The Elder Scrolls V: Skyrim announced

I'd disagree. Most of production time is spent building an engine. Beth could have been working using the iD Tech 5 engine to create the game world whilst their artists added the rest. Given the lack of activity (aside from RAGE) within iD its also possible that some of their coders, artists, etc may have helped get things running quickly. Until I see otherwise I'm not ruling it out.

Although iD have been quiet lately they've been busy behind the scenes with DOOM 4 as well as RAGE, i'd love to see Beth using it though, exciting times ahead.
 
Although iD have been quiet lately they've been busy behind the scenes with DOOM 4 as well as RAGE, i'd love to see Beth using it though, exciting times ahead.

All they have to make for Doom 4 are weapons, enemies and corridors :D.

I would love to see Skyrim use Tech 5, mainly just to see an opposite to what iD have done artistically with RAGE. I still remember that CryEngine video of the Imperial City from a few years ago, that was pretty good.
 
First RPGs I played were KOTOR 1 & 2 - loved them. On the back of that, I tried Oblivion. I've spent many many hours on it (I don't know why, just wanted to complete it and hoped it would get better as everyone said it was great), but it's boring. Pretty, yes. Vast, yes. Buggy, yes. Interesting, no.
 
I'd disagree. Most of production time is spent building an engine.



That might be true of a shooter, but not of an RPG like Bethesda does. If you ever tried to create mods for Ob or MW, even a simple thing like a house, you'd understand how long populating the game in terms of buildings, caves, lairs etc can take. Then add all the scripting. Now have dozens of people playing every last possible combination of events, quests, faction joining, etc, while trying every last way to complete a quest - or break it. Now it's time to balance the skills, the magic etc etc etc. Now, for a game like the engine takes about eighteen months and the rest three to four years.


M
 
That might be true of a shooter, but not of an RPG like Bethesda does. If you ever tried to create mods for Ob or MW, even a simple thing like a house, you'd understand how long populating the game in terms of buildings, caves, lairs etc can take. Then add all the scripting. Now have dozens of people playing every last possible combination of events, quests, faction joining, etc, while trying every last way to complete a quest - or break it. Now it's time to balance the skills, the magic etc etc etc. Now, for a game like the engine takes about eighteen months and the rest three to four years.


M

You're right. I should have been a bit more "in depth" with my first post. A lot of scripted sequences, especially in terms of the A life implemented in to Gamebryo is something I count as part of the engine. It may be a separate entity but for me, if it follows the engine around and remains exclusive (as I believe it has done) its a part of it.

Of course, that is again only a small part on top. I still do think though that it is too early to write off iD Tech 5 as an engine.
 
What pics?

http://www.gamingeverything.com/2011/1/elder_scrolls_v_scans


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Information summary


On leveling:
Totally revamped, no more class selection at the start of the game, every skill you level contributes to your overall level. And each time you level you get extra health plus the ability to get either more health, magicka or stamina.
Each level also brings you perks. Cool abilities I guess like in Fallout 3.
Also, the leveling was moved from 1-25 or something like that to 1-50, but 50 is soft-capped, you just advance really slow after that.

On skills:
Mysticism is gone.
18 skills, down from 21 on Oblivion, and 27 on Morrowind.
Tries to accomodate players who want to specialize in a certain proffesion (like mage or thief), while at the same time giving room for players who like to do plenty of everything. They want to keep a special care so that this feels good, not prone to cheating and organic.

On the story and lore:
200 years after Oblivion. Set in Skyrim, a region north of the imperial city, where the Nords live.
The dragons are returning, as it was prophetized. You are gonna be trying to stop the wicked dragon god. You are a dragonborn, a dragon hunter. Your mentor is one of the last blade, voiced by some old dude from Shutter Island and Minority Report.
Also, there is a civil war, since the king is dead.
Enemies include were-yeti's, giant spider, dragons and other cool creatures.

On combat:
They want to make it more dynamic and tactical. You have to assign each hand with a function I think, either magic, 2 weapons, a weapon and a shield, etc.
You can also waste stamina by sprinting, allowing you to get access to tactical postitions.
Emphasis on really improving the combat this time around.
They are also putting care on how each weapon feel on your hand.

Other:
Third person view has been improved
5 massive cities, more variation in caves and underground stuff.

On quests:
Quests are much more dynamic now.
The quests are now more determined by how you build your chracter, individual actions and overall much more dynamic. Examples provided: If you are more of a magic user, some other mage may approach you who may not have had if you were just a melee character. Or if you killed some dude who owned a store that was gonna give you a quest, his sister would inherit the store, but she may resent you before giving you the quest. Also, if you drop a weapon in the street instead of selling it, it may just dissapear, some kid may get it and give it back to you, which would lead to a series of stuff, or some dudes may fight over who gets it.
Also, it said that the quests you are given would be modified by how you have played (I guess like scaling the quests). For example, the location of a rescue mission would be determined by which location you have visited (it will try to give you a dungeon you haven't been in) and I guess also giving you appropiate enemies to your level.

Option for no HUD.

On Conversations:
Conversations aren't done in a zoomed in static shot anymore.
Start a conversation with some and they will act like someone would in real life, looking at you occasionally and walking around a bit and also continue doing a task if they were doing one while talking.

On Weapon smithing:
Go to a forge and carve a new weapon out of red hot metal.
 
Lots of juicy info
Two of my main gripes with Oblivion were the levelling system and lack of variation in caves and dungeons. The fact they are at least attempting to rectify these is good. Of course, they may not be changed for the better, but I'm more hopeful than I was previously... And were-yetis sound bad ass :D
 
every skill you level contributes to your overall level.

So oblivions system but without major or minor skills just all major.

great....


Or if you killed some dude who owned a store that was gonna give you a quest, his sister would inherit the store, but she may resent you before giving you the quest.

in other words we replaced immortal npcs with their never ending extended families, because actually giving you consequences for your actions would confuse the console darlings.
 
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I really wanted to like oblivion but after about 8 hours of gameplay it just became really repetitive, find tower run in, blitz evilly demony types, go to town sell loot by supplies, rinse, repeat ad nauseum.

I hope V is slightly more varied and interesting
 
I really wanted to like oblivion but after about 8 hours of gameplay it just became really repetitive, find tower run in, blitz evilly demony types, go to town sell loot by supplies, rinse, repeat ad nauseum.

I hope V is slightly more varied and interesting

I think you played it wrong ;) I sunk 30+ hours doing the assassin and thief guild missions before visiting a single portal tower. The main quest did suck though, i'll grant you that.
 
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