By using this site, you agree to our Privacy Policy and our Terms of Use. Close

NPC Interaction: 

 

 

Player/NPC interactions have been improved. Conversations between the player and NPCs will not freeze the rest of the game world, and the NPCs will continue their activities while occasionally glancing at the player. NPCs react to the player's actions in new ways, such as fighting over possession of an item dropped by the player or attempting to return it to the player. The shop of a killed NPC may be inherited by another NPC, who may then offer the items/quests of the first but may not have the same disposition toward the player. The player may also marry an NPC (of either gender), and if they own a house, their spouse will live in it with them. The player's actions also directly affect side quest creation, as well as altering parts of quests. One's playing style also affects which quests are available, with some quests only being offered to those specializing in certain skills. Dialogue options are also available with hostile NPCs. NPCs will now be visibly performing the tasks suited to their roles (i.e. a cook will be cooking) unlike previous games where they sort of just stood there. 

Radiant Story:

Radiant Storytelling appears to be a feature that Bethesda is using in their engine for Skyrim that acts as a narrator for your character in the world.  It records your actions and changes things in the world according to what you have done - for example, if you murder someone, their family will find out, as well as the community. It also adjusts game difficulty depending on your skills and changes different things in quests such as different reactions or outcomes depending on how you play, like deciding to not enchant armor you're supposed to as a favor for someone out of your own money; he would then pay you back. If you sell the armor instead, Radiant Story would adjust the quest to your preference.

"The game eventually logs a huge storehouse of knowledge about how you've played, and subsequently tailors content to your capabilities and experiences. Entering a city, a young woman might approach you and beg you to save her daughter from kidnappers. The game will look at the nearby dungeons you've explored, automatically set the mission in a place you've never visited, and designate opponents that are appropriately matched to your strengths and weaknesses

There's a similar balancing act at stake when it comes to the beefed-up Radiant AI, which gives NPC townsfolk a degree of independent-mindedness, and the all-new Radiant Storytelling system, which tracks your every itty-bitty decision and alters the play of options appropriately, including where and by whom you're offered quests.

Carelessly drop an axe in a forest during an afternoon's bear-slaying, for instance, and a merchant chum might retrieve it for you later. Behead him as punishment for running his filthy, lucre-loving fingers all over your prized weapon, and he won't be able to enlist you as a caravan escort - but his unsuspecting widow might. You get the idea.

World And Items(Additions):

Weapons and armor will no longer degrade with use. Instead, the game concentrates on creating new armor and improving existing items. Items are selected from a menu that allows them to be viewed in detail, and rotated to see the full item. This isn't just a gimmick - some items must be examined in detail to reveal clues as to how quests are completed.

New factions include the Companions (mercenary guild), the College of Winterhold (magic guild) and the Stormcloaks (rebels), as well as the return of the Thieves Guild and the Dark Brotherhood. The 150+ dungeons in the game were created by a team of eight, whereas Oblivion's dungeons were all created by one designer

 

Mounts have been confirmed as something the team is looking into, and horses are confirmed. Hostile creatures include: giant spiders, elk, trolls, ice wraiths, zombies, sabre-toothed cats, wolves, ice golems, skeletons, draughrs and dragons. Some creatures such as mammoths and giants are non-hostile."Dynamic shadows" will be used and snow will fall and accumulate dynamically. Plants will move more believably with the wind, and the water in the game will actually flow along a course.

 

The Companions:


 

 

The Companions are a guild of fighters, similar to the Fighters Guild, albeit with a less generic name. They may have some relation to the Five Hundred Companions led by Ysgramor, due to the similiarity of their names. Little is known about the group at this time. However, they are confirmed as being a faction that will appear in The Elder Scrolls V: Skyrim. Though it was confirmed in the audio leak that this faction is centered around Whiterun. It was confirmed in one of the hands-on articles that there is a sub-faction called the Shield-Brothers.

 

 

User Interface:


 

 

Like in Oblivion, pressing the B or circle button opens up the menu system. Instead of returning you to the last page you visited as it did in Oblivion, Bethesda now presents you with a simple compass interface that offers four options.

Pressing right takes you to the inventory. The interface is a clean cascading menu system that separates items by type. Here players can browse through weapons, armor, and other items they gather during their travel. Instead of relegating players to looking at an item’s name and stat attributes, each possession is a tangible three dimensional item with its own unique qualities. Thousands of items are fully rendered, and players can zoom in on or rotate each one. You can even get an up close view of the flowers and roots you pick for alchemy. “It becomes an interesting time sink,” Howard says. “You can look at and explore every single thing you pick up.”

Pressing left from the compass gives players access to the full list of magical items, complete with breakdowns of how the spells operate. The world of Skyrim features over 85 spells, many of which can be used in a variety of ways.

In Oblivion, players could map eight items from their inventory onto the D-pad for easy access. Given the new two-handed approach to combat in Skyrim, Bethesda didn’t want to limit players to eight items. Instead, pressing up on the D-pad pauses the action and pulls up a favorites menu. Anything from your spell library or item inventory can be “bookmarked” to the favorites menu with the press of a button. How many items appear on that menu is up to each player. Bethesda isn’t placing a cap on the number of favorite items, so theoretically you could muck it up with every single item you own. Though you can choose how many items appear, you can’t determine the order; items and spells are listed alphabetically.

Pressing down in the compass menu pulls the camera perspective backward to reveal a huge topographical map of Skyrim. Here players can zoom around to explore the mountain peaks, valley streams, and snowy tundras that populate the northern lands. Pulling the camera as far away as possible gives you a great respect for the size of the game world. From the map view players can manage quest icons, plan their travel route, or access fast travel.

 

Finally, pressing up in the compass menu turns your gaze up toward the heavens. In previous games, astrology played a large role in character creation. Though Skyrim abandons the class structure in favor of a "you are what you play" philosophy, Bethesda is preserving the player’s ties to star signs

 

And finally a comparision between the races of oblivion and of skyrim:

 


 

AND PLEASE IF YOU WANTED ANYTHING ADDED OR IF I MISSED SOMETHING POST IT!

 

 

 



Being in 3rd place never felt so good