Jump to content
ℹ️ Download History temporarily unavailable ×

zzazzman

Supporter
  • Posts

    3
  • Joined

  • Last visited

Nexus Mods Profile

About zzazzman

zzazzman's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. Hmmm, here is where I find myself still in cordial disagreement. I just re-uploaded Morrowind, and I must say, I strongly prefer the lack of constant access to fast travel. And I think this is a big deal. And not just for immersion's sake. I think fast travel leads you to always find yourself already at the cave or dungeon you were aiming for, and thus you spend almost all your time underground. It's not just immersion breaking, it's setting breaking. Plus, the Morrowind system caused gameplay to change because you couldn't always transport around easily. Instead, you're forced to prepare for remote treks around a challenging countryside. Oblivion and Skyrim, however, you rarely found yourself preparing for anything other than another dungeon crawl. I think for TES6, a Morrowind style travel system would be better, with tweaks, of course. Little in Morrowind, if anything at all, was perfect. First of all, I feel like there should be more travel options and an easier to navigate system when travelling around the cities. Another issue - it took a long time to even find all the transportation options. You might not encounter the guild guides unless you were a part of the mage's guild, the boats you wouldn't find until random conversation on random docks. In other words, a little hand holding at the beginning of the game introducing the travel methods would go a long way in making the game more accessible. And then you could have adventures in the remote parts of the province, rather than feeling like the whole province is entirely civilized and nothing is remote. I fear that this game mechanic is one that will probably not change. It seems only a few people recognize how much fast travel has changed gameplay in TES. While I loved it at first in Oblivion, I slowly realized how flat it made adventuring. Morrowind had a lot of criticism of how hard it was to get around - and I feel I've made my points that it was more an issue with walking speed and un-introduced travel. Nevertheless, most people seem to applaud fast travel, and thus I think it is probably going to stay for TES6. Oh well, still my opinion.
  2. Thanks for the reply! As far as Daggerfall - I've pretty much excluded that and Arena in my reviews because I am minimally familiar with them. I should have added it to my "Manifesto" post that I do not intend to include them because I only played each for a couple of hours and I view the more recent three games as influential to what may possibly occur in TES6. As far as there being less world impact in Morrowind - I would say there was a sense of it more than what the game mechanics actually allowed for. Plus, what impact more do you want than being able to kill critical characters and gods? Or feeling like you've actually become powerful? With fast travel, yes, Daggerfall had it. However, my point is more that Morrowind was better for NOT having it. And that a Morrowind type of travel system, if flushed out and introduced to the player, would be superior to the current system. This goes for SkyUI and a better world map - my point isn't so much "these are great mods," but more so "look at these issues that had to be fixed." I think it would be wise to incorporate them as lessons learned for a TES6 game. Nevertheless, you have great input. I recognize that a lot of this is very subjective, but I think you and I probably agree more than disagree. I think far too many people look past arguments and point at nostalgia. I'm nostalgic about Oblivion, too, but it is inferior. Plus, my other points are legitimate arguments for why I think Morrowind is best. But it's all beside the point, in a sense. I think most can agree with what I feel is good about Morrowind, even if you don't think it's the best game. The point that I want to get across is that Bethesda would be wise to try and incorporate the things that made Morrowind magical into TES6. Same goes for my reviews of Oblivion and Skyrim. And my reviews of the mods so far. Again, thank you for your feedback. Are there any other mods I should write about and how they would apply to TES6? Anything else to consider for TES6, learned from Skyrim?
  3. I've started a blog called "Elder Scrolls 6 Requests" and I've started a line of stories that look at Skyrim Mods and how they have good ideas that would help make a better Elder Scrolls 6 game. Check it out here: http://tes6requests.blogspot.com/ I also discuss other things from past Elder Scrolls games and how the lessons for what makes a good and bad game can be used for a new TES6. Let me know what you think and what other Skyrim mods I should include as lessons for TES6.
×
×
  • Create New...