also be tied to Akatosh?
The scrolls, absolutely. Because they stop working when you break the dragon.
Makes sense
During Dragonbreaks, the Scrolls seem to go blank. So without a specific flow of time, they don't work.
Makes you wonder, if time is that vulnerable. What's stopping anyone from taking it over and engineering it to work differently? Even rewrite history. Unless stopped ofc, somehow.
I think the Aedra are particularly vulnerable,because of the whole Creation thing
In effect, they threw all their money into a joint account with a billion other minor spirits. If one of those spirits managed to withdraw too much, they can spend it on something stupid like a giant inflatable unicorn sprinkler, or breaking reality.
Meanwhile, all the Daedra have personal accounts.
That'd be something to absorb all that power, controlling virtually every aspect of creation. The God of gods.
Whatever the case, if the Ada Tower is included in the next in-game map, something big bound to happen.
Really hope they add spears for TES6.
Ada-mantium is the bank holding the joint account.
Dragon Knights would be cool. Spear throwing would be ideal for it. Hell, even throw some shiny armor on-top of their already armored bodies. Maybe LDB or Partysnax convinced some of the remaining dragons to ally with man.
Spears could be interesting, but only with an overhauled combat system.
Explosive-tipped spears, so it's like raining down bombs from above lol
Why do I feel Samurai Jack did that with their Spartans?
World ending stories are nice but not when you try and imply "Well its meant to happen" cause screw that. its a horrifying thing to say narratively. Nothing personal. 🙂
Not gonna lie, that’s be pretty cool.
sorry but i dont see a ticket channel, so why did I get a warning?
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What? I mean that's essentially what life is, the process of the life cycle. Tamriel would be so overcrowded, lol.
No it wouldn't. With how much conflict happens, there doesn't need to be some reset. Bethesda still wants the events of their games to matter and not just be "Ok we starting over lol"
Besides they don't really die anyway. They just transition to the afterlife. Whether that's Sovangarde, Soul Cairn, wherever.
Well generally it's been reset and repeat in TES world.
Anyway, I wasn't saying I was for a reset cause that's boring to me. Just discussing the Kalpa and how all that works.
For real. Feels like a Greek God literally casting thunderbolts out the Sky like in Fantasia. And the Dragon Knight commanding the dragon to create a mini-vortex using their massive wings. Could be down with their voice, but let the wings get some action.
Well, depending how Afterlives work...
Because that's another area in which TES is critically underdeveloped.
Prior to Skyrim, we probably could have gotten away with Afterlives maybe being a real thing, maybe being mythology, but that ship has solidly sunk now...
I do sort of agree with @pulsar root though, at least in the broader context.
But I think it misses the contrast between what Mundus was designed for, and what it has become.
For the et'Ada, it really was a 'Ok, we're starting over again, Lol' sort of situation. So their design and their concerns would be in line with that.
However, that doesn't mean that Mortals, living in that world, would be aware of even agree with that. Technically they would have signed up for that in the beginning, but they have no memory of that agreement now.
They're simply trying to live their lives, a best as they experience them. They aren't as concerned with the grand machinery of divine self-reflection.
But then you get the problem of.. how do those spirits, living through those countless do-overs, develop and change themselves? What if they now want out, or want to break the system they originally helped build?
Prometheus?
Something similar, to an extent.
Though depending on the variation of the Myth, Prometheus may not have had a change of heart...
I was just perplexed and at a loss for words because it seemed like they were actually taking offense to TES because of it's world design? At least that's how I read it. Apologies though, wasn't intended to offend anyone by discussing game lore.
Only certain elements, not all of them.
Yeah back before Skyrim, I recall the general consensus among the lore buffs was that upon death, your soul went to the dreamsleeve and any seeming afterlife was actually a dream.
Skyrim threw that out the window with the revelation that Sovngarde is very real.
Reminds me of Dark Souls 3, where the issue comes up in more than one context that delaying the end of the world is resulting in the world progressively deteriorating, and the question is raised as to whether the world should be finally permitted to end for the sake of the next world.
Yeah their world is very grimdark.
Many have tried to reconcile that interpretation with what has come after, but it's not a good fit.
Personally, I think confirming the nature of Afterlives was a huge writing mistep that has fundamentally undermined the deeper lore and themes of the setting, to the point where perspectives that would have otherwise been sympathetic (The Altmer, Mythic Dawn, even the Thalmor) are now just explicitly wrong and irrelevant.
But Afterlives are incredibly difficult to write in any sort of logical way anyway. So including them is almost garunteed to cause problems.
Only D&D and Warhammer really handle this in any worthwhile way, by making Afterlives not eternal. In both cases, you eventually simply diffuse into whatever the medium of the afterlife is, ceasing to be entirely.
It's possible It's the same for TES. Sovangarde been around a long time, but looked pretty empty when we got there. Or maybe only certain spirits reach eternity?
I think it would of been far less complicated to have each species to have its own afterlife and well tread carefully if said afterlife can be explored. That said with Nord's sovengarde, its already done and I don't think we can go back on that particular subject.
In the case of Sovngarde, the fact that you have to get past Tsun probably filters most Nord souls.
But then, that Valley should be filled with Nords who didn't pass the test. Unless Alduin has already chowed down on the spiritual refuse of 4000 years worth of Nords.
Which would make Alduin more of a punk ass weakling than the game already makes him out to be.
But that's only part of a deeper problem with Afterlives and how they function in TES's deeper mythology.
The whole Man-Mer ideological schism is one where Men view the world as a gift to them by the gods, and Met view it as a prison keeping them from being eternal spirits.
But with Afterlives, Mer are just wrong, and Men are just ignorant. You spend a few decades on a crappy rock, then get to go off and be an eternal spirit forever anyway.
Mortality is at worst a time out, at best a vacation.
I always figured those who fail to beat Tsun end up falling into the void.
Which raises a further question... You can't actually kill any of the spirits. If Tsun throws you in the hole, do you just fall forever?
Its Bethesda, it aint supposed to make sense
This isn't just a Bethesda problem.
Afterlives in general just don't make sense if you think about them for more than 30 seconds.
One possibility is that the old stuff about the dreamsleeve is still mostly true, but some- Human heroes, Daedra worshipers, and victims of black soul gems- end up in more permanent or long-term destinations.
Which would, in principle, lead to a gradual depletion of souls available for Mundus to function. Leading to a slow systemic collapse.
Because Mundus doesn't MAKE souls. The souls are et'Ada, or parts of them, stuffed into temporary meat suits.
If some of those spirits, or parts of them, are gradually escaping, you have a leak. And you're gonna run out of water eventually.
In theory, it would all get reset when the Kalpa ends and Alduin takes all the mortal pieces of the et'Ada into himself.
Well, depending on what you interpret the Kalpic ending as anyway...
My preferred reconciliation was that the Afterlives we see are just holding pens for souls until Alduinbdoes his job.
Then everything gets thrown back into the blender.
dumb lore
Contextually consistent with the purpose of Mundus in the first place, both overtly (what Auriel planned) and covertly (what Lorkhan planned).
The main competing model was that, when the Kalpa ends, the world dissolved, and all the souls become the new spirits, taking over the roles of those who came before.
Then, for some reason, they all get together again and do the exact same thing they all HATED last time.
Maybe they try to do it differently each time, but it all leads to the same end anyway?
You kinda make it sound like the gods themselves are mortal? Like with life and death, the old generation dies, the new generation takes over. It's a cycle. And sounds kind of similar to this Kalpa thing.
I just realized all of Dibella's statues are naked. For some reason i always thought they had her wearing a bra
just like classical statues 
Speaking of Dibella her quest makes me real mad in skyrim. Why is it so linear. I either have to send the child off to a bunch of idiots at the temple or not rescue her at all.
The other divine quests have choices but this one, you gotta do it exactly one way
I hope they make it so that there are a variety of colors and patterns on the pelts of each animal, so that no two are the same. I think this would add variety to the overall experience and keep things fresh so that every time you fight an animal, they don't look exactly the same as the last.
For example: Each brown bear could have randomly generated light/dark spots, scars from fights with humans or other animals. Rabbits would all have unique spots and patches. Same for cats, dogs, goats, deer, birds, you name it! You may have some that look very close, maybe the white on a cat's paw comes up its leg an extra inch higher than its sibling, but still different. Maybe they're missing some teeth, eyes, or limbs, tails cut short, gimp limbs, mangy spots, feathers missing, chunks out of a fin, whiskers differ in length and color, ear sizes different, ears missing chunks from bites, some are fat and some so skinny and starved that you can see their skeletal structure, etc.
This is one area I feel like Random generation could be utilized in a cool way. Of course, I'd still want some handcrafted, special-looking animals or beasts (a quest may have you slay the mudcrab with the giant blue pincher), but for other non-important wild animals or beasts, let them all look unique (within reason, a brown bear with pink and purple spots wouldn't make sense).
That's a little trickier to accomplish than it may at first seem.
Not impossible, but.. it would require an algorithmic texture generator for every animal pelt, with different baseline variables.
Doable. But making half a dozen individual textures for each pelt type would be much easier.
They already have achieved a very impressive amount of fauna count in Starfield. It's just a shame unless you explore for a billion hours you won't see a lot of it
According to reports there's roughly 218 creatures
I should add that they should be randomly generated upon respawn as well, making it feel like a different animal moved into the territory.
There's definitely some visual interest that can be caused by it. But I think it would be necessary to integrate it with more systems than just looking different.
I agree, expand upon the idea. Each climate would have its own limits on how they look.
Like i said they've already done a good job with that in Starfield.
The issue is the amount of planets are so bloated you rarely see them
Depending on the health and size of the animal, they could be weaker or stronger, faster or slower, use more or fewer attacks.
The variety of creatures in Starfield are definitely hampered by... Well... Starfield.
I really need to play Starfield lol
Ah Starfield. One step forward two steps back
Every good decision in Starfield has atleast one bad decision that makes your head scratch
More like... One step forward, then a fall down a flight of stairs...
But, this does give me some more thought...
Using colour coding of wildlife to allow for level scaling, and clear visual indicators.
I want to play Starfield, however, I fear I'll be disappointed like so many others. Do I play it and risk disappointment or do I skip it so that the generational leap between Bethesda games for me will be greater?
So you could have, in principle, 3 or 4 Wolves of different level, so they don't just become useless.
It's not that it's bad. Just very odd
Like there are a lot of things about it i like
Movement, Creature variety, lighting/visual improvements, dialogue and trait system
But for every improvement there's one dis improvement.
Like Crafting
Now instead of just getting materials and crafting. You need to find additional materials to research the item before you can craft it which itself requires more materials
Maybe Starfield will be on sale around black friday, and I'll get it for the Series X.
the Proceedurally generated Pois aren't going to be nearly as interesting compared to a typical Bethesda game(1000 planets and stuff with their own world space).
Its a big flaw of the game, and no I still love the game, but it has its weaknesses.
Even the loading screens people complained about.
They made these cutscenes for landing and grav jumping but instead of using them to hide the loading they just play separately
My long list of problems with Starfield is not a conversation for here.
But there is enough in there to still have value.
Yeah like i liked my time with it but so much of it's design decisions are just so odd
Even the music which i usually adore felt quite directionless in the game. Like it has no clear idea what it's trying to be
It did feel very Oblivion in that way, yes.
What are your thoughts on body types when creating your characters?
Old style or Oblivion remaster style?
Haven't played the remaster, probably never will, so can't comment.
It's the same as og. They just changed the names to type 1 and 2
I like body types, though I think Black Dessert Online, and EvE Online have some of the best models for that sort of morphology.
Oblivion remaster didn't let you choose between male and female. It was Body type A(male) or body type B(female)
Oh, I wasn't even thinking in that way. I was thinking more general variation...
It makes me wonder what they will do with TES6. Either way people will be upset
Maybe Oblivion remaster was a test
Personally, I'm not keen on explicitly sex-linked phenotypes. It's overly limiting in terms of characters
So Type A and Type B (and even C and D) suits me just fine.
I mean it doesn't matter if a small group of people are upset over such a small thing
Biology is complicated as-is. Throw magic and other species into the mix, and clinging to grade school generalisations is just silly.
This may be a hot take, but I'd like to be able to adjust bust and buttocks sizes and have realistic, not overly rambunctious, jiggle physics. Some RPG's are starting to allow for this and I feel like we should be able to make the characters the way we want. I know certain armor sets would be hard to do with this but a mages robe would, theoretically, work better. People sometimes want to make themselves in games and not all people have the same size chest or bottom. Why limit it?
This is why I like EVE, and BDOs system. It's got a LOT of variability, and lets me really... BDOs animations are way more intensive than anything Bethesda has ever done.
Some people like to run around unclothed, look at Baulders Gate 3, for instance.
So if they can do it with different length limbs in BDO, it's clear proof that it should be possible with simpler animations in a Bethesda game.
Let me tell you, I got ATTACKED in a different forum over this lol
Such is the blight of internet forums
Well, it CAN, depending on what that small group is...
Do you think there will be Mature adult activities in TES6? Todd has said how much he likes Game of Thrones and if youve seen it you know what I mean. Im down for a dark and gritty more mature TES. We've all grown up since Skyrim
Unlikely
Bethesda has consistently stayed away from those sorts of things for two decades now, at most giving them lip service.
I don't see that changing.
Don't get me wrong, while I do think that nudity as used in most games is childish, I do think that, properly used, more adult themes and content add a lot to a world. Be it to represent the darker aspects, or to play up the more... Enjoyable ones.
But Bethesda has actively avoided these things for literal decades now, for one reason or another. And I don't see that changing.
For Bethesda it definitely didn't because both Starfield and Oblivion remaster sold really well
Also technically they haven't avoided nudity. There's naked dibella statues in Skyrim.
They just avoid giving npcs naked bodies for some reason
Cynically all they need to do is let modders handle "that"....side of Skyrim/whatever province we end in
I would call nudity the same way I would say Sailor Moon has nudity.
I don't know why they don't do it tho like what's the point of fade to black sex scenes.
Getting into a discussion on censorship and ratings is a whole other barrel of rancid, political fish, so I won't do that...
In fact not just sex or romance. There's hardly any interaction animations between npcs. Handshakes, hugs, hand holding. Nothing
Well, I think that's probably more an animation problem...
Have you seen how janky direct physical contact animations are in Bethesda games?
Yeah but they can improve that
Sure. But there's a lot of other things to improve too
It's been like 20 years. They gotta do something if they're gonna have stuff like marriages in Starfield and Skyrim
And considering they constantly want to try reinventing the wheel... Not much time to imprive
If clipping can be solved in a way video games can take advantage of, maybe we'd see more physical contact
How is everybody today
There was a pretty neat paper recently which solved clipping (specifically in the case of simulating clothing for the design industry)
Still semidelerious from covid.
Oh, some of the new morphic mesh models that have been developed are amazing.
But I don't expect to see them implemented in games for a decade yet.
I personally work on the idea that if I'm not dead things must be fine. So yeah. Not ded yet
Feel better dude.
Right on time for TES VI!
Second time I've had it. Which on the plus side, allowed me to identify I needed to get a test early.
On the down side... It's worse the second time. Don't be like me, kids, keep up on those boosters
Even animations like those would be an improvement, granted I don't know how all that tech works behind scenes.
It's definitely doable. Even Star Wars The Old Republic with all It's jank managed to have kiss animations
I mean okay some it doesn't line up the best but most of it works
There's a reason most games limit those sorts of interactions to carefully scripted cutscenes.
It's DOABLE, but tricky on the fly
They do have scripted sequences. They just need to have more animations for them
Starfield's intro has some really good scripted animations.
Which goes downhill after the first 5 minutes
Yeeeeah... Such a strong start...
I was legit impressed how good the animations were in the intro
Then the game actually starts and I was like yup.. there we go
that's the janky animation quality i missed
Now to Starfield's credit the facial animations were a big improvement over Skyrim and FO4. Not industry standard but still pretty decent
I haven't done animation since highschool tech-ed in 2003, so I can't directly comment on the difficulty in doing them in a modern context.
But there is catching up to do, still.
I think TES VI must be improved tenfold to meet with expectations
I think the notion that it is a small thing died when the big mod hosting sites decided to ban almost any mod that changed a few lines of code to reword it.
It is still a very small thing. People were mad at Nexus for barely a week and then things were back to normal
As far as I know, Oblivion remastered is the first time that Nexus ever folded on it.
Nah they've folded before quite a lot of times for things like these
Spiderman 2 comes to mind
It really was such a nothingburger situation just like any controversy surrounding that particular topic
If you're talking about the "non-newtonian" mod, I'm pretty sure Nexus banned it and never let it back in.
Gamebanana and Moddb were just as dilligent at keeping it out.
Nah there was another one they caved about. It was all over on reddit
I think on Nexus's end they should've just not done anything because those people specifically want a discourse and this just gives them one.
It's why Bethesda themselves simply ignore them
A week or two passes and everyone forgets about it anyway
I think it's primarily because if Nexus folds and lets a controversial mod stay up, the anti side will get bored of complaining about something that doesn't affect them and will go back to the game their way, whereas if Nexus stands their ground banning a mod, the pro-mod side will download the mod from another site and then go back to playing the game their way.
Actually, nah... That's going to start a fire...
One thing I can criticize, I was a disappointed with how bland the design was with some of the creatures (deer, bunnies, wolves, chickens). Like it's supposed to have fantasy elements in there. Can we not make these creatures to be more interesting? They ain't got be alien, but just look and act different. I want to approach these beasts and not know what to think of them at first, have to learn about them, are they friendly or foe, what kind of attacks might they hit me with. It'd be cool too if more of these animals had more magic attacks. And I've brought it up before, but also mixing that up with the day/night cycle and weather, some predators only active at night or more aggressive, things like that.
everything doesnt have to be high fantasy
I swear I recall Chaurus spawning in Hjaalmarch's swamps but I can't remember if it's a mod or not
sounds unlikely to be vanilla skyrim, maybe a mod.
Yes, it does
If it's mundane, it is boring. If it's boring, it is wrong.
Can confirm they do.
Unpleasant surprise when doing the horn quest at low level.
Not just Chaurus, but specifically Chaurus Reapers.
you need mundane to make other parts spectacular. the same way you need dark parts to make the bright parts of a paintings pop
It was more a reference to a longstanding opinion of the lore Community.
At least, one that was still standing when I left it, anyway.
Though, I think Morrowind is a prime example of how you can make the spectacular mundane, and create something entirely unique with it in the process.
Oblivion and Skyrim simply lack the same charm, because they lean too hard on the mundane. To the point where it almost seems like they resent the spectacular.
ES tends to lean far more to mundane(Dragons not withstanding). Just gotta know when to pull back the mundane. To Bethesda's credit, they've gotten better since Skyrim.
I hope there's more non hostile animals like the foxes and deers
Scribs too but i don't think they're around anymore
The imagination and creativity of creature design in Starfield is the best stuff they've done since Morrowind. This gives me hope that some of that may carry over to TES6.
they're still much more focused on making a real place than any other setting which I have to give them props for despite their casualification. so many fantasy words are just built for morons who like categorizing things instead of feeling like a world with a past.
wheel of time, wow, and dnd are very funny in that regard
I... Very much disagree.
TES is a slipshod, poorly put together setting that throws things at the wall that only give the illusion of depth or thoughtfulness, but which scratch away at the slightest effort to reveal a staggering lack of cohesion or focus.
This issue is made evident by the fact that every single new release in the franchise, for the last 20 years, has sent the Lore Community into a spiral trying to figure how to cram the misshapen puzzle pieces into the already assembled puzzle. And nothing ever lines up.
I mean there's stuff like the planes of oblivion or skyrim's new religion, but those are only scrutinized because they're couched in a real place that actually feels like a history instead of the tastes of a bunch of nerds mashed together. The elder scrolls world literally has an overall thematic throughline that's intertwined with the metaphysics of the world, and multiple eras with their own appropriate sensibilities and tones.
whereas wow is like "man you thought those guys were gods? check out these frickin epic dudes who eat planets! make sure to memorize all their names!" it's so transparently for the neuroses of their audience instead of anything remotely thoughtful or interesting. curious what you see those settings having over tes
Wheel of time, is a decent enough story, though I wouldn't rank it in the top 10.
WoW is. It's fine. It's not great, and it has a lot of just idiotic problems (Illidan) and has been hampered by 3 waves of major retcons now. But it's mildly coherent, of cluttered.
D&D, depends entirely on the setting. Forgotten Realms is fantastic, both on the micro and the macro scale. It's able to be played and enjoyed by people with essentially no knowledge of the setting, but also rewards those who actively dig into it. And it's got enough to dig into, that you can specialise your knowledge.
Warhammer is in a similar boat, both for Fantasy and 40k. Though it's also got some major problems stemming from two main sources: Corporate Meddling, and Matt Ward.
TES is a setting that has mostly superficial, one not cultures and identities, which conceal haphazard and poorly thought out foundational interactions that ultimately don't add up to anything.
It takes the 'You need to know everything' top heavy approach of WoW, and mixes it with the desire to dig deeper that more developed settings like FR and Warhammer have, but then doesn't actually give you any real payoffs.
It's cultures are superficial. It's mythology is a jumbled mess. It's metaphysics are unrefined at best, explicitly contradictory at worst (Ithelia).
It is a setting set up with the illusion that there is more to learn, more to understand, more to discover.
But that promise isn't ever really realised.
I'll highlight a specific example of this problem...
The Dragonblood.
no idea how forgotten realms is anything besides every gen x nerds taste thrown into a game. Go fight vampires or cthulu guys with no depth, why not. For all the directions the elder scrolls goes, every piece of it ultimately goes back to a dream built to discover love. I think the cultures are more believable as systems people would actually live under and evolve than any other setting. Any kind of debate you're seeing is because unlike those other worlds, the elder scrolls is actually about something and is willing to deal with history in a realistic way. What is there to discuss in forgotten realms besides will you fight the giant eyeball or the evil corrupt king.
and the metaphyiscs for that are clearly just they wanted to have a hell world or a weird world and now that's a different plane. Planescape Torment is a great game but it's because of brilliant writing. Skyrim dialogue is made for the lowest common denominator and it still has more interesting lore because it's a place built by people who understand history, not just the lord of the rings.
First, it was introduced as a particular characteristic of the ruling dynasties of Cyrodiil, linked to Alessia, and tied to the Covenant of Akatosh.
Then, they tied it to the Birds and Dragonborn, and said still linked it to Alessia somehow.
But then they introduced Miraak as the first, rendering the association with Alessia irrelevant.
On top of that, we have a source that explicitly tells us that it's not hereditary. But it used Alessia as the point of origin to make that claim, a point of origin we know is wrong. On top of that, literally every Dragonborn with known parentage has had a Dragonborn parent.
So what is it? We don't actually know, because what we are shown and what we are told contradict in nonsensical ways.
Merish ages have a similar problem with that. Every time we're told how long Elves live, and compare it against known ages of Elves, the numbers don't line up.
Because no one is actually paying attention on the writing end.
I haven't played dragonborn yet but the association with alessia was clearly deeply intertwined with the religion of cyrodiil, I can very easily see how her being dragonborn would be transformed into imperial propaganda that only the royal family has that privilege. To me that is interesting, because it reflects a similar thing we've seen in reality in regards to divine heirs and how they influence society. A lot of your dissatisfaction seems to come from the elder scrolls not following clearly defined rules, but part of the appeal of TES is like real life, we are just a part of nature and trying to figure it out instead of having some omnipotent objective viewpoint of events. Pretty sure all races can extend their lifespan via magic and that goes triple for elves.
regardless I'm not denying skyrim has plot holes, I'm just saying that you can go that route with anything. What's more important is what a setting has, and the elder scrolls just has so much more going on and is so much more immersive because of it.
I mean ithelia is dumb but it's relegated to an mmo written by quirk chunguses, the illithids are a comical bastardization of lovecraft and are integral to that world
And as someone who has gotten very deep into multiple settings, TES included, I can confidently say... It really doesn't.
Every single empire, species, and abomination in Forgotten Realms has as much lore as TES does in total.
BG3, for instance, only gives you footnotes on the Illithids. What they are, where they came from, and what happened to them
please give me an example. There's also a difference between quality and quantity, I'm sure forgotten realms has the latter
Well, I gave you two examples of how TES fails.
How about an example of where Forgotten Realms succeeds. Ever learn why it's called The Forgotten Realms?
the answer I'm seeing is some corny storybook meta garbage about how they forgot about earth
I think it's less a matter of retcons and more of the lore community drawing its own conclusions and then being caught off-guard when the fan theories and conjectures, formerly echoed until they were viewed as truth, don't turn out to be true.
Take Sovngarde, I felt from the start that "it's just Nords dreaming of what they wish to be their afterlife" was a spectacularly unsatisfying explanation.
they have done some pretty egregious retcons, namely all of cyrodiil and the nords
There is some truth to that, but other times I think some lore revalations can be...well just dumb or "break the coolness'
The Forgotten Realms are named as such, because they are at least some of the realms of myth in our own world.
Our universe exists in D&D, as its own Crystal Sphere, ruled by generally capricious gods that don't really interact that much, and inhabited by Humans who know nothing of The Craft.
In the distant past, the first great Human Empire on Toril, known as the Imaskir, opened portals to many other worlds in order to deal with a population shortage following a divine plague. One of those worlds was Earth (though the Batraachi had been here first, thousands of years earlier). They gathered slaves from the populations of Egypt and Mesopotamia, and brought them back to Imaskir.
A whole bunch of other stuff ended up happening after that, including a gods war, but...
Frankly I think some of those Nord retcons were a good thing. Bloodmoon Nords felt like a collection of Viking and Dark Age Germanic stereotypes.
The descendants of these slaves are the Mulhorandi and Untheri peoples.
I'm sorry bro but that is exactly the type of lame junk that I'm talking about. Just fantasy nonsense. Not connected to any way humans interact or view themselves with a dash of stargate on top. Bro pulled out the avengers endgame power when everyone on his home planet got sick, very interesting.
And you think TES is any different?
I mean, hell. The whole Godhead idea is just Kabbalah.
yeah that's a real religious concept, not just power scaling
Well, Real and Religious don't belong together...
tell that to human society and the city you live in. It was inspired by a temple complex lol
Yup and we have outgrown it, just like we outgrow diapers.
I can't take FR seriously after WOTC tried to upend the entire setting for 4e then walked everything back for 5e as if the changes of 4e were just a bad dream.
Yeah, the Spellplague and Second Sundering was... Well, considering their current AI approach, we may look back on it fondly soon.
Still, on the whole, there's way better, way deeper, and way more refined stuff in FR than there is in TES.
It was moving in the right direction for a few years, but none of the right lessons were learned from Morrowind..
Because Oblivion?
even if that's true its definitely not how any pre-modern society understood it (the time these games are set), and even today its responsible for our language, our ethics etc. I can imagine the writers of some of these settings share your perspective, and thus could not successfully intertwine it with their history the same way kirkbride was able to do. I mean really any writer, fictional or otherwise, who tries to separate religion from the human experience is a midwit who will never create a believable setting.
I never said to seperate religion from the cultural experiences of the setting.
I'm an atheist, sure, but I'm also an anthropologist, and I know the impact that religion has had on the development of human thought.
so you should also understand that these gods might as well have been memetically real, and any worthwhile fantasy is going to grapple with that idea. DND and wow try to go the science route and fail spectacularly, by making the religious view of the world "real" TES has so much more to say about what we believe and how we think.
But there is a functional difference when you look at a world where it remains in question whether or not the supernatural exists.
In a world where gods are explicit, and magic is real, you can't just take real-world concepts wholesale.
Actually, D&D gods ARE memetic, inherently.
I imagine they're literally powered by belief or some other tripe
Friendly reminder that the discussion of real world religion/politics is not allowed per the server #rules
wow so the bethesda of today really could never make morrowind again lol. I mean I get the rule but I can't imagine it doesn't reflect a shift in the way the writers approach things.
The rules of the Discord server do not exactly pertain to the development or writing of games. These are just guidelines as we aim to keep community discussions productive and friendly.
At least in Forgotten Realms, the gods are dependent on worship because a while back (a bit over a century before 5e, I think it was between the 1e setting and 2e setting) the Overgod decided to change the rules to make them that way because he didn't like how they were behaving.
Again, very deep lore, but Gods are birthed and shaped by the populations they are bound to.
Of the remaining species, only one retains the ability, because they remain so fractured they never cohesively developed a concept of sufficient power to bind them all. It's one of the fish people, can't remember which...
The rest are the direct reflection of the thoughts and beliefs of their 'followers' (it's more intimately connected than that) as a byproduct of the Spellweavers accidental creation of the Astral Plane.
But, because of the nature of the Astral Plane, once a species believes a god into existence, and once they believe they were created by that God, the atemporal nature of that plane makes it so.
Effectively rewriting reality to enforce the belief of those who birthed the god in the first place.
they're a reflection of the culture at bethesda. I get that you have as much idea of what's going on in the writers room as I do but I think I'll be proven right lol
so I nailed it lol
There are at least 4 species who actively survive and remember before the beginning of this process, and the creation of the Astral Plane.
The Abeolith, the Vaati, the Spellweavers, and the Le'Shay.
Conveniently, all species who have no gods.
it's a clunky way of making religion scientific so the religious-averse authors can still comfortably include it in their work
Everyone is more than welcome to their own opinions 
It's a way of avoiding the logical inconsistencies of standard religious ideas.
It's improving on the failures of religion, by actually giving explanations rather than just denouncing questioning the holes.
And this is something that TES unilaterally fails at.
It doesn't give logical structures and clear lines of reasoning for how things work. It just obfuscates it with more and more layers of 'Unreliable Narrator', using it as a crutch to hide behind.
And when it DOES give clear and unambiguous information...
Well, it never actually matches up to what we see. Elven lifespans, for instance.
and here we return to the critical flaw with these worlds. Fixing the flaws in intrinsic human behavior to make things more abstractly "satisfying". The entire point of religion is you believe in something that's not real and that belief unites your group. It is for that exact reason that TES succeeds where all this slop fails, it wants to be a real place like our own world and not an 80s geeks fantasy where his religious parents don't oppress him and he can fight cthulu.
Religion is not intrinsic human behaviour.
The search for understanding is.
Religion is simply one mechanism we have used over the millennia to pursue that understanding.
Whether one thinks it was a valuable mechanism is a whole other topic, and not one for here.
Science, Spirituality (a precursor and competitor to religion) and Solipsism are all other competing mechanisms
huge cope tbh, if you think religion is just about understanding you're ignoring all the ways it facilitates society. It's basically what society is built on. Again the first cities were literally temple complexes that became more elaborate as tribute was given and tasks were assigned. By asking, what if there wan a super powerful science god who can rationally request people invest in smaller gods so they can get their power or some other DBZ type stuff you're just forgetting what makes people human.
and it's just outright less interesting imo
Sure, the last two centuries of anthropology and explaining the complexities of human development and interaction are a huge cope.
as somebody taking an anthro class right now, they got some blind spots I'll tell you that much. Probably a lack of interdisciplinary thought.
And as someone with a degree in in it, I can tell you that those aren't blind spots. They are well established principles derived from literal centuries of trial and error in establishing reliable results.
like how is spirituality a competitor to religion? religion is spirituality given hierarchy and structure, a key building block of society
You just explained it.
Spirituality, given an individual and personal emphasis outside of structured hierarchies, has been the cornerstone of MOST human societies.
You only see the development for structure and hierarchy when you combine spirituality with resource consolidation, and the rise of large populations.
And city-societies make up less than a quarter of all human societies through history.
But this is all getting wildly off topic.
Point being, fine, if you think TES is still deep and thoughtful, you do you.
I disagree.
But saying my true thoughts on the setting at this point would get the mods more agitated than they are already
ok yes so religion is the precursor to anything beyond dirt hole tier.
I dunno so much of modern history and anthro is obsessed with finding exceptions to the rules and all they find out is that there are clearly connections between these ideas and increased growth and prosperity lol
Literally nothing you just said was true.
Hey guys, let's move back to the games, I understand how it ties in, but we should not be discussing real world ideologies.
No one is agitated at the discussion, we just ask that it follow server rules and remain respectful and on topic of Elder Scrolls.
Point being, TES as a setting doesn't actually reward digging into it. It presents surface level worldbuilding, with the promise of deeper stuff, and never delivers.
Whether you like the deeper stuff in other settings or not, at least it's there.
if you consider "deeper stuff" to be a larger collection of hard but ultimately empty facts, sure. The elder scrolls feels like discovering half of a real ancient text, not a fake encyclopedia. That's why I prefer it.
It feels like discovering a few burnt scraps of a library after a fire, with no idea what 2 letter excerpt goes with anything else
Thank Vehk Bethesda still knows how to tinker with games, because their worldbuilding chops haven't been there for two decades.
I think it's been doing pretty well in terms of worldbuilding. Even as far forward as Skyrim, a lot of the old metaphysical stuff, both in-game and out-of-game, remains relevant even if it's a bit behind the curtain. Stuff like the Death of the Earth Bones, the roles of the Towers, texts like the Arcturian Heresy, the question of whether different cultural depictions of gods are in fact the same god through different lenses or in fact separate and distinct beings, all are still relevant. Heck, I still consider it wild that Skyrim put part of one of Kirkbride's Obscure Texts into the game.
I've also really liked ESO because with just one text, it conveyed just how vast Oblivion actually is and how much more complicated it is than the sixteen planes that it has often been viewed as.
Nowadays I find my biggest disappointment with Skyrim is from how hard ESO spoiled me on the scale of Blackreach.
The problem is... What are the Earthbones? Sources differ.
What do the Towers do? Sources differ.
Bethesda uses Unreliable Narrator as an easy out to just throw things at the wall, with none of it piecing together coherently.
Look at the Velothi Exodus. We've got various sources placing it in the Dawn, in the Early Merethic, the Late Merethic, and even in the Early 1st (which is utter nonsense, chronologically, but thanks Brothers of Strife).
It's very clear that they don't have an answer to how any of this fits together, which is why none of the stories or explanations for coherently.
Of course, when Bethesda DOES give us clear answers, we get nonsense like Legends and the Great War.
And that's not just a TES problem. Starfield is another great example of it, with what should be a well defined history being a muddied mess, and an overreliance on 'Both Sides'ing the conflict stories to fabricate drama even though it doesn't make a lick of sense.
And that's without getting into the Unity and that barrel of gibberish.
Game scale tends to do that, but I can understand what you mean
At least their gameplay has ups AND downs.
Worldbuilding has basically been all down since Oblivion launched.
I should say, in terms of setting.
In terms of level and environment design, modern Bethesda is in a league of its own.
Except for when they don't do that, and use crude progen instead...
The sources on the details of the world's creation differ because it was by design- because the same author wrote them. The differing creation myths of the Imperials, Redguards, and Altmer, the lore of the nature of the Towers and the effects they have on Mundus, the reshaping of Cyrodiil by Talos, they were all written by Kirkbride.
And while many of these pieces of lore were originally posted outside of the games, several of them, such as The Monomyth and From the Many-Headed Talos, were later incorporated into the games.
That's not quite true. MOST of the sources we have on these things come from other writers, who have taken what Kirkbride did originally and expanded on them.
ESO especially, since Bethesda has basically just tried to avoid anything more complicated than 'Big dragon mean'.
Part of the problem is, Kirkbride was vague and evasive. And despite promising for years now to clearly lay out what his vision was, he still hasn't done it.
And honestly, I don't think he will, of should. But that's a whole other matter.
Just in ESO alone, for instance, we have 3 seperate references to what the Earthbones are, and they all contradict.
And we have 2 seperate references to Towers and what they do, and they don't line up with eachother. And if you add Nu-Mantia, and the Novels, that takes us up to 4
And the list goes on.
Because no one actually knows. So everyone is free to just throw whatever into the game and no one can really argue against it.
Which creates an unfocused hodgepodge of ideas that don't ultimately fit together coherently.
To beat a dead horse, again a prime example of this is Elves and how long they live.
We now have 3 seperate times of Devs telling us that Elves live, on average, 100-200. 300 is the upper limit, and anything older is magic.
And yet, almost every Elf we can actually give an age to, is OVER 200. Most of those over 200 are still quite healthy.
The only way to make this work, is if Magical Life Extension is incredibly mundane and easy to access, or Elves regularly make it to Centenarian ages without I'll effects.
Or, no one is actually paying any attention, and everyone is just left to do whatever.
Bethesda doesn't know (or seemingly care) Kirkbride doesn't have creative control so his opinion is largely irrelevant, and what we do get is just... Not coherent enough to be useful, even when it's momentarily interesting.
And given that this is a problem that has become evident across Bethesda's IPs, it's clear it's not a deliberate artistic choice for one setting.
So, rather than drag this on indefinitely...
In closing, I don't think Bethesda deserves it's worldbuilding accolades. It earned them for Morrowind, and never showed that it could keep that up. Since Morrowind, they have consistently shown that they are unable to match that quality, let alone maintain it to any degree.
Bethesda has great accomplishments otherwise, and there's still a lot to praise. But their worldbuilding isn't deserving of the reputation of has.
If they didnt use unrealiable narrative then they couldnt have books spread out in the game like they do now. It adds to the exploration when you try to explore lore, in the game. As it means you have to do some detective work to understand the situation. it makes for better lore.
And a more normal way of telling it.
Its also so well done in the civil war in skyrim that a big portion of the fandom went "its badly written" then fell for the empire propaganda. Which is both ironic and funny. Without unrealiable narrator that would not happen.
Sure you can only look at one aspect of it, which is that it gives bethesda a way out. But you would have to do it in bad faith and ignore every single other aspect of what it brings to the lore and games.
You are aware of other lore franchises so im surprised youre so against it. The whole dwemer lore and exploration, in skyrim, wouldnt be interresting if was laid out plain and simple
Relying too much on unreliable narrator isn't really interesting world building, Dwemer fate not withstanding.
I disagree, I've always found unreliable- or more accurately constrained by in-universe ignorance- narrators to be a lot more interesting than simply being told something directly from the writer.
When there's so much of it, there is no point to even care about it. its fine to do it in moderation but doing it constantly won't make anyone care. I'm not asking to know everything but vagueness for the sake of vagueness is far from interesting.
The thing with TES is that very much of its lore is taken from in-universe sources- almost entirely from the mortal denizens of a single continent.
What exactly do you want? Do you wish for the devs and writers to dispense with the "answering questions from the perspective of in-universe characters" tradition and provide explanations and answers directly?
I want to be able to bring my Xbox console avatars over to the PC version. Not playing on console any more, I've been playing on consoles since they all came out, lol, yes I'm old..very old. Started gaming on pc last year and I really like it. It's a whole new world in Tamriel. 🙂
So since they got witches in-game already, allow them to be able to fly.. no brooms or vacuums though.
That’s… not going to be so easy… remember Dragonborn’s Dragon Flight/combat mechanic?
I would not say that warhammer can be enjoyed without lore knowledge. I finished space marine 2 recently and its was fun to play but i had no idea what is going on and who are all those people
How does elder scrolls force you to know everything? You dont even have to listen to dialogues to understand the story
From what I've seen, it's much less important for a videogame setting like TES and Dragon Age to lay all the objective facts on the table than it is for a tabletop settings like D&D, because the former places the responsibility of crafting and running the adventure in the hands of the developers, while the latter places much of that responsibility in the hands of a DM.
In D&D, it's expected to have an informed DM who understands how things work on every level. In a videogame, there's no need to provide the same level of objective information to the customer.
I think it is true that betgesda doesnt know answer for alot of lore questions, but im not sure if it means they dont care. Maybe they just want to keep it more mythological
With my post-covid clarity, I will refrain from commenting on the bad story and lore any more
I'll stick with gameplay, the aspect of the games that still have value.
Had to go to bed. My point is, there are some things that should be elaborated upon. Not everything obviously because I have been exposed to that kind of thing in a different franchise. The Dwemer is part of this exception where I'm ok with being left in the dark about whatever happened to them.
With practical topics in mind...
Played some of the new Ninja Gaiden over the weekend, and it confirmed 2 things to me.
1: I am clearly too old and too slow for that style of game now.
2: the use of Radial Quick-menus to allow you to pick and activate options in combat, with a slow-time mechanism, is a great way of expanding gameplay options without breaking up pacing.
I was always too drunk for Ninja Gaiden 😅
I was never GOOD at them, but even at the time of Nier I could at least function in those more high-octane action games.
Not any more.
But it does at least confirm the concept, that the Radial Menus are good way to add options with limited inputs, without resorting to clunky menu-hopping that takes you out of what's going on (which is what all Bethesda games do).
It's not the first, of course. DooM2016, and Dragon Age Inquisition already showed this off a long time ago. But it's certainly the fastest game to do so.
And if it works in Ninja Gaiden, it'll work at any speed.
Two Radial Menus, linked to L-Bumber/Alt and R-Bumber/Ctrl, each with 10 slots that could accommodate spells, potions, powers, of special actions, would dramatically increase the range of potential options for players, as well as customisation in character builds and identity.
With virtually zero negative impact on pacing or restriction of inputs
TES VI will be good
I don't think Bethesda has ever made a BAD game.
So it will, at least, be good.
Starfield and Fallout 76
Are both decent to good. Not great, sure, but goodm
Funny thing is that Kirkbride actually gave an explanation for what happened to the Dwemer.
I was at first immensely disappointed at the loss of the mystery but as I looked at his explanation more and more, it simultaneously seemed funnier and more fitting.
i played DAI on pc with mnk so never met with radial menus
we got the good ol' fashioned "everything lined up at the bottom of the screen"
Aside from the interesting metaphysical implications of the explanation Kirkbride pointed to which presents an interesting parallel to Alduin, it also implies that Kagrenac's project went almost exactly as planned, and the only hitch was that the Heart was never installed into the completed Numidium, leaving it lifeless.
I don’t agree
76 launched bad but is by far one of their best games now
Yeah but Starfield is still the same
I don’t want them to abandon it. I want really ambitious DLC
Starfield didn't launch bad. It was just mediocre
If I don't call Oblivion bad, I can't in good conscience call 76 or Starfield bad.
Because... Woof.
Morrowind > Skyrim > Oblivion
Literally every game Bethesda has ever made > Oblivion.
And im including Legends in there, as despite my disdain for it's story, it was at least a decent card game.
It was usually used for out-of-combat interactions, but the actual action controls for the spells and abilities were also on a 4-point selection menu, that would could swap between presets for.
That said, despite Oblivion not doing anything well, it was it's self totally serviceable and playable. So I can't in good conscience give it less than a 5/10.
Therefore, even IT, isn't bad.
This is the kindest thing I've ever heard you say about Oblivion. I'm shocked.
Who are you and what have you done to Terical??
Just bring up FNV. Lol
Don't encourage him >.>
Dr. Jekyll Mr. Hyde
Playing Skyrim on survival mode got me thinking; what if there was hidden conditions for certain events or quests? Lets say, certain interactions were triggered by sleeping at an inn, or sitting at a table and grabbing a drink, there could even be more "convoluted" conditions. Certain things only happened when specific characters were present at the inn, at various times of day, your lvl in different skills, it could be anything. Imagine if they pursued that idea how many different unique stories and experiences people would have. Now thats an idea that I would wish for the next elder scrolls.
Doesn't that kind of stuff already happen? Like with the dark brotherhood questline
In a small scale yes. The dark brotherhood questline isnt like a little know rare event with a cryptic condition.
I'm thinking more like that it would be very engaging if there were a wider scope of these types of events, they wouldt have to necessarily be grand in scale, but having several lesser or medium events/quests tied to role-playing elements would go a long way to create unique stories for the players.
There's also some other examples of this. If you sleep at that one inn where Tiber Septim stayed a ghost will appear
Do you know if there are any examples in skyrim tied to the more convoluted elements that I put foreward just now? Something that isnt as straightforward as sleeping in a bed?
I think there are a couple more. The ones i mentioned i remember off the top of my head. Lemme look for some more
If so, then im glad, because it shows signs that this is something the developers have though of already. That it is an idea that they might consider developing further
Oh there's also Sanguine's quest. That counts right?
Well, in its ultimate form id imagine it being more like; you are an argonian who have worked your way up in the ranks of the mages guild, which you only could do because you are proficient with 3 schools of magic, a certain event happens to you when you make a campfire underneath a full moon. As a wild example
Ofc, I can imagine having a whole bunch of these specific parameters actually have an effect on your playthrough would require a lot of resources
Actually. That's be fun. Instead of only beast disease transformations. Let's have an alchemy approach, like that. Different look, but still you, just like super-strength.
I'm looking forward to new companions the most. ES is a lot more diverse in terms of races so it's really cool to imagine what they might do
Especially with all the improvements FO4 and Starfield made in that regard I'd say it'd be fantastic
Bringing back them desert cowboys, Hammerfell!
Giddy up, sandworm. Lasso!
Although, I could actually see them doing cowboy Argonians in Hammerfell. Though I much rather something Native American in the desert.
you have that bad bard people want to be removed, the drinking guy, and iirc a brawl. theres some other ones too.
Oblivion had the best quests though
The Ultimate Heist was basically a Thief: The Dark Project mission crammed into a TES game. And I mean that in the most flattering way possible.
I have another idea for quests approach. It would be interesting if we have more stuff from books and journals actually existing in the game. It will make peoole explore the world more. For example you found a book with a legend about a dwemer ruins in some spot. And instead of giving you quest or map mark that book would just do nothing. But if player will try to find a spot described in a book there will be a hidden door ot sonething. This would tie lore to gameplay more than bethesda usually does
I mean i want more things like Lost Legends from skyrim
But more detailed so players could found a place using only text from the book
It's not a bad idea having it work that way for some quests or just find it through natural exploration. But I think in most cases people will open the book then close it to see if it gives a skill up or quest. People will end up complaining about there being too little content if you start hiding it all.
We all want there to be secrets but we also don't want it so well hidden that we never find it. If you don't show it, it doesn't exist for most players.
I dont want all quests to be like that, just some of it
Its like if you keep all skyrim quests, but additionaly to it have books with lore to certain points of interests that players can use to find them
I get you want some discovery and reason to invest in the world and lore. But we are at the stage where we have one puzzle and they are all the same.
It's like trying to write a book about quantum mechanics when you are making a book for two year olds.
I'm not against your idea at all. I'm just saying it's quite at odds of where we are at in terms of game design.
You would still be able to find all these by randomly walking and using compass but it will be more entertaining for people who knows where exactly they want to go because they found a book with describtion of place they want to find
Yeah thats real, but some games still have complicated things
Some games sure.
nah oblivion has a cool tone and great quests, the dungeon crawling in skyrim is really starting to wear on me even with the quality environmental storytelling
Oblivion is good on the surface. It's when you dig deeper that things start falling apart
Like the quests are fun and engaging but do they make sense or have a consistent tone? Nope
It's a mess but a good mess. One that i love
even knowing TES6 will probably be kinda stupid and watered down, the worldbuilding will still be leagues better because once you provide any kind of omnipotence to the narrative you are ultimately copping out of writing anything meaningful in regards to history or culture. Even if some of its contradictions are driven by corporate streamlining it will never be dumb worthless slop like basically every other fantasy world.
that's literally every bethesda game since tho. the systems are a joke but there are a lot of them and ideally you get shuffled between correctly.
Not really. Both Morrowind and Skyrim are leagues ahead of Oblivion in terms of consistency
And world building
oblivion has better rpg mechanics, skyrim has more surface lifestyle stuff
Oblivion technically has more mechanics except most of those mechanics suck.
Skyrim's mechanics work infinitely better
I agree on a surface level but skyrim is just so dumb lol. every line of dialogue is dumb every questline is dumb, it's so 2011 call of duty it's hilarious. I appreciate the dwemer ruins and the cities are beautiful but everything is thematically and metaphysically lobotomized.
Most of Oblivion's positives are surface level shenanigans. Once you actually engage with them more you realize how flawed the game is
I enjoyed making crazy spells and jumping high way more than destruction magic just sucking
Destruction magic sucked in Oblivion as well. That's been consistently bad
I could do way more damage at higher levels and actually make spells, and the mages guild was just so much better in general
Magic in general was always bad. Morrowind, Oblivion, Skyrim. All of them
then it's extra bad in skyrim
Oblivion's mage guild questline is especially terrible
I'd rather replay Arena than do that questline again
it is so much better than skyrims imo, especially in regards to the structure. skyrim is just another woah powerful object... we cant handle this power. like this game is written for legit morons it's unreal.
I hate it. I find pretty much everything in Skyrim a MASSIVE improvement over Oblivion
dont even get me started on the main quest or the civil war lol. oblivions was short and kinda cheap but it had agency and soul
Especially the writing. Skyrim's writing is leagues ahead of Oblivion
The only positive i can give vanilla oblivion is Martin. He's genuinely well written
The dlcs are good thankfully. Both shivering isles and knights of nine are well written
I feel like there were so many more complex characters in oblivion. Like the schizo who you can gaslight or not, the conflicted argonian bartender. When it comes to the physical manifestation of lore it kinda blows, but there's still some of that morrowind depth. Especially in knights of the nine - that is just miles above anything I've seen in skyrim. That game could never have something like the song of pelinal lol. Shivering isles is corny garbage imo. le quirky twisted dark fantasy
I don't think so. Most of everyone you mentioned i found unremarkable. They have one or two unique quirks but beyond that they're nothing.
that is still way more than hingadingadurgen I'm nice or hingadingadurgen I'm evil. like who are these jokers the voice acting feels worse than oblivion because instead of ren faire it's cw.
Being clear cut evil and good aren't bad things if they're well written which Skyrim is. Oblivion isn't
The writing in the civil war alone is better than anything in Oblivion
I dunno man this is like the dumbest rpg I've ever played. like legitimately every line is designed to make a 40 IQ cod player get into the elder scrolls, its insipid. Every conversation about dragons in the main quest line is like pulling teeth. I think I've seen more nuance in DBZ.
I felt Oblivion was the dumbest rpg i ever played. I still love it because it's such a big mess
It's like the Fallout 2 of ES to me. A complete and utter mess but still fun because of how messy it is
TES VI needs to be like 96 metascore game
I prefer Oblivion's soundtrack over Skyrim;s soundtrack. Otherwise I think Skyrim is second only to Morrowind as the finest Elder Scrolls game ever made.
It'd be pretty cool if we had more books you can enter. Like the DLC from Skyrim. Maybe we can have a home inside a book we can carry with us on all times. Makes for convenient loot storage.
Books or mirrors, always wanted something cool like that using that stuff.
I'd love to see a future game setting of both Argonia & Morrowind. I've read before they are wary about exploring the provinces of beastfolk solo because they thought it might be too weird for fans. Part of me thinks they'll eventually start doing full two-province games for that reason, so you got elves in there too. Could do the same with Elsweyr & Valenwood.
I dunno sometimes the dialogue and I'm not too whiny about dialogue in general, it felt sometimes odd and just off. Skyrim that is. That said I can sort of say the same for some interactions in Oblivion. Still liked both games though
Both have their flaws sure but Oblivion has more of it imo
Cough Dark Brotherhood Cough.
My first reaction would be 'Its not gonna'.
But then I consider how inflated review scores are, and how little standard there is behind them, so it may well get such a number. Not that such a score would mean anything
Personally, I don't think any Bethesda game warrants a 90. Though in the grand scheme of things, I think there are exceptionally few games that do.
Probably only like... Halo, Doom, ME2, Minecraft, and Dwarf Fortress...
I don’t think it will score that much
BG3 got 96 metascore. I don’t think TES VI will be as good as BG3
I'd rate most Bethesda games in the mid 70s to low 80s.
Morrowind being the positive exception, which I'd put in the high 80s. And Oblivion the low exception, at a low 50s.
Though, anything below 50 is just poor. Mechanically problematic, visually clunky (for its time) and narratively incoherent.
And while Bethesda games do have their problems, none have been that bad.
Good point
id rate both skyrim and fallout 4 above 90, cause even if you completely disregard the mainquest. theres so much content, quests, great worldbuilding and places to explore that they surpass most games. I still dont get how fallout 4 is viewed as a mid game. far harbour is also some of their all time best work. the world is absolutely stacked with content and places. id give New Vegas above 90 on the main quests alone. but its a lot more empty
Morrowind - 90
Oblivion - 75
Fallout 3 - 83
Skyrim - 80
Fallout 4 - 75
Fallout 76 - 50
Starfield - 60
skyrim 80? 
4.5 Skyrim, 4.5 Oblivion F04, 4(Due to setting) F03 is 3.9 Starfield 3.9 4.0 range. 76 3.3(Survival mechanics are annoying)
Another reason for me bringing this subject up is that I love fromsoftware's approach to quests, how they in dark souls and elden ring arent afraid of keeping content from people. How convoluted it is to progress some of the npc's "storylines" in those games are pretty cryptic. The added sence of discovery and enthusiasm one gets from exploring aspects like this on your own, by just tumbeling over someting or going out from a page in a book is wonderful. Not it being a insane amount quest marker that just turns into a massive checklist of things to complete
The last series ES needs to look at is Dark Souls.
I think FO3 is better than Skyrim
I should note, the way I view ratings is similar to how I view grades.
Anything over a 90 is exemplary. It's only for games that have excelent execution, innovation, and refinement all combined. 100 doesn't technically exist in this sort of context.
80s are good. They represent well executed games with some minor failings, of games that do a good job to innovate. I tend to be more accommodating for poor execution with innovation, as it's hard to get something right on the first try.
70s are good.
60s are decent.
50s are competent.
Anything lower is when you start to get into just poorly made products that fail to execute even on tried and tested concepts.
100 would be a perfect game (doesn't exist, and will never exist) and. 0 would be a game that isn't even a game (may technically exist as a scam).
I will say this, as well.
I think Bethesda, and TES in particular, has 90 potential.
Even if ignoring the irredeemable setting, Skyrim has the foundation for a truely revolutionary fantasy RPG, especially when blended with other elements that Bethesda has explored in other games.
With the proper approach, and admittedly better refinement than we've seen from them in the past, they could take the pieces they mostly already have and make something truely genre defining.
So while I wouldn't rate any of their games in the 90th percentile, I do think they are one of the few studios that I can confidently say have the potential TO be there.
Most such revolutionary games are lightning in a bottle, and cannot be predicted. Bethesda, I think the lightning is already in the office. They just need to figure out how to get it in the bottle.
Here are my rankings:
Morrowind - 90
2006 Oblivion - 4.5/Oblivion Remastered 50
Fallout 3 - 7.5
Skyrim - 8.5
Fallout 4 - 80
Fallout 76 - 70 (possibly up to 7.5 with Burning Springs)
Starfield - 80
If I understand you correctly, your opinion is that there are absolutely no aspects of Dark Souls that Elder Scrolls could have drawn inspiration from?
That's a valid opinion.
The essence of my input is that I appreciate some of the design-philosophy surrounding those games.
It's my opinion that Elder Scrolls would have benefited from adopting certain elements of them in a way that suits their format.
To be more confident in that some players won't experience everything from the game, but rather get unique experiences and create their own stories within the universe.
Then the question becomes, how would one do that in a fitting way for elder scrolls?
Ooof, even harsher on Oblivion than I am.
Adding vagueness(The whole not giving you information about the setting outside of small amounts from random item drops in game) to a game thats already filled with vagueness is not a plus. There's plenty of discovery(Exploration to be more precise). Besides I don't want ES to turn into a soulslike. No thanks, I'd rather fight against that happening. I could go on but I've been on this subject enough and avoid Mods aiming their bazookas at me. 😉
The only thing is dislike more that Souls games... Is New Vegas.
So I agree
You know, relevant to this whole ratings thing... Randy Pitchford, a man I have no respect for what so ever, recently DID say something I agree with.
Gaming has yet to produce a true masterpiece. Gaming, as an industry, has no Citizen Kane, or Godfather, or Schindler's List.
As a medium, it's still very immature. Still learning what it can do and what it can explore.
But, out of the major studios (smaller ones still experiment, with some fantastic success) BGS is the only one that regularly still trys to explore that uncertainty with new ideas.
Everyone else just fits into simple, predictable marketability trends like they're Disney, never want to actually see where the medium can take them.
And that, combined with the tools they already have (even if I've yet to see them use them well) is part of why I DO think BGS is capable of something like a masterpiece.
Because they haven't lost the experimental spirit that pushes the envelope.
I think gaming does have it's masterpieces but much more often it's ruined by incompetence or greed. Most movie directors can capture their vision perfectly with not many hiccups. On the other hand gaming has always been held back by the technology of the time and the budget of it's designers.
I think the first game ever made is a 10/10 because you have nothing else to compare it to thus making it the best of it's kind. But older games get judged harshly when compared to newer games so their ratings drop. We don't compare Citizen Kane to Marvel movies and say "Well the CGI isn't that great in Citizen Kane so Marvel movies are better.".
We get remakes and remasters of games to bring them up to modern standards. Movies don't often go down in ratings with the passage of time or become unwatchable due to new technology.
And I think that last point is part of why I don't think we have had a masterpiece of gaming.
A masterpiece is timeless. Or as close to it as anything a human can make could be.
Video games, because of the nature of the medium, may not be able to BE a masterpiece. Their very existence as a Product Before Art (which, despite the vibe in gaming communities, is what games have ALWAYS been) combined with the interactive nature may ultimately disqualify them from such a title.
Even some GOTY games I just don't care for or I find flaws in them.
Yeah. I can judge them based on the games from that year...
But if it's got easily identifiable flaws, it's instantly not a masterpiece.
Can still be the best thing that came out that year, though.
In general, I think the basic standard is:
'Will people be recommending this in 30, 50, 100 years?'.
The answer to every single game, is no.
Idk about that you telling me people 50 years from now would not want to throw on halo 3
That one I may accept. Halo 3 is still amazing.
Terical I agree, as we evolve as a society our media including video games will evolve and yes they may be better than our predecessors- however the classics are classics for a reason- lightning in a bottle. Games like Halo 3, Quake, Diablo, Doom etc. You can feel the passion in the project, nowadays between the triple a flops and indieslop- the game industry is not what it once was
I can still feel the passion in many projects. Even under all the overbearing corporate slaver whips.
Maybe I am too cynical xD
Though it's somewhat ironic that I'm inclined to think Halo 3 will in fact hold up...
But id still give Halo CE a higher score on release.
I personally found Halo 3 quite mid
We can be cynics together. I'm just also a stubborn old grognard who refuses to admit defeat
Halo 2 was a near masterpiece and 3 was a downgrade in pretty much every aspect except maybe map design
Halo 4 i also loved. Easily my 2nd favorite after 2
I'm pretty easy in Halo 4, 5 and Infinite...
But I do think that 3 is the 'best'. It took what wasdone before and refined it to a razor edge, even if it didn't do anything new or interesting it's self.
And this sort of gets into how I view Masterpieces, I guess.
The Mona Lisa didn't do anything new. DaVinci didn't pioneer anything with her.
But she was a perfection of his years of refinement and technique, even if she didn't include anything new.
A masterpiece, to me anyway, doesn't require innovation it's self
Also, for those not in the know...
Grognard is an old French idiom meaning 'Grumbler', and originally used to refer to veterans of Napoleon's Imperial Army through the mid to late 1800s.
It's now a relatively old name for tabletop gamers that complain a lot, though I use it more generally.
Speaking of Halo i hope ES6 has guns
Fun fact, the the Mona Lisa only became famous after it was stolen in the early 20th century. It was appreciated in the art world of course but its popularity and fame and household name status are all pretty recent
no guns. Crossbows, I accept.
It's also in pretty bad condition, given earlier descriptions of it.
'I cast Orbital Strike'
Sheogorath throwing the Baar Dau
Limitation breeds innovation. Gaming now has almost no limitation with developers all having access to the UE5 engine. So in many ways we have regressed with more reliance on making a game look pretty above all else. Older games are often much more complex in their systems and mechanics. This point remains true for the TES series as well.
If a new game system is invented then most games will adopt it and then any older game without it is seen as inferior and unplayable.
AI can make some of the best art any artist can make. But it's hard to call it art without a human hand involved.
Limitations still exist, which is called time
That often leads to cutting corners not innovation.
Time is the great limiter.
Nothing we ever do will stand it's test. Yet do, we shall continue anyway..
With the rise of 16 bit game art, those games have a timeless aspect to them that will probably always be appreciated.
We are still limited by tech. Even now large scale battles are hard to pull off
KCD2's sieges are the closest we got but even that's quite small
Well thats where innovation comes in.
Like the cutscenes have this massive force with seemingly hundreds of people then in gameplay there's like a couple dozen
If games are art and art is timeless then games are timeless.
Games CAN be art.
Though art definitely is not timeless. At least not inherently.
Art often only ever goes up in price. I don't know of any instances where art suddenly became worth nothing. Rich people often invest in art because of this fact.
Well, Fine Art. But Fine Art is just the original legal money laundering for rich people scheme. Before Crypto became a thing.
Most art, done at ground level, depreciates in financial value faster than a car. It's basically only ever worth what you were individually willing to pay for it from the artist directly.
Because we as a society don't actually value art.
I ain't on my knees for Wild Hunt and New Vegas. Reddit would string me up.
To pull a Terical, I liked New Vegas but... I think its a bit overrated, treating it like the holy relic of Fallout feels..... far too much. Don't bite me Bethesda.
It's more pleasant than anything I've said about New Vegas. So you should be safe
As i remember anyone can make a review on metacritic
Because fallout used to be an rpg, what bethesda made is a good game, but not an rpg, thats why fallout fans dont like fallout 4. If they call it Boston Wasteland or something instead of fallout then no one would complain.
Can you explain what does it even mean?
This is true and also you can't have an ultimate best game. Because films are the same in terms of interaction. You just sit and watch them. Games have different genres that requires different interactions and you just can't choose what is better doom or forza horizon because these games are too different and have different core audience with different expectations
And people also have different taste. Even movies considered as "masterpieces" don't serve as a standart or the ideal to be achieved because people like different things
Core gameplay wise Fallout 4 is just as much an rpg as any prior game. Only it's dialogue system is terrible
Also saying Fallout fans hate FO4 is wild. It's a small but loud minority of people that hate it
like FO2's main quest is just as goofy. So much so that even the game itself makes fun of it that people ignore the main quest
I always thought the story and quests were a downgrade but most other things like the world and graphics are better. I cared so little for the main story that I only completed it on my 4th playthrough after forcing myself to focus it. I did like the intro of seeing the old world before the bombs drop where others didn't.
I wish the intro was longer
It served its purpose and the TV show satiated me in that regard for the most part.
It didn't for me personally. You barely spend time with your family before the story kicks off.
I'm just glad it exists at all. I dunno if more would've helped or how you would fit it in. Most people would just complain that the intro is 2 hours and you can't skip it.
It's a general problem with most of their intros for me. They're too short
Skyrim's intro starts with a dragon attack and even that only lasts like 10 minutes max
You'd think an event that big would be given more build up
But no. 1 quest later you face another dragon and kill it right away
I said what i heard from other people. I haven't played any fallout game other than fallout 4 so i dont know
It's pretty hard to kill that first dragon on harder difficulties if you go straight for it. You are also thinking from someone who has played the game many times before and not a first timer.
Dialogue is a key thing in rpg though,if you can't play the role in dialogues you can't call it a role playing game
You don't need to kill it all by yourself. Irileth does most of the damage and she's essential
Is it?
I think we call that cheesing the fight
If dialogue was that essential, none of the ES games would be seen as rpgs. Their dialogue systems are very limited
Gameplay is just as important
They give you a boatload of guards and a op character. I'm pretty sure it's intended that way
A better choice would've been to simply not make irileth that op
It's hard to roleplay when your character already has a backstory and life plus voiced lines.
Well that doesn't apply to Fallout anyway. Almost all of them have defined backstories
Except maybe 76. That has no backstory beyond being a 76 vault dweller
They don't tell you who your character is, only the last thing you were doing.
FO4 does the same
You were a soldier/lawyer with a family. That's all you get
The issue with 4 wasn't the backstory. It's how it was utilized
It's all built for you with no need for input from the player.
Skyrim you are a prisoner but not told what for. FNV you are a courier with zero backstory besides that.
Same as every other Fallout game. 4's issue is more how it uses it's backstory than the backstory itself
What. Courier has way more backstory
Sure you got shot.
Yes, they are not rpgs, they are action games with rpg elenents
Way more than that
That's a bold statement to make
I think we have very different ideas of what a blank slate character is. Not surprised though.
No. You're straight up ignoring his backstory.
The Courier
- is from NCR territory
- got the chip job from the hub
- was the 6th courier of the job
- previously blew up the divide by delivering a package to Hopeville
- got shot
People at the time even hated Lonesome Road for adding more backstory
Ok sure good point. But lets take Fallout 3 and 4s backstory. You get born and live your entire life in the vault which is mostly seen and then you leave. In 4 you get told how you fought in the war, have a house and family. Interacting with different items in the house gives you even more backstory. You have your entire life explained in those games where NV is, you did a few things in the past month and now here you are.
I can't go on if you can't see the difference.
Except you don't get your life explained in 4.
4 says you're a lawyer/army man who had a less than 1 year old son. And a dog who ran away.
That's literally it
Interacting with the other objects in your house gives you dialogue but no backstory
It's the same
Backstory doesnt really affect anything in FO4, for the whole game you will be reminded that your chatacter was a soldier literally only once
Pretty much. 4's issue is it utilized it's backstory poorly but you really don't get any more than NV
But this is moving too far away from ES so I'll stop
ES does handle it's blank slates way better. Leaving EVERYTHING vague
The closest we get is Skyrim explaining why you're a prisoner which the previous games didn't
The hole game revolves around your son which is part of your backstory.
That is the problem yes.
It's a personal story without any backstory
It's not about how much the game takes your backstory into account. It's how much it lets you play as who you are in your head. It's hard to roleplay when you've been told too much about who you are.
They don't give you enough backstory but they also want you to care about the backstory
That's 4's main problem. Not the backstory itself but the utilization
Makes sense
In that same sense you could say the platinum chip is a stand in for your son. Something to chase. But the chip has no real inherent feelings attached.
That is also why people hated Lonesome Road
Starfield did handle backstories really well tho
I hope ES6 has the same trait system that lets you choose what you did before the game
I'm not against a backstory but it can make it hard to roleplay when you feel semi locked into who you are.
You can also do that. Simply don't choose a trait
Let's bring it back to Elder Scrolls please
TES has generally shied away from Backstory, to the point of being nonsensical. The Dragonborn and HoK, for instance, seemingly spring fully formed from a rock a few minutes before the start of the game.
I do think some facilitation of a backstory would be a step forward, but I don't think the best approach has really been implemented wholesale yet.
Pre-Skyrim used Classes as part of attempting to do so (but brought other baggage with them) and Starfield had Certain Traits which activated backstory elements...
But neither really did quite well enough.
For TES specifically, I think a blend of the two is the best approach.
A Background that gives you small bonuses to some starting Skills, and a few Traits related to that backstory.
I prefer the more vague/openended start in an ES game then giving you an actual identity "A Prisonor" Kinda annoying now.
I personally prefer fixed backstories rather than blank slates but i don't mind how ES handles it
All it needs is some flair. Some customizable personality. Sarcasm, Anger, Joy. The dialogues need to have emotion, they're way too neutral
Sure but if someone wants to roleplay as a certain person coming into "Whatever province game is placed in" I think BGS should try to support that.
I agree, which is why I'm not keen on SPECIFIC backstories, but rather the ability to create some semblance of one if you want.
Starfield and Oblivion Remastered both had character backgrounds.
I liked how Starfield did it because while it affected your starting stats it didn't constrain your progression as you level up
Starfield easily did it the best. You can even mix and match backstories
Yeah, Starfield was a great example of what could be done. You just need to integrate that into TES's format, and build on it.
so they're just like.... putting ES6 on the backburner again for Fallout 5? Will we ever get this game tbh ? ! Do you think they aren't even really working on ES6 yet? -cries-
I assume you mean Todd's statement about Fallout games but he didn't say ES6 was being pushed behind.
@dim reef I’m doing a follow-up to something I wrote before:
Serana, after her first ballistic rush after consuming “Dovahkiin blood”, noticed that, for about a week or two, she didn’t feel either the need to feed or any damage from sunlight. Intrigued, she plans to try again, after creating a special sleeping draft.
@eager remnant and I would very much disagree with that
It depends how you define an RPG, but unless you have an incredibly narrow definition that ultimately excludes many great RPGs, TES will be included in it.
RDR2 using Hunger hunting and foraging are survival mechanics not RPG elements.
Yeah.
I've played with several definitions over the years, though a variation of one proposed by @eager remnant remains to favourite, and probably the single best in terms of the rules of a good definition.
- An RPG is a game in which the outcome of any action is primarily determined by the abilities of the character taking the action, and not the abilities of the player who controls that character -
Nah. If it was, then most early RPG pioneers would be disqualified. As would many JRPGs, and practically the entirety of the ARPG subgenre.
RPGs are, at their core, whether you like it or not, about stat management.
Hell, even D&D didn't start off as a story driven game.
D&D, the grandaddy of RPGs, was a stat and loot builder for Wargame Characters. Your character's story, personality, and identity literally did not factor into its original design.
True, but you can't just redefine them to exclude huge chunks of the genre.
They evolve into subgenres.
RPG is a very watered down term at this point.
Even if you do include Player Input as a criteria (I suspect you mean like, 'Choice and Consequences' in stories and the like) then you still undermine your own argument.
Because not only do you suddenly make the foundations of CRPGs now not RPGs (early Ultima, Might and Magic, Quest for Glory, etc) but you now have the problem of trying to explain how Skyrim isn't an RPG, but Morrowind is.
When. Skyrim explicitly contains more of those choices than literally every TES before it combined.
Nah, people are just really bad a definitions.
There's a reason why most credible universities have professors hand out some structured rules for how definitions work in your intro Critical Thinking class.
Because the general education system is super bad at teaching those sorts of basic fundamentals.
Typically the Cambridge Standard is used, which is along the lines of:
A definition expresses the essential characteristics of the grouping in such a way that all examples are included, while all non-examples are excluded, without the use of specific exceptions.
RPG as a genre has gone through myriads of changes. Back in the 90s gameplay is what defined an rpg. Stats, mathematical calculations determining combat proficiency etc.
Now people will tell you dialogue and branching quest choices are what makes an rpg
It's become a very wide genre at this point that there's really no singular description for it
That's why it needs a wide enough definition. Being a wide definition doesn't somehow make it not useful.
Mammal is a wide defintion, and yet it's incredibly useful.
You can't define things by feels, or with an agenda. You can only define them systematically, by referencing core characteristics which are shared by ALL examples.
You can prefer subgenres of RPG over others, but that preference doesn't instantly disqualify them from the definition.
It doesn't matter how much I hate choice driven narrative RPGs like New Vegas, or Disco Elysium. They're still RPGs, even if I think their focus makes them inherently worse games.
The choices and consequences in TES could be improved upon if we're being honest. I can't say how much but... any improvement from how they work in Skyrim would be much desired.
I think that, by and large, Choices and Consequences are a lazy writing tool used to inject some forced drama into a story because the writer is incapable of actually writing a narrative that feels engaging and motivating.
So I'm not a fan of them in general. Though they can be done better or worse, depending on how they're used.
But that still doesn't deal with the problem of the fact that;
There simply is no way to define RPG in such a way that would exclude Skyrim or Oblivion or ESO, but include Morrowind or Daggerfall..
So if you want to call Skyrim not an RPG, you HAVE to also say Morrowind isn't.
And I don't think that's a hill anyone's about to die on.
I'd rather have choice and consequences than be railroaded at every step, especially if the writers want to take the TLOU2 or Spec Ops the Line route and shame you for following the rails.
Well Skyrim did ditch classes, which are a important component of RPGs.
Not all RPGs.
That goes back to the dependence upon the definition of RPG that we use
Different games did classes differently. For example, the Souls games treat classes as starting kits, while in Dungeon Siege, classes were merely descriptors based on the combat skills you opted to focus on.
Fallout and SPECIAL system spinoffs like Lionheart also didn't use classes.
Imagine if during the Markarth Conspiracy, resisting arrest and killing enough guards would trigger a world state change where the Forsworn overrun the city. Heck, imagine if it was like Gothic 3 and wiping out city garrisons would result in the enemy faction occupying it.
To me the classes system is very traditional and I usually find it acceptable in mmos specifically but I like the open endedness to chose what I want then be stuck to being a warrior who can't use any kind of magic(I go for the warrior mage in Fantasy).
I do think attributes are important though. Health, Stamina and Magicka are nice but Oblivion's Attribute system(Leveling them up always feels good granted I think the cap should of been increased to a higher cap) always feels good to me.
Fallout's Special system is good to but again its very limited max is 10.
I've said this before but I want an RPG that treats a murderhobo crashout as a valid narrative.
Well, if you're using that criteria, you're disqualifying World of Darkness and early Stormbringer.
If you use Races as a criteria, well there goes Cyberpunk and even modern games like Mass Effect.
You end up falling into a problem where, to justify your definition, you just rely on a No True Scotsman fallacy.
I mean moreso that one definition of RPGs is that you play a role
D&D, you play a role in the party. Tank, healer, dps, whatever. Even though you don't have a party in single player experiences available on PC, specializing your character for a certain role still happens
That one is too broad, because it applies to basically every single game.
In Doom, you play the role of the Doom Slayer. In Mario, you play the role of Mario.
Purdue has a decent article about writing definitions...
https://owl.purdue.edu/owl/general_writing/common_writing_assignments/definitions.html
This handout provides suggestions and examples for writing definitions.
My overall point was, and remains, however, that there is no intellectually honest way to define Morrowind as an RPG, but Skyrim not an RPG.
You'd have to cherry pick, ignore all context of the wider RPG genre outside of TES and have a pair of goalposts on wheels to even come close to justifying the claim.
You may not LIKE the type of RPG Skyrim is. But it's still an RPG.
There's no real sort of specialization in games like Mario or Doom though.
I do think Skyrim is an rpg. But I also think you can define RPG in a way as to exclude Skyrim from that definition
Specialisation wasn't your criteria.
Playing a role was. A character is also a role, that's kinda how the entire field of acting works.
Well, yes. But that is the general argument, though I'll admit, you didn't use that yourself.
And no, it doesn't.
No, because the outcome of any action is entirely determined by the Players ability to play the game. There are no margins for variability, simply Success of Fail based on the players own ability.
This is why Metroidvanias also don't qualify. Because even though you unlock new powers their impact and success is entirely determined by the Players ability to use them.
Specialization is necessary for role creation. I don't think you get one without the other
Again, Acting disagrees.
Dice rolls, scaling values, ability diversity. There's lots of different ways it can be expressed.
Originally, it definitely WAS all about dice rolls, and how character abilities modified them. And this is still (largely) the basis of TTRPGs.
Skyrim still has these qualities. The choices you make when developing your character influence what your character is good at, and how good they are at it.
That it's mostly combat and action focused is irrelevant. So are 99% of RPGs
Narrative and Dialogue have always been more mechanisms to get from action to action, rather than the core focus of the genre.
It's refreshing when you have an RPG that IS focused on those, but they've never been the defining feature..
At its core, whether one likes it or not, RPGs are about stats.
TES has stats. Therefore, TES are RPGs.
They aren't action games with RPG elements, they aren't even really Action RPGs. They are, in fact, more Classic RPGs.
Considering the most classic RPG is basically just a dungeon crawl.
I just call em all rpgs and leave it at that. Saves the headache
To me the TES games make me think of all those RPGs where you command an entire party, except instead of having individual members with different strengths and weaknesses, it's all condensed into one character. Now in Daggerfall it's pretty restricted in what you can do - all but forcing you to approach challenges presented to you in a similar manner. But as the games have progressed, those restrictions have gradually rolled back, so that it the time we get to Skyrim we are essentially embodying an entire party with little restriction on how we can solve issues. We can basically engage with all the mechanics in the game without much disadvantage (lock-picking and Shouting are good examples).
That being said I still think Skyrim still restricts your options enough to qualify as an rpg, especially early on. Before you become a master of all trades at high levels, anywho
I do think we have to remove the player's imagination in reaching any coherent definition for an rpg. The player can bring that to any type of game. We should stay focused on the levers that the game actually hands the player
There was little restriction on "how we can solve issues" in Morrowind and Oblivion either. We could max out all skills and attributes in those games, and "engage with all the mechanics in the game" just as we do in Skurim. The only difference is that we wouldn't level up using certain skills. "Class" in the earlier games was simply a way of telling the game engine how to level our characters up.
Well again early on it mattered a good deal. Less the more you progress into the game. If you don't choose a offensive skill it'll be very difficult for you to kill anything early on. Not impossible, just difficult. But your class doesn't prevent you from training those skills and eventually getting good at them so that murder as a solution becomes a more viable option
In Oblivion it became easier to not take a combat skill and still make violence a solution because, even if your starting skill was low, you'd still hit things no matter what and still level the skill
Ok, that's probably part of the difference.
My earliest RPGs weren't party based. They were solo. You had YOUR character, and that was it. Might and Magic, Quest for Glory, even Arena and Daggerfall (towards the end of my formative years).
Practically its more a question of how easily your character can pull off a solution, not whether it's possible to or not, when thinking about restrictions
Put the work in, and you can do it.
Forcing restrictions for the sake of having them has never sat well with me.
And I mean this specifically in regards to the TES games. Although in the earlier ones there were hard restrictions like with armor
Morrowind was really the first one where it let you do all things even if your character was bad at them
I agree with "for the sake of having them" is not a good enough reason for restrictions. But I do think they're necessary if a player is to be presented with choices to make.
Actually, I take that back. Morrowind still has some hard restrictions, like with lockpicking
And I guess you can argue that with Oblivion too, with spells, since you are flat out blocked from casting spells above your mastery level even if you have the magicka to do so
I forgot since I usually ran a mod that let you cast spells above your mastery level in exchange for increased risk
To be clear, Skyrim was the first TES that had hard restrictions on you since Arena, at least prior to Dragonborn.
It was literally impossible to master everything.
At least until they introduced the ability to reset skills.
I just mentioned hard restrictions from Daggerfall, Morrowind, and Oblivion
I wouldn't call any of those hard restrictions. Soft restrictions, sure, but you weren't prevented from achieving bypasses with any character.
Until Dragonborn, when resetting Skills became a thing, you were explicitly locked out of the possibility of unlocking everything in Skyrim. Which was something of a rarity for TES, as even in Daggerfall you could HYPOTHETICALLY master everything (it just wasn't practical to accomplish).
Now, none of that is to say there isn't still room to improve.... Skyrim's attempt at encouraging specialisation was so woefully undertuned, most people don't even know it was there.
And that's definitely a problem.
By which I think you mean the perks system, and I whole-heartedly agree
Nope.
I mean, Skyrim actually scales Level EXP with your highest skills, so your higher level skills contribute more to level ups.
This was to encourage specialisation, by discouraging you from trying to use your lower level skills to power level quicker in the mid to late game.
But the actual scaling is so bad, it's almost not noticable.
Hmm, I feel that's less designed to get players to specialize and instead make harder level-ups more rewarding for the effort
The goal was so encourage specialisation, according to a pre-launch interview.
Clearly, it didn't work.
It's so bad, in fact, had I not known about it from the interview, I wouldn't have even noticed. And even knowing about it, it's so minute you can barely identify it even if you're looking..
Did Daggerfall classes have hard equipment restrictions?
Not inherently. But I do think there were Disadvantages you could take for them.
I feel like it would be better if you were rewarded with higher returns for more skill ups invested
Absolutely. There's multiple ways to improve.
Boy i do wish they drop some random ES6 info tomorrow for no reason 
Chances of that happening is when chronic illness goes away 👍
I mean... If the options are TES6, or eliminating chronic illness...
I'll kill TES6 myself..
Lmaooooo I'd prefer eliminating chronic illness but its a close one
I'll take the illness myself personally
Kill both. DO IT
Yes
I'll be honest. If I had the choice of becoming chronically ill, and in exchange no one else would ever be...
I'd take that.
Hell, I'd take it even if it was just for the duration of my lifetime.
I'd take it too honestly. I'm built different and can simply tank any chronic illness
I'd prefer to get rid of chronic illness because I'm not optimistic about TES 6 anymore and at this point would rather it be indefinite vaporware.
💀 Its not vaporware. I think we're being a bit impatient
Well whatever the proper is term for a game that takes this long to come out.
What I mean is that I'm worried it'll disappoint me.
Then again I actually liked both Oblivion and Starfield so maybe my standards are already low enough that I won't notice even if is a turd.
They only began full development on the game two years ago
Upon some introspection, I think I was being needlessly pessimistic.


