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Skyrim - Not the next generation RPG


gigantibyte

  

33 members have voted

  1. 1. Would you pay $200 for an RPG as described?

    • Yes
      7
    • No
      26


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I'm really getting sick of the ignorant noobs who come here and whine about what they should've done.

 

Once again, if the things you guys are talking about is so easy and so do-able, then why is Bethesda Game Studios the ONLY developer to make an RPG like Skyrim?

 

And no other competitors come close to the level that Skyrim/Elder Scrolls is on.

 

Well, every developer has their series that they stick to. Pioneering new intellectual property is a very, very risk maneuver - so risky, that developers will much rather create a sequel to an existing intellectual property based on similar mechanics that have already proven successful.

 

This is why Bethesda is making a modified Oblivion clone (which was originally a modified Morrowind clone), and other developers like IW are making their Modern Warfare clones.

 

It's well within the realm of possibilities for other manufacturers to make a game the scale of Skyrim - it's not a technological barrier, it's simply too risky. The sheer amount of effort and work put into a game of Skyrim demands that the game succeed, or the company can say goodbye. Bethesda has it figured out already, because they tried it out in the previous games (back when game development was still much simpler, especially in the graphics department, and therefore much cheaper and easier to experiment with). But a big hotshot game developer can't just try to create something similar and expect it to work, without directly stealing from Bethesda.

 

And besides, they'd just ruin it either way. You know how they work. They create products geared towards mass consumerism and dumbed down console games, and probably wouldn't make them moddable either. It's bound to fail, thus no game developer would seriously try it.

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I'm really getting sick of the ignorant noobs who come here and whine about what they should've done.

 

Once again, if the things you guys are talking about is so easy and so do-able, then why is Bethesda Game Studios the ONLY developer to make an RPG like Skyrim?

 

And no other competitors come close to the level that Skyrim/Elder Scrolls is on.

 

Well, every developer has their series that they stick to. Pioneering new intellectual property is a very, very risk maneuver - so risky, that developers will much rather create a sequel to an existing intellectual property based on similar mechanics that have already proven successful.

 

This is why Bethesda is making a modified Oblivion clone (which was originally a modified Morrowind clone), and other developers like IW are making their Modern Warfare clones.

 

It's well within the realm of possibilities for other manufacturers to make a game the scale of Skyrim - it's not a technological barrier, it's simply too risky. The sheer amount of effort and work put into a game of Skyrim demands that the game succeed, or the company can say goodbye. Bethesda has it figured out already, because they tried it out in the previous games (back when game development was still much simpler, especially in the graphics department, and therefore much cheaper and easier to experiment with). But a big hotshot game developer can't just try to create something similar and expect it to work, without directly stealing from Bethesda.

 

And besides, they'd just ruin it either way. You know how they work. They create products geared towards mass consumerism and dumbed down console games, and probably wouldn't make them moddable either. It's bound to fail, thus no game developer would seriously try it.

 

hmmm. That's a very interesting post! Not often do you find intelligent thoughts on such matters on the internet. Typically people get an arrow in the knee before they can.

 

I see you're point though, yes.

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first off open world mmo's, gothic 3 and 4, and two worlds series...beth isn't the only open world developer.

destructible enviroments? i want, and easier than you think to do. doesn't require animating everything breaking apart that's console, early 2000 tech. modern=create an engine that fractures and creates separate models on impact, simple gouges created with dx11 decal tessellation. no need to completely detail every break point before hand, just let the engine and scripts do it, physics handles the rest. and no, consoles wouldn't be able to run it at all. none of it is complicated, but all of it would be or would not work at all on consoles considering that's beth's target audience.

 

that's the limiting factor 'will it run on consoles' and OP is right, skyrim is not nextgen anything, not based on ancient tech. and beth will never produce a nextgen game with their tunnel vision securely on consoles. but...$200 for a game? not bloody likely. regret $60 on skyrim, should have waited a year, cheaper, tons of mods, modders patching everything beth breaks, stable engine...maybe stable :\

 

as to speech recog...too expensive and time consuming, voice actors for every possibility of what character might say or ask O.O and for different accents, languages...audio and recog files would be the largest part of the game.

 

more destructable> landscape torn up by earthquake, volcano, tornado, hurricanes, rockslides, flash floods, blizzards, giant rampaging zombie bunnies...whatever. also somewhat irritating how fireproof skyrim is, thatch doesn't burn, wood doesn't burn, houses don't burn, trees laugh at lightening and fireballs, multi-ton dragons slamming into them, etc. like another slap in the face about how little you effect the world of nirn. not even the landscape pays any attention to you...or anything else. meh...i'll stop...everytime i start thinking of what the game could have been...considering all the hype and years in development...and what it is... :facepalm:

 

the only nextgen...is the modders and what they have done and will do to the game.

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The third option is actually possible due in part to the way dungeons in some RPGs are actually designed.

 

Oblivion is prime example of this. The dungeons in Oblivion were hardly ever the same twice. Ignoring the problems with their look and feel, the dungeon layouts themselves were fairly random and playing through a dungeon in a second playthrough could yield unexpected results.

 

Another example is the "Infinite Dungeons" premium module for the original Neverwinter Nights. The general idea was that you made your character, got some starting loot, and went down into what literally was a never-ending dungeon. It wasn't that immersive or grand in it's appearance but the dungeons were "large", in a sense.

 

Daggerfall is another one I know of. The entire gameworld is twice the size of Great Britain, but most of that is randomly generated.

 

Nothing is stopping developers from making long, expansive dungeons, it's just not necessarily practical for modern-day gamers and time-constraints.

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Trow "havok clothes" or something alike to it and ill pay 200$.

 

I dont see skyrim as a stand alone game, it is more like an game engine that can be used to create a great game, just like oblivion was.

 

And i dont see this game as next gen, not even close, it looks and plays a lot like oblivion, next gen game would have new physic effects (stuff like clotches, hairs, destruction), this game has very basic physics and mostly last gen effects.

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