Build the perfect TES game
- whoman69
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Build the perfect TES game
If you could create a mod which would incorporate the best of each game into the others, what would you take from each game? For example, would you take the combat engine from Oblivion with the lore from Morrowind and the graphics from Skyrim. What else would you add?
- dzio
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Re: Build the perfect TES game
Heh, at the moment the most important thing I would take from Morrowind would be "being able to run it on my crappy computer". 
I haven't played Oblivion or Skyrim yet (for reasons mentioned above), so I don't know what I'd take from those games, except maybe Skyrim's graphics and dual casting. But my perfect game would definitely have the experience system based on Morrowind. The concept of getting better at things by doing them is so simple and so briliant - that was one of the things that made me go "whoa" when I first started playing. Sure, I might tweak the skill list or the governing attributes assigned to each, but this aspect of the game is as close to cRPG perfection as I've ever seen.
I haven't played Oblivion or Skyrim yet (for reasons mentioned above), so I don't know what I'd take from those games, except maybe Skyrim's graphics and dual casting. But my perfect game would definitely have the experience system based on Morrowind. The concept of getting better at things by doing them is so simple and so briliant - that was one of the things that made me go "whoa" when I first started playing. Sure, I might tweak the skill list or the governing attributes assigned to each, but this aspect of the game is as close to cRPG perfection as I've ever seen.
Rule #137: Always waste time when you don't have any.
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TheDragonHugger
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Re: Build the perfect TES game
let's see... Skyrim graphics,perks, crafting, Giants, Dragons(obviously), and a few miscellenious details
Oblivlion Glitches
morrowind factions, vampirism, lycantrophy, and spells
daggerfall character creation and were boars, and ALL of the artifacts.
Oblivlion Glitches
morrowind factions, vampirism, lycantrophy, and spells
daggerfall character creation and were boars, and ALL of the artifacts.
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LauZ
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Re: Build the perfect TES game
The new fast travell, the same figthing-engine of skyrim, STATS OF THE PREVOIUS GAMES, no clarivoidence (clarividencia?), destroy the little map bar on the top, scary scenes when a critter wakes you up, more dungeons, where questswithoutimportanthistory, so you can repeat quests... STOP being the super mega born-chosen one (return to arena?), the virtual creation of the imperial library.
But the most important *ejem* MANY RANDOM NPC'S EVERYWHERE!
But the most important *ejem* MANY RANDOM NPC'S EVERYWHERE!
- Mod-Loving Wood Elf
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Re: Build the perfect TES game
It would take place in Cyrodiil, have Skyrim's graphics, and also Morrowind's lore and feeling of vastness. And it was have mods from all three games.
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- Uncle Sheo
- Uncle Sheo
- Br3admax
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Re: Build the perfect TES game
Your always destined even in arena and daggerfall, it's in the elder scrolls.
Justice knight wrote:Oh and listen to Br3ad he speaks wisdom.
- Crepe the Ashlander
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Re: Build the perfect TES game
Things I would take from each game (when I mention locations/factions I don't mean specifically I mean the way they did them):
Daggerfall: calendar that has a meaning, all the artifacts
Morrowind: Factions, Lore, Locations
Oblivion: Misc quests, character depth
Skyrim: Combat, daedric quests
Daggerfall: calendar that has a meaning, all the artifacts
Morrowind: Factions, Lore, Locations
Oblivion: Misc quests, character depth
Skyrim: Combat, daedric quests
- Chaos the N'wah
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Re: Build the perfect TES game
Morrowind's setting, enchanting, and lore with Oblivion's hand's-free-magic system and Skyrim's combat/perk system and graphics
- Unionhack
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Re: Build the perfect TES game
Combat engine and follower system of Skyrim.
The world design and city/town design of Oblivion.
The spell selection of Morrowind, with the spell creation of Oblivion.
The world size of Arena. Also the character designs of Skyrim.
Then make it all moddable, with mods accessable from every console it is on as well as PC.
I'd die of happiness.
The world design and city/town design of Oblivion.
The spell selection of Morrowind, with the spell creation of Oblivion.
The world size of Arena. Also the character designs of Skyrim.
Then make it all moddable, with mods accessable from every console it is on as well as PC.
I'd die of happiness.
- Argonanza
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Re: Build the perfect TES game
^Plus the number of voice actors from Skyrim.
- Unionhack
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Re: Build the perfect TES game
Yes, that too.
Also, every artifact of every game. Give me the armor designs as follows;
Iron; Skyrim
Steel; Oblivion
Dwarven; Oblivion
Orcish; Skyrim
Ebony; Skyrim
Daedric; Skyrim
Leather; Oblivion
Chainmail; Skyrim (the Hold guards and stuff)
Give us Mithril from Oblivion
For the love of God, never give us something like Elven from Oblivion ever again, that stuff was hideous. Skyrim please.
Glass armor from Morrowind.
And the Dragon Armors from Skyrim, of course.
Lastly, give us the weapon designs from Skyrim, but replace Ebony with the Oblivion version. Perhaps make the gold on Ebony weapons white to fit with the armor.
Also, every artifact of every game. Give me the armor designs as follows;
Iron; Skyrim
Steel; Oblivion
Dwarven; Oblivion
Orcish; Skyrim
Ebony; Skyrim
Daedric; Skyrim
Leather; Oblivion
Chainmail; Skyrim (the Hold guards and stuff)
Give us Mithril from Oblivion
For the love of God, never give us something like Elven from Oblivion ever again, that stuff was hideous. Skyrim please.
Glass armor from Morrowind.
And the Dragon Armors from Skyrim, of course.
Lastly, give us the weapon designs from Skyrim, but replace Ebony with the Oblivion version. Perhaps make the gold on Ebony weapons white to fit with the armor.
- Br3admax
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Re: Build the perfect TES game
Double, no, triple the number of voice actors.Argonanza wrote:^Plus the number of voice actors from Skyrim.
Justice knight wrote:Oh and listen to Br3ad he speaks wisdom.
- Tovenam
- Initiate

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Re: Build the perfect TES game
From Morrowind, I'd take the shear volume of lore, the chance to find unique and powerful items in completely random/non quest related dungeons and the diversity of roleplaying options (e.g the greatest diversity of weapon options and the ability to choose one from three factions mutually exclusive factions). Faction requirements were also good- e.g having to be good at magic to rank up in the Mages Guild rather than completing the whole thing as a warrior with no magical talent.
From Oblivion, I'd take the faction questlines. The factions in Oblivion had the best questlines of any TES game IMO. They were better quality quests than the faction quests in Morrowind and they were longer than Skyrim's faction questlines. Some of the storylines were better than those of Skyrim and Morrowind too- e.g the Thieves Guild and Dark Brotherhood storylines. I also liked an aspect of Oblivion's random loot system where you could find unique magic items randomly such as the Staff of Banishment or the Ring of Iron Fists. This was better than Skyrim's random loot system where you'd only ever find generic magic items in random loot.
From Skyrim, I'd take the level of detail (e.g crafting items, participating in work activities, catching butterflies, coming across foxes, rabbits and hawks etc.), the radiant story system & random encounters, the dungeons (better than Oblivion and Morrowind's dungeons IMO in scale, design, and story (often non-existant in Morrowind/Oblivion's dungeons)) and faction sidequests* (although the length of the faction main quests would need to be a lot longer than Skyrim's). Skyrim also has the best gameplay of the TES series, so I'd include that.
Something which Morrowind & Skyrim had and Oblivion largely lacked was cultural diversity- in Skyrim different races had different architectures, traditions and looks: Khajiit caravans, Orc Strongholds, Forsworn lairs, Thalmor, the Grey Quarter of Windhelm, and there was a greater diversity in the main 5 Nordic cities than was in Oblivion (despite some differences in house architecture, all Oblivion towns shared the same chapel/castle architecture). A similar diversity existed in Morrowind between the Great Houses, the Imperial settlements, and the Temple settlements. So my perfect TES game would have this diversity.
*To be fair, some of Morrowind's factions had these too- e.g the Staff of Magnus quest at the Balmora Mages Guild.
From Oblivion, I'd take the faction questlines. The factions in Oblivion had the best questlines of any TES game IMO. They were better quality quests than the faction quests in Morrowind and they were longer than Skyrim's faction questlines. Some of the storylines were better than those of Skyrim and Morrowind too- e.g the Thieves Guild and Dark Brotherhood storylines. I also liked an aspect of Oblivion's random loot system where you could find unique magic items randomly such as the Staff of Banishment or the Ring of Iron Fists. This was better than Skyrim's random loot system where you'd only ever find generic magic items in random loot.
From Skyrim, I'd take the level of detail (e.g crafting items, participating in work activities, catching butterflies, coming across foxes, rabbits and hawks etc.), the radiant story system & random encounters, the dungeons (better than Oblivion and Morrowind's dungeons IMO in scale, design, and story (often non-existant in Morrowind/Oblivion's dungeons)) and faction sidequests* (although the length of the faction main quests would need to be a lot longer than Skyrim's). Skyrim also has the best gameplay of the TES series, so I'd include that.
Something which Morrowind & Skyrim had and Oblivion largely lacked was cultural diversity- in Skyrim different races had different architectures, traditions and looks: Khajiit caravans, Orc Strongholds, Forsworn lairs, Thalmor, the Grey Quarter of Windhelm, and there was a greater diversity in the main 5 Nordic cities than was in Oblivion (despite some differences in house architecture, all Oblivion towns shared the same chapel/castle architecture). A similar diversity existed in Morrowind between the Great Houses, the Imperial settlements, and the Temple settlements. So my perfect TES game would have this diversity.
*To be fair, some of Morrowind's factions had these too- e.g the Staff of Magnus quest at the Balmora Mages Guild.
- Skrofler
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Re: Build the perfect TES game
--- from Skyrim I'd take
Perks (rebalanced)
Magic casting (altered)
Fatigue mechanics
Experimental alchemy
Enemies have hearing and pursue through doors
Blocking
Fencing (selling stolen goods)
--- from Oblivion I'd take
Birthsigns (these are better balanced than in Morrowind)
Horses (a mount that can outrun a little girl)
NPC schedules
Basic physics and moving objects around
4 weapon skills
--- from Morrowind I'd take
most of the basic design decisions.
Interface
Game world size
Towns in exterior cells
In game map and minimap
No fast travel
No scaling monsters
No auto-regenerating magicka or health
Attributes and leveling (slightly altered)
Magic effects and custom made spells (levitate and the lot)
Alchemy effects, mortar and pestle
Enchanting (altered)
Armour options (altered)
Attacks can miss
Soundtrack
Dialogue options and intuitive information gathering (asking commoners for basic info f.ex)
Using the journal for reference
Quest information in text, no map markers
Multiple ways to solve most quests
Interesting faction and common quests
Interesting and diverse main quest
Everything related to factions http://uesp.net/wiki/Differences_Betwee ... s.2FGuilds
Trading (but with the haggle slider from Oblivion and fencing from Skyrim)
Lots of minor things such as container storage limits, essential NPCs not invulnerable, speechcraft, no warning before illegal action etc.
Perks (rebalanced)
Magic casting (altered)
Fatigue mechanics
Experimental alchemy
Enemies have hearing and pursue through doors
Blocking
Fencing (selling stolen goods)
--- from Oblivion I'd take
Birthsigns (these are better balanced than in Morrowind)
Horses (a mount that can outrun a little girl)
NPC schedules
Basic physics and moving objects around
4 weapon skills
--- from Morrowind I'd take
most of the basic design decisions.
Interface
Game world size
Towns in exterior cells
In game map and minimap
No fast travel
No scaling monsters
No auto-regenerating magicka or health
Attributes and leveling (slightly altered)
Magic effects and custom made spells (levitate and the lot)
Alchemy effects, mortar and pestle
Enchanting (altered)
Armour options (altered)
Attacks can miss
Soundtrack
Dialogue options and intuitive information gathering (asking commoners for basic info f.ex)
Using the journal for reference
Quest information in text, no map markers
Multiple ways to solve most quests
Interesting faction and common quests
Interesting and diverse main quest
Everything related to factions http://uesp.net/wiki/Differences_Betwee ... s.2FGuilds
Trading (but with the haggle slider from Oblivion and fencing from Skyrim)
Lots of minor things such as container storage limits, essential NPCs not invulnerable, speechcraft, no warning before illegal action etc.


