Developmental Next-Step: Interactive universe
Posted: Thu Oct 25, 2012 6:17 pm
So, as mentioned by Todd Howard in his 2012 keynote speech, there is a developmental path to each game in the series.
Morrowind was made to develop locations
Oblivion was made to develop NPCs and their AI
Skyrim was made to interconnect NPCs to locations and to eachother.
All of which are done in relation to the player at the center of the experience.
So what is the next step?
Physically we have locations (buildings), NPCs (Animals and people), and the relationship to eachother and the player.
I believe the next step is the relationship to the world itself. It seems on more than one instance that places seem to "pop out" of the world. A town is built with lumber mills, but there isnt a clearing. People are woodcutters, but they are never cutting down trees. A wall is made of stone, but there isnt a quarry. A town is funded by an ebony mine but there arent warehouses or stockpiles of it, and there rarely is any subcultural uniqueness to towns such as unique wares, clothing, food supplies...etc (one exception being the signs in the ghetto of Windhelm). With technological advancements smaller interactions like this can be tested.
Keep in mind that BGS rarely likes to destroy locations (like the cabin in whiterun) so catching buildings on fire might be a tad extreme. But burning a field with a stray fireball might be doable.
What are some ideas that you believe might find their way into a TES game assuming an environment connection to location, NPCs, and the player and the interactions between them? Think cause and consequence.
Some examples-
You help a bandit raid by blowing a hole in the sewers beneath a vault... these two areas are then connected. A few people will be financially affected and might have to sell things making them legally obtainable at a merchant... (like that amulet behind that unbreakable safe you have been eying) The bandit could attempt to crack the bank on their own when you level up without first finding or attempting the quest, and get busted and put in jail. You can hear about it there, before they get busted, or after they get out. This allows for real news papers and the player having a different experience EVERYTIME they play the game. The world should work without the players hand, but the player should be encouraged to engage in later playthroughs.
An insect hive that gets "deeper" with player level increase. This encourages rediscovering locations and it allows for both weak and high level characters to have a developed experience.
Alteration magic that alters a landscape or uses it to your advantage. (Pass through level barriers in the hive, control plants by focusing ragdoll physics...etc)
A town is on a mine. As the player's level increases the mine doesnt grow. If the player helps boost the mine economy, the mine grows with player level. This could lead to an accident, a collapse, a discovery of a new dungeon... etc. Based on these discoveries the merchants in the town sell different things. (This would allow players to save money and buy high quality armor types at low levels, or allow bandits in an ebony mine to have a few high quality armors and weapons).
Morrowind was made to develop locations
Oblivion was made to develop NPCs and their AI
Skyrim was made to interconnect NPCs to locations and to eachother.
All of which are done in relation to the player at the center of the experience.
So what is the next step?
Physically we have locations (buildings), NPCs (Animals and people), and the relationship to eachother and the player.
I believe the next step is the relationship to the world itself. It seems on more than one instance that places seem to "pop out" of the world. A town is built with lumber mills, but there isnt a clearing. People are woodcutters, but they are never cutting down trees. A wall is made of stone, but there isnt a quarry. A town is funded by an ebony mine but there arent warehouses or stockpiles of it, and there rarely is any subcultural uniqueness to towns such as unique wares, clothing, food supplies...etc (one exception being the signs in the ghetto of Windhelm). With technological advancements smaller interactions like this can be tested.
Keep in mind that BGS rarely likes to destroy locations (like the cabin in whiterun) so catching buildings on fire might be a tad extreme. But burning a field with a stray fireball might be doable.
What are some ideas that you believe might find their way into a TES game assuming an environment connection to location, NPCs, and the player and the interactions between them? Think cause and consequence.
Some examples-
You help a bandit raid by blowing a hole in the sewers beneath a vault... these two areas are then connected. A few people will be financially affected and might have to sell things making them legally obtainable at a merchant... (like that amulet behind that unbreakable safe you have been eying) The bandit could attempt to crack the bank on their own when you level up without first finding or attempting the quest, and get busted and put in jail. You can hear about it there, before they get busted, or after they get out. This allows for real news papers and the player having a different experience EVERYTIME they play the game. The world should work without the players hand, but the player should be encouraged to engage in later playthroughs.
An insect hive that gets "deeper" with player level increase. This encourages rediscovering locations and it allows for both weak and high level characters to have a developed experience.
Alteration magic that alters a landscape or uses it to your advantage. (Pass through level barriers in the hive, control plants by focusing ragdoll physics...etc)
A town is on a mine. As the player's level increases the mine doesnt grow. If the player helps boost the mine economy, the mine grows with player level. This could lead to an accident, a collapse, a discovery of a new dungeon... etc. Based on these discoveries the merchants in the town sell different things. (This would allow players to save money and buy high quality armor types at low levels, or allow bandits in an ebony mine to have a few high quality armors and weapons).