Starting Dungeon (tutorial)

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xopsi
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Starting Dungeon (tutorial)

Post by xopsi »

Am I the only one who hates these? i feel its just a waste of time. if you're going to restart based on decisions, you should be able to just...restart and go, without going through an hour of tutorial that you would learn just as easily on the outside world.

Am i alone here?
Not changing this until Skyrim comes out, and even then, I'll probably be too busy... playing Skyrim...
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Re: Starting Dungeon (tutorial)

Post by Argonanza »

There is a workaround in Oblivion. When you create a new character and go through the tutorial, save right before you exit the sewers. When you want to create another character you load that save, activate the gate and change the character's job, birthsign, race, etc.
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Re: Starting Dungeon (tutorial)

Post by xopsi »

I know, i do that. I,m talking more about the feel.
Not changing this until Skyrim comes out, and even then, I'll probably be too busy... playing Skyrim...
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Re: Starting Dungeon (tutorial)

Post by Argonanza »

Oh yeah, I get tired of it after the first couple of times.
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Re: Starting Dungeon (tutorial)

Post by Spiney »

I would prefer if you chose your class before the dungeon, then it changed to suit your skills to introduce into that play style.

So say you pick Light Armour as your major armour skills, you'd come out with a full set of rough leather rather than bits of it.
Same goes for your weapon skill and anything else you have as your major.
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Re: Starting Dungeon (tutorial)

Post by xopsi »

that's an interesting idea.
Not changing this until Skyrim comes out, and even then, I'll probably be too busy... playing Skyrim...
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Re: Starting Dungeon (tutorial)

Post by OblivionDuruza »

I like Spiney's idea. I had mapped out a whole new character generation process for Morrowind, which did similar, but I never saw the plan realised, partly due to a lack of time to actually create the mod and partly due to a lack of time to teach myself the necessary skills.
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Re: Starting Dungeon (tutorial)

Post by xopsi »

i agree, i'd love to see that brought to life.
Not changing this until Skyrim comes out, and even then, I'll probably be too busy... playing Skyrim...
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Re: Starting Dungeon (tutorial)

Post by Thegreatkirlee »

Spiney wrote:I would prefer if you chose your class before the dungeon, then it changed to suit your skills to introduce into that play style.

So say you pick Light Armour as your major armour skills, you'd come out with a full set of rough leather rather than bits of it.
Same goes for your weapon skill and anything else you have as your major.
I like that idea. Instead of using the tutorial to test things in which to choose your race/class/birth-sign etc at the end, use it to choose at beginning and test throughout the tutorial. Especially seeing as you don't really get to use many of the skills anyway.
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Re: Starting Dungeon (tutorial)

Post by Dark Spark »

This is my idea of how to get around a tutorial while giving a consistent start to the story:

You wake up in a cave and discover some people have set up camp at the mouth of it. As you approach them, they are startled for a moment.

But, seeing that you're unarmed and road-weary, they invite you to warm yourself by the fire.

Any attempt they make to get your backstory is answered with curt evasions. You notice that the campers are part of a trade caravan moving towards town. They offer you the chance to join the caravan.

If you agree, you take part in a tutorial where you learn in-game navigation and basic combat by defending the caravan as it makes its last leg into town.

If you refuse, they give you a knife in an act of charity. You're free to tramp off into the world to start the game right away.







And if you miss the warmth of a prison cell:

You wake up in a cell to the sounds of battle raging outside. A sympathetic guard opens the cell and leads you out of the dungeon, supplying you with basic arms and a quick runthrough about the disaster unfolding outside: the prison is falling under attack by hostile forces who seem keen on killing everybody, guards and prisoners alike.

At a juncture, the guard gives you choice: join the fight raging in the courtyard ahead, or to sneak out of the prison through the sewers.

The sewers serve as the 'safer' tutorial— and choosing to fight your way out of the courtyard puts you squarely in the gameworld and a path to an escape out the doors.
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