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Slimebeast said:
Kantor said:
Scoobes said:
Kantor said:
rocketpig said:
Chroniczaaa said:

As long as it isn't more fucking dumbed down like oblivion was to morrowind, Fast travel and magic compass and quests that don't require reading period YAY! FTW@!@POIMCDANAF:O*Wtf ragequits*

Fast travel was a god-send. I like difficult games but I don't like having to spend half an hour traversing terrain I've covered six times already.

I think there's a middle ground. Fast travel should only be possible between cities.

But then even that is too much when every city is open at the beginning of the game. That's the main problem I had with Oblivion - it was too open. You emerge from the sewers ready to raid any dungeon, visit any city, join any organisation. There's no sense of mystery or exploration, which was made even worse by the lack of fast travel.

Come to think of it, without Touch of Rage and the massive civil wars which ensued, and the Adoring Fan running off mountains, and the Dark Brotherhood, Oblivion would have been pretty dull. In retrospect, most of the enjoyment I got from the game stemmed from the fact that it was absolute crap.

Hopefully, Skyrim will be different in that regard.

Isn't that like the one defining feature for a Elder Scrolls design brief?

From what I hear, Morrowind wasn't like that, and Arena and Daggerfall were randomised, so they certainly weren't.

Morrowind was exactly like that! Exactly the same as Oblivion. Do what you want, go whereever you want (it was actually even more open than Oblivion which in a few instances locked dungeons that you couldn't enter before ypu activated a certain quest line). That's the very soul of Elder Scrolls, including Arena and Daggerfall. It's the mystery and excitement of exploration in a totally free and open world Bethesda seeked to achieve even with the huge randomly generated worlds of Arena and Daggergall as well, but the complains there were that if something is purely random it actually takes away mystery - they realized (rightfully) that it's not very exciting to play a game that is only based on a huge algorithm that determines all the geography. That's why they decided to handplace as much stuff as possible.


WHAT! what idiot told them that? randomness improves the sense of discovery ten fold especially when you play the game more than once. Take minecraft for example the randomness of the world in the fact that your world is unique to you and that you know for certan that you are the first and only person that will ever see and experiance the the terrian and world makes the adventures so much more personal (yes I know you can use seeds now). There is nothing like playing a randomised game multiple times and having a very different experiance. I wish that more developers would use procedural content in games.

I will agree that early TES games handled it pretty poorly in the scheme of things and led to drab repetative worlds, but procedural generation and randomness has increadable potential if handled correctly. 



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