Bethesda: Consoles to be Skyrim lead platform, aiming for "Really Accessible"

What Derangel can't seem to understand is that the implementation of a fast travel system impacted their decisions when it came to level and quest design. There were many more quests which had you run back and forth to places just to have a quick conversation because they knew you could fast-travel between the two locations. If someone chose not to use fast travel, these quests became really lame.

I can only assume that their crappy level design is also a result of this. There is rarely any reward for exploration, so doing much of it soon gets monotonous.

And random traveling in Morrowind got monotonous as well. Hell it does in ANY open world game you act like Oblivion has an exclusive on that. As for no reward, again that is an OPINION not a fact. Since fast travel didn't work in dungeons I highly doubt it effect their design at all. As for the quests, yes maybe it did. Does that mean the entire game was designed around that one single feature? No it doesn't.
 
^^ alright dude. I'm just speaking from recent comparison. I'm playing Nehrim and am constantly surprised at how many unexpected and unique things I keep stumbling upon.

...I hope that Skyrim feels more like Nehrim than it does Oblivion ^_^
 
^^ alright dude. I'm just speaking from recent comparison. I'm playing Nehrim and am constantly surprised at how many unexpected and unique things I keep stumbling upon.

...I hope that Skyrim feels more like Nehrim than it does Oblivion ^_^

Just based on the fiction of the world Skyrim should have a lot more varied environments than Cyrodil. Though there will be a lot of mountains. It is also a lot smaller than Cyrodil.
 
This isn't the point though... they're no longer discussing if it is optional, they've agreed on that... we all agree on that.

Well that's good. It took long enough for some folks. ;)



What Derangel can't seem to understand is that the implementation of a fast travel system impacted their decisions when it came to level and quest design. There were many more quests which had you run back and forth to places just to have a quick conversation because they knew you could fast-travel between the two locations. If someone chose not to use fast travel, these quests became really lame.

I can only assume that their crappy level design is also a result of this. There is rarely any reward for exploration, so doing much of it soon gets monotonous.

That's a very good point. I think you're right about level design being impacted.

On the other hand, moving around in Morrowind sometimes could be tedious as well.

The feel and layout of the world and approach are completely different to me between Morrowind and Oblivion.

I sincerely hope some of the promises made about Skyrim reaching back to Morrowind and the earlier games on a few things in addition to bringing out the good things and things learned off Oblivion ends up being true.

I also agree with you about hoping the game takes a number of cues from Nehrim. The Nehrim guys have been handing out lessons and taking names left and right.

Folks, if you haven't taken Nehrim for a test spin yet you OWE it to yourself to do so. Yes, it's worth reinstalling Oblivion for absolutely.
 
Last edited:
Fast travel, fast travel... Oh how you polarize debates.

I would have preferred silt striders, propylon indexes, mark/recall, and mage guild teleporters. You either had to fast travel (which breaks immersion) or hoof it (often boring) in Oblivion.

There is no need to take out fast travel for those that like it, but taking out a travel system that worked perfectly fine doesn't make sense either. Both can exist. I don't care about "but it costs dev time!", I care about my enjoyment.

Explain the in game lore around fast travel. Why can you instantly disappear and reappear in another location, without using magic, magical items, spaceships, or unicorn dust? It really just didn't make any sense in the game. It's hard for me to play an RPG where you have to completely ignore the fact that your character does not have a teleportation ability, but can freely teleport anyway. In Oblivion, you didn't have to use it, but they took out all of the other ways to quickly travel, which would turn it into a walking sim if you chose not to use it. That's lazy dev work, not "bettar game mekanix".

We are playing a role in an RPG, not pretending our character can do things he really can't, which would be LARPing.
 
Last edited:
On the other hand, moving around in Morrowind sometimes could be tedious as well.

The feel and layout of the world and approach are completely different to me between Morrowind and Oblivion.

Yes. In Morrowind you had several ways to accelerate your movement speed, levitate etc. There were a number of potions in the game that could let you move from one side of the map to the other in ~5 minutes. Oblivion just removed all of these options without replacing it with something better or more fun.

The Cliff Racer argument won't work, because there were no enemies in Oblivion that had flight.
 
Yes. In Morrowind you had several ways to accelerate your movement speed, levitate etc. There were a number of potions in the game that could let you move from one side of the map to the other in ~5 minutes. Oblivion just removed all of these options without replacing it with something better or more fun.

The Cliff Racer argument won't work, because there were no enemies in Oblivion that had flight.

I used spells or did mini-jumps to get everywhere quicker.
 
Yes. In Morrowind you had several ways to accelerate your movement speed, levitate etc. There were a number of potions in the game that could let you move from one side of the map to the other in ~5 minutes. Oblivion just removed all of these options without replacing it with something better or more fun.

The Cliff Racer argument won't work, because there were no enemies in Oblivion that had flight.

True.

Don't get me wrong. In a number of ways I view Morrowind as being a superior game to Oblivion.
 
True.

Don't get me wrong. In a number of ways I view Morrowind as being a superior game to Oblivion.

Other then combat mechanics, and the addition of the Dark Brotherhood quests Morrowind is hands down the superior game. I probably sunk ~400 hours into it. I've never done that with any other games except for CS and UT which are both multiplayer.
 
The Dark Brotherhood was pretty fun. However, the Morag Tong had more class. Government sanctioned assasinations ftw.
 
Fast travel, fast travel... Oh how you polarize debates.



Explain the in game lore around fast travel. Why can you instantly disappear and reappear in another location, without using magic, magical items, spaceships, or unicorn dust? It really just didn't make any sense in the game. It's hard for me to play an RPG where you have to completely ignore the fact that your character does not have a teleportation ability, but can freely teleport anyway. In Oblivion, you didn't have to use it, but they took out all of the other ways to quickly travel, which would turn it into a walking sim if you chose not to use it. That's lazy dev work, not "bettar game mekanix".

We are playing a role in an RPG, not pretending our character can do things he really can't, which would be LARPing.

Fast travel was simply traveling with time passing and your character doing so automatically. I admit they probably could have added in extra ways of doing that like Ships and Carriges and stuff but honestly it wasn't bad.

IMO my main problem with vanilla Oblivion isn't that it has fast travel it's that everything was to repetitive. The loot was similar, the creatures where dull. Every dungeon you went to felt like the same damn thing over and over and over again.

However saying that I did play Vanilla over 100 hours until I got bored and started using mods. Now today there are so many mods that it would take me years to play through the best of them.

Skyrim is a must buy for me, looks like my major gripes about Oblivion where solved in the fact that they are using a much better and smoother engine, better animations and better level design. In fact Skyrim is pretty much what my modded Oblivion game has turned into and I think they won't be that much different when released I'm just excited that so many other players will finally get to experience something simular to what us PC mod users have been playing for several years.

As soon as Skyrim goes on steam I'm preordering it, it's just that simple.
 
The Dark Brotherhood was pretty fun. However, the Morag Tong had more class. Government sanctioned assasinations ftw.

I agree with it, that part of it really added to the immersion, the Dark Brotherhood felt . . . . a little too detached, almost like it was a fringe thing.

Still both of them were and are cool concepts, I do agree the the Morag Tong storyline was executed better.
 
Nothing is cooler than the Telvanni though......


which reminds me, there are some huge hot mods for that: Rise of House Telvanni, Building up Uvirith's Legacy, Uvirinth's Legacy 2, Tamriel Rebuilt: Antideluvian Secrets which has mainland Morrowind with mostly Telvanni stuff, and a lot more. I have about 200 mods I want to cram into my next playthrough... maybe some time this year when I muster enough stamina to make them all work together into a perfect run.
 
are you friggin serious? 200 mods?

Jesus Herschel Christ, and I thought that I was bad by having 15 GB worth of mods.
 
Anyone have any idea what DRM Skyrim will be utilizing?

I actually pre-ordered a hard copy because I don't think it's using Steamworks, and I don't use any other DD service.

Google'd around, cant find any info.
 
Fast travel, fast travel... Oh how you polarize debates.



Explain the in game lore around fast travel. Why can you instantly disappear and reappear in another location, without using magic, magical items, spaceships, or unicorn dust? It really just didn't make any sense in the game. It's hard for me to play an RPG where you have to completely ignore the fact that your character does not have a teleportation ability, but can freely teleport anyway. In Oblivion, you didn't have to use it, but they took out all of the other ways to quickly travel, which would turn it into a walking sim if you chose not to use it. That's lazy dev work, not "bettar game mekanix".

We are playing a role in an RPG, not pretending our character can do things he really can't, which would be LARPing.

It's not an instant teleport - it's just fast-forwarding the part between you setting off on your destination and reaching it, with the assumption you do not encounter any enemies, quests or new areas, take damage, use magic, and pick up/drop any items. In-game time passes at the same rate to match the amount of travel.

Oblivion also had horses, and Mage Guild teleporters were included in the Wizard's Peak DLC.


Anyone have any idea what DRM Skyrim will be utilizing?

I actually pre-ordered a hard copy because I don't think it's using Steamworks, and I don't use any other DD service.

Google'd around, cant find any info.

I'm guessing Steamworks, since recent Bethesda games like Brink and Fallout NV use it.
 
It's not an instant teleport - it's just fast-forwarding the part between you setting off on your destination and reaching it, with the assumption you do not encounter any enemies, quests or new areas, take damage, use magic, and pick up/drop any items. In-game time passes at the same rate to match the amount of travel.

Oblivion also had horses, and Mage Guild teleporters were included in the Wizard's Peak DLC.




I'm guessing Steamworks, since recent Bethesda games like Brink and Fallout NV use it.

Yep, and it was lame. They had a fine system to begin with, but broke it down into a simple system that didn't make as much sense. Cyrodil doesn't have mark and recall spells? No levitation potions? No potions or items that significantly altered your run speed? It assumes everything in the gameworld pauses, so you can reach your destination safely, but uneventfully.

Knights of the Nine was the only DLC I got for the game, you should not have to buy DLC to add functionality to the game that was already there in the previous game.

I guess, to me, Oblivion felt more like a reboot than a sequel. Skyrim does look to be quite a bit better in certain respects, so don't take my criticisms as negative pre-feedback for a game I haven't played yet.
 
I look at it this way, I played Morrowind for a year, and forced myself to stop so I could make time for other games/life. I never even bothered beating Oblivion and the only memorable experience I had with it was the painting quest. Oblivion just stunk compared to Morrowind. Morrowind just felt so much richer with its atmosphere, and all round more entertaining. If anything, I think I didn't like Oblivion because it felt incredibly generic with none of the strange flair that Morrowind carried.
 
are you friggin serious? 200 mods?

Jesus Herschel Christ, and I thought that I was bad by having 15 GB worth of mods.

Heck on time I was running the maximum 255 mods Oblivion can handle. But I toned it down a lot now I'm only running a 26.8GB File of Oblivion with only 174 mods.

Oblivion has gotten so good that I think I will still play it from time to time even after Skyrim comes out.
 
Heck on time I was running the maximum 255 mods Oblivion can handle. But I toned it down a lot now I'm only running a 26.8GB File of Oblivion with only 174 mods.

Oblivion has gotten so good that I think I will still play it from time to time even after Skyrim comes out.

I like how you said "only" LOL

jeez guys wtf do you put in there? 174 mods? I musta had like 15?
 
While I'm not surprised I'm terribly disappointed, and I play on my console 90% of the time. Trickle down > force up.
 
I like how you said "only" LOL

jeez guys wtf do you put in there? 174 mods? I musta had like 15?

I'd say, on average, I would have ~50 mods for Oblivion going. My current Morrowind install is close to 70. This is with me no longer being patient enough to fully mod it to where I really want it. You could easily spend weeks researching all of the mods and plotting your updates.
 
I like how you said "only" LOL

jeez guys wtf do you put in there? 174 mods? I musta had like 15?

I guess it's really only 174 .ESP files, only about 60 mods total.

Lets see I'll break it down.

1 Is Oblivion itself
6 of them are for All Natural Weather
9 Are for Better Cities
21 Are for Race Balacing Project, Interegration: The Stranded Light and Less annoying Magic Experience
5 Are for Cobl
9 Are official DLC
8 Are Progess which is a leveling mod
9 Are for making the DLC start more naturally
15 Are for WAC which is a major overhaul
28 are for Unque Landscapes which makes major changes

So that right there is 111 esp files but that's really only 8 mods, that means I really only have about 60 mods installed which isn't too terrible when you think about it.
 
[ame="http://www.youtube.com/watch?v=ic6dKnv3WdU"]E3 2011 Live:[/ame]

After watching this, I'm so damned pumped for this game. It just looks so badass.

EDIT: What the crap? Posting a YouTube link as a URL automatically posts the video to the forum now? Is this new?
 
"we wanted to make it so that you could pick up the controller and play and it was easy".... they lost me there.
 
Back
Top