TES V announced at last - it's Skyrim!

Pokemon was also a linear Lite RPG and TES is a sandbox PC-Style RPG. Although the new stats system might make it fall more under Lite than PC-Style now.

https://www.gameinformer.com/games/the_elder_scrolls_v_skyrim/b/xbox360/archive/2011/01/28/skyrim-menu-system-overhaul.aspx

Damn it people, stop making me the last poster. I don’t like double posting.

Meh the only thing I want to see now is an hour long gameplay video like they did with Oblivion.

At this point I’d just like the game to be released, but thats not going to happen either. I suspect we’ll get a short gameplay section at E3, then several trailers, a bit more gameplay, then release.

i’m actually hoping they keep the game media to a minimum. i was so pleased with Oblivion because i jumped in blind. i was still playing Morrowind at the time and had a few ideas on what i might find (mostly improvements) but i didn’t have any particular expectations.

i knew the game had more forests, i knew the game looked better than Morrowind and i knew the combat was greatly improved. …and that’s pretty much it.

-Kawai Tei-

Some info from an obscure Italian game magazine (not all of it is new)

[i]* Rather than a complex UI, we just have four cardinal directions that seamlessly flow into equally seamless sub-categories where everything is easy to navigate and esthetically sleek (a subjective term, but that is their stated goal.)

  • Rather than creating a class and choosing our strengths from the outset, whatever we pick up and start doing on a whim is what we become good at. The more focused we are, the more specialized and the faster we’ll level. The more spread out our focus is, the more versatile we’ll be, but the less specialized and powerful we’ll be in the long run. Likewise, instead of choosing a birthsign, we choose perks as we level up instead. (The depth and options are retained, but the work and complexity of the selection process are reduced or eliminated.)
  • Rather than initiating conversations with non-quest NPCs intentionally, it’s more like they naturally choose on their own to comment on things going on in their lives, about you, about the world, etc. And NPCs that have more to say (i.e. quest-givers or other essential NPCs) have dialogue trees for added detail where it’s needed. (I was concerned about this at first, but as part of an effort to make things more natural and fluid, it makes a kind of sense in my opinion.) Likewise, we can terminate conversations by simply walking away.
  • NPCs will give precise directions, and will even accompany us to the correct roads and tell us the correct direction to travel in in order to locate quest locations. (Since we can play with no HUD if we want to this time, this means we have a viable alternative to quest markers.)
  • Rather than having separate attacks for spells and weapons, everything will be mapped to attack 1 and attack 2, one for each hand. Whatever we have on a given hand (a spell, a shield, a weapon, or nothing) can be used to perform its own attack, and using both at the same time allows us to block.

Whereas, on the other hand, some signs that they aren’t sacrificing depth or granular detail in the world and its culture include:

  • Each Nord clan in Skyrim has its own micro-culture, colors, and esthetics.
  • There are multiple terrain types and environments in Skyrim.
  • There is a Dunmer village in Skyrim (owing to the evacuation of Vvardenfell following “The Red Year,” no doubt.)
  • While we can no longer create spells - which I concede is initially very disappointing to me - spells have secondary effects and some allow us to deploy them as area effect “traps” (of sorts) for enemies to walk into. So while customization of spells may be reduced in one respect, their utility has been significantly augmented, and the lack of customization can be overcome by providing a sufficiently large variety of spells. (There may also be lore reasons for this now, since the Mages Guild no longer exists and has been split into two organizations; the College of Whispers, and the Synod.)
  • There are jobs and/or crafting abilities (I say and/or because we don’t yet know whether one can be considered a job or a crafting ability, whether it’s a skill, or what) now, apparently including woodcutting and weaponsmithing.
  • There are more people working on dungeons this time around, and there are fewer of them, evidently in an effort to make them more unique and varied.
  • The economy of villages and towns can be impacted by us damaging things like their mills. This will affect prices. Every town has an economy.
  • Even small villages contain 10+ buildings.
  • Dwemer ruins return.
  • Radiant Story (whether one approves of its other potential implications or not) should mean different characters experience at least some quests differently, and in different locations. This will be true of 75% of quests.
  • Race designs are more distinct and varied, and character creation is more customizable than in the past.
  • Weapons have separate block and attack stats.
  • There are little environmental touches like birds, and fish that leap out of the water.
  • Dungeons now feature numerous puzzles. The 3D rotation/examination of inventory items will play into solving some puzzles.[/i]

Local economy, normal jobs, unique dungeons, villages realistically bigger?? Hell yeah!

Nice, they’re making the interface and gameplay more streamlined but at the same putting more meat and potatoes into the game.

What :|. Sorry, English isn’t my first language. Can you explain what you are saying with that?

They’re adding more things to see and to do into the game.

Not all that info may be new but what is, is quite promising. I think the HUDless option is becoming more promising.

Dead space.

how would you explain away a healthbar on the back of my powerful buy totally gay orc. deadspace has a cool system but its got like limited applications in gamez

Well, in Mirror’s edge your vision gets blurred and gray when you are low in health. Perhaps something similar can be used in Skyrim.

It would still be annoying. I don’t really see the problem with having a HUD.

because elder scrolls games try to draw you into their world through atmosphere. a HUD takes away from the atmosphere because it’s just a bunch of numbers and letters plastered onto your screen. a HUD that’s integrated into the world itself in a believable way that still relays important information (like the health bar in dead space) is way way better than a flat HUD.

  1. Turn around
  2. Look at the blood-trail you’re leaving behind you
  3. Determine the level of injury
  4. ???
  5. Pass out.

nahh

No problem with it, it would just be cool to turn it off and still get a good experience.

Playing hudless isn’t hard if the proper subtle cues are provided. Audible breathing and heartbeat for dangerously low health, red color, lack of focus, motion blur, etc.

From what i’ve read and heard, battle fatigue may also play into one’s health. There seems to be a lot more stumbling, side-stepping and tripping with the new system. i can’t imagine with such low health that a wounded warrior could stand long on both feet, no matter how long his little green fatigue bar may be. if’n your warrior is wounded and holding at 70%, his walking pattern may change or speed may drop. it doesn’t take a genius to tell how well a person feels by observing how they move.

EXACT health (numbers, health bar etc.) isn’t a necessity unless you’re OCD like me and demand your character stays at FULL health. Likewise with magic; if they limited how much your hand glows or moves, you might be able to tell how much magic you have left. Plus, for ranger types who play hudless, you may be able to hold a working compass in your hand on screen, or better yet a map as well.

-Kawai Tei-

Maybe it’s a contextual HUD they’re talking about. The HUD stays hidden most of the time but only shows whenever it’s needed.

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