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Oblivion Anthology Edition - Comes with everything?


AdamRundolf001

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It seems in the anthology edition, Oblivion comes with all of the dlc available like the wizards tower and all that. But the thing that I find most often on the internet is people not knowing how to installl the DLC in the DLC SECTION! God sakes people are you blind! I just don't understand some people it works the same way it's always worked... just like in skyrim. Each case comes with a steam code... it's printed on a document in the back pocket of the collection. Every game comes fully patched to it's latest version. Unless your playing daggerfall...

 

Note that daggerfall and arena have been made FREEWARE! :laugh: So you can now download them from UESP which has a nice selection of files to choose from. Note if you want to use DaggerXL you have to just install the game with its final patch.

 

And note that arena uses an XP system... :geek: My question is this...

 

What if we had skyrim with all the skills and attributes since daggerfall the skyrim perk tree system, a class and birthsign system, and XP Leveling system... What would the elder scrolls look like today?

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Climbing up stairs, opening doors as skills you have to level, different languages as skills you need to learn... Put simply, a clusterf*#@ of skill grinding in the sorts of skills that you just need to move around and deal with NPCs, and a severe headache for anyone trying to make these things work in a reasonable and enjoyable way with modern systems (voice acting). Sure, some of the depth was lost in the process; but the reality is that when skills like athletics and acrobatics were a thing in Morrowind and Oblivion, people just spammed the hell out of jumping and spent hours running in circles just to have them leveled and not a concern any more. Do we really need 9 different weapon skills(daggers, katanas, short swords, long swords, axes, blunts, staffs, spears) that all mostly function the same way, but just determines what equipment you can use (making quest rewards more hit and miss) and causes confusion and difficulty when balancing equipment and content?

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By having a variety of skill to choose from you can customize more to a pin point what kind of class your going for. Like if you put in a class equipment restriction system a wizard or mage would be at his best with just magic alone over time... but if you just do a hodge podge cookie cutter player like skyrim does the meaning of Role Playing best not exist in this case... that's why we see so many mods putting back in what bethesda took out or didn't have time for due to time constrains and the greedy board of directors or who ever controls this crap... Bankruptcy is one of the reason bethesda is taking their time with TES6... Take a look at Westwood Studio's, Looking Glass Studio's and many others who lost their job due to lack of funds.

 

By giving players a reason to make their character special and having a good amount of replay value they succeed in making their game enjoyable to a point where things like bugs glitches and crashes don't matter anymore.

 

Take traditional D&D 3.5e for example... If you just do a jack of all trades character your going to end up dead in a matter of in-game hours or days depending on how much you split up your experience. Thus the reason for companions that have skills that you don't. If you make the recruitable npc's more meaningful that have in depth personalities people are going to like that more than just humanized pack mules.

 

Their has to be reason behind the players choices and actions. If the choice is either bad or good the player will have to make one choice out of the many choices in life. Daggerfall had multiple endings because of this... many paths that you could take and the like...

 

If you remove the R from RPG it becomes pretty much pointless. They originally wanted to make a mix of a crpg and an arpg... the elder scrolls is the result of this. It has been a blast of a success since then... the best thing that ever happened to gaming... Ask yourselves this.

 

"Where would you be without TES" or the CRPG in general...

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By having a variety of skill to choose from you can customize more to a pin point what kind of class your going for.

Except that the majority of the skills that have vanished over the years have not been related to this.

 

For example, climbing stairs is not really a skill that you'd think defines a class... More to the point, all characters needed a fairly high rank in this skill just to move around the entry area in Daggerfall. If you did not start with it as a major or minor, you pretty much had to sit at the stairs, 3 minutes into the game, grinding up the skill points to where you could proceed. In no way is this part of good design because, regardless of when that first set of stairs is encountered, it makes it required for everyone in order to proceed. When it is something that is required at a certain degree for just general capability, arguably, it should just be granted and not treated as some element that needs to be intentionally increased. Walking is a skill most of us learned as toddlers, and while some people may be more or less proficient at it, not many people would seriously include walking on their resume or take classes to improve their walking skill.

 

The whole idea of magic users needing to wear robes or light equipment was entirely a balancing construct within the D&D ruleset so that you could not have nearly unkillable magic users due to high defense and devastating spells. It was designed as a mechanic tradeoff and intentional limitation put on the class so that people would have to figure out their own ways around the limitation creatively. Within the system, this mostly works because the GM can adjust the environment or encounters as they want. Even then, the system has been revised and adjusted multiple times. But still, in many ways, this works well for what D&D is since you are effectively just playing against the GM using the game systems as an agreed set of rules, and usually spend the majority of the campaign being low level nobodies just barely managing to stay alive. True to that, at higher levels, players in D&D tend to be freakishly overpowered and prone to break most campaigns that run that long (either by means of being able to slaughter armies, spend massive amounts of gold, or just from all the magical crap they're hauling around trying to sell).

 

For TES games however, this has never really applied. TES games have always been about the freedom to develop your character however you wanted. You aren't playing against another person, but just against the system and whatever scripted behavior is present. Additionally, the nature and setup of the game was mostly established to intentionally have the player larger than life and able to deal with whatever the game threw at them. Everything can be learned, everything can be worn, all options are open, you just have to be willing to spend the time developing it. In many ways, this makes more sense than a situation where everything you are is determined by whatever class you picked, with the class becoming something which was non-negotiable. TES games still have classes to some degree, but are more determinate of your starting situation or what you are naturally skilled at, rather than being the end definition of who you will be. From a game design standpoint this makes the most sense since the game is designed for only a single player and has fixed and pre-planned situations. Being a single player game it becomes difficult having to balance everything to be equally possible for all manner of class setups, or adjust content so that their class choice does not exclude them from it. The point is that while you can play within the bounds of your class, you are not forced to do so.

 

In a way, having that sort of freedom is closer to being true to how a person would respond to that given role. A rational person who is just escaping from prison won't look between a stick and a long sword, then choose to use the stick as a weapon just because the definition of their class says they shouldn't use bladed weapons. A real person who is naked and surrounded by wolves won't leave a set of leather armor lying on the ground just because it isn't heavy enough. By not having these mechanical restrictions, it leaves us, the player, the freedom to decide our own reasons and rationale for making the choices we do. You don't need a rigid class system to define the role that the player plays. Instead that role is determined by the setup of the game and the specific circumstances presented to the player at a moment by moment basis.

 

This is, afterall, ignoring the whole part where TES games in general just don't have the depth to allow choice and consequences to the decisions we make. While you are placed in the role of a nameless prisoner who ends up being important to the world, the majority of the choices open to the player don't actually have any effect on their role or this importance. And this is true for a large number of other games out there. Role in RPG does not relate to the player choosing their role, but rather living within the role that the game has cast them to. The decisions the player makes is how they respond to that role, by means of equipment, development, or occasional interaction with the world, towards furthering that role.

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