New Gameplay?

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Night0205
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New Gameplay?

Post by Night0205 »

Hey there Tamriel Rebuilt. I am a big fan of everything you guys are doing here, and a even bigger fan of Morrowind. Everything you guys have done is beautiful. I had a question, or suggestion, and i don't know if this is the right place to post, if this is already been talked about, or if you guys have already included this in your plan. The greatest thing for me as a fan, is when you are able to play through new gameplay. For example: In the Bloodmoon expansion, you are able to head up building a colony! Cool right, i mean not that interesting, but still it's fun. And my question is i guess, if whether you guys are adding things like that as you form Tamriel Rebuilt. Everyone who likes morrowind likes going around killing stuff, but adding unique gameplay like building a colony, adds to the enjoyment. And what exactly am I refering to? Well for example any of you who have played Baldur's Gate II, the warrior is able to become ruler and landowner of a castle and it's farmlands. This is an idea that could work perfectly for Tamriel Rebuilt. Through circumstances you actually become a owner of a castle, land, farms, mines, etc. Not like you're king or anything, but that area becomes your land. If animals are eating your crops, if bandits are attacking the farmers, if a cousin of the previously owner wants to take power over you, these are all things that you could deal with. Make decisions, financially get income from crops, trade, ect. To me, that sounds like fun. I was also wondering if you guys were going to add new factions you can join, any kind of real estate, new gameplay? I mean, tell me the truth, who doesn't want to rule a castle? With morrowind you can basically do anything, with a little imagination. Just curious. You are all working very hard making the greatest game better. Thanks.

Have you guys thought about how the world would actually see the nevarine. I assume most of Tamriel Rebuilt for Morrowind is supose to take place after you save morrowind. It's what the tribunal expansion assumes i believe. One huge complaint i hear about morrowind players is that you save the world, and there isn't enough acknowledgement of it. Is it like you can tell people you are the nevarine but they don't believe you? Why. Realistically it would seem like the world would treat you a little different...at least some people. For example: people try and become your followers? Maybe this is a topic you have already discussed.
Last edited by Night0205 on Thu Jan 08, 2009 7:57 am, edited 2 times in total.
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Post by TheGooch »

Hey, Night.


For one of the maps, Myself and a few other quest modders are currently looking at implementing a system that determines the outcome of who controls a particular town(the governing body). (not the player, but NPC factions) but the player determines who gets the control through quests and other actions. this might be implemented in multiple places and could infact be introduced into Hammerfell.

And thanks for the praise. it certainly is welcome.
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Post by Túrelio »

I could be wrong but I believe that as a member of House Indoril or Dres you will be able to build a stronghold on the mainland, much like those you built as members of the three Houses on Vvardenfell.
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Post by Night0205 »

Yeah that sounds cool. Factions fighting over a town, sounds fun. Stuff like that, it seems like you really have an opportunity to add really fun gameplay. What's cool about it is you don't have to apply it to the rest of Tamreil Rebuilt, it's just a specific quest or gameplay for that specific town or area. It places you in more of a leadership role, or influencial rule, which if you think about for morrowind at least, you should be very influencial, being the savior and all. I think gamers like to be put in leadership roles above just go out and kill this thing...thanks. There is so much potencial for Tamriel Rebuilt, it's crazy.

And the reason you can be put into a leadership role and why new gameplay can be introduced is because this is a single player game. It's meant to entertain a single gamer. The world is made around the single gamer.

If you think about it. Both the Bloodmoon main quests had a new unique gameplay. One being able to make a new colony, two being able to play as a Werewolf. You guys all know more then me, and i'm sure your quests are very unique, but it seems to me that adding a new type of gameplay is what will add to Tamriel Rebuilt becoming more then a mod to become an actual expansion of Morrowind, or Oblivion. If you are going to just expand on previous ideas from the game, and not add anything new that's fine. You guys have accomplished so much, it just seems that adding good gameplay to your releases will add a lot. And really a lot of it is just a little bit more effort. I'm not talking about adding the ability to play as a werepig.... The ruling a castle idea doesn't need any more resources then you got. It's just using them in a new way. Also are there going to be more vampire clans? just curious.
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Post by Gez »

Putting another new colony somewhere, while certainly possible and interesting, wouldn't be new gameplay since it's been done by Bloodmoon.

As for radical gameplay changes like adding a new type of werebeast, do not count on it. We can't add new code to the executable... That's what Bethesda did for the werewolf.
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Post by Night0205 »

I was being sarcastic with the werepig thing. Like i was saying before, maybe it's not new gameplay, but it is usuing the gameplay available in a different way. In a way I think adds to the enjoyment. I'm not throwing out a specific request like "make sure you add quests for ruling a castle". I mean new gameplay in general. I think it adds more creativity to the project. And again I have no idea what you guys are planning and I haven't even played through the quests for Map 1 yet, so I don't really know. I'm just saying adding a little layer of unique gameplay to quests, beyond just the norm, could be fun. My oppinion, obviously and I'm just throwing out ideas.

And not to say you guys aren't creative, obviously you guys are VERY creative!

Even becoming the owner of your own Manor would be cool! :) You know the owner dies, and you help the son with keeping the land out of the evil cousins hands, and he makes you masquerade as the owner...something like that.
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Post by Gil Estel »

It sounds stupid, but is it possible to add a werewolf clan. That is the part what I missed in Bloodmoon: quest special only for werewolf's.
Maybe is it more for Map 5
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Post by Andres Indoril »

The only chance for that would be under the name of Hircine's Small Little Cult though.
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Post by Night0205 »

Werewolf clan would be cool.
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Post by Akul »

Werevolf clan in Morrowind would look weird.
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Post by Worsas »

If we followed the manner of Bethesda...

In Tribunal:
-A mercenary you can share items with
-A smith who makes adamantium armor for you

In Bloodmoon:
-Being a werewolf
-Building a settlement
(certainly even more)

It would mean we are free to establish something completely new. But my opinion is also that we better don't make things like new vampireclans or new werewolfstuff because this would'nt be a really new thing.

Maybe:
-A farm where you can breed siltstriders
-Powers similar to those described in the 36 lessons
-A big Bibliothek were you can bring any book once for a reward and they are exposed there(like the museum in Mournhold)

Let this just be examples. I'm sure there are much more appropiate possibilities than these.
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Post by Night0205 »

Spiders is one thing i miss in morrowind. Of course haven't you guys already added something on them? Spiders are hard to animate...i understand that.

The spider thing is a little off topic. But yeah, that's what i'm thinking, being able to add something to Tamriel Rebuilt that makes it feel like an expansion. Of course Tamriel Rebuilt does feel like an expansion with how much you guys have put into it. There just seems to be lots of opprotunity to expand on the gameplay.

What's so great about bloodmoon and tribunal is that they add a bunch of different things; like new diseases, new creatures, and new gameplay. You may have already done this, but it would be neat to see new stuff beyond land, npc, creature, armor, quest, bring something new to the table. It seems that mainland would be a lot different, but how is it different? I'm sure it is different, i'm just throwing stuff out there. I'm not trying to critisize i'm just saying, Mainland is like four times bigger then the rest of morrowind, if not more, there has to be gameplay to spread over that.

Walking through what you guys have created is AMAZING! It's beautiful, you guys are becoming experts at modding, but the hardest part is adding meat to the beautiful place you guys have created. I'm ignorant to the fact of how much "meat" you guys have created, but seeing as you need 4x the meat of the rest of morrowind? that's a lot of meat!
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Post by Gez »

We had a [url=http://tamriel-rebuilt.org/?picture=Swampspider.jpg&p=screenshots&gallery=22]spider model[/url], but its animation was messed up and it always caused the game to crash; so it didn't make the cut.

The eyestar was originally meant to be a creature, but it lacked attack and movement animations, so it was turned into what it is now.
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Post by Night0205 »

The spider model looks pretty good, but if it causes the game to crash...what can you do? Yeah, i guess making creature animations work in the game is extremely hard, which cretures has Tamriel Rebuilt actually added to Morrowinid? That ended up working? As I can see quite a few.

OK. Just played through bloodmoon colony quests again, and I loved it. Doesn't anyone else think it would be awesome to do that same idea on more of a running a castle, more noblish, upgraded type gameplay. Basically the same idea of running a colony, except it's more high up, which makes it more political, dealing with more High Class people, and the problems would probably be more epic. I don't know if it fits anywhere into Mainland Morrowind, but I think it would be cool. To have your own servants, everyone saying "Yes My Lord". You're right it's not really new gameplay, but it is a Different Setting. :)

I know the picture i described isn't really morrowindish...but you could probably make it more that way. I don't know if people in morrowind say "Yes My Lord". That's from that stronghold game.
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Post by milne »

If the player is in the Imperial Legion, wouldn't it be cool if s/he could go on a load of quests to build (or renovate) an Imperial Fort in a hostile area of Morrowind.


While they are at it, they could get options for what their fort to have, a tall tower, or simply a flight of stairs to get up to the top of a wall, so that if the quests are done with a different character, the fort could look completely different to what it did before...


How the player decides the fort should look (tall and spindly or short and fortified) could also determine the quests that the fort would involve. Would bandits swarm the gates? Or would cliff-racers kill the archers at the top of that stupidly tall tower...
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Post by Night0205 »

I was thinking about that. That is one way to go.

or

Imagine this...you get disturbed in the middle of the night and you expect a Dark Brotherhood or a Monster, but instead it's a lady pleading for you help. Her father just died and her EVIL UNGLE wants to take over the Family Castle...and you are their only hope!!!...just think about it.

But your idea is good too :)

- I do like the Imperial Legion idea, and it would work well, and not be to complicated. Running a fort/castle as captain in the Imperial Legion fits into morrowind perfectly and it's not so epic that it has to be anything apart from that faction. It's a complaint that i have heard about disappointment of leading a faction and not having much gameplay with it.
Last edited by Night0205 on Sun Jan 11, 2009 6:33 am, edited 2 times in total.
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Post by milne »

nice idea too, but would it fit in with the Morrowind lore???


Maybe if you were woken up by a Dark elf whose father was murdered by a crazy old mage who wanted the velothi dome they were staying in and its mine (to get money later on) for himself.


Just for it to fit in with the lore
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Post by Lady Nerevar »

TR does not seek to add new gameplay, only new lands to game in. strongholds will be in, as will some pretty interesting gameplay situations in the main quests of the maps, but huge gimicks like owning your own castle are imo too time consuming.

why would some random lady wake you up in the middle of the night, and why are you her only hope? "help person retain house" is a decent misc quest setup but it does not deserve any sort of epicness (like waking you up in the middle of the night).
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Post by Night0205 »

True true. Unless you made it part of a main quest ;)

If Tribunal wakes you up with an assassin, why can't Tamriel Rebuilt wake you up with something? I understand it would have to be for a...main quest or something epic, but you have several right? And yes it takes a little more effort, but effort can be filled by someone willing to do it. Let's be honest, what you guys are doing = EPIC.

Obviously it's a good introduction and obviously it's a good gameplay, been done both by the Pros. And I don't see why it's any more time consuming that what you guys have done already? Why with all the potential you guys have, is something like this...unreasonable? It's obviously your guys decision, just seems like a good addiction.

And even though this is titled new gameplay, it really isn't. It would be typical things you would find within a main quest, or maybe a big side quest, except it's a little more creative. Because to me morrowind is beautiful yes, but the quests are what keep me going...

Morrowind = Time consuming. And even if it was a side quest, you got to admite, it would be a feature that MANY players would be taking advantage of.

You guys say quality over quantity, i think, not adding new gameplay, but using old gameplay in a new way, adds quality. I don't see how that's not your motivation? I'm not trying to challenge you guys, it's just a stupid idea, meaning not that big of deal, but heck i could write the quest up, i don't know how to mod but i could give you the story. As long as i know the setting and where you would want it plugged into. How can you argue against what morrowind and it's expansions are all about, putting new open ended and unique gameplay in the hands of it's gamers? From playing map 1 & 2 i can see you guys have already done this a little, i'm just talking about to a greater extent. It sounds like mainland morrowind has finished so much already, i'm just talking about putting more meat on the bone.

I know people like new ways of gameplay, especially in a open ended game like morrowind, where you CAN do stuff like this. I'm suprised TR hasn't jumped all over stuff like this. Not specifically my idea but ideas similar, and maybe you have. :) Anyways enough of me writting, thanks TR for all your hard work. I love morrowind, therefore i love you! Don't get all mushy.
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Post by Night0205 »

milne wrote:If the player is in the Imperial Legion, wouldn't it be cool if s/he could go on a load of quests to build (or renovate) an Imperial Fort in a hostile area of Morrowind.


While they are at it, they could get options for what their fort to have, a tall tower, or simply a flight of stairs to get up to the top of a wall, so that if the quests are done with a different character, the fort could look completely different to what it did before...


How the player decides the fort should look (tall and spindly or short and fortified) could also determine the quests that the fort would involve. Would bandits swarm the gates? Or would cliff-racers kill the archers at the top of that stupidly tall tower...
I'm going to actually post a reply just because i really like "milne's" idea, at least some of it. So i'd like you guys to actually think about it. I like the idea of when you get to certain rank (captian?) in the Imperial Legion, you get an assignment to go to a hostile area of morrowind and set up a fort. I don't know about the tall/short tower thing, that might not work, but let me give you some reasons why i think this could be a good idea.
1. It's what the Imperial Legion does right? Sets up forts in areas that are hostile, to try to get control.
2. It doesn't have to have anything to do with the main quests, it can stay within the faction.
3. It's not anything new, you have the resources for it.
4. It gives that much desired gameplay that people want when they reach the top rank in the Imperial Legion.
5. It's not that complicated, takes like several quests in all, all you do is set up fort, run into conficts (quests), then overcome then.

What do you guys think?
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Post by MMMowSkwoz »

I don't think there's any objection to the player being woken up in the night, as long as it seems appropriate. If you want to write up a quest plan, I'm sure we'll be happy to implement it if it seems suitable and interesting.

As to building a fort, this would need to be scaled down a lot. A full-scale fort would take a very long time to build, in both real and TR terms. However, establishing a small outpost sounds reasonable to me.
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Post by Myzel »

I'm not sure what you want to accomplish with this thread. You're talking about 'new gameplay' but the things you suggest aren't really new gameplay aspects but just quest ideas. If your plea is for unique and interesting quests then I think you can rest assured, because the quest department is in capable hands and there are many creative modders with great ideas. Eventually the maps will have side quests, main quests and joinable factions including the houses of Indoril and Dres. That's a huge pile of gameplay for you there. Even a single map will have as much content as either expansions, if not more.
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Post by Night0205 »

You're right this isn't new gameplay, point taken, this is just ideas if you are interested. I'm not trying to force anything, i wouldn't want anything that didn't work well with Tamriel Rebuilt. If being woken up in the middle of the night, by an unharmful character, that needs help, that leads to the main quest in like Map 3 or something? If that sounds interesting and fits well in with your quest, take it, it's yours. Why would someone wake you up in the middle of the night seeking help? Well if anyone in morrowind was woken up in the middle of the night by someone seeking help, it would be you. You are the savior of morrowind, and everyone would be coming to you, for you to fix their problems. I guess who I would want to be responding would be whoever is head of quests, considering it's probably their decision. I would not write a random quest for you guys without knowing the background, how it would fit in to TR. I would assume you wouldn't want that either. Why would you guys want YOUR world to rap around MY idea, the only way i would write something is if MY idea went around YOUR world. But if you want something from me ask.

I still really like the Imperial Fort assignment, to be placed in a hostile area, i think it fits in well with the world of Morrowind. I would think the hardest part of it would be the quest, npc detail, interior detail. Let me explain why, and how it would fit into TIME for in-game and Creation.
A. In-game would be similar to the colony in Bloodmoon, every 3 days a huge part of the colony had been built. They built a lot in a short period of time, but that's how morrowind does it.
B. Let's be honest, many forts in morrowind look the same, copying like Moonmoth fort or something, doesn't seem unreasonable for the finished fort, as long as you change the interior, other NPC, quests, no one would notice, or care for that matter. That doesn't take much time, i would assume. As far as steps of building.
Steps:
1. No fort.
2. Just Main Hall (probably 2 stories and basement to fit in prison, your office, barracks, ect.)
3. Four towers for corners.
4. Add wall to connect towers, and main hall.
Other things to figure out is placement, hostile group, pretty stadard stuff and all of which you guys are already working on. If there are pieces of half built walls or towers, i guess that would be cool, but not necessary. Apart from quests, npc detail, interior detail, this doesn't seem that complicated does it? Well at least not for those HUGE things you guys are creating on the mainland. But for a player, i guarantee if you do it right, it will be very enjoyable.

It's an idea, if you like it, take it, if you don't, leave it.

Again thank you for all your hard work, and I'm sure I will enjoy the quests and gameplay from TR. :) I look forward to playing them!
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Post by milne »

If my fort idea is implemented, it shouldn't really be epic, I just thought it would be interesting to customise the layout to give it a "new gameplay" feel...


also, (not sure if this counts as "new gameplay" but...) I think there should be a quest for Redoran where you would have to sell the Telvanni a contract for so many Redoran guards, which could also help boost relations between the two factions. Telvanni items could then start popping up in Redoran towns and the Telvanni wouldn't hate you as much...
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Post by MMMowSkwoz »

theviking is head of quests if you'd prefer to contact him about it.

TR's policy is to never copy any interior/exterior from vanilla Morrowind; everything is made from scratch. A large interior such as a fort takes a not insignificant amount of effort to make. Also, making items appear or disappear requires each one to have a script running on it. Every object making up the fort would need to have one of these scripts on it and having a large number of scripts in the same cell will slow the game down. It's possible, but I personally think the same effect could be acheived with the creation of a smaller fortification.
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Post by Night0205 »

I like that you guys don't copy anything, good policy. However, you guys probably have several forts already made i would assume?
I won't bother theviking about it, if he wants to read this he can.
How much do you think it would actually slow the game down? I mean the colony worked pretty well, obviously you know more about it then me. It can be smaller, and it definently doesn't need to be epic. I just like the idea.

Also, back on the getting visited by people posts, it would make an easy interesting introduction to a main quest. Just like Tribunal, instead of going out and trying to find where to start the main quest, it comes to you. I still haven't found how to start the main quest in Map 1, but i haven't looked that hard either. ;)
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Post by Gez »

Something I'd actually like would be the construction of a mostly underground "fort". Like a new Velothi dome. As it is expanded, new areas are first cramped caves, then they're widened and support structures are placed, and finally the clay and whitewash is applied to finish it.
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Post by Night0205 »

Ok let me get some things straight. You guys will have quests for joining Indoril and Dres? Seems like most of you are unsure about it.
And after playing through bloodmoon, i'm not sure a werewolf clan would make sense. I don't know much about werewolf lore, but are werewolves even heard of on mainland morrowind? I mean everyone was suprised about them everywhere else. Maybe if it's in a very sucluded area. I guess there are a couple werewolves running around, but they would probably be on Solstheim. Maybe Map 5???
And you don't plan on adding any vampire clans or, why would vampire clans be out of the question? Besides the fact that it's already been done.
Obviously all the main factions have already been done and you guys are still adding to them.
I just am curious about what your guys thinking is according to these things. I'm good with whatever. :)
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Post by Gez »

Night0205 wrote:Ok let me get some things straight. You guys will have quests for joining Indoril and Dres?
Yes.

The player stronghold for House Indoril is already completed by the way.
Night0205 wrote:And after playing through bloodmoon, i'm not sure a werewolf clan would make sense.
It wouldn't.

Without a hero's superhuman will or magical help (Hircine's Ring), a werewolf is quickly reduced to being a gibbering lunatic in daylight and a bloodthirsty monster by night.

They just can't organize in clan. This isn't a White Wolf game.
Night0205 wrote:I don't know much about werewolf lore, but are werewolves even heard of on mainland morrowind?
Werewolves are supposedly found in every province. But the Temple has good witch hunters.
Night0205 wrote:And you don't plan on adding any vampire clans or, why would vampire clans be out of the question? Besides the fact that it's already been done.
New vampire clans are a possibility, the Quarra, Aundae and Berne are only vampires of Vvardenfell. That said, same comment as before: the Temple has good witch hunters.
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Post by Night0205 »

Thanks for answering the questions. So has mainland morrowind had any advances on new races? I know the Dwemer are gone. Falmer are gone. What is your take on Rieklings being the snow elves? From what i understand, the Falmer probably just blended into the other elf races and became non-existant. Rieklings seem like goblins. What other races are there? Maormer (tropical elves), Akaviri (Asian influenced men), Imga (apes people), Sload? Any chance on seeing any appearances of another race? I don't know much about it, i just googled it. Out of all these I'd like to see AKAVIRI!!! I always liked the asian influence in fantasy games and in morrowind. Even though it's not more powerful i like to use katana. I also like Asian architecture! And it would be interesting to see an asian influenced race in mainland morrowind, would it fit? I have no idea!
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Post by Myzel »

I don't think it would fit at all. Akaviri are snake-like creatures that don't even come from Tamriel. I don't want to see them in Morrowind. Actually, none of those races exist in Morrowind in any significant number, if at all. And you'll have noticed people here are very strict when it comes to lore. I don't think it would be accepted by the community either if there suddenly would be sload or akaviri in the province. New playable races are out as far as I'm concerned.
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Post by Theo »

Not to speak of the horrible amount of work that would have to go to creating of models, animations, voices, dialogue, lore... That is beyond TR's personal resources capacity now, I am afraid.
But wait for the final version of map 1 and you will get so much of a new gameplay in means of locations and quests your eyeballs will fall out ( :shock: ) I can assure you! I will not give any spoilers, I will just say that the final quests will bring so much new content they will be comparable with Morrowind's expansions.
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Post by Gez »

Night0205 wrote:Thanks for answering the questions. So has mainland morrowind had any advances on new races? I know the Dwemer are gone. Falmer are gone. What is your take on Rieklings being the snow elves? From what i understand, the Falmer probably just blended into the other elf races and became non-existant. Rieklings seem like goblins.
Official TR Stances on Stuff wrote:Stance on Falmer
The general consensus about the existence of the Falmer in TR is that they are extinct and will stay extinct. TR will not welcome "survivor" Falmer in the project's mods, so please do not create quests, NPCs, or any other lore to conflict with this in your mods.

The lore is too imprecise to make a clear judgment on their current state of existence. That the Falmer are extinct or are indeed Rieklings has yet to be confirmed by Bethesda. Until then TR will leave them as an extinct species.

Only under the extreme circumstance that Bethesda changes the lore on the Falmer will TR review this policy.
Regardless of whether the Falmer went extinct by degenerating into Riekling, assimilating into other elven races, being extermined to the last, or fleeing in hidden caverns that can only be reached by people playing on an nGage doesn't change the crux of the matter that they are extinct. Rieklings are Rieklings, not Falmer, even if they were Falmer once upon a time. Dunmer are Dunmer, not Falmer, even if some of their distant ancestors married a Falmer refugee. There are simply no Falmer around.
Night0205 wrote:What other races are there? Maormer (tropical elves), Akaviri (Asian influenced men), Imga (apes people), Sload? Any chance on seeing any appearances of another race? I don't know much about it, i just googled it. Out of all these I'd like to see AKAVIRI!!! I always liked the asian influence in fantasy games and in morrowind. Even though it's not more powerful i like to use katana. I also like Asian architecture! And it would be interesting to see an asian influenced race in mainland morrowind, would it fit? I have no idea!
Official TR Stances on Stuff wrote:Stance on New Races
TR will only welcome lore-supported races.

Any new races that have yet to be created should have some reference within Bethesda's related lore to Tamriel to be accepted.

If you have the intention of creating a new race you must provide sufficient evidence of their existence within Tamrielic Lore and also prove that this race still exists within the world.

Any race that is not supported by lore or are already an extinct race will not be accepted in TR.
Note the wording about "welcoming" races that people want to create. It shows that TR itself has no intention of creating them.

But, more specifically:
- Maormer: they're only on their little island and contained by the Altmer. No reason to be present in Morrowind.
- Akaviri: they're on Akavir, which is a distant land. No reason to be present in Morrowind.
- Imga: they're on Akavir, which is a distant land. No reason to be present in Morrowind.
- Sload: lore supports the presence of Sload traders buying slaves from the Dres in Tear, sometimes. The amount of work required to create this monstrous race just for a token NPC is simply too much for too little. But if you want to contribute a finished, working, lore-accurate and all-around well-made, you are welcome to, we'll probably use it. Otherwise, we won't go out of our way to create one.
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Andres Indoril
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Post by Andres Indoril »

Gez wrote:- Imga: they're on Akavir, which is a distant land. No reason to be present in Morrowind.
Incorrect, Imga are not on Akavir, but in Valenwood. You are mixing up your monkeys.
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Gez
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Post by Gez »

So utterly sorry. Here is the amended sentence:
- Imga: they're in Valenwood, which is a distant land. No reason to be present in Morrowind.

As you can see, this changes everything. Thank you for the correction.
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Post by milne »

The Tsaesci are from the westernmost province to east of Tamriel. Morrowind is the easternmost province of Tamriel. geographically it makes sense that Morrowind would be one of the first on their list when they invade Tamriel. After fighting the Cyrodiils some were granted amnesty and were alowed high positions in the Cyrodiilic empire, I dont think it is unreasonable to assume that some stayed off at Morrowind.

Also, there is already a Tscaesci race out there...

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3965

...by Adanorcil, the tail doesnt move and it doesnt sound very snakey but for one or two NPCs it shouldn't be too hard to pull off.
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Post by Night0205 »

You know i'm fine with not having any new races! The races presented in Morrowind right now, are a large number, and could have so much more explaination anyways...i mean you don't hear much about Wood Elf lore or some of the races who's origin are from different areas, i assume. But it would be cool if the gameplay expanded on some of the races left out. Of course if Morrowind wouldn't do that, don't change. Also, I'd love to see more stuff on Redguard, I know, I know it's big in other games...I know but I'm curious...
Another question to throw out there. I know i'm just changing subjects like crazy, but it's because i'm just so curious with what you guys are doing here. ;)
With the Morag Tong and the Dark Brotherhood. I'm a big fan of the Morag Tong, because of their honor. Dark Brotherhood is a huge thing now because of Oblivion, and the Dark Brotherhood are Scum, all of them, but if you want to be a scum character, i guess that's cool. What are your guys plans on the assassin factions? Both I guess could be cool, for the fact if you want to do more "evil" assassinations, the Dark Brotherhood being joinable could work. And the Morag Tong is just awesome, don't even need to talk about it.
Also, there was like a monkey monster on Solstheim that i killed, is that in any way like an Imga, or are Imga more like planet of the apes...of course he did seem that way to.

Yeah, about the Snake-people, in morrowind they had the Fat, no-legged, Dwemer dude, who just stood there and added info for the quest. But he's infamous now, and even though he just stood there, on his robotic spider, he really spiced up the quest. I don't know how much work it is, but you guys could look into adding a couple or one snake-dude for a reasonable quest. Ideas Ideas, in Elder Scrolls there are so many... Again it would have to fit in wouldn't it!
Last edited by Night0205 on Mon Jan 12, 2009 7:46 pm, edited 1 time in total.
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Gez
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Post by Gez »

milne wrote:...by Adanorcil, the tail doesnt move and it doesnt sound very snakey but for one or two NPCs it shouldn't be too hard to pull off.
If [url=http://tamriel-rebuilt.org/old_forum/profile.php?mode=viewprofile&u=5625]Adanorcil[/url] wants us to use his Tsaeci, let him do the pitch himself. :p

About the Dark Brotherhood: no, you won't be able to join them. Why? Because there is already a guild for assassins, so making assassin quests for two factions would be quite redundant; and because you could get silly results such as being attacked on sight by your fellow brothers when spelunking in Mournhold while having become the master of the faction by doing our proposed DB quests.

To get it really working, we'd have to alter and change parts of the Tribunal questline and the Dark Brotherhood NPCs so as to obtain something that isn't completely nonsensical for any combination of status in the DB and progression in the Tribunal main quest. This, of course, is totally out of question.

About the Imgas: no, they don't travel out of Valenwood, they're not that many anyway, they're not a citizen race of the Septim Empire, you won't see them.

About making other crazy stuff not supported by lore and not absolutely necessary: sorry, but that takes the backseat to making the crazy stuff that is somewhat supported by lore and that is absolutely necessary. Even just in that domain, we might have to cut our ambitions short (see the Dres tileset dilemma), so we won't put a Sload or a Tsaeci somewhere just to pull a Yagrum in one quest. Plus, it would cheapen Yagrum if there were a bunch of other unique dudes hidden in corprusariums.
Last edited by Gez on Mon Jan 12, 2009 7:51 pm, edited 1 time in total.
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Post by milne »

does he know his race has been suggested though? I'm just saving him the effort :)
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Post by Night0205 »

LOL...yep the Brotherhood doesn't make sense...I didn't think of that. of course I hate the Dark Brotherhood so I'm glad :). Why did Oblivion choose Dark Brotherhood?
So does this mean you guys are expanding on Morag Tong?

I'm sorry, what is the Dres Dilemma?
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