Some musings as I finish Map 3
Posted: Wed Aug 15, 2012 6:55 pm
These are a few thoughts that drifted through my head as I moved up to do the quests on Map 2 (explored when first released). I have put them under three heads 'exploration and collections', 'guilds and replayability' and (effects of) 'other mods'. They may all have been discussed extensively in the past but there may be something useful in them.
Exploration and Collections.
Morrowind was the first Bethesda game I played and remains IMO the best. Exploration was fun and indeed essential if a full awareness of the game was intended. Quests could be found from people wandering in the wilderness, in dungeons, from documents lying around (Hlaalu compound, pillow invoice); powerful non-unique weapons and armour could be discovered (glass armour in a shipwreck, daedric longsword in an eggmine etc.) as well as unique artifacts to which no quest directed the player. This went by the board in Oblivion but has returned to Skyrim with quests from isolated buildings, many dungeons, and from reading books. TR is good with quests and it is true the guild quests for map 3 are not in place yet but there are a lot of dungeons some very imaginative. It is hard to imagine that they can all be used. Perhaps the odd quest starting in a dungeon, or obtained from a document in a dungeon could add to the variety? Also a collection quest or two where a fixed number of items is scattered around a particular type of dungeon (within a specific region) would also give a boost to exploration. With the museum in Mournhold perhaps there are new items they seek too?
Guilds and replayability
If the intention is to allow the player to join any of the five Great Houses I hope they are not all mutually exclusive. I think asking players to go through it five times - bearing in mind its ultimate size - might be too much of a good thing. There would be justifiable reasons for allowing the slaving House Dres to accept House Telvanni (not necessarily to like them) and for Redoran to accept Indoril - they are both devout and already jointly garrison Ghostgate and Molag Mar on Vvardenfell. But to increase replayability perhaps other either/or situations can be established. I have never felt it right that the Temple would accept proselytising Imperial Cult members, nor House Telvanni members of the hated Mages Guild (and vice versa). In time I imagine there will be Morag Tong and Imperial Legion factions. Building in some restrictions here would improve replayability, I think (no IL members in GHIndoril for instance). And there could be other existing factions developed with their own restrictions - Twin Lamps, Dark Brotherhood, Camonna Tong, East Empire Company etc. In the Oblivion mod Kragenir's Death Quest which I produced with Povuholo we also added guilds of our own. One was based on Detritus Caria of Mournhold and his collection of clutter. In KDQ this was being collected to maintain as a record of history for future generations. Another (not a guild specifically in KDQ) was a delivery and bill/debt collection agency where each assignment had a subquest attached. Overall what I am saying is the more that CAN'T be done in ONE game the better the overall replayability IMO.
Other Mods
Companions
I suspect most players these days use companions. ATM you cannot transport them as Effi-Tei will only send the player. Isn't it time that a boat connected say Tel Branora to Darnim, or Sadrith Mora to Port Telvannis so that a group could go? Companions can mark and recall so once there there is no problem but it would be nice to have one connection to the mainland from Vvardenfell.
Slaves
As a hater of all forms of enforced servitude I naturally use the Master Slave Key mod. In MW you cannot release slaves who are used on quests or cattle help by vampires (who presumably die of starvation if you kill all the vampires off). Is the same true in TR? I would not like to screw up a quest by releasing a slave later needed! But also I find it odd that I can release slaves in front of the eyes of their owners with nothing being said. This was generally true of MW too but it was not the case on the Dren Plantation and so presumably there is scope for making the freeing of slaves more problematical. Maybe the player could be teleported to jail if seen (to avoid killing too many incidental NPCs)?
Anyway, just a few thoughts to consider or discard as appropriate.
Exploration and Collections.
Morrowind was the first Bethesda game I played and remains IMO the best. Exploration was fun and indeed essential if a full awareness of the game was intended. Quests could be found from people wandering in the wilderness, in dungeons, from documents lying around (Hlaalu compound, pillow invoice); powerful non-unique weapons and armour could be discovered (glass armour in a shipwreck, daedric longsword in an eggmine etc.) as well as unique artifacts to which no quest directed the player. This went by the board in Oblivion but has returned to Skyrim with quests from isolated buildings, many dungeons, and from reading books. TR is good with quests and it is true the guild quests for map 3 are not in place yet but there are a lot of dungeons some very imaginative. It is hard to imagine that they can all be used. Perhaps the odd quest starting in a dungeon, or obtained from a document in a dungeon could add to the variety? Also a collection quest or two where a fixed number of items is scattered around a particular type of dungeon (within a specific region) would also give a boost to exploration. With the museum in Mournhold perhaps there are new items they seek too?
Guilds and replayability
If the intention is to allow the player to join any of the five Great Houses I hope they are not all mutually exclusive. I think asking players to go through it five times - bearing in mind its ultimate size - might be too much of a good thing. There would be justifiable reasons for allowing the slaving House Dres to accept House Telvanni (not necessarily to like them) and for Redoran to accept Indoril - they are both devout and already jointly garrison Ghostgate and Molag Mar on Vvardenfell. But to increase replayability perhaps other either/or situations can be established. I have never felt it right that the Temple would accept proselytising Imperial Cult members, nor House Telvanni members of the hated Mages Guild (and vice versa). In time I imagine there will be Morag Tong and Imperial Legion factions. Building in some restrictions here would improve replayability, I think (no IL members in GHIndoril for instance). And there could be other existing factions developed with their own restrictions - Twin Lamps, Dark Brotherhood, Camonna Tong, East Empire Company etc. In the Oblivion mod Kragenir's Death Quest which I produced with Povuholo we also added guilds of our own. One was based on Detritus Caria of Mournhold and his collection of clutter. In KDQ this was being collected to maintain as a record of history for future generations. Another (not a guild specifically in KDQ) was a delivery and bill/debt collection agency where each assignment had a subquest attached. Overall what I am saying is the more that CAN'T be done in ONE game the better the overall replayability IMO.
Other Mods
Companions
I suspect most players these days use companions. ATM you cannot transport them as Effi-Tei will only send the player. Isn't it time that a boat connected say Tel Branora to Darnim, or Sadrith Mora to Port Telvannis so that a group could go? Companions can mark and recall so once there there is no problem but it would be nice to have one connection to the mainland from Vvardenfell.
Slaves
As a hater of all forms of enforced servitude I naturally use the Master Slave Key mod. In MW you cannot release slaves who are used on quests or cattle help by vampires (who presumably die of starvation if you kill all the vampires off). Is the same true in TR? I would not like to screw up a quest by releasing a slave later needed! But also I find it odd that I can release slaves in front of the eyes of their owners with nothing being said. This was generally true of MW too but it was not the case on the Dren Plantation and so presumably there is scope for making the freeing of slaves more problematical. Maybe the player could be teleported to jail if seen (to avoid killing too many incidental NPCs)?
Anyway, just a few thoughts to consider or discard as appropriate.