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Forums - Gaming - The Elder Scrolls Skyrim VS Oblivion - Visual Evolution of Character Models

I think that for the first time ever I can bear playing as a Khajit. In fact I think I would WANT to play as a Khajit.



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Big difference



zarx said:
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. 

That's the issue though, especially in the current era of graphics. Having procedural generation can be cool, but it's very difficult to pull it off without feeling repetitive and having areas of near identical artwork.



That is impressive,  I cant wait to get this on PC and see it run



Cannot wait for this gem to drop.



Rockstar: Announce Bully 2 already and make gamers proud!

Kojima: Come out with Project S already!

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zarx said:

that was more to do with the fact that everything is scaled to your level in Oblivion, that and the fact that all the major cities are on the map from the start. 


that's what made me hate Oblivion



If it isn't turnbased it isn't worth playing   (mostly)

And shepherds we shall be,

For Thee, my Lord, for Thee. Power hath descended forth from Thy hand, That our feet may swiftly carry out Thy command. So we shall flow a river forth to Thee And teeming with souls shall it ever be. In Nomine Patris, et Filii, et Spiritūs Sancti. -----The Boondock Saints

I understand level scaling but there should be limitations and creatures should have a ceiling and floor to their abilities (eg. wolves are level 1-5, cat-things are 10-15, giant rats are 7-12, etc). That way you can heavily dissuade people from entering certain areas but you don't make it impossible if they're REALLY adventurous. You also avoid letting high level characters get their ass kicked by a pack of wolves when they're not a full strength.

Some areas should be easier than others. It doesn't make sense for it to be otherwise and I found Oblivion's "regress to the mean" approach to creatures to be VERY off-putting. It took a lot away from the game and adventuring.




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Naum said:
zarx said:

that was more to do with the fact that everything is scaled to your level in Oblivion, that and the fact that all the major cities are on the map from the start. 


that's what made me hate Oblivion

well you'll be happy to know that once you enter an area in Skyrim, the enemy's are fixed to that level regardless of what level you are later in the game 

I actually quite liked that feature in Oblivion, the enemies never got too hard for the most part, I was only annoyed at the ghostly enemy's which required using particular weapons or magic

these screenshots are amazing though, as someone said, its effectively a whole generations gap between the games, and Oblivion doesn't look bad even today :D 



TeddostheFireKing said:
Naum said:
zarx said:

that was more to do with the fact that everything is scaled to your level in Oblivion, that and the fact that all the major cities are on the map from the start. 


that's what made me hate Oblivion

well you'll be happy to know that once you enter an area in Skyrim, the enemy's are fixed to that level regardless of what level you are later in the game .

An interesting solution. I still don't know if I entirely agree with it but that sounds a lot better than Oblivion's solution.




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rocketpig said:

I understand level scaling but there should be limitations and creatures should have a ceiling and floor to their abilities (eg. wolves are level 1-5, cat-things are 10-15, giant rats are 7-12, etc). That way you can heavily dissuade people from entering certain areas but you don't make it impossible if they're REALLY adventurous. You also avoid letting high level characters get their ass kicked by a pack of wolves when they're not a full strength.

Some areas should be easier than others. It doesn't make sense for it to be otherwise and I found Oblivion's "regress to the mean" approach to creatures to be VERY off-putting. It took a lot away from the game and adventuring.

Actually that's exactly how Oblivion's level scaling worked but when simple bandits wore elite gear like glass and daedra armor on top of that people felt like the primitive enemies were too powerful anyway.