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Tiny details that can make us feel more immersed in the game

Posted: Sun Feb 20, 2011 10:49 am
by NDirishKC
Wouldn't it be cool if helmets (depending on their design) partially blocked your view while in first person? In my opinion it would make the game a lot more immersive. Maybe the thickest helmet would only have a small window to see out of, but it would provide you with much more protection. This would also prompt us to remove our helmets while in towns, or anywhere that we were not expecting battle. I'm sure in real life we wouldn't be wearing helmets 24/7. It would just really make first person view a lot more believable.

Also I hope there is the added feature of being able to choose your characters dominant hand. Let's say you are a left handed warrior. You would carry your sword with your left hand, and your shield in your right. It probably would not effect magic since we can assign a spell to each hand. However, opening doors, picking stuff up, eating someting, and hand-to-hand combat would all definately be more beleivable. This would really effect using a bow also. Being a left hand archer myself, it really just felt weird in Oblivion when my character would draw back their bow right-handed. This is a small detail that would be very easy to accomplish, yet it would add A LOT to the game in my opinion. What do you think??

Re: Tiny details that can make us feel more immersed in the game

Posted: Sun Feb 20, 2011 11:05 am
by Argonanza
Screw limited helmet view.

Yay for choosing dominant hand.

...

Also, worn down clothing. NPC's who travel alot shouldn't be able to keep their silk robes all shiny and clean. Travelling is dirty business.

Re: Tiny details that can make us feel more immersed in the game

Posted: Sun Feb 20, 2011 1:08 pm
by Taters
Blood spatter across the face and armor of someone who's just killed, mud clinging to the boots and greaves of someone who's been running around outside, rain and submersion washing them off, and(lol) a hammer blow to your helmet causing you to get really dizzy and get terrible ringing in your ears(kind of the way bombs screw with your hearing in GTA IV).

Re: Tiny details that can make us feel more immersed in the game

Posted: Sun Feb 20, 2011 1:09 pm
by Leilah
Boyfriend and I were talking about the dominant hand thing just yesterday. I'm left-handed and it kills me a little to see my character's sword in the wrong hand. And my hair shouldn't stay so perfect if I get mangled by Ogres. It isn't right.

Re: Tiny details that can make us feel more immersed in the game

Posted: Sun Feb 20, 2011 8:19 pm
by stst
From what it sounds like -- they're saying you assign what each hand carries -- it probably should't be a problem to have a character with a weapon in their left and and a shield in their right.

Re: Tiny details that can make us feel more immersed in the game

Posted: Sun Feb 20, 2011 8:21 pm
by MARS
Ah I could post so much here...But I won't as I might die of old age until I'm finished :lol:

Re: Tiny details that can make us feel more immersed in the game

Posted: Mon Feb 21, 2011 5:46 pm
by ch00_bakka
Also, dwemer/falmer cities that make SENSE, and NO SEPARATE CELLS!!!!!!

Re: Tiny details that can make us feel more immersed in the game

Posted: Mon Feb 21, 2011 5:49 pm
by John117
I think that separate cells are a bit essential. For a large world already, adding even more could slow down framerate.

Re: Tiny details that can make us feel more immersed in the game

Posted: Mon Feb 21, 2011 5:54 pm
by NitrusReigns
Argonanza wrote:Screw limited helmet view.

Yay for choosing dominant hand.

...

Also, worn down clothing. NPC's who travel alot shouldn't be able to keep their silk robes all shiny and clean. Travelling is dirty business.
Agreed! Succinct...I like it :D
Leilah wrote:And my hair shouldn't stay so perfect if I get mangled by Ogres. It isn't right.
This is something that has bothered me in almost every RPG I've played. In my racing games, my car get messed up when I crash, but in my RPGs, I don't get messed up from fights...what's up with that?

Re: Tiny details that can make us feel more immersed in the game

Posted: Mon Feb 21, 2011 6:22 pm
by I_am_one
I want different races to hate each other. I can't imagine a Dunmer bartender giving my Argonian character a room for free, or something like that.

I also want to be able to write. We have paper, quills,and ink. Let's use them!

Re: Tiny details that can make us feel more immersed in the game

Posted: Mon Feb 21, 2011 7:11 pm
by JJSmart
I_am_one wrote:I want different races to hate each other. I can't imagine a Dunmer bartender giving my Argonian character a room for free, or something like that.
I completely agree! When you read a lot of books in the games, there's racism all over the place. But then in the game world everyone just seems to get along just fine. Racism should be in the game simply because it happens in the lore. It'd add coherence and realism to the game world.
I_am_one wrote:I also want to be able to write. We have paper, quills,and ink. Let's use them!
Yes! Why do we have a journal if we can't write in it ourselves?
I used to play WoW and had a mod that added a notepad so that i could write notes on different things before i logged out, so that i wouldn't forget to do certain things when i started playing again. It'd be trivial to add this to the PC version of Skyrim. People could choose not to use it if not needed, but we could take notes on things we've seen or NPCs we've encountered, have reminders like "need to keep any nirnroot i find for quest with weird guy in Inn's basement in Skingrad", etc...

Re: Tiny details that can make us feel more immersed in the game

Posted: Tue Feb 22, 2011 5:51 am
by Fiar
I'd like that wear and tear to show. I want my armor to be dinged, and my cloak to look tattered and ripped...This can also help for RP actually.

And I wouldn't mind that if you cast a single spell constantly, your hand will temporarily reflect what it's done.

Fireball:Hands signed
Frostbolt:Icing or saturation
Lightning: Quick juts of electricity over the hand

Granted, this would have to be for show only. Since application for a real purpose would mean that interwoven spells wouldn't result in a pretty effect for the player's health. And if you cast frost to the point saturation happens, and then go for a lightning spell, you'll just electrocute yourself...I could think of effects for all the spells actually, hmm.

Re: Tiny details that can make us feel more immersed in the game

Posted: Tue Feb 22, 2011 7:38 am
by DeathByScribb
I like all these ideas. Especially the helmet view. Hearing your own breathing as your fatigue drained would really add immersion. I don't see it happening though, it would make the 3rd person-to-1st person transition seem really awkward. I guess throwing it in as an option would be cool. If that were the case, I'd like blurring and equilibrium effects to simulate head trauma. Not annoyingly so, just in a minimalist sense to add effect to the feel of combat.

Re: Tiny details that can make us feel more immersed in the game

Posted: Tue Feb 22, 2011 7:02 pm
by NitrusReigns
DeathByScribb wrote:I like all these ideas. Especially the helmet view. Hearing your own breathing as your fatigue drained would really add immersion. I don't see it happening though, it would make the 3rd person-to-1st person transition seem really awkward. I guess throwing it in as an option would be cool. If that were the case, I'd like blurring and equilibrium effects to simulate head trauma. Not annoyingly so, just in a minimalist sense to add effect to the feel of combat.
I could be okay with some of these ideas if they were done minimally so as to add to the effect. I'm just very afraid that any of them would end up annoying the crap out of me. I'm more tempted to just want them all to be done away with rather than risking my enjoyment of the game. After all, I don't want to be that immersed. It's a game and I want it to be a fun game.

Re: Tiny details that can make us feel more immersed in the game

Posted: Tue Feb 22, 2011 7:30 pm
by NordFtw
1)Element Affects Armour.
-After Being in Water, armour appears wet for a period of time
-Snow Effects, i.e on clothes/armour and clingling to boots and hair
-Fire creates burn marks that are diffcult to remove (On armour)
-As mentioned before, Blood Stains
-Dirt/Snow/Rain specks on screen in first person veiw

2)Custmoize Armour
-At a shop perhaps, you can alter base colours/patters on certain types of armour and weapons

3)Improved Morality/Fame
-Instead of just Fame/Infamy there should be a "bar" which shows which end of the Moral Metre you are on, and this should affect how certain people act towards you/way quests play out
-Morality Moments: Such as when a human enemy is surrendering you should be able to spare them and say, tie them up or execute them.

4)Realistic Housing
-Anybody else notice the lack of Kicthens/Toilets in Oblivion?

5)Improved Dialogue
A dialogue system similar to that of the Fallout Games preferably.

Re: Tiny details that can make us feel more immersed in the game

Posted: Tue Feb 22, 2011 10:50 pm
by ctrl84
It's not that important, but... i'd like to see vapour when someone breathes out. It has to be cold outside, right? :oops:

Re: Tiny details that can make us feel more immersed in the game

Posted: Tue Feb 22, 2011 10:56 pm
by I_am_one
And footprints. How can my heavy orc in heavy armor not leave a single footprint in the snow? You could use footprints to track enemies, (or animals) and they can do the same with your footprints.

Re: Tiny details that can make us feel more immersed in the game

Posted: Wed Feb 23, 2011 6:51 am
by DeathByScribb
I_am_one wrote:And footprints. How can my heavy orc in heavy armor not leave a single footprint in the snow? You could use footprints to track enemies, (or animals) and they can do the same with your footprints.
You could use them to lead enemies into traps... or mislead them into an ambush!
Oh man... it's just never enough for me LOL.

Re: Tiny details that can make us feel more immersed in the game

Posted: Wed Feb 23, 2011 5:39 pm
by Lindai
A few things that I feel would make the stealth aspect amazing and more immersive-

Adding camoflauge. Like if we wore some polar bear fur in snowy environments,it would allow us to move closer to NPCs without them noticing you. Or regular fur in an "autumn" environment. Camoflauges could be assigned a percentage: The perecentage is divided by 100,subtracted from 1 and then multiplied by the line of sight of NPCs.

Distractions. Throwing berries or stones to distract animals/NPCs. Throwing a lump of meat at wolves when being attacked. Leaving bodies around to distract guards while you enter a forbidden location(thanks very much AC,I love you).

Sedatives-Apples poisoned with some sort of sedative to knock out NPCs. Sedative poisons that can be applied to arrows. They make an NPC sleep for a set amount of time,depending on how potent they are. Essential for Thieves Guild characters who are discouraged from killing.

Re: Tiny details that can make us feel more immersed in the game

Posted: Thu Feb 24, 2011 3:10 am
by NitrusReigns
I have almost nothing useful to say except that I absolutely love these ideas Lindai! I especially like the idea of leaving a body to distract the guards so that I can do something else illegal! It's beautiful :lol:

Re: Tiny details that can make us feel more immersed in the game

Posted: Thu Feb 24, 2011 11:45 am
by Argonanza
Lindai wrote: Sedatives-Apples poisoned with some sort of sedative to knock out NPCs. Sedative poisons that can be applied to arrows. They make an NPC sleep for a set amount of time,depending on how potent they are. Essential for Thieves Guild characters who are discouraged from killing.
For the love of the Nine, yes!

Re: Tiny details that can make us feel more immersed in the game

Posted: Thu Feb 24, 2011 6:46 pm
by stst
Lindai wrote:A few things that I feel would make the stealth aspect amazing and more immersive-

Adding camoflauge. Like if we wore some polar bear fur in snowy environments,it would allow us to move closer to NPCs without them noticing you. Or regular fur in an "autumn" environment. Camoflauges could be assigned a percentage: The perecentage is divided by 100,subtracted from 1 and then multiplied by the line of sight of NPCs.

Distractions. Throwing berries or stones to distract animals/NPCs. Throwing a lump of meat at wolves when being attacked. Leaving bodies around to distract guards while you enter a forbidden location(thanks very much AC,I love you).

Sedatives-Apples poisoned with some sort of sedative to knock out NPCs. Sedative poisons that can be applied to arrows. They make an NPC sleep for a set amount of time,depending on how potent they are. Essential for Thieves Guild characters who are discouraged from killing.
The Elder Scrolls: Snake Eater. Very cool.

Re: Tiny details that can make us feel more immersed in the game

Posted: Thu Feb 24, 2011 8:55 pm
by Lindai
Elder Scrolls:Blood Money,after my favourite stealth game.

The part of the trailer,with the hunter ambushing the deer...Do you that's camoflauge in action?

Re: Tiny details that can make us feel more immersed in the game

Posted: Fri Feb 25, 2011 12:17 am
by John117
I don't know if this is really something that would make anyone more "immersed" in the game, but it's certainly something nice. I want clothing to go back to separate pieces, like pants, shirts, etc. I didn't really like how they did it with Fallout 3 (all clothing is full body).

Re: Tiny details that can make us feel more immersed in the game

Posted: Fri Feb 25, 2011 12:25 am
by Cactus
Keep in mind Elder Scrolls and Fallout are two different series. The reason outfits were one piece in Fallout 3 and New Vegas is because they were one piece in Fallout 1 and Fallout 2, not because Bethesda was being lazy or anything. I imagine clothing will work like it did in Oblivion with a few slots.