
This is a funny example, but it is also sad, and I hope that it turns into the next elderly scroll. Skyerium did not just have a good sense of development for most of the guilds. College and colleagues had basically three major basements and then you became the leader of these concerned groups. The problem here runs deeper than the lack of content or the lost feeling of immersion. I think Bethesda has a failure to recognize and take advantage of their sports power. With a big set of moments, people do not play Betasida games repeatedly because of an epic story. They play them because they will drown themselves in a living fantasy world as a character they want to be. Nevertheless, Bethesda fights this feeling at every turn with its design. Instead of leaning in the player’s freedom and dynamic quest design, they look instead of a major struggle focusing on the player’s guidance on the rails, which is just on the way.
So how can they fix it in Elder Scarrels VI?
- Focus on the Gilds instead of the main Quest Line.
- Try a lot in the interactiveness between the Guilds.
- Let the main story go through a player’s choice.
- Give the player more choice.
I want to go to each of these bullet points one by one, but the thing is that they are all connected. I will start from the start of the game. One of the reasons is that when it comes to Bethesda’s sports, alternative start modes are some of the most famous modes. Talking strictly to the big scroll … it is very cute that you always start as a prisoner. But some traditions are designed to break. This is probably the least important change that needs to be made, but it determines the tone of the rest of the experience. With the opening of the game, the player should be allowed to look for his role in the game world and make a list of his place to confirm. The last thing he should do leads to another important struggle where you are told that you are special. The player should earn his place as a hero if they choose to be at all.
What can be done … to join a glid! I think new players need some kind of guidance when launching a large RPG. But as I said, people are playing this game again and again. The overall experience should not be disturbed for the on -boarding process. Sports like Baldour’s Gate, Kingdom Au, etc., have hoped that Bethesda has been shown that the players are ready to roam in depth and details.
So let’s get the attention of this topic. Whether or not to offer more freedom offers in the early hours of the game, Gilds should be the show star at Elder Scarbs VI. Improved Bloods will make the Betasida game’s Make. A large majority of resources that will be spent on a central story should be moved towards eliminating the guilds as much as possible. Not only to make them feel like the Golds but also to make them more connected. The thief had a taste in the scai between the Guild and the Dark Brothers. Some of the dialogue lines and one or two in which there was a crusade over. It should be extended to a crazy degree. The players should not only need to get the ranks of every guild, but also the Golds should also react to your role already joining another Gold. Which can make it easier to join many of the cuddles … or tough.
Bethesda is historically against making everything in his sports on a single role, but I really feel that if he understands, he should bend over to lock the players out of content. This will naturally feel the world more alive and reacts. This will also increase the drama in writing. Although I have a great suggestion for them. The main struggle should be dramatic based on the role of the player. Yes, there can still be an important struggle. But instead of being forced to play a player, he should open naturally during his experience. We say that an important struggle is a great war. Well, instead of making the player’s role a common hero, why not solve everything, why not there are numerous approaches for the war that the player can naturally slot himself? Fighters can charge the next lines. The timid varieties can follow the enemy lines and sabotage the enemy. A handful of big questions that actually take into account the role you created in this world will be much better than a dozen questions that play exactly the same, regardless of your role.
Basically, by expanding the guilds, Bethesda will be spreading to the power of his game design. I can walk around this topic from ages, but hopefully it will find my thoughts fully and effectively.